#include #include #include main(