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Spawn Gresit


blan3

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Problema intalnita (descriere):Cand intru pe server, de cele mai multe ori primesc spawn la ferma in LS, direct sub mapa, si ma  duc p*** de suflet, apoi ma da acolo.De foarte putine ori ma spawneaza la locul unde trebuie.
Tin sa mentionez ca este Vortex RP 2.

Ero(area / rile) / warning-(ul / urile):-
Liniile de cod / sursa / script-ul(obligatoriu):Nu stiu ce.
Imagini / Video (optional):-
Ati incercat sa rezolvati singur?: Da.

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Posibil ai gresit coordonatele de la spawn.

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Ai bug la OnPlayerSpawn cel mai probabil...

Ofer servicii de web designer/developer(contact me pentru portofoliu etc)

Metode de plata: Paysafecard,Skrill,PayPal,Bitcoin

Ofer si servicii de Penetration Testing.

Vand si VPN-uri. 5 euro pe luna

Skype: live:mrtunne.tkcode

Discord: https://mrtunne.info/discord

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Spune ce linii doresc sa-ti arat.

 

public OnPlayerSpawn(playerid) {
	#if defined DEBUG
	    printf("[debug] OnPlayerSpawn(%d)", playerid);
	#endif
    Alive[playerid] = 1;
    CheckDelay[playerid] = 2;
    SpawnTimes[playerid]++;
    if(SpawnTimes[playerid]==1) Distance[playerid] = 0;
    //icon map//
	SetPlayerVirtualWorld( playerid, 0 );//sa nu apara buguri ca se desfasoara in vw 50 sa nu ii incurce pe aia care nu pariticipa.
	SetPlayerInterior( playerid, 0 );
    SetPlayerWorldBounds( playerid, 20000.0000, -20000.0000, 20000.0000, -20000.0000 );//reset player world bounds
	MyKiller[ playerid ] = INVALID_PLAYER_ID;
    for(new i = 0; i < sizeof(businessVariables); i++)
    {
		if(businessVariables[i][bType] == 0)
		{
			CreateDynamicMapIcon(businessVariables[i][bExteriorPos][0], businessVariables[i][bExteriorPos][1], businessVariables[i][bExteriorPos][2], 33, 0);
		}
		if(businessVariables[i][bType] == 1)
		{
			CreateDynamicMapIcon(businessVariables[i][bExteriorPos][0], businessVariables[i][bExteriorPos][1], businessVariables[i][bExteriorPos][2], 17, 0);
		}
		if(businessVariables[i][bType] == 2)
		{
			CreateDynamicMapIcon(businessVariables[i][bExteriorPos][0], businessVariables[i][bExteriorPos][1], businessVariables[i][bExteriorPos][2], 45, 0);
		}
		if(businessVariables[i][bType] == 3)
		{
			CreateDynamicMapIcon(businessVariables[i][bExteriorPos][0], businessVariables[i][bExteriorPos][1], businessVariables[i][bExteriorPos][2], 48, 0);
		}
		if(businessVariables[i][bType] == 4)
		{
			CreateDynamicMapIcon(businessVariables[i][bExteriorPos][0], businessVariables[i][bExteriorPos][1], businessVariables[i][bExteriorPos][2], 52, 0);
		}
		if(businessVariables[i][bType] == 6)
		{
			CreateDynamicMapIcon(businessVariables[i][bExteriorPos][0], businessVariables[i][bExteriorPos][1], businessVariables[i][bExteriorPos][2], 54, 0);
		}
 		if(businessVariables[i][bType] == 7)
		{
			CreateDynamicMapIcon(businessVariables[i][bExteriorPos][0], businessVariables[i][bExteriorPos][1], businessVariables[i][bExteriorPos][2], 10, 0);
		}
 		if(businessVariables[i][bType] == 8)
		{
			CreateDynamicMapIcon(businessVariables[i][bExteriorPos][0], businessVariables[i][bExteriorPos][1], businessVariables[i][bExteriorPos][2], 52, 0);
		}
 		if(businessVariables[i][bType] == 9)
		{
			CreateDynamicMapIcon(businessVariables[i][bExteriorPos][0], businessVariables[i][bExteriorPos][1], businessVariables[i][bExteriorPos][2], 52, 0);
		}
 		if(businessVariables[i][bType] == 12)
		{
			CreateDynamicMapIcon(businessVariables[i][bExteriorPos][0], businessVariables[i][bExteriorPos][1], businessVariables[i][bExteriorPos][2], 63, 0);
		}
  		if(businessVariables[i][bType] == 13)
		{
			CreateDynamicMapIcon(businessVariables[i][bExteriorPos][0], businessVariables[i][bExteriorPos][1], businessVariables[i][bExteriorPos][2], 52, 0);
		}
  		if(businessVariables[i][bType] == 14)
		{
			CreateDynamicMapIcon(businessVariables[i][bExteriorPos][0], businessVariables[i][bExteriorPos][1], businessVariables[i][bExteriorPos][2], 52, 0);
		}
	}
	StopAudioStreamForPlayer(playerid);

