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iulian24

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Everything posted by iulian24

  1. Mecancia prorpiu-zisa a acestui sistem e de a "se juca" 3 runde de paint pana se ajunge la max kills 29 Problema este ca dupa terminare primei runde de 5 minute , ar trebui teoretic sa ma bage in looby-ul de asteptare de 30 de secunde daca playerii sunt mai egali sau mai multi de 2 caz contrar sa imi scuipe "Waiting for other players". Totusi mie nu imi trece de prima runda, dupa cele 5 minute , in ultima secunda (00:01) se opreste si ramane asa, totusi odata am incercat si m-a bagat in cele 30 de secunde de asteptare din runda a 2-a. Posibil sa fie ceva exceptii ce nu le-am observat sau conditii. if(PlayerInfo[killerid][pPaintBallKills] == 29 && PlayerInfo[killerid][pPaintBallG] == 3) { foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 3) { format(string,sizeof(string),"Round over! Winner: %s - 29 kills.",GetName(killerid)); SendClientMessage(i, COLOR_YELLOW, string); SendClientMessage(i, COLOR_YELLOW, "Use /votemap to vote for a map."); ResetPlayerWeaponsEx(i); ResetPlayerWeapons(i); SetPlayerArmourEx(i, 0); PlayerInfo[pPaintBallKills] = 0; PlayerInfo[pPaintBallVoted] = 0; PlayerInfo[pPaintBallVoted2] = 0; for (new idd2 = 0; idd2 != 5; ++idd2) SendDeathMessageToPlayer(i, 1001, 1001, 1001); } } KillTimer(paintrun3); paintt[3] = 0; paintrs[3] = 31; preparepaint3 = SetTimer("PrepareRoundPaintBall3", 1000, 1); PaintWinner[3] = 999; PaintBallWinnerKills[3] = 0; paintvotem[3][0] = 0; paintvotem[3][1] = 0; paintvotem[3][2] = 0; paintvotem[3][3] = 0; paintvotem[3][4] = 0; mapvoted[3] = 0; } if(PlayerInfo[killerid][pPaintBallKills] > PaintBallWinnerKills[PlayerInfo[playerid][pPaintBallG]]) { PaintWinner[PlayerInfo[playerid][pPaintBallG]] = killerid; PaintBallWinnerKills[PlayerInfo[playerid][pPaintBallG]] = PlayerInfo[killerid][pPaintBallKills]; foreach(Player, i) { if(IsPlayerConnected(i)) { if(PlayerInfo[pPaintBallG] == PlayerInfo[playerid][pPaintBallG]) { format(string,sizeof(string),"%s is in the lead with %d kills.",GetName(killerid),PaintBallWinnerKills[PlayerInfo[playerid][pPaintBallG]]); SendClientMessage(i, COLOR_YELLOW, string); } } } } return 1; }
  2. Nu imi dau seama unde ar putea fi bucata care scartaie , undeva pe aici ar trebui , am incercat sa fac un debugging si nimci , am tot testat cateva ore. public PaintBallRun3() { paintt[3]--; if(paintp[3] > 1) { new string[128]; if(paintt[3] >= 1) { if(paintt[3] == 600) { new maximm,map; for(new m = 0; m < 5; m++) if(paintvotem[3][m] > maximm) { maximm = paintvotem[3][m]; map = m;} if(mapvoted[3] > 0) { if(map == 0) paintm[3] = 1; if(map == 1) paintm[3] = 2; if(map == 2) paintm[3] = 3; if(map == 3) paintm[3] = 4; if(map == 4) paintm[3] = 5; } foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 3) { SetPlayerSpawn(i); } } } foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 3) { new stringg[64]; PlayerTextDrawShow(i, PaintBallText); new minutes = floatround(paintt[3]/60), seconds = floatround(paintt[3] - minutes*60); if(seconds>9)format(stringg,sizeof(stringg),"0%d:%d",minutes,seconds); else format(stringg,sizeof(stringg),"0%d:0%d",minutes,seconds); format(string,sizeof(string),"PAINTBALL ROUND ENDS IN ~b~%s",stringg); PlayerTextDrawSetString(i, PaintBallText, string); } } } if(paintt[3] == 2) { if(PaintWinner[3] != 0) { foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 3) { format(string,sizeof(string),"Round over! Winner: %s - %d kills.",GetName(PaintWinner[3]),PaintBallWinnerKills[3]); SendClientMessage(i, COLOR_YELLOW, string); SendClientMessage(i, COLOR_YELLOW, "Use /votemap to vote for a map."); ResetPlayerWeaponsEx(i); ResetPlayerWeapons(i); SetPlayerArmourEx(i, 0); PlayerInfo[pPaintBallKills] = 0; PlayerInfo[pPaintBallVoted] = 0; PlayerInfo[pPaintBallVoted2] = 0; for (new idd2 = 0; idd2 != 5; ++idd2) SendDeathMessageToPlayer(i, 1001, 1001, 1001); curatj = 0; } }
  3. if(PlayerInfo[playerid][pPaintBallG] > 0) { foreach(Player, iddd) { if(PlayerInfo[iddd][pPaintBallG] == PlayerInfo[playerid][pPaintBallG]) { SendDeathMessageToPlayer(iddd, killerid, playerid, reason); } } PlayerInfo[killerid][pPaintBallKills]++; format(string,sizeof(string),"You have been killed by %s.", GetName(killerid)); SendClientMessage(playerid, COLOR_GENANNOUNCE, string); format(string,sizeof(string),"You have killed %s. You now have %d kills.", GetName(playerid), PlayerInfo[killerid][pPaintBallKills]); SendClientMessage(killerid, COLOR_GENANNOUNCE, string); if(PlayerInfo[killerid][pPaintBallG] == 3) { if(PlayerInfo[killerid][pPaintBallKills] == 2) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 29, 1000); } else if(PlayerInfo[killerid][pPaintBallKills] == 4) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 28, 1000); } else if(PlayerInfo[killerid][pPaintBallKills] == 6) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 33, 1000); } else if(PlayerInfo[killerid][pPaintBallKills] == 8) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 32, 1000); } else if(PlayerInfo[killerid][pPaintBallKills] == 10) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 25, 1000); } else if(PlayerInfo[killerid][pPaintBallKills] == 12) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 26, 1000); } else if(PlayerInfo[killerid][pPaintBallKills] == 14) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 34, 1000); } else if(PlayerInfo[killerid][pPaintBallKills] == 16) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 27, 1000); } else if(PlayerInfo[killerid][pPaintBallKills] == 18) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 31, 1000); } else if(PlayerInfo[killerid][pPaintBallKills] == 20) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 30, 1000); } else if(PlayerInfo[killerid][pPaintBallKills] == 22) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 23, 1000); } else if(PlayerInfo[killerid][pPaintBallKills] == 24) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 22, 1000); } else if(PlayerInfo[killerid][pPaintBallKills] == 26) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 9, 1); } else if(PlayerInfo[killerid][pPaintBallKills] == 28) { ResetPlayerWeaponsEx(killerid); ResetPlayerWeapons(killerid); GivePlayerWeaponEx(killerid, 4, 1); } } if(PlayerInfo[killerid][pPaintBallKills] == 29 && PlayerInfo[killerid][pPaintBallG] == 3) { foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 3) { format(string,sizeof(string),"Round over! Winner: %s - 29 kills.",GetName(killerid)); SendClientMessage(i, COLOR_YELLOW, string); SendClientMessage(i, COLOR_YELLOW, "Use /votemap to vote for a map."); ResetPlayerWeaponsEx(i); ResetPlayerWeapons(i); SetPlayerArmourEx(i, 0); PlayerInfo[pPaintBallKills] = 0; PlayerInfo[pPaintBallVoted] = 0; PlayerInfo[pPaintBallVoted2] = 0; for (new