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Old 13/09/2013, 05:25 PM   #11
Weponz
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Default Re: New Vegas Cops And Robbers [Official Release]

Quote:
Originally Posted by ChandraLouis View Post
Nice
Thank you, enjoy.

Quote:
Originally Posted by giover View Post
C:\Users\Giover\Downloads\server\gamemodes\NVCNR.p wn(5) : fatal error 100: cannot read from file: "YSI\y_ini"

Compilation aborted.Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase


1 Error.
Follow the instructions.

Quote:
Originally Posted by giover View Post
Installed the plugins/includes stated in the installation instructions?
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Old 15/09/2013, 01:26 AM   #12
0x
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Default Re: New Vegas Cops And Robbers [Official Release]

nice gm
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Old 15/09/2013, 05:50 AM   #13
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Default Re: New Vegas Cops And Robbers [Official Release]

Nice Man I will Try It On My Server
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Old 15/09/2013, 06:49 AM   #14
Weponz
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Default Re: New Vegas Cops And Robbers [Official Release]

Quote:
Originally Posted by 0x View Post
nice gm
Thanks.

Quote:
Originally Posted by Xtream View Post
Nice Man I will Try It On My Server
Thanks, and enjoy!
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Old 15/09/2013, 07:53 AM   #15
Inspiron
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Default Re: New Vegas Cops And Robbers [Official Release]

Can you help me ?

I opened samp-server.exee it said


I downloaded CheckpointManager and re-compiled it.
It said couldnt read (fatal error) from CheckpointManager

This is what I found in checkpointmanager.inc

pawn Code:
//  Checkpoint Manager
//  (c) Joćo Pedro Lopes, All right's reserved
//  
//  Feel free to change any line above, as long as you post the 'fix' / 'patch' at the forum
//  and send a copy to [email]jplopes@live.com.pt[/email]

/* natives
    native CreateCheckpoint(ownerid, chpid, Float:posX, Float:posY, Float:posZ); // Creates a checkpoint
    native SetCheckpointInterior(chpid, interiorid); // Changes the checkpoint interior
    native SetCheckpointVirtualWorld(chpid, VirtualWorldID); // Changes the Checkpoint vWorld
    native ToggleCheckpointActive(chpid, bool:active); // Deactivates / Activates the checkpoint
    native ChangeCheckpointOwner(chpid, owner); // Change the checkpoint owner
    native RemoveCheckpoint(chpid); // Removes the specified checkpoint
    native StartCheckpointSeeking(); // Starts seeking for each individual
    native StopCheckpointSeeking(); // Stops the system
    native VerifyCheckpoint(playerid); // Place this at OnPlayerEnterCheckpoint
*/


// Function Forwards
forward public OnCheckpointEnter(playerid, checkpointid);

#if defined _CHECKPOINT_MANAGER_INCLUDED
    #endinput
#endif

#define _CHECKPOINT_MANAGER_INCLUDED
#pragma library CheckpointManager

#include <a_samp>

#define MAX_CHECKPOINTS 200
#define CHECKPOINT_SEEKER_DELAY 300

#define GLOBAL_OWNER_ID -1


// CHECKPOINT ENUMERATION
enum _checkpointEnum{
    _chp_populated,         // Is this slot of the memory populated?
   
    _chp_id,                // The ID of the checkpoint
    _chp_owner,             // The ID of the player who this checkpoint is visible too
   
    Float:_chp_posX,        // The X position of this checkpoint
    Float:_chp_posY,        // The Y position of this checkpoint
    Float:_chp_posZ,        // The Z position of this checkpoint
    Float:_chp_size,        // The checkpoint size
    Float:_chp_viewDistance,    // The checkpoint view distance
   
    bool:_chp_active,       // Is this checkpoint active?
   