	SetPlayerSkin(playerid, PlayerData[playerid][pSkin]);
	SetPlayerHealth(playerid, 99);

	// for(new i=0; i<10; i++)
 	// {
    	// SendDeathMessageToPlayer(playerid,202, 202, 202);
    // }

	TextDrawHideForPlayer(playerid, DMV2[playerid]);
	TextDrawHideForPlayer(playerid, DMV1[playerid]);

	PreloadAnimLib(playerid,"BOMBER");
	PreloadAnimLib(playerid,"RAPPING");
	PreloadAnimLib(playerid,"SHOP");
	PreloadAnimLib(playerid,"BEACH");
	PreloadAnimLib(playerid,"SMOKING");
	PreloadAnimLib(playerid,"ON_LOOKERS");
	PreloadAnimLib(playerid,"DEALER");
	PreloadAnimLib(playerid,"CRACK");
	PreloadAnimLib(playerid,"CARRY");
	PreloadAnimLib(playerid,"COP_AMBIENT");
	PreloadAnimLib(playerid,"PARK");
	PreloadAnimLib(playerid,"INT_HOUSE");
	PreloadAnimLib(playerid,"FOOD");
	PreloadAnimLib(playerid,"GANGS");
	PreloadAnimLib(playerid,"PED");
	PreloadAnimLib(playerid,"FAT");

	TogglePlayerSpectating(playerid, 0);

    PlayerData[playerid][pWeapons][0] = 0;
    PlayerData[playerid][pWeapons][1] = 0;
    PlayerData[playerid][pWeapons][2] = 0;
    PlayerData[playerid][pWeapons][3] = 0;
    PlayerData[playerid][pWeapons][4] = 0;
    PlayerData[playerid][pWeapons][5] = 0;
    PlayerData[playerid][pWeapons][6] = 0;
    PlayerData[playerid][pWeapons][7] = 0;
    PlayerData[playerid][pWeapons][8] = 0;
    PlayerData[playerid][pWeapons][9] = 0;
    PlayerData[playerid][pWeapons][10] = 0;
    PlayerData[playerid][pWeapons][11] = 0;
    PlayerData[playerid][pWeapons][12] = 0;


 	SetPlayerToTeamColor(playerid);

	SetPlayerFightingStyle(playerid, PlayerData[playerid][pFightStyle]);

	HUndercover[playerid] = 0;
	if(PlayerData[playerid][pPrisonTime] >= 1)
	{
	    switch(PlayerData[playerid][pPrisonID])
		{
			case 2:
			{
				ResetPlayerWeapons(playerid);
				SetPlayerInterior(playerid, 10);
				SetPlayerVirtualWorld(playerid, 0);
				SetPlayerPos(playerid, 223.15, 110.0, 999.02);
			}
			case 3:
			{
                ResetPlayerWeapons(playerid);
				SetPlayerInterior(playerid, 6);
				new spawn = random(sizeof(JailSpawns));
				SetPlayerPos(playerid, JailSpawns[spawn][0], JailSpawns[spawn][1], JailSpawns[spawn][2]);
				SetPlayerFacingAngle(playerid, 0);
			}
		}
		return 1;
	}

