[HELP] Key doesnt work
#1

Hi.

ENGLISH:

When the player is switching classes he can press the fire key to switch the textdraw on his screen. Although, when he clicks the fire button nothing happens. Please help!

SPANISH:

Cuando el jugador estб cambiando las clases se puede pulsar la tecla de disparo para cambiar el TextDraw en su pantalla. Aunque, cuando se hace clic en el botуn de disparo ocurre nada. Por favor ayuda!

GERMAN:

Wenn der Player wechseln Klassen, die er kann das Feuer der Schlьssel zur textdraw auf seinem Bildschirm-Schalter drьcken. Obwohl, wenn er das Feuer Button klickt nichts passiert. Please help!

RUSSIAN:

Когда игрок переходит классах он может нажать огонь ключевым для переключения textdraw на его экране. Хотя, когда он нажимает на кнопку выстрела ничего не происходит. Пожалуйста, помогите!

CODE:

pawn Код:
else if(newkeys && KEY_FIRE)
  {
    if(pSpawned[playerid] == 0)
    {
      SpawnPointText[playerid]++;
     
      if(SpawnPointText[playerid] == 12)
      {
        SpawnPointText[playerid] = 0;
      }
     
            if(SpawnPointText[playerid] == 1)
            {
                TextDrawHideForPlayer(playerid, Text:Regular);
                TextDrawHideForPlayer(playerid, Text:NTownText);
                TextDrawHideForPlayer(playerid, Text:WTownText);
                TextDrawHideForPlayer(playerid, Text:ResturantText);
                TextDrawHideForPlayer(playerid, Text:AirfieldText);
                TextDrawHideForPlayer(playerid, Text:OilText);
                TextDrawHideForPlayer(playerid, Text:Area69Text);
                TextDrawHideForPlayer(playerid, Text:GasStationText);
                TextDrawHideForPlayer(playerid, Text:OilStationText);
                TextDrawHideForPlayer(playerid, Text:TrainRefuelText);
                TextDrawHideForPlayer(playerid, Text:DamText);
                TextDrawHideForPlayer(playerid, Text:OldTownText);
                TextDrawShowForPlayer(playerid, Text:EarText);
            }
            if(SpawnPointText[playerid] == 2)
            {
                TextDrawHideForPlayer(playerid, Text:Regular);
                TextDrawShowForPlayer(playerid, Text:NTownText);
                TextDrawHideForPlayer(playerid, Text:WTownText);
                TextDrawHideForPlayer(playerid, Text:ResturantText);
                TextDrawHideForPlayer(playerid, Text:AirfieldText);
                TextDrawHideForPlayer(playerid, Text:OilText);
                TextDrawHideForPlayer(playerid, Text:Area69Text);
                TextDrawHideForPlayer(playerid, Text:GasStationText);
                TextDrawHideForPlayer(playerid, Text:OilStationText);
                TextDrawHideForPlayer(playerid, Text:TrainRefuelText);
                TextDrawHideForPlayer(playerid, Text:DamText);
                TextDrawHideForPlayer(playerid, Text:OldTownText);
                TextDrawHideForPlayer(playerid, Text:EarText);
            }
            if(SpawnPointText[playerid] == 3)
            {
                TextDrawHideForPlayer(playerid, Text:Regular);
                TextDrawHideForPlayer(playerid, Text:NTownText);
                TextDrawShowForPlayer(playerid, Text:WTownText);
                TextDrawHideForPlayer(playerid, Text:ResturantText);
                TextDrawHideForPlayer(playerid, Text:AirfieldText);
                TextDrawHideForPlayer(playerid, Text:OilText);
                TextDrawHideForPlayer(playerid, Text:Area69Text);
                TextDrawHideForPlayer(playerid, Text:GasStationText);
                TextDrawHideForPlayer(playerid, Text:OilStationText);
                TextDrawHideForPlayer(playerid, Text:TrainRefuelText);
                TextDrawHideForPlayer(playerid, Text:DamText);
                TextDrawHideForPlayer(playerid, Text:OldTownText);
                TextDrawHideForPlayer(playerid, Text:EarText);
            }
           