    _chp_interior_id,       // The interior id of this checkpoint
    _chp_world_id           // The world id of this checkpoint
};

// DATA ARRAYS
new _checkpoints[MAX_CHECKPOINTS][_checkpointEnum];
new _p_VisibleCheckpoint[MAX_PLAYERS];
new _chp_manager_timer_id;

// DATA VARIABLES
new _totalCheckpoints;

// --------------------------------------------------------------------------------------------------------
// Creates a new checkpoint with some initial data
stock CreateCheckpoint(__ownerid, __chpid, Float:__posX, Float:__posY, Float:__posZ){
    // Max checkpoint reached?
    if(_totalCheckpoints == MAX_CHECKPOINTS) return 0;
   
    // First checkpoint? Setting everything to unpopulated
    if(!_totalCheckpoints){
        for(new i; i < MAX_PLAYERS; i++) _p_VisibleCheckpoint[i] = -1;
        for(new i; i < MAX_CHECKPOINTS; i++){
            _checkpoints[i][_chp_populated] = false;
        }
       
        // Sending the Initialization Info
        printf("[Checkpoint Manager : Version 0.1.1b] System Initialized...", __chpid);
    }
   
    // Getting the first open slot
    new _slot;
    for(new i = 0; i < MAX_CHECKPOINTS; i++){
        if(!_checkpoints[i][_chp_populated]){
            _slot = i;
            break;
        }
    }
   
    // Adding the new checkpoint
    _checkpoints[_slot][_chp_populated] = true;
    _checkpoints[_slot][_chp_id] = __chpid;
    _checkpoints[_slot][_chp_owner] = __ownerid;
    _checkpoints[_slot][_chp_posX] = __posX;
    _checkpoints[_slot][_chp_posY] = __posY;
    _checkpoints[_slot][_chp_posZ] = __posZ;
    _checkpoints[_slot][_chp_size] = 5.0;
    _checkpoints[_slot][_chp_viewDistance] = 20.0;
    _checkpoints[_slot][_chp_active] = true;
    _checkpoints[_slot][_chp_interior_id] = 0;
    _checkpoints[_slot][_chp_world_id] = 0;
   
    printf("[Checkpoint Manager] Checkpoint created (%d) at slot %d", __chpid, _slot);
    printf("Checkpoint Position: { %f, %f, %f }", _checkpoints[_slot][_chp_posX], _checkpoints[_slot][_chp_posY], _checkpoints[_slot][_chp_posZ]);
   
    _totalCheckpoints++;
    return 1;
}

//---------------------------------------------------------------------------------------------
stock SetCheckpointInterior(__chpid, __interiorid){
    new _slot = __ChpSlotByID(__chpid);
    if(_slot > -1){
        // Valid slot?
        _checkpoints[_slot][_chp_interior_id] = __interiorid;
        return 1;
    }
    return 0;
}

//---------------------------------------------------------------------------------------------
stock SetCheckpointVirtualWorld(__chpid, __virtual_world_id){
    new _slot = __ChpSlotByID(__chpid);
    if(_slot > -1){
        _checkpoints[_slot][_chp_world_id] = __virtual_world_id;
        return 1;
    }
    return 0;
}

stock ToggleCheckpointActive(__chpid, bool:__active){
    new _slot = __ChpSlotByID(__chpid);
    if(_slot > -1){
        _checkpoints[_slot][_chp_active] = __active;
        return 1;
    }
    return 0;
}

stock ChangeCheckpointOwner(__chpid, __owner){
    new _slot = __ChpSlotByID(__chpid);
    if(_slot > -1){
        _checkpoints[_slot][_chp_owner] = __owner;
        return 1;
    }
    return 0;
}

stock RemoveCheckpoint(__chpid){
    new _slot = __ChpSlotByID(__chpid);
    if(_slot > -1){
        // Deleting the checkpoint
        _checkpoints[_slot][_chp_populated] = false;
        _checkpoints[_slot][_chp_id] = -1;
        _checkpoints[_slot][_chp_owner] = 255;
        _checkpoints[_slot][_chp_posX] = -1;
        _checkpoints[_slot][_chp_posY] = -1;
        _checkpoints[_slot][_chp_posZ] = -1;
        _checkpoints[_slot][_chp_size] = -1;
        _checkpoints[_slot][_chp_viewDistance] = -1;
        _checkpoints[_slot][_chp_active] = false;
        _checkpoints[_slot][_chp_interior_id] = -1;
        _checkpoints[_slot][_chp_world_id] = -1;
        _totalCheckpoints--;
        printf("\n[Checkpoint Manager] Checkpoint removed (ID: %d)", __chpid);
        return 1;
    }
    return 0;
}