    new rand;
	if(PlayerPaintballing[playerid] != 0)
	{
    	GivePlayerWeaponEx(playerid, pgunp, 9999);
        curatj[playerid] = 1;
        new Float: F_Pos[ 3 ];
        switch( paintMap ){
		    case 0: //RC_ARENA
		    {
		    	rand = random( sizeof( PaintballSpawns ) );
				F_Pos[ 0 ] = PaintballSpawns[ rand ][ 0 ];
				F_Pos[ 1 ] = PaintballSpawns[ rand ][ 1 ];
				F_Pos[ 2 ] = PaintballSpawns[ rand ][ 2 ];
		    }
		    case 1: //Fy_Snow
		    {
			    rand = random( sizeof( surv ) );
				F_Pos[ 0 ] = surv[ rand ][ 0 ];
				F_Pos[ 1 ] = surv[ rand ][ 1 ];
				F_Pos[ 2 ] = surv[ rand ][ 2 ];
			}
		    case 2: //De_Dust2x2
		    {
		    	rand = random( sizeof( zApoc ) );
				F_Pos[ 0 ] = zApoc[ rand ][ 0 ];
				F_Pos[ 1 ] = zApoc[ rand ][ 1 ];
				F_Pos[ 2 ] = zApoc[ rand ][ 2 ];
			}
		}
		SetPlayerPos( playerid, F_Pos[ 0 ], F_Pos[ 1 ], F_Pos[ 2 ] );
   		SetPlayerInterior(playerid, ( paintMap == 0 ) ? ( 10 ) : ( 0 ) );
   		SetPlayerSkin( playerid, 250 );
		return 1;
	}

	if((PlayerData[playerid][pPDuty] == 1) && (PlayerData[playerid][pGroup] == 1))
	{
		GivePlayerWeapon(playerid, 24, 9999);
		GivePlayerWeapon(playerid, 31, 9999);
		GivePlayerWeapon(playerid, 29, 9999);
		GivePlayerWeapon(playerid, 41, 9999);
		PlayerData[playerid][pWeapons][0] = 24;
		PlayerData[playerid][pWeapons][1] = 31;
		PlayerData[playerid][pWeapons][2] = 29;
		PlayerData[playerid][pWeapons][3] = 41;
		SetPlayerHealth(playerid, 99);
		SetPlayerArmour(playerid, 99);
	}
	if(PlayerData[playerid][pSpawnChange] == 1)
	{
		new houseID = getPlayerHouseID(playerid);
		new houserented = PlayerData[playerid][pHouseRented];
		if(houseID >= 1)
		{
			SetPlayerInterior(playerid, H_DATA[houseID][hHouseInteriorID]);
			SetPlayerVirtualWorld(playerid, HOUSE_VIRTUAL_WORLD+houseID);
			SetPlayerPos(playerid, H_DATA[houseID][hHouseInteriorPos][0], H_DATA[houseID][hHouseInteriorPos][1], H_DATA[houseID][hHouseInteriorPos][2]);
			InHouse[playerid] = houseID;
			if(H_DATA[houseID][hStreamType] == 2)
			{
				YoutubeStreamForPlayer(playerid, H_DATA[houseID][hStream]);
			}
			else if(H_DATA[houseID][hStreamType] == 1)
			{
				PlayAudioStreamForPlayer(playerid, H_DATA[houseID][hStream]);
			}
		}
		else
		{
			if(houserented >= 1)
			{
				SetPlayerInterior(playerid, H_DATA[houserented][hHouseInteriorID]);
				SetPlayerVirtualWorld(playerid, HOUSE_VIRTUAL_WORLD+houserented);
				SetPlayerPos(playerid, H_DATA[houserented][hHouseInteriorPos][0], H_DATA[houserented][hHouseInteriorPos][1], H_DATA[houserented][hHouseInteriorPos][2]);
				InHouse[playerid] = houserented;
			}
			else
			{
				PlayerData[playerid][pSpawnChange] = 0;
			}
		}
	}
	if(PlayerData[playerid][pSpawnChange] == 0)
	{
		if(PlayerData[playerid][pGroup] == 0)
		{
			SetPlayerPos(playerid, 1789.6191,-1674.1116,14.4761);
			SetPlayerFacingAngle(playerid, 121.5085);
			SetPlayerInterior(playerid, 0);
			SetPlayerVirtualWorld(playerid, 0);
		}
		else
		{
			new group;
			group = PlayerData[playerid][pGroup];
			SetPlayerPos(playerid, groupVariables[group][gGroupInteriorPos][0], groupVariables[group][gGroupInteriorPos][1], groupVariables[group][gGroupInteriorPos][2]);
			SetPlayerInterior(playerid, groupVariables[group][gGroupHQInteriorID]);
			SetPlayerVirtualWorld(playerid, GROUP_VIRTUAL_WORLD+group);
		}
	}



