Author Topic: Head Value System  (Read 3624 times)

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Offline Willian_Luigi

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Head Value System
« on: October 05, 2013, 01:47:32 am »
[pawn]new gHeadValue[MAX_PLAYERS];[/pawn]

[pawn]
public OnPlayerSpawn(playerid)
{
   gHeadValue[playerid] = 300; //Set player head value 300
   return 1;
}

public OnPlayerDeath(playerid, killerid, reason)
{
   if (killerid != INVALID_PLAYER_ID) //Verify if the player has died by another player.
   {
      GivePlayerMoney(killerid, gHeadValue[playerid]); //Give to killer the worth of player head...

      gHeadValue[killerid] += 1000; //Set killer head value = value + 1000
      
      //msgs
      SendClientMessage(killerid, -1, "You have killed +1 noob, so, now your head worth +$1.000");
      SendClientMessage(playerid, -1, "You died, now your head start into the original price($300)");
   }
   return 1;
}[/pawn]


Offline sseebbyy

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Re: Head Value System
« Reply #1 on: October 05, 2013, 02:04:46 am »
lol. Nice, simple and original idea. I like it, good job :)
« Last Edit: October 05, 2013, 02:10:10 am by sseebbyy »

Quote
Painful/Noob scripters acts like: I Am The Best Scripter Because I Announce My Releases With Big Font Size Without Giving Too Much Info' In The Hope They All Will Download And Check It. I Ignore Bad Replies, Replies That I Could Learn From, And Replies With So Much Text.



Offline MatheuS

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Re: Head Value System
« Reply #2 on: October 05, 2013, 05:37:24 am »
lol. Nice, simple and original idea. I like it, good job :)

  :)

Offline tyler12

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Re: Head Value System
« Reply #3 on: October 06, 2013, 04:47:11 pm »
Simple, but you could format a string telling them their total head value.

For example:
Code: (pawn) [Select]
format(string,sizeof(string),"You have killed +1 noob, so no your head worth +$%d",gHeadValue[killerid]);