PickUp Problem
#1

i made a robbery in drug factory when a player starts it then he gets 1 minutes to wait there and after it a pickup must be appeared to pick it up and to get the hideout for money but the porb is that the pickup doesn't appears

PLease Help.

case MISSION_TYPE_ROBBERY:
{
new Houseid = PlayerInfo[i][pCheckpoint];

if (PlayerInfo[i][pCrackingTime] > 0)
{
PlayerInfo[i][pCrackingTime] --;

format(string, sizeof(string), "~r~~h~%s Robbery~n~~p~Stealing Money~n~~w~Time Left: ~g~00:%d",HouseInfo[Houseid][h_HouseIntName],PlayerInfo[i][pCrackingTime]);
TextDrawSetString(StatsDisplay[i], string);
TextDrawShowForPlayer(i, StatsDisplay[i]);
PlayerInfo[i][pInRobbery] = 1;

if (PlayerInfo[i][pCrackingTime] == 0)
{
if(IsPlayerInRangeOfPoint(i,20.0,-2145.5979,-257.6850,40.7195))
{
PlayerInfo[i][pInRobbery] = 1;
SendClientMessage(i,COLOR_SERVER_HELP_MSG,"Robbery In Progress, Find The Drugs To Complete The Robbery. Time Left 2:00 Hours.");
PlayerInfo[i][pCrackingTime] = 59;
PlayerInfo[i][pMission] = MISSION_TYPE_ROBBERY_3;
DrugFactoryPickup = CreatePickupEx(1242, 2, -2145.0967,-261.1343,40.7195, -1);
}
else
{
PlayerInfo[i][pWantedLevel] = 10;
SetPlayerWantedStats(i,"Robbery");
format(string, sizeof(string), "[ROBBERY]%s Has Been Robbed By Suspect %s",HouseInfo[Houseid][h_HouseIntName],PlayerInfo[i][pName],i);
SendClientMessageToTeam(TEAM_LAW,COLOR_DISPATCH, string);
SendClientMessageToTeam(TEAM_LAW,COLOR_DISPATCH, "All Units In The Area Please Respond.(/res To Respond)");
ShowPlayerWantedStats(i);

format(string, sizeof(string), "%s",HouseInfo[Houseid][h_HouseIntName]);
strmid(PlayerInfo[i][pHoldupVictim], string, 0, 128, 12;

switch (CURRENT_GAMEMODE)
{
case LAS_VENTURAS:{
new BankRandom_LV = random(sizeof(BankSpawns_LV));
SetPlayerRaceCheckpoint(i, 2, BankSpawns_LV[BankRandom_LV][0],BankSpawns_LV[BankRandom_LV][1],BankSpawns_LV[BankRandom_LV][2], 0.0, 0.0, 0.0,4);
}
case LOS_SANTOS:{
new BankRandom_LS = random(sizeof(BankSpawns_LS));
SetPlayerRaceCheckpoint(i, 2, BankSpawns_LS[BankRandom_LS][0],BankSpawns_LS[BankRandom_LS][1],BankSpawns_LS[BankRandom_LS][2], 0.0, 0.0, 0.0,4);
}
case SAN_FIERRO:{
new BankRandom_SF = random(sizeof(BankSpawns_SF));
SetPlayerRaceCheckpoint(i, 2, BankSpawns_SF[BankRandom_SF][0],BankSpawns_SF[BankRandom_SF][1],BankSpawns_SF[BankRandom_SF][2], 0.0, 0.0, 0.0,4);
}
}

format(string, sizeof(string), "Crime: Robbery");
ReportCrimeTOPolice(i,string);

PlayerInfo[i][pHoldupHour] = 5;
PlayerInfo[i][pHoldupMinute] = 0;
PlayerInfo[i][pHoldup] = 1;
PlayerInfo[i][pCrackingTime] = 0;
PlayerInfo[i][pMission] = MISSION_TYPE_ROBBERY_2;
ShowRobberyInfoTextdraw(i);
}
}
}
}//End Of Robbery Mission Check

case MISSION_TYPE_ROBBERY_3:
{
PlayerInfo[i][pInRobbery] = 1;
new Houseid = PlayerInfo[i][pCheckpoint];
if (PlayerInfo[i][pCrackingTime] > 0)
{
PlayerInfo[i][pCrackingTime] -- ;
format(string, sizeof(string), "~r~~h~Drug Factory Robbery~n~~p~Find Drugs~n~~w~Time Left: ~g~00:%d",PlayerInfo[i][pCrackingTime]);
TextDrawSetString(StatsDisplay[i], string);
TextDrawShowForPlayer(i, StatsDisplay[i]);

}
if(PlayerInfo[i][pCrackingTime] == 0)
{
ShowDescriptionText(i,"~w~Time Is Up!~n~~r~~h~ Robbery Failed!");
SendClientMessage(i,COLOR_SERVER_HELP_MSG, "You Cannot Find Drugs In Given Time. Robbery Failed!.");

PlayerInfo[i][pCrackingTime] = 0;
PlayerInfo[i][pHoldup] = 0;
PlayerInfo[i][pHoldupHour] = 0;
PlayerInfo[i][pHoldupMinute] = 0;
PlayerInfo[i][pHoldupAmount] = 0;
PlayerInfo[i][pMission] = 0;
HouseData[Houseid][h_RobWaitTime] = 60;
PlayerInfo[i][pHoldupWaitTime] = 60;
TextDrawHideForPlayer(i, StatsDisplay[i]);
}
}

Please Help me
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#2

please put it worlds in
Reply
#3

What do you mean?
Reply
#4

type put [pawn]
Reply
#5

and after put in the end [/pawn]
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#6

So messy, not gonna hurt my eyes on this.

If I understood right what the problem is, just make the timer to create pickup after the funct. Is called.
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