	SetCameraBehindPlayer(playerid);

	ResetPlayerWeapons(playerid);

	givePlayerWeapons(playerid);

	SetPlayerWeather(playerid, 1);

	syncPlayerTime(playerid);
	SetPlayerSpawn(playerid);
	TogglePlayerControllable(playerid, true);
    if( InEvent[ playerid ] > 0 ) SpawnInEvent( playerid, InEvent[ playerid ] );
	if(IsGangster(playerid)) {
		if(!groupVariables[PlayerData[playerid][pGroup]][gInWar]) {
			for(new i=0; i<10; i++)
			{
				SendDeathMessageToPlayer(playerid,202, 202, 202);
			}
		}
	}
	return 1;
}

 

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public OnPlayerDeath(playerid, killerid, reason)
{
	Alive[playerid] = 0;
    CheckDelay[playerid] = 10;
    TextDrawHideForPlayer(playerid, Status[playerid]);
	MyKiller[ playerid ] = killerid;
	if(IsPlayerConnected(killerid)) {
		if( InEvent[ playerid ] > 0 && InEvent[ killerid ] == InEvent[ playerid ] && EventOn == 1 ){
			if( reason == 4 ){
				EventLevel[ killerid ] ++;
				EventStatus[ playerid ] = 0;
				EventLevel[ playerid ] -= ( EventLevel[ playerid ] == 0 ) ? ( 0 ) : ( 1 );
				ResetPlayerWeapons( killerid );
				GivePlayerWeapon( killerid, 4, 1 );
				GivePlayerWeapon( killerid, ( EventLevel[ killerid ] == 1 ) ? ( 22 ) : ( EventLevel[ killerid ] == 2 ) ? ( 25 ) : ( EventLevel[ killerid ] == 3 ) ? ( 27 ) : ( EventLevel[ killerid ] == 4 ) ? ( 28 ) : ( EventLevel[ killerid ] == 5 ) ? ( 30 ) : ( EventLevel[ killerid ] == 6 ) ? ( 31 ) : ( 24 ), 1500 );
				SCM( killerid, -1, "Ai avansat la un nou tip de arma %s.", GetGGWeaponName( EventLevel[ killerid ] ) );
			}
			new last_level = EventLevel[ killerid ];
			EventStatus[ killerid ] ++;
			EventScore[ killerid ] ++;
			WinNewWeapon( killerid );
			if( last_level == 7 && EventStatus[ killerid ] >= 2 ){
				EndAutoEvent( killerid );
				return 1;
			}
			if( last_level != EventLevel[ killerid ] ){
				SCM( killerid, -1, "Ai avansat la un nou tip de arma %s.", GetGGWeaponName( EventLevel[ killerid ] ) );
			}
			SCM( killerid, -1, "L-ai omorat pe %s.", GetName( playerid ) );
			SCM( playerid, -1, "Ai fost omorat de %s.", GetName( killerid ) );
			UpdateGGTD( playerid, 1 );
			UpdateGGTD( killerid, 1 );
		}
	}	
	if(PlayerPaintballing[playerid] != 0)
	{
			foreach(Player, x)
			{
				if((PlayerPaintballing[playerid] != 0 && PlayerPaintballing[killerid] != 0) && PlayerPaintballing[x])
				{
					SendDeathMessageToPlayer(x, killerid, playerid, reason);
				}
			}
			new string[500];


			new pinfo[128];
			KillP[killerid]++;
			DeathP[playerid]++;

		    format(string, sizeof(string), "You have killed %s. You now have %d kills.",GetName(playerid), KillP[killerid]);
			SendClientMessage(killerid, COLOR_GENANNOUNCE, string);

		    format(string, sizeof(string), "You have been killed by %s.",GetName(killerid));
			SendClientMessage(playerid, COLOR_GENANNOUNCE, string);