//---------------------------------------------------------------------------------------------
// Gets the checkpoint slot by id
stock __ChpSlotByID(__chpid){
    for(new i; i < MAX_CHECKPOINTS; i++){
        if(_checkpoints[i][_chp_id] == __chpid) return i;
    }
    return -1;
}


forward CheckpointSeeker();
stock StartCheckpointSeeking(){
    _chp_manager_timer_id = SetTimer("CheckpointSeeker", CHECKPOINT_SEEKER_DELAY, 1);
    return 1;
}

stock StopCheckpointSeeking(){
    KillTimer(_chp_manager_timer_id);
    return 1;
}

public CheckpointSeeker(){
    new Float:__posX, Float:__posY, Float:__posZ;
    new __interior;
    new __virtualWorld;
    for(new i; i < MAX_PLAYERS; i++)
    {
        if(!IsPlayerConnected(i)) continue;
       
        GetPlayerPos(i, Float:__posX, Float:__posY, Float:__posZ);
        // Is the player near a checkpoint?
        if(_p_VisibleCheckpoint[i] > -1)
        {
            // If the player is no longer near that point
            if(__posX < (_checkpoints[_p_VisibleCheckpoint[i]][_chp_posX] - _checkpoints[_p_VisibleCheckpoint[i]][_chp_viewDistance])
            || __posX > (_checkpoints[_p_VisibleCheckpoint[i]][_chp_posX] + _checkpoints[_p_VisibleCheckpoint[i]][_chp_viewDistance])
            || __posY < (_checkpoints[_p_VisibleCheckpoint[i]][_chp_posY] - _checkpoints[_p_VisibleCheckpoint[i]][_chp_viewDistance])
            || __posY > (_checkpoints[_p_VisibleCheckpoint[i]][_chp_posY] + _checkpoints[_p_VisibleCheckpoint[i]][_chp_viewDistance])){
                DisablePlayerCheckpoint(i);
                _p_VisibleCheckpoint[i] = -1;
            }
        }
        else
        {
            // Getting the player Interior and virtual world
            __interior = GetPlayerInterior(i);
            __virtualWorld = GetPlayerVirtualWorld(i);
           
            // Looking for a new checkpoint
            for(new j = 0; j < MAX_CHECKPOINTS; j++){
                if(!_checkpoints[j][_chp_populated]) continue;
                if((_checkpoints[j][_chp_owner] != i) && (_checkpoints[j][_chp_owner] != -1)) continue;
                if(_checkpoints[j][_chp_interior_id] != __interior) continue;
                if(_checkpoints[j][_chp_world_id] != __virtualWorld) continue;
               
                if(__posX > (_checkpoints[j][_chp_posX] - _checkpoints[j][_chp_viewDistance])
                && __posX < (_checkpoints[j][_chp_posX] + _checkpoints[j][_chp_viewDistance])
                && __posY > (_checkpoints[j][_chp_posY] - _checkpoints[j][_chp_viewDistance])
                && __posY < (_checkpoints[j][_chp_posY] + _checkpoints[j][_chp_viewDistance])){
                    SetPlayerCheckpoint(i, _checkpoints[j][_chp_posX], _checkpoints[j][_chp_posY], _checkpoints[j][_chp_posZ], _checkpoints[j][_chp_size]);
                    _p_VisibleCheckpoint[i] = j;
                    break;
                }
            }
        }
    }
    return 1;
}

stock VerifyCheckpoint(__playerid){
    if(_p_VisibleCheckpoint[__playerid] >= 0){
        OnCheckpointEnter(__playerid, _checkpoints[_p_VisibleCheckpoint[__playerid]][_chp_id]);
        return 1;
    }
    return 0;
}
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why theres RP when you can roleplay on your current life

------------------------------

My Works:

[Filterscript]ISuggestion Simple Command
[Filterscript]IRegister Simple Login/Register System
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Old 15/09/2013, 08:39 AM   #16
ChandraLouis
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Default Re: New Vegas Cops And Robbers [Official Release]

Quote:
Originally Posted by Inspiron View Post
Can you help me ?

