[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 ..