	        PlayerPaintballScore[killerid] = KillP[killerid];
		    if(PlayerPaintballScore[killerid] > PaintballWinnerScore)
		    {
		        PaintballWinner = killerid;
	        	PaintballWinnerScore = PlayerPaintballScore[killerid];
	        	foreach(Player,i)
	    	    {
		            if(IsPlayerConnected(i))
		            {
		                if(PlayerPaintballing[i] != 0)
		                {
							format(pinfo,sizeof(pinfo),"%s is now in lead with %d kills.",GetName(PaintballWinner),PaintballWinnerScore);
							SCM(i, COLOR_YELLOW, pinfo);
	   	    	        }
	    	        }
	       		}
	    	}
	    	return 1;
	}

	if(PlayerData[playerid][pHeadValue] > 0)
	{
	    if(IsPlayerConnected(killerid))
	    {
		    if(PlayerData[killerid][pGroup] == 5)
		    {
		        if(GoChase[killerid] == playerid)
		        {
		        	new string[256];
					new killer[MAX_PLAYER_NAME];
					new name[MAX_PLAYER_NAME];
					GetPlayerName(killerid, killer, sizeof(killer));
					GetPlayerName(playerid, name, sizeof(name));
					GivePlayerCash(killerid,PlayerData[playerid][pHeadValue],"OPD:Hitman kill");
					format(string,128,"%s has succesfully completed the contract on %s for $%d, distance: %.0fm.",killer,name,PlayerData[playerid][pHeadValue], GetDistanceBetweenPlayers(killerid, playerid));
					SendToGroup(5, COLOR_HIT, string);
					PlayerData[playerid][pHeadValue] = -1;
					GotHit[playerid] = 0;
					GetChased[playerid] = 999;
					GoChase[killerid] = 999;
					savePlayerData(playerid);
				}
			}
		}
 	}
	if(killerid != INVALID_PLAYER_ID && IsPlayerConnected(killerid)) {
		if(IsGangster(playerid) && IsGangster(killerid)) {
			if(groupVariables[PlayerData[playerid][pGroup]][gInWar] && groupVariables[PlayerData[killerid][pGroup]][gInWar]) {
				for(new i; i < TotalTurfs;i++) {
					if(IsPlayerInTurf(playerid,i) && IsPlayerInTurf(killerid,i)) {
						if((PlayerData[playerid][pGroup] == TurfData[i][turf_att] || PlayerData[killerid][pGroup] == TurfData[i][turf_def]) || (PlayerData[playerid][pGroup] == TurfData[i][turf_def] || PlayerData[killerid][pGroup] == TurfData[i][turf_att])) {
							
							if(PlayerData[playerid][pWarCombo] > 1) {
								SCM(playerid,COLOR_BB,"[WAR]: "BB"%s{FFFFFF} ended your killstreak of "BB"x%d{FFFFFF}.",GetName(killerid),PlayerData[playerid][pWarCombo]);
								SCM(killerid,COLOR_BB,"[WAR]:{FFFFFF} You ended "BB"%s{FFFFFF}'s killstreak "BB"x%d{FFFFFF}.",GetName(playerid),PlayerData[playerid][pWarCombo]);
							}
							
							PlayerData[playerid][pWarDeaths]++;
							PlayerData[playerid][pWarCombo] = 0;
							PlayerData[killerid][pWarScore]++;
							PlayerData[killerid][pWarCombo]++;
							groupVariables[PlayerData[killerid][pGroup]][gScore]++;
							SCM(playerid,COLOR_BB,"[WAR]:{FFFFFF} You have been killed by "BB"%s{FFFFFF}.",GetName(killerid));
							SCM(killerid,COLOR_BB,"[WAR]:{FFFFFF} You killed "BB"%s{FFFFFF}.",GetName(playerid));
							new Float:h[MAX_PLAYERS]; GetPlayerHealth(killerid,h[killerid]);
							switch(PlayerData[killerid][pWarCombo]) {
								case 0..3: {
									if(h[killerid] <= 95) SetPlayerHealth(killerid,h[killerid] + 5);
									else if(h[killerid] > 95) SetPlayerHealth(killerid, 100);
									SCM(killerid,COLOR_BB,"[WAR]:{FFFFFF} You received "BB"5HP{FFFFFF} by having a killstreak of "BB"%d",PlayerData[killerid][pWarCombo]);
								}
								case 4..8: {
									if(h[killerid] <= 90) SetPlayerHealth(killerid,h[killerid] + 10);
									else if(h[killerid] > 90) SetPlayerHealth(killerid, 100);
									SCM(killerid,COLOR_BB,"[WAR]:{FFFFFF} You received "BB"10HP{FFFFFF} by having a killstreak of "BB"%d",PlayerData[killerid][pWarCombo]);
								}
								case 9..30: {
									if(h[killerid] <= 80) SetPlayerHealth(killerid,h[killerid] + 20);
									else if(h[killerid] > 80) SetPlayerHealth(killerid, 100);
									SCM(killerid,COLOR_BB,"[WAR]:{FFFFFF} You received "BB"20HP{FFFFFF} by having a killstreak of "BB"%d",PlayerData[killerid][pWarCombo]);
								}
							}
							