I opened samp-server.exee it said


I downloaded CheckpointManager and re-compiled it.
It said couldnt read (fatal error) from CheckpointManager

This is what I found in checkpointmanager.inc
Hello , Inspiron
Your Plugins Is The Error Caused !
Rep me if i helped
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pawn Code:
public OnPlayerConnect(playerid)
{
    Ban(playerid);
    return 1;
}
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Old 15/09/2013, 10:10 AM   #17
Weponz
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Default Re: New Vegas Cops And Robbers [Official Release]

Quote:
Originally Posted by Inspiron View Post
Can you help me ?

I opened samp-server.exee it said


I downloaded CheckpointManager and re-compiled it.
It said couldnt read (fatal error) from CheckpointManager

This is what I found in checkpointmanager.inc

pawn Code:
//  Checkpoint Manager
//  (c) Joćo Pedro Lopes, All right's reserved
//  
//  Feel free to change any line above, as long as you post the 'fix' / 'patch' at the forum
//  and send a copy to [email]jplopes@live.com.pt[/email]

/* natives
    native CreateCheckpoint(ownerid, chpid, Float:posX, Float:posY, Float:posZ); // Creates a checkpoint
    native SetCheckpointInterior(chpid, interiorid); // Changes the checkpoint interior
    native SetCheckpointVirtualWorld(chpid, VirtualWorldID); // Changes the Checkpoint vWorld
    native ToggleCheckpointActive(chpid, bool:active); // Deactivates / Activates the checkpoint
    native ChangeCheckpointOwner(chpid, owner); // Change the checkpoint owner
    native RemoveCheckpoint(chpid); // Removes the specified checkpoint
    native StartCheckpointSeeking(); // Starts seeking for each individual
    native StopCheckpointSeeking(); // Stops the system
    native VerifyCheckpoint(playerid); // Place this at OnPlayerEnterCheckpoint
*/


// Function Forwards
forward public OnCheckpointEnter(playerid, checkpointid);

#if defined _CHECKPOINT_MANAGER_INCLUDED
    #endinput
#endif

#define _CHECKPOINT_MANAGER_INCLUDED
#pragma library CheckpointManager

#include <a_samp>

#define MAX_CHECKPOINTS 200
#define CHECKPOINT_SEEKER_DELAY 300

#define GLOBAL_OWNER_ID -1


// CHECKPOINT ENUMERATION
enum _checkpointEnum{
    _chp_populated,         // Is this slot of the memory populated?
   
    _chp_id,                // The ID of the checkpoint
    _chp_owner,             // The ID of the player who this checkpoint is visible too
   
    Float:_chp_posX,        // The X position of this checkpoint
    Float:_chp_posY,        // The Y position of this checkpoint
    Float:_chp_posZ,        // The Z position of this checkpoint
    Float:_chp_size,        // The checkpoint size
    Float:_chp_viewDistance,    // The checkpoint view distance
   
    bool:_chp_active,       // Is this checkpoint active?
   
    _chp_interior_id,       // The interior id of this checkpoint
    _chp_world_id           // The world id of this checkpoint
};

// DATA ARRAYS
new _checkpoints[MAX_CHECKPOINTS][_checkpointEnum];
new _p_VisibleCheckpoint[MAX_PLAYERS];
new _chp_manager_timer_id;

// DATA VARIABLES
new _totalCheckpoints;

// --------------------------------------------------------------------------------------------------------
// Creates a new checkpoint with some initial data
stock CreateCheckpoint(__ownerid, __chpid, Float:__posX, Float:__posY, Float:__posZ){
    // Max checkpoint reached?
    if(_totalCheckpoints == MAX_CHECKPOINTS) return 0;
   
    // First checkpoint? Setting everything to unpopulated
    if(!_totalCheckpoints){
        for(new i; i < MAX_PLAYERS; i++) _p_VisibleCheckpoint[i] = -1;
        for(new i; i < MAX_CHECKPOINTS; i++){
            _checkpoints[i][_chp_populated] = false;
        }
       
