26.06.2013, 05:36
i try and try to fix error
Error Trucker_TimeToFailMission
#define Trucker_TimeToFailMission "Enter your vehicle or re-attch your trailer 30"
Error Trucker_TimeToFailMission
Error Trucker_TimeToFailMission
#define Trucker_TimeToFailMission "Enter your vehicle or re-attch your trailer 30"
Код:
(33) : error 006: must be assigned to an array (286) : error 006: must be assigned to an array Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase 2 Errors.
Код:
Trucker_StartRandomJob(playerid) { // Check if a job could be set correctly (player must be driving a valid trucking vehicle) if (Trucker_SetRandomJob(playerid) != 0) { // Setup local variables new StartLoc[50], EndLoc[50], Load[50], RouteText[255], Float:x, Float:y, Float:z, LoadMsg[128]; // Job has started APlayerData[playerid][JobStarted] = true; // Set jobstep to 1 (going to load the goods) APlayerData[playerid][JobStep] = 1; // Get the startlocation, endlocation and the load texts format(StartLoc, 50, ALocations[APlayerData[playerid][JobLoc1]][LocationName]); format(EndLoc, 50, ALocations[APlayerData[playerid][JobLoc2]][LocationName]); format(Load, 50, ALoads[APlayerData[playerid][LoadID]][LoadName]); // Combine it all into a string for the TextDraw (the player can see this all the time) to describe the mission format(RouteText, 255, TXT_HaulingCargoFromToPickup, Load, StartLoc, EndLoc); // Set the TextDraw so the player can see it TextDrawSetString(APlayerData[playerid][MissionText], RouteText); // Grab the x, y, z positions for the first location x = ALocations[APlayerData[playerid][JobLoc1]][LocX]; y = ALocations[APlayerData[playerid][JobLoc1]][LocY]; z = ALocations[APlayerData[playerid][JobLoc1]][LocZ]; // Create a checkpoint where the player should load the goods SetPlayerCheckpoint(playerid, x, y, z, 7); // Set the job-fail-time for the global vehicle-timer APlayerData[playerid][VehicleTimerTime] = Trucker_TimeToFailMission; // Inform the player that he must load his goods format(LoadMsg, 128, TXT_PickupCargoAt, Load, StartLoc); SendClientMessage(playerid, 0xFFFFFFFF, LoadMsg); } return 1; }
Код:
forward GlobalTimer(); public GlobalTimer() { // Setup local variables new OldVehicleID, NewVehicleID, OldTrailerID, NewTrailerID; // Loop through all players for (new playerid; playerid < MAX_PLAYERS; playerid++) { // Check if this player is logged in if (APlayerData[playerid][LoggedIn] == true) { // Get the vehicle-id's from this player OldVehicleID = APlayerData[playerid][VehicleID]; NewVehicleID = GetPlayerVehicleID(playerid); OldTrailerID = APlayerData[playerid][TrailerID]; NewTrailerID = GetVehicleTrailer(GetPlayerVehicleID(playerid)); // Check the class of the player switch (APlayerData[playerid][PlayerClass]) { case Trucker: { // Check if the trucker has a job if (APlayerData[playerid][JobStarted] == true) { // Check if the vehicletimer didn't run out yet if (APlayerData[playerid][VehicleTimerTime] != 0) { // If VehicleID and TrailerID are still the same as when the player accepted the job if ((OldVehicleID == NewVehicleID) && (OldTrailerID == NewTrailerID)) APlayerData[playerid][VehicleTimerTime] = Trucker_TimeToFailMission; // Reset the time before the mission fails else // One (or both) aren't still the same (player lost his trailer or vehicle) PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it } else // Time left has reached 0 FailJob(playerid); } } case BusDriver: { // Check if the busdriver has a job if (APlayerData[playerid][JobStarted] == true) { if (APlayerData[playerid][VehicleTimerTime] != 0) { // If VehicleID is still the same as when the player accepted the job if (OldVehicleID == NewVehicleID) APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission; // Reset the time before the mission fails else // Player got out of his bus PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it } else // Time left has reached 0 FailJob(playerid); } } case Courier: { // Check if the courier has a job if (APlayerData[playerid][JobStarted] == true) { if (APlayerData[playerid][VehicleTimerTime] != 0) { // If VehicleID and TrailerID are still the same as when the player accepted the job if (OldVehicleID == NewVehicleID) APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission; // Reset the time before the mission fails else // Player stepped out of his vehicle PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it } else // Time left has reached 0 FailJob(playerid); } } case RoadWorker: { // Check if the roadworker has a job if (APlayerData[playerid][JobStarted] == true) { // Check if the vehicletimer didn't run out yet if (APlayerData[playerid][VehicleTimerTime] != 0) { // If VehicleID and TrailerID are still the same as when the player accepted the job // In case of the "tow broken vehicle" jobtype, the mission starts without a trailer (so it's 0), // but gets updated when the player enters the checkpoint to set the broken vehicle as trailer if ((OldVehicleID == NewVehicleID) && (OldTrailerID == NewTrailerID)) APlayerData[playerid][VehicleTimerTime] = Job_TimeToFailMission; // Reset the time before the mission fails else // VehicleID isn't still the same (player lost his vehicle or trailer) PlayerLeftVehicle(playerid); // Inform the player that he left his vehicle and that he must re-enter it } else // Time left has reached 0 FailJob(playerid); } } } } } return 1; }