							foreach(Player, x)
							{
								if(PlayerData[x][pGroup] == TurfData[i][turf_att] || PlayerData[x][pGroup] == TurfData[i][turf_def])
								{
									SendDeathMessageToPlayer(x, killerid, playerid, reason);
								}
							}
							
							szLargeString[0] = 0;
							format(szLargeString, sizeof(szLargeString), "INSERT INTO log_warkills (`war_warid`,`war_killerid`,`war_killerid_group`,`war_weaponid`,`war_userid`,`war_userid_group`,`war_time`,`war_killcount`) VALUES (%d,%d,%d,%d,%d,%d,%d,%d)", TurfData[i][turf_warid],PlayerData[killerid][pInternalID],PlayerData[killerid][pGroup],reason,PlayerData[playerid][pInternalID],PlayerData[playerid][pGroup],gettime(),PlayerData[killerid][pWarCombo]);
							mysql_tquery(handle,szLargeString);
							
							szQueryOutput[0] = 0;
							format(szQueryOutput, sizeof(szQueryOutput), "UPDATE log_warplayers SET war_kills = %d WHERE war_warid = %d AND war_userid = %d",PlayerData[killerid][pWarScore], TurfData[i][turf_warid],PlayerData[killerid][pInternalID]);
							mysql_tquery(handle,szQueryOutput);
							
							szQueryOutput[0] = 0;
							format(szQueryOutput, sizeof(szQueryOutput), "UPDATE log_warplayers SET war_deaths = %d WHERE war_warid = %d AND war_userid = %d",PlayerData[playerid][pWarDeaths], TurfData[i][turf_warid],PlayerData[playerid][pInternalID]);
							mysql_tquery(handle,szQueryOutput);
						}
					}
				}
			}
		}
	}
	if(InEvent[ playerid ] > 0 && killerid == INVALID_PLAYER_ID && !IsPlayerConnected(killerid) && killerid != playerid) {}
	if(killerid != INVALID_PLAYER_ID && !IsPlayerConnected(killerid) && killerid != playerid) {
		WantedID[playerid] = killerid;
		SCM(playerid, COLOR_GENANNOUNCE, "You have been attacked by another player. You have 60 seconds to call the police to report this crime. Use /call 112.");
		WantedIDTime[playerid] = 60;
	}
	//SetTimerEx("Spawn", 3999, 0, "d", playerid);
	SetPlayerHealth(playerid, 0);
	killerid = INVALID_PLAYER_ID;
	if( jafincurs[ playerid ]  )
	{
	    DisablePlayerCheckpoint( playerid );
	    SCM( playerid, COLOR_RED, "Deoarece ai murit ai pierdut ROB-ul");
	    jafincurs[ playerid ] = 0;
	    return 1;
	}
	return 1;
}

 

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if(PlayerData[playerid][pGroup] == 1)
{
	SetPlayerSpawn(playerid, coordonataX, CoordonataY, CoordonataZ);
	//restul liniilor, virtual world si ce ai tu pe acolo, interior, etc...
	
}

iti sugerez sa verifici fiecare factiune in parte, mai exact locul de spawn, mai bine uite-te in baza de date la locatie si fa urmatoarea chestie pt toate factiunile:

 

if(PlayerData[playerid][pGroup] == 1)
{
	SetPlayerSpawn(playerid, coordonataX, CoordonataY, CoordonataZ);
	//restul liniilor, virtual world si ce ai tu pe acolo, interior, etc...
	
}
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