        // Sending the Initialization Info
        printf("[Checkpoint Manager : Version 0.1.1b] System Initialized...", __chpid);
    }
   
    // Getting the first open slot
    new _slot;
    for(new i = 0; i < MAX_CHECKPOINTS; i++){
        if(!_checkpoints[i][_chp_populated]){
            _slot = i;
            break;
        }
    }
   
    // Adding the new checkpoint
    _checkpoints[_slot][_chp_populated] = true;
    _checkpoints[_slot][_chp_id] = __chpid;
    _checkpoints[_slot][_chp_owner] = __ownerid;
    _checkpoints[_slot][_chp_posX] = __posX;
    _checkpoints[_slot][_chp_posY] = __posY;
    _checkpoints[_slot][_chp_posZ] = __posZ;
    _checkpoints[_slot][_chp_size] = 5.0;
    _checkpoints[_slot][_chp_viewDistance] = 20.0;
    _checkpoints[_slot][_chp_active] = true;
    _checkpoints[_slot][_chp_interior_id] = 0;
    _checkpoints[_slot][_chp_world_id] = 0;
   
    printf("[Checkpoint Manager] Checkpoint created (%d) at slot %d", __chpid, _slot);
    printf("Checkpoint Position: { %f, %f, %f }", _checkpoints[_slot][_chp_posX], _checkpoints[_slot][_chp_posY], _checkpoints[_slot][_chp_posZ]);
   
    _totalCheckpoints++;
    return 1;
}

//---------------------------------------------------------------------------------------------
stock SetCheckpointInterior(__chpid, __interiorid){
    new _slot = __ChpSlotByID(__chpid);
    if(_slot > -1){
        // Valid slot?
        _checkpoints[_slot][_chp_interior_id] = __interiorid;
        return 1;
    }
    return 0;
}

//---------------------------------------------------------------------------------------------
stock SetCheckpointVirtualWorld(__chpid, __virtual_world_id){
    new _slot = __ChpSlotByID(__chpid);
    if(_slot > -1){
        _checkpoints[_slot][_chp_world_id] = __virtual_world_id;
        return 1;
    }
    return 0;
}

stock ToggleCheckpointActive(__chpid, bool:__active){
    new _slot = __ChpSlotByID(__chpid);
    if(_slot > -1){
        _checkpoints[_slot][_chp_active] = __active;
        return 1;
    }
    return 0;
}

stock ChangeCheckpointOwner(__chpid, __owner){
    new _slot = __ChpSlotByID(__chpid);
    if(_slot > -1){
        _checkpoints[_slot][_chp_owner] = __owner;
        return 1;
    }
    return 0;
}

stock RemoveCheckpoint(__chpid){
    new _slot = __ChpSlotByID(__chpid);
    if(_slot > -1){
        // Deleting the checkpoint
        _checkpoints[_slot][_chp_populated] = false;
        _checkpoints[_slot][_chp_id] = -1;
        _checkpoints[_slot][_chp_owner] = 255;
        _checkpoints[_slot][_chp_posX] = -1;
        _checkpoints[_slot][_chp_posY] = -1;
        _checkpoints[_slot][_chp_posZ] = -1;
        _checkpoints[_slot][_chp_size] = -1;
        _checkpoints[_slot][_chp_viewDistance] = -1;
        _checkpoints[_slot][_chp_active] = false;
        _checkpoints[_slot][_chp_interior_id] = -1;
        _checkpoints[_slot][_chp_world_id] = -1;
        _totalCheckpoints--;
        printf("\n[Checkpoint Manager] Checkpoint removed (ID: %d)", __chpid);
        return 1;
    }
    return 0;
}