idd2 = 0; idd2 != 5; ++idd2) SendDeathMessageToPlayer(i, 1001, 1001, 1001); } } KillTimer(paintrun3); paintt[3] = 0; paintrs[3] = 31; preparepaint3 = SetTimer("PrepareRoundPaintBall3", 1000, 1); PaintWinner[3] = 999; PaintBallWinnerKills[3] = 0; paintvotem[3][0] = 0; paintvotem[3][1] = 0; paintvotem[3][2] = 0; paintvotem[3][3] = 0; paintvotem[3][4] = 0; mapvoted[3] = 0; } if(PlayerInfo[killerid][pPaintBallKills] > PaintBallWinnerKills[PlayerInfo[playerid][pPaintBallG]]) { PaintWinner[PlayerInfo[playerid][pPaintBallG]] = killerid; PaintBallWinnerKills[PlayerInfo[playerid][pPaintBallG]] = PlayerInfo[killerid][pPaintBallKills]; foreach(Player, i) { if(IsPlayerConnected(i)) { if(PlayerInfo[pPaintBallG] == PlayerInfo[playerid][pPaintBallG]) { format(string,sizeof(string),"%s is in the lead with %d kills.",GetName(killerid),PaintBallWinnerKills[PlayerInfo[playerid][pPaintBallG]]); SendClientMessage(i, COLOR_YELLOW, string); } } } } return 1; } public PrepareRoundPaintBall1() { if(paintp[1] > 1) { new string[128]; if(paintrs[1] >= 1) { paintrs[1]--; foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 1) { PlayerTextDrawShow(i, PaintBallText); if(paintrs[1] > 9) format(string,sizeof(string),"PAINTBALL ROUND STARTS IN ~y~00:%d",paintrs[1]); else format(string,sizeof(string),"PAINTBALL ROUND STARTS IN ~y~00:0%d",paintrs[1]); PlayerTextDrawSetString(i, PaintBallText, string); } } } if(paintrs[1] == 2) { paintrs[1] = 0; paintt[1] = 301; KillTimer(preparepaint1); paintrun1 = SetTimer("PaintBallRun1", 1000, 1); } } else if(paintp[1] < 2) { paintt[1] = 0; paintrs[1] = 0; PaintWinner[1] = 999; PaintBallWinnerKills[1] = 0; paintvoteg[1][0] = 0; paintvoteg[1][1] = 0; paintvoteg[1][2] = 0; paintvotem[1][0] = 0; paintvotem[1][1] = 0; paintvotem[1][2] = 0; paintvotem[1][3] = 0; paintvotem[1][4] = 0; mapvoted[1] = 0; gunvoted[1] = 0; KillTimer(preparepaint1); KillTimer(paintrun1); foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 1) { curatj = 0; for (new idd2 = 0; idd2 != 5; ++idd2) SendDeathMessageToPlayer(i, 1001, 1001, 1001); PlayerInfo[pPaintBallKills] = 0; PlayerInfo[pPaintBallVoted] = 0; PlayerInfo[pPaintBallVoted2] = 0; ResetPlayerWeaponsEx(i); ResetPlayerWeapons(i); SetPlayerArmourEx(i, 0); PlayerTextDrawShow(i, PaintBallText); PlayerTextDrawSetString(i, PaintBallText, "~g~WAITING FOR MORE PLAYERS TO JOIN..."); GameTextForPlayer(i, "~y~NOT ENOUGH PLAYERS TO START...", 5000, 5); } } } return 1; } public PrepareRoundPaintBall2() { if(paintp[2] > 1) { new string[128]; if(paintrs[2] >= 1) { paintrs[2]--; foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 2) { PlayerTextDrawShow(i, PaintBallText); if(paintrs[2] > 9) format(string,sizeof(string),"PAINTBALL ROUND STARTS IN ~y~00:%d",paintrs[2]); else format(string,sizeof(string),"PAINTBALL ROUND STARTS IN ~y~00:0%d",paintrs[2]); PlayerTextDrawSetString(i, PaintBallText, string); } } } if(paintrs[2] == 2) { paintrs[2] = 0; paintt[2] = 301; KillTimer(preparepaint2); paintrun2 = SetTimer("PaintBallRun2", 1000, 1); } } else if(paintp[2] < 2) { paintt[2] = 0; paintrs[2] = 0; PaintWinner[2] = 999; PaintBallWinnerKills[2] = 0; paintvoteg[2][0] = 0; paintvoteg[2][1] = 0; paintvoteg[2][2] = 0; paintvotem[2][0] = 0; paintvotem[2][1] = 0; paintvotem[2][2] = 0; paintvotem[2][3] = 0; paintvotem[2][4] = 0; mapvoted[2] = 0; gunvoted[2] = 0; KillTimer(preparepaint2); KillTimer(paintrun2); foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 