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Posted

Am si eu o problema cu sistemul de misiuni .. cand intru in primul checkpoint , dispare tot si e ca si cand nu am inceput misiunea .. ati mai patit ? cum as putea rezolva ?

5 answers to this question

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Posted

Daca e GM-ul egaming poti sa scoti comanda aia :)

E facuta doar pentru a fi acolo, si chiar nu-si are rostul.

Ti se intampla asta pentru ca de la acel Checkpoint nu sunt altele, adica la public "OnPlayerEnterCheckpoint(playerid)" cand intri in primul checkpoint trebuie sa iti apara al 2-lea, apoi cand intri in al 2-lea sa iti apara al 3-lea si tot asa.Sau mai simplu folosesti public "SetRaceCheckpoint(playerid,target,next)" si apar sub forma de checkpointuri de curse cu un traseu stabilit de tine.

Posted

[pawn]else if(MissionCheckpoint[playerid] > 0 && PlayMission[kToggle] == 1)//Missions + Checkpoint on toggle

{

        RingTone[playerid] = 20;

    switch(MissionCheckpoint[playerid])

    {

        case 1:

        {

format(string, sizeof(string), "%s", PlayMission[kGText1]);

GameTextForPlayer(playerid, string, 8000, 3);

format(string, sizeof(string), "%s", PlayMission[kText4]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

format(string, sizeof(string), "%s", PlayMission[kText5]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

format(string, sizeof(string), "%s", PlayMission[kText6]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

DisablePlayerCheckpoint(playerid);

SetPlayerCheckpoint(playerid, PlayMission[kCP2][0], PlayMission[kCP2][1], PlayMission[kCP2][2], 8);

MissionCheckpoint[playerid] = 2;

        }

        case 2:

        {

            format(string, sizeof(string), "%s", PlayMission[kGText2]);

GameTextForPlayer(playerid, string, 8000, 3);

format(string, sizeof(string), "%s", PlayMission[kText7]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

format(string, sizeof(string), "%s", PlayMission[kText8]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

format(string, sizeof(string), "%s", PlayMission[kText9]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

DisablePlayerCheckpoint(playerid);

SetPlayerCheckpoint(playerid, PlayMission[kCP3][0], PlayMission[kCP3][1], PlayMission[kCP3][2], 8);

MissionCheckpoint[playerid] = 3;

        }

        case 3:

        {

            format(string, sizeof(string), "%s", PlayMission[kGText3]);

GameTextForPlayer(playerid, string, 8000, 3);

format(string, sizeof(string), "%s", PlayMission[kText10]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

format(string, sizeof(string), "%s", PlayMission[kText11]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

format(string, sizeof(string), "%s", PlayMission[kText12]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

DisablePlayerCheckpoint(playerid);

SetPlayerCheckpoint(playerid, PlayMission[kCP4][0], PlayMission[kCP4][1], PlayMission[kCP4][2], 8);

MissionCheckpoint[playerid] = 4;

        }

        case 4:

        {

            format(string, sizeof(string), "%s", PlayMission[kGText4]);

GameTextForPlayer(playerid, string, 8000, 3);

format(string, sizeof(string), "%s", PlayMission[kText13]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

format(string, sizeof(string), "%s", PlayMission[kText14]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

format(string, sizeof(string), "%s", PlayMission[kText15]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

DisablePlayerCheckpoint(playerid);

SetPlayerCheckpoint(playerid, PlayMission[kCP5][0], PlayMission[kCP5][1], PlayMission[kCP5][2], 8);

MissionCheckpoint[playerid] = 5;

        }

        case 5:

        {

            format(string, sizeof(string), "%s", PlayMission[kGText5]);

GameTextForPlayer(playerid, string, 8000, 3);

format(string, sizeof(string), "%s", PlayMission[kText16]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

format(string, sizeof(string), "%s", PlayMission[kText17]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

format(string, sizeof(string), "%s", PlayMission[kText18]);

SendClientMessage(playerid, COLOR_YELLOW2, string);

DisablePlayerCheckpoint(playerid);

SetPlayerCheckpoint(playerid, PlayMission[kCP6][0], PlayMission[kCP6][1], PlayMission[kCP6][2], 8);

MissionCheckpoint[playerid] = 6;

        }

        case 6:

        {

            format(string, sizeof(string), "%s", PlayMission[kGText6]);

GameTextForPlayer(playerid, string, 8000, 3);

format(string, sizeof(string), "..:: Mission Passed : %s | Reward received: $%d ::..", PlayMission[kTitle], PlayMission[kReward]);

SendClientMessage(playerid, COLOR_GREEN, string);

DisablePlayerCheckpoint(playerid);

GivePlayerMoney(playerid, PlayMission[kReward]);

PlayerInfo[playerid][pMissionNr] = PlayerOnMission[playerid];

MissionCheckpoint[playerid] = 0;

PlayerOnMission[playerid] = 0;

        }

    }

}[/pawn]

@Gireada uite asta e la OnPlayerEnterCheckPoint ..

@Sarpe sa stii ca nu e o idee rea . dar as vrea sa arate ca si pe alte servere ..

Posted

Si eu am avut intr-un GM asta cu Mission si am renuntat, nici nu m-am obosit sa o fac.

Daca vrei o sa postez aici pe forum un Job de constructor la care am lucrat mai demult, si in loc de Mission o sa ai un Job nou.

Ce ai tu acolo nu face decat sa te plimbe pe harta prin checkpoint-uri fara niciun rost.

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