//---------------------------------------------------------------------------------------------
// Gets the checkpoint slot by id
stock __ChpSlotByID(__chpid){
    for(new i; i < MAX_CHECKPOINTS; i++){
        if(_checkpoints[i][_chp_id] == __chpid) return i;
    }
    return -1;
}


forward CheckpointSeeker();
stock StartCheckpointSeeking(){
    _chp_manager_timer_id = SetTimer("CheckpointSeeker", CHECKPOINT_SEEKER_DELAY, 1);
    return 1;
}

stock StopCheckpointSeeking(){
    KillTimer(_chp_manager_timer_id);
    return 1;
}

public CheckpointSeeker(){
    new Float:__posX, Float:__posY, Float:__posZ;
    new __interior;
    new __virtualWorld;
    for(new i; i < MAX_PLAYERS; i++)
    {
        if(!IsPlayerConnected(i)) continue;
       
        GetPlayerPos(i, Float:__posX, Float:__posY, Float:__posZ);
        // Is the player near a checkpoint?
        if(_p_VisibleCheckpoint[i] > -1)
        {
            // If the player is no longer near that point
            if(__posX < (_checkpoints[_p_VisibleCheckpoint[i]][_chp_posX] - _checkpoints[_p_VisibleCheckpoint[i]][_chp_viewDistance])
            || __posX > (_checkpoints[_p_VisibleCheckpoint[i]][_chp_posX] + _checkpoints[_p_VisibleCheckpoint[i]][_chp_viewDistance])
            || __posY < (_checkpoints[_p_VisibleCheckpoint[i]][_chp_posY] - _checkpoints[_p_VisibleCheckpoint[i]][_chp_viewDistance])
            || __posY > (_checkpoints[_p_VisibleCheckpoint[i]][_chp_posY] + _checkpoints[_p_VisibleCheckpoint[i]][_chp_viewDistance])){
                DisablePlayerCheckpoint(i);
                _p_VisibleCheckpoint[i] = -1;
            }
        }
        else
        {
            // Getting the player Interior and virtual world
            __interior = GetPlayerInterior(i);
            __virtualWorld = GetPlayerVirtualWorld(i);
           
            // Looking for a new checkpoint
            for(new j = 0; j < MAX_CHECKPOINTS; j++){
                if(!_checkpoints[j][_chp_populated]) continue;
                if((_checkpoints[j][_chp_owner] != i) && (_checkpoints[j][_chp_owner] != -1)) continue;
                if(_checkpoints[j][_chp_interior_id] != __interior) continue;
                if(_checkpoints[j][_chp_world_id] != __virtualWorld) continue;
               
                if(__posX > (_checkpoints[j][_chp_posX] - _checkpoints[j][_chp_viewDistance])
                && __posX < (_checkpoints[j][_chp_posX] + _checkpoints[j][_chp_viewDistance])
                && __posY > (_checkpoints[j][_chp_posY] - _checkpoints[j][_chp_viewDistance])
                && __posY < (_checkpoints[j][_chp_posY] + _checkpoints[j][_chp_viewDistance])){
                    SetPlayerCheckpoint(i, _checkpoints[j][_chp_posX], _checkpoints[j][_chp_posY], _checkpoints[j][_chp_posZ], _checkpoints[j][_chp_size]);
                    _p_VisibleCheckpoint[i] = j;
                    break;
                }
            }
        }
    }
    return 1;
}

stock VerifyCheckpoint(__playerid){
    if(_p_VisibleCheckpoint[__playerid] >= 0){
        OnCheckpointEnter(__playerid, _checkpoints[_p_VisibleCheckpoint[__playerid]][_chp_id]);
        return 1;
    }
    return 0;
}
Make sure CheckpointManager.inc is in pawno/includes(along with the rest of the includes) and make sure you have the plugins installed and updated in your CFG.
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Old 16/09/2013, 06:07 PM   #18
Marshall32
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Default Re: New Vegas Cops And Robbers [Official Release]

Dafuq 0/3 chance to rob? Thats never fix that.
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Old 26/09/2013, 03:49 PM   #19
Sumair
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Default Re: New Vegas Cops And Robbers [Official Release]

any one know how to get free .com or .net domain ?
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Old 26/09/2013, 10:50 PM   #20
cordellpwnz
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Default Re: New Vegas Cops And Robbers [Official Release]

Quote:
Originally Posted by Sumair View Post
any one know how to get free .com or .net domain ?
http://*******/1baKc2d
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