2) { curatj = 0; for (new idd2 = 0; idd2 != 5; ++idd2) SendDeathMessageToPlayer(i, 1001, 1001, 1001); PlayerInfo[pPaintBallKills] = 0; PlayerInfo[pPaintBallVoted] = 0; PlayerInfo[pPaintBallVoted2] = 0; ResetPlayerWeaponsEx(i); ResetPlayerWeapons(i); SetPlayerArmourEx(i, 0); PlayerTextDrawShow(i, PaintBallText); PlayerTextDrawSetString(i, PaintBallText, "~g~WAITING FOR MORE PLAYERS TO JOIN..."); GameTextForPlayer(i, "~y~NOT ENOUGH PLAYERS TO START...", 5000, 5); } } } return 1; } public PrepareRoundPaintBall3() { if(paintp[3] > 1) { new string[128]; if(paintrs[3] >= 1) { paintrs[3]--; foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 3) { PlayerTextDrawShow(i, PaintBallText); if(paintrs[3] > 9) format(string,sizeof(string),"PAINTBALL ROUND STARTS IN ~y~00:%d",paintrs[3]); else format(string,sizeof(string),"PAINTBALL ROUND STARTS IN ~y~00:0%d",paintrs[3]); PlayerTextDrawSetString(i, PaintBallText, string); } } } if(paintrs[3] == 2) { paintrs[3] = 0; paintt[3] = 601; KillTimer(preparepaint3); paintrun3 = SetTimer("PaintBallRun3", 1000, 1); } } else if(paintp[3] < 2) { paintt[3] = 0; paintrs[3] = 0; PaintWinner[3] = 999; PaintBallWinnerKills[3] = 0; paintvotem[3][0] = 0; paintvotem[3][1] = 0; paintvotem[3][2] = 0; paintvotem[3][3] = 0; paintvotem[3][4] = 0; mapvoted[3] = 0; KillTimer(preparepaint3); KillTimer(paintrun3); foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 3) { curatj = 0; for (new idd2 = 0; idd2 != 5; ++idd2) SendDeathMessageToPlayer(i, 1001, 1001, 1001); PlayerInfo[pPaintBallKills] = 0; PlayerInfo[pPaintBallVoted] = 0; PlayerInfo[pPaintBallVoted2] = 0; ResetPlayerWeaponsEx(i); ResetPlayerWeapons(i); SetPlayerArmourEx(i, 0); PlayerTextDrawShow(i, PaintBallText); PlayerTextDrawSetString(i, PaintBallText, "~g~WAITING FOR MORE PLAYERS TO JOIN..."); GameTextForPlayer(i, "~y~NOT ENOUGH PLAYERS TO START...", 5000, 5); } } } return 1; } public PrepareRoundPaintBall4() { if(paintp[4] > 1) { new string[128]; if(paintrs[4] >= 1) { paintrs[4]--; foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 4) { PlayerTextDrawShow(i, PaintBallText); if(paintrs[4] > 9) format(string,sizeof(string),"PAINTBALL ROUND STARTS IN ~y~00:%d",paintrs[4]); else format(string,sizeof(string),"PAINTBALL ROUND STARTS IN ~y~00:0%d",paintrs[4]); PlayerTextDrawSetString(i, PaintBallText, string); } } } if(paintrs[4] == 2) { paintrs[4] = 0; paintt[4] = 301; KillTimer(preparepaint4); paintrun4 = SetTimer("PaintBallRun4", 1000, 1); } } else if(paintp[4] < 2) { paintt[4] = 0; paintrs[4] = 0; PaintWinner[4] = 999; PaintBallWinnerKills[4] = 0; paintvotem[4][0] = 0; paintvotem[4][1] = 0; paintvotem[4][2] = 0; paintvotem[4][3] = 0; paintvotem[4][4] = 0; mapvoted[4] = 0; KillTimer(preparepaint4); KillTimer(paintrun4); foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 4) { curatj = 0; for (new idd2 = 0; idd2 != 5; ++idd2) SendDeathMessageToPlayer(i, 1001, 1001, 1001); PlayerInfo[pPaintBallKills] = 0; PlayerInfo[pPaintBallVoted] = 0; PlayerInfo[pPaintBallVoted2] = 0; ResetPlayerWeaponsEx(i); ResetPlayerWeapons(i); SetPlayerArmourEx(i, 0); PlayerTextDrawShow(i, PaintBallText); PlayerTextDrawSetString(i, PaintBallText, "~g~WAITING FOR MORE PLAYERS TO JOIN..."); GameTextForPlayer(i, "~y~NOT ENOUGH PLAYERS TO START...", 5000, 5); } } } return 1; } public PaintBallRun1() { paintt[1]--; if(paintp[1] > 1) { new string[128]; if(paintt[1] >= 