Vice City Multiplayer
VC:MP 0.3 => mIRC/pawn Scripting => Snippet Showroom => Topic started by: mrockxkingbutt on December 09, 2013, 12:05:17 pm
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On The Top
new AntiSpawn[MAX_PLAYERS];
On The Spawn
AntiSpawn[playerid] = 1;
SetTimer("SpawnKilling", 5000, 0);
GameTextForPlayer(playerid," Spawn Protection ");
On OnPlayerDeath
if (AntiSpawn[playerid] == 1) {
SetPlayerHealth(killerid, 0);
SendClientMessage(killerid, COLOR_RED, " [Auto-Kill] Reason SpawnKilling ");
}
Now The Public
public SpawnKilling() {
for(new i = 0; i < MAX_PLAYERS; i++) {
if(IsPlayerConnected(i)) {
if(AntiSpawn[i] == 1) {
SendClientMessage(i,COLOR_YELLOW,"Spawn Protection Offline!!");
AntiSpawn[i] = 0;
}
}
}
return 1;
}
SaW A BuGG RePoRt It NoW
Credits All By Me
Please Rate It!
Out Of 10
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Still fail because if a player spawns he gets AntiSpawn = 1 and timer starts then after 2 secs another player spawns and gets AntiSpawn = 1 so after the Spawn Killing public runs it gets all the players with AntiSpawn == 1 and sets it to 0 which results the 2nd player get AntiSpawn-kill protection get turned off faster.
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As a result, you're getting a code that doesnt work like it definitely should, increased use of CPU memory and laggs. But most of those who build their GUPS-based gamemodes using these codes don't get an average count of 3 - 5 players online. And yeah, don't write every word with a big letter, it aboves grammar and annoys, as I guess, many of users, including me, although my opinion isn't that important.