            if(SpawnPointText[playerid] == 4)
            {
                TextDrawHideForPlayer(playerid, Text:Regular);
                TextDrawHideForPlayer(playerid, Text:NTownText);
                TextDrawHideForPlayer(playerid, Text:WTownText);
                TextDrawShowForPlayer(playerid, Text:ResturantText);
                TextDrawHideForPlayer(playerid, Text:AirfieldText);
                TextDrawHideForPlayer(playerid, Text:OilText);
                TextDrawHideForPlayer(playerid, Text:Area69Text);
                TextDrawHideForPlayer(playerid, Text:GasStationText);
                TextDrawHideForPlayer(playerid, Text:OilStationText);
                TextDrawHideForPlayer(playerid, Text:TrainRefuelText);
                TextDrawHideForPlayer(playerid, Text:DamText);
                TextDrawHideForPlayer(playerid, Text:OldTownText);
                TextDrawHideForPlayer(playerid, Text:EarText);
            }
           
            if(SpawnPointText[playerid] == 5)
            {
                TextDrawHideForPlayer(playerid, Text:Regular);
                TextDrawHideForPlayer(playerid, Text:NTownText);
                TextDrawHideForPlayer(playerid, Text:WTownText);
                TextDrawHideForPlayer(playerid, Text:ResturantText);
                TextDrawShowForPlayer(playerid, Text:AirfieldText);
                TextDrawHideForPlayer(playerid, Text:OilText);
                TextDrawHideForPlayer(playerid, Text:Area69Text);
                TextDrawHideForPlayer(playerid, Text:GasStationText);
                TextDrawHideForPlayer(playerid, Text:OilStationText);
                TextDrawHideForPlayer(playerid, Text:TrainRefuelText);
                TextDrawHideForPlayer(playerid, Text:DamText);
                TextDrawHideForPlayer(playerid, Text:OldTownText);
                TextDrawHideForPlayer(playerid, Text:EarText);
            }
            if(SpawnPointText[playerid] == 6)
            {
                TextDrawHideForPlayer(playerid, Text:Regular);
                TextDrawHideForPlayer(playerid, Text:NTownText);
                TextDrawHideForPlayer(playerid, Text:WTownText);
                TextDrawHideForPlayer(playerid, Text:ResturantText);
                TextDrawHideForPlayer(playerid, Text:AirfieldText);
                TextDrawShowForPlayer(playerid, Text:OilText);
                TextDrawHideForPlayer(playerid, Text:Area69Text);
                TextDrawHideForPlayer(playerid, Text:GasStationText);
                TextDrawHideForPlayer(playerid, Text:OilStationText);
                TextDrawHideForPlayer(playerid, Text:TrainRefuelText);
                TextDrawHideForPlayer(playerid, Text:DamText);
                TextDrawHideForPlayer(playerid, Text:OldTownText);
                TextDrawHideForPlayer(playerid, Text:EarText);
            }
            if(SpawnPointText[playerid] == 7)
            {
                TextDrawHideForPlayer(playerid, Text:Regular);
                TextDrawHideForPlayer(playerid, Text:NTownText);
                TextDrawHideForPlayer(playerid, Text:WTownText);
                TextDrawHideForPlayer(playerid, Text:ResturantText);
                TextDrawHideForPlayer(playerid, Text:AirfieldText);
                TextDrawHideForPlayer(playerid, Text:OilText);
                TextDrawShowForPlayer(playerid, Text:Area69Text);
                TextDrawHideForPlayer(playerid, Text:GasStationText);
                TextDrawHideForPlayer(playerid, Text:OilStationText);
                TextDrawHideForPlayer(playerid, Text:TrainRefuelText);
                TextDrawHideForPlayer(playerid, Text:DamText);
                TextDrawHideForPlayer(playerid, Text:OldTownText);
                TextDrawHideForPlayer(playerid, Text:EarText);
            }
            if(SpawnPointText[playerid] == 8)
            {
                TextDrawHideForPlayer(playerid, Text:Regular);
                TextDrawHideForPlayer(playerid, Text:NTownText);
                TextDrawHideForPlayer(playerid, Text:WTownText);
                TextDrawHideForPlayer(playerid, Text:ResturantText);
                TextDrawHideForPlayer(playerid, Text:AirfieldText);
                TextDrawHideForPlayer(playerid, Text:OilText);
                TextDrawHideForPlayer(playerid, Text:Area69Text);
                TextDrawShowForPlayer(playerid, Text:GasStationText);
                TextDrawHideForPlayer(playerid, Text:OilStationText);
                TextDrawHideForPlayer(playerid, Text:TrainRefuelText);
