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checkpoints problem


  
 
 
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vato loco [GE-S]
Veteran Member
Join Date: Oct 2006
Location: Germany
Old 04-16-2009 , 11:25   Re: checkpoints problem
Reply With Quote #4

oh sorry i have forget to post the #define or stock for the fm stuff !!!
try this... this will work with engine
Code:
public goto_cp(id,cp) {
    new semiclip = get_pcvar_num(kz_semiclip)
    if(semiclip == -1 || (!noblock[id-1] && semiclip == 0)) {
        new Float:origin[3]
        for(new i=1;i<=get_maxplayers();i++) {
            if(id != i && is_user_connected(i) && is_user_alive(id)) {
                if(semiclip == -1 || (!noblock[i-1] && semiclip == 0)) {
                    entity_get_vector(i,EV_VEC_origin,origin)
                    if(get_distance_f(checkpoints[id-1][cp],origin) <= CP_DISTANCE) {
                        client_print(id,print_chat,"[KG Jump] Somebody is too close to your checkpoint")
                        return false
                    }
                }
            }
        }
    }
    delay_duck(id)
    entity_set_origin(id,checkpoints[id-1][cp])
    entity_set_vector(id,EV_VEC_velocity,Float:{0.0,0.0,0.0})
    spawnsprite(checkpoints[id-1][cp])
    set_user_gravity(id) // to fix the low gravity bug on kz_man_redrock (thanks to NoEx)
    noblock_task()
    
    return true
}
delay_duck(id) {
        set_task(0.01, "force_duck", id)
        set_entity_flags(id, FL_DUCKING, 1)
}

public force_duck(id) {
        set_entity_flags(id, FL_DUCKING, 1)
}
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Last edited by vato loco [GE-S]; 04-16-2009 at 11:37.
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