Robbing system checkpoints
#4

The upper code isn't very good it's just like useless..

Try doing this:
- Create per shop var like " bshot[3] "
- Then create them on game mode init.
- Now in Onplayerenterdynamiccheckpoint, Check that if the checkpoint id is equal to the ID of the enter checkpoint which he enter, Now set his enter pos, do the same for exit one.
- Now for robbing check if checkpointid = rob cp one , then use your code of robbing,
- and no need of multiple timers, create a var like " shop[MAX_SHOPS] " , define max shops and then
- When someone robs it do it like " shop[enteredshop] = 60 " and create only a timer,
- In that timer loop through all shops and minus it like shop[varloop] --; so that it'll keep minusing a second in it.
- And now when player starts robbing check that if the shop he entered variablw of it aka shop is 0 then he can start robbing
- also don't forgot to do a check that loop id shop var isn't 0 already..

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Messages In This Thread
Robbing system checkpoints - by Deroxi - 03.12.2017, 15:40
Re: Robbing system checkpoints - by AlexMSK - 03.12.2017, 16:10
Re: Robbing system checkpoints - by Deroxi - 03.12.2017, 16:29
Re: Robbing system checkpoints - by FuNkYTheGreat - 03.12.2017, 16:45
Re: Robbing system checkpoints - by Deroxi - 03.12.2017, 20:00
Re: Robbing system checkpoints - by NaS - 04.12.2017, 00:14
Re: Robbing system checkpoints - by Deroxi - 04.12.2017, 17:03
Re: Robbing system checkpoints - by jasperschellekens - 04.12.2017, 20:37
Re: Robbing system checkpoints - by Deroxi - 05.12.2017, 09:50
Re: Robbing system checkpoints - by Sjn - 05.12.2017, 11:13

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