                TextDrawHideForPlayer(playerid, Text:DamText);
                TextDrawHideForPlayer(playerid, Text:OldTownText);
                TextDrawHideForPlayer(playerid, Text:EarText);
            }
            if(SpawnPointText[playerid] == 9)
            {
                TextDrawHideForPlayer(playerid, Text:Regular);
                TextDrawHideForPlayer(playerid, Text:NTownText);
                TextDrawHideForPlayer(playerid, Text:WTownText);
                TextDrawHideForPlayer(playerid, Text:ResturantText);
                TextDrawHideForPlayer(playerid, Text:AirfieldText);
                TextDrawHideForPlayer(playerid, Text:OilText);
                TextDrawHideForPlayer(playerid, Text:Area69Text);
                TextDrawHideForPlayer(playerid, Text:GasStationText);
                TextDrawShowForPlayer(playerid, Text:OilStationText);
                TextDrawHideForPlayer(playerid, Text:TrainRefuelText);
                TextDrawHideForPlayer(playerid, Text:DamText);
                TextDrawHideForPlayer(playerid, Text:OldTownText);
                TextDrawHideForPlayer(playerid, Text:EarText);
            }
            if(SpawnPointText[playerid] == 10)
            {
                TextDrawHideForPlayer(playerid, Text:Regular);
                TextDrawHideForPlayer(playerid, Text:NTownText);
                TextDrawHideForPlayer(playerid, Text:WTownText);
                TextDrawHideForPlayer(playerid, Text:ResturantText);
                TextDrawHideForPlayer(playerid, Text:AirfieldText);
                TextDrawHideForPlayer(playerid, Text:OilText);
                TextDrawHideForPlayer(playerid, Text:Area69Text);
                TextDrawHideForPlayer(playerid, Text:GasStationText);
                TextDrawHideForPlayer(playerid, Text:OilStationText);
                TextDrawShowForPlayer(playerid, Text:TrainRefuelText);
                TextDrawHideForPlayer(playerid, Text:DamText);
                TextDrawHideForPlayer(playerid, Text:OldTownText);
                TextDrawHideForPlayer(playerid, Text:EarText);
            }
            if(SpawnPointText[playerid] == 11)
            {
                TextDrawHideForPlayer(playerid, Text:Regular);
                TextDrawHideForPlayer(playerid, Text:NTownText);
                TextDrawHideForPlayer(playerid, Text:WTownText);
                TextDrawHideForPlayer(playerid, Text:ResturantText);
                TextDrawHideForPlayer(playerid, Text:AirfieldText);
                TextDrawHideForPlayer(playerid, Text:OilText);
                TextDrawHideForPlayer(playerid, Text:Area69Text);
                TextDrawHideForPlayer(playerid, Text:GasStationText);
                TextDrawHideForPlayer(playerid, Text:OilStationText);
                TextDrawHideForPlayer(playerid, Text:TrainRefuelText);
                TextDrawShowForPlayer(playerid, Text:DamText);
                TextDrawHideForPlayer(playerid, Text:OldTownText);
                TextDrawHideForPlayer(playerid, Text:EarText);
            }
            if(SpawnPointText[playerid] == 12)
            {
                TextDrawHideForPlayer(playerid, Text:Regular);
                TextDrawHideForPlayer(playerid, Text:NTownText);
                TextDrawHideForPlayer(playerid, Text:WTownText);
                TextDrawHideForPlayer(playerid, Text:ResturantText);
                TextDrawHideForPlayer(playerid, Text:AirfieldText);
                TextDrawHideForPlayer(playerid, Text:OilText);
                TextDrawHideForPlayer(playerid, Text:Area69Text);
                TextDrawHideForPlayer(playerid, Text:GasStationText);
                TextDrawHideForPlayer(playerid, Text:OilStationText);
                TextDrawHideForPlayer(playerid, Text:TrainRefuelText);
                TextDrawHideForPlayer(playerid, Text:DamText);
                TextDrawShowForPlayer(playerid, Text:OldTownText);
                TextDrawHideForPlayer(playerid, Text:EarText);
                SpawnPointText[playerid] = 0;
            }
        }
        return 1;
    }
And yes this is under public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)

Please help me and tell me why it doesnt work!



Reply
#2

Next time post only english.
Its a english forum.

/Artix
Reply
#3

Im sorry but someone please help!
Reply
#4

pawn Код:
else if(newkeys & KEY_FIRE)
instead of
pawn Код:
else if(newkeys && KEY_FIRE)
Reply
#5

Tried that, doesnt work.
Reply
#6

bump
Reply


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