12.08.2015, 23:27
Hello everyone. Unlike what the title suggests, I have two separate problems. One with HP and the other with actors. I couldn't find any better title so sorry about that.
First problem:
Sometimes when I take damage (fell, got shot...) or even if I try to set my HP (Up or down) my health bar will get updated for a second then go back to the initial amount. So my health would actually go down for a second then go back up. Or when I want to heal myself my health would go up for a little bit then go back down. I have no code in OnPlayerTakeDamage nor OnPlayerGiveDamage and this is my /sethp command (or part of it at least) in case it is needed:
Second problem:
It's more like a question. If I spawn an actor on custom mapping, he is gonna fall through. How can I prevent that?
PS: I am using a streamer.
Thank you for helping.
First problem:
Sometimes when I take damage (fell, got shot...) or even if I try to set my HP (Up or down) my health bar will get updated for a second then go back to the initial amount. So my health would actually go down for a second then go back up. Or when I want to heal myself my health would go up for a little bit then go back down. I have no code in OnPlayerTakeDamage nor OnPlayerGiveDamage and this is my /sethp command (or part of it at least) in case it is needed:
Код:
YCMD:sethp(playerid, params[], help) { new player, HP; if(sscanf(params, "ud", player, HP)) return SendClientMessage(playerid, COLOR_WHITE, "USAGE: /sethp [playerid] [HP]"); if(!IsPlayerConnected(player)) return SendError(playerid, "Invalid player ID!"); SetPlayerHealth(player, HP); return 1; }
It's more like a question. If I spawn an actor on custom mapping, he is gonna fall through. How can I prevent that?
PS: I am using a streamer.
Thank you for helping.