1) { if(paintt[1] == 300) { new maxim,weapon,maximm,map; for(new g = 0; g < 3; g++) if(paintvoteg[1][g] > maxim) { maxim = paintvoteg[1][g]; weapon = g;} if(gunvoted[1] > 0) { if(weapon == 0) paintg[1] = 1; if(weapon == 1) paintg[1] = 2; if(weapon == 2) paintg[1] = 3; } for(new m = 0; m < 5; m++) if(paintvotem[1][m] > maximm) { maximm = paintvotem[1][m]; map = m;} if(mapvoted[1] > 0) { if(map == 0) paintm[1] = 1; if(map == 1) paintm[1] = 2; if(map == 2) paintm[1] = 3; if(map == 3) paintm[1] = 4; if(map == 4) paintm[1] = 5; } foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 1) { SetPlayerSpawn(i); } } } foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 1) { new stringg[64]; PlayerTextDrawShow(i, PaintBallText); new minutes = floatround(paintt[1]/60), seconds = floatround(paintt[1] - minutes*60); if(seconds>9)format(stringg,sizeof(stringg),"0%d:%d",minutes,seconds); else format(stringg,sizeof(stringg),"0%d:0%d",minutes,seconds); format(string,sizeof(string),"PAINTBALL ROUND ENDS IN ~b~%s",stringg); PlayerTextDrawSetString(i, PaintBallText, string); } } } if(paintt[1] == 2) { if(PaintWinner[1] != 0) { foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 1) { format(string,sizeof(string),"Round over! Winner: %s - %d kills.",GetName(PaintWinner[1]),PaintBallWinnerKills[1]); SendClientMessage(i, COLOR_YELLOW, string); SendClientMessage(i, COLOR_YELLOW, "Use /votegun to vote for a gun. Use /votemap to vote for a map."); ResetPlayerWeaponsEx(i); ResetPlayerWeapons(i); SetPlayerArmourEx(i, 0); PlayerInfo[pPaintBallKills] = 0; PlayerInfo[pPaintBallVoted] = 0; PlayerInfo[pPaintBallVoted2] = 0; for (new idd2 = 0; idd2 != 5; ++idd2) SendDeathMessageToPlayer(i, 1001, 1001, 1001); curatj = 0; } } KillTimer(paintrun1); paintt[1] = 0; paintrs[1] = 31; preparepaint1 = SetTimer("PrepareRoundPaintBall1", 1000, 1); paintg[1] = 1; PaintWinner[1] = 999; PaintBallWinnerKills[1] = 0; paintvoteg[1][0] = 0; paintvoteg[1][1] = 0; paintvoteg[1][2] = 0; paintvotem[1][0] = 0; paintvotem[1][1] = 0; paintvotem[1][2] = 0; paintvotem[1][3] = 0; paintvotem[1][4] = 0; mapvoted[1] = 0; gunvoted[1] = 0; } } } else if(paintp[1] < 2) { paintt[1] = 0; paintrs[1] = 0; PaintWinner[1] = 999; PaintBallWinnerKills[1] = 0; paintvoteg[1][0] = 0; paintvoteg[1][1] = 0; paintvoteg[1][2] = 0; paintvotem[1][0] = 0; paintvotem[1][1] = 0; paintvotem[1][2] = 0; paintvotem[1][3] = 0; paintvotem[1][4] = 0; mapvoted[1] = 0; gunvoted[1] = 0; KillTimer(preparepaint1); KillTimer(paintrun1); foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 1) { for (new idd2 = 0; idd2 != 5; ++idd2) SendDeathMessageToPlayer(i, 1001, 1001, 1001); ResetPlayerWeaponsEx(i); ResetPlayerWeapons(i); SetPlayerArmourEx(i, 0); PlayerInfo[pPaintBallKills] = 0; PlayerInfo[pPaintBallVoted] = 0; PlayerInfo[pPaintBallVoted2] = 0; curatj = 0; PlayerTextDrawShow(i, PaintBallText); PlayerTextDrawSetString(i, PaintBallText, "~g~WAITING FOR MORE PLAYERS TO JOIN..."); GameTextForPlayer(i, "~y~NOT ENOUGH PLAYERS TO START...", 5000, 5); } } } return 1; } public PaintBallRun2() { paintt[2]--; if(paintp[2] > 1) { new string[128]; if(paintt[2] >= 1) { if(paintt[2] == 300) { new maxim,weapon,maximm,map; for(new g = 0; g < 3; g++) if(paintvoteg[2][g] > maxim) { maxim = paintvoteg[2][g]; weapon = g;} if(gunvoted[2] > 0) { if(weapon == 0) paintg[2] = 1; if(weapon == 1) paintg[2] = 2; if(weapon == 2) paintg[2] = 3; } for(new m = 0; m < 5; m++) if(paintvotem[2][m] > maximm) { maximm = paintvotem[2][m]; map = m;} if(mapvoted[2] > 0) { if(map == 0) paintm[2] = 1; if(map == 1) paintm[2] = 2; if(map == 2) paintm[2] = 3; if(map == 3) paintm[2] = 4; if(map == 4) paintm[2] = 5; } foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 2) { SetPlayerSpawn(i); } } } foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 2) { new stringg[64]; PlayerTextDrawShow(i, PaintBallText); new minutes = floatround(paintt[2]/60), seconds = floatround(paintt[2] - minutes*60); if(seconds>9)format(stringg,sizeof(stringg),"0%d:%d",minutes,seconds); else format(stringg,sizeof(stringg),"0%d:0%d",minutes,seconds); format(string,sizeof(string),"PAINTBALL ROUND ENDS IN ~b~%s",stringg); PlayerTextDrawSetString(i, PaintBallText, string); } } } if(paintt[2] == 2) { if(PaintWinner[2] != 0) { foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 2) { format(string,sizeof(string),"Round over! Winner: %s - %d kills.",GetName(PaintWinner[2]),PaintBallWinnerKills[2]); SendClientMessage(i, COLOR_YELLOW, string); SendClientMessage(i, COLOR_YELLOW, "Use /votegun to vote for a gun. Use /votemap to vote for a map."); ResetPlayerWeaponsEx(i); ResetPlayerWeapons(i); SetPlayerArmourEx(i, 0); PlayerInfo[pPaintBallKills] = 0; PlayerInfo[pPaintBallVoted] = 0; PlayerInfo[pPaintBallVoted2] = 0; for (new idd2 = 0; idd2 != 5; ++idd2) SendDeathMessageToPlayer(i, 1001, 1001, 1001); curatj = 0; } } KillTimer(paintrun2); paintt[2] = 0; paintrs[2] = 31; preparepaint2 = SetTimer("PrepareRoundPaintBall2", 1000, 1); paintg[2] = 1; PaintWinner[2] = 999; PaintBallWinnerKills[2] = 0; paintvoteg[2][0] = 0; paintvoteg[2][1] = 0; paintvoteg[2][2] = 0; paintvotem[2][0] = 0; paintvotem[2][1] = 0; paintvotem[2][2] = 0; paintvotem[2][3] = 0; paintvotem[2][4] = 0; mapvoted[2] = 0; gunvoted[2] = 0; } } } else if(paintp[2] < 2) { paintt[2] = 0; paintrs[2] = 0; PaintWinner[2] = 999; PaintBallWinnerKills[2] = 0; paintvoteg[2][0] = 0; paintvoteg[2][1] = 0; paintvoteg[2][2] = 0; paintvotem[2][0] = 0; paintvotem[2][1] = 0; paintvotem[2][2] = 0; paintvotem[2][3] = 0; paintvotem[2][4] = 0; mapvoted[2] = 0; gunvoted[2] = 0; KillTimer(paintrun2); KillTimer(preparepaint2); foreach(Player, i) { if(PlayerInfo[pPaintBallG] == 2) { for (new idd2 = 0; idd2 != 5; ++idd2) SendDeathMessageToPlayer(i, 1001, 1001, 1001); ResetPlayerWeaponsEx(i); ResetPlayerWeapons(i); SetPlayerArmourEx(i, 0); PlayerInfo[pPaintBallKills] = 0; PlayerInfo[pPaintBallVoted] = 0; PlayerInfo[pPaintBallVoted2] = 0; curatj = 0; PlayerTextDrawShow(i, PaintBallText); PlayerTextDrawSetString(i, PaintBallText, "~g~WAITING FOR MORE PLAYERS TO JOIN..."); GameTextForPlayer(i, "~y~NOT ENOUGH PLAYERS TO START...", 5000, 5); } } } return 1; } si mai am si PaintBallRun3 respectIV PaintBallRun4 Sper sa ma puteti ajuta , va multumesc mult!
  4. Buna seara, vreau sa incep prin a spune ca am luat GM-ul BigZone pentru a-l edita majoritar pentru a face un server de sa:mp. Odata ajuns sa testez cum merge sistemul de paintball, observam ca la ultima secunda cand ar trebui sa se termine runda, ramane blocat pe ultima secunda , si nu trece la urmatoarea runda. Daca ma puteti ajuta, si aveti experienta sa va uitati putin 2 minute peste, sau sa imi spuneti ce e de facut,v-as ruga foarte frumos. Skype: iulian.trif mail: [email protected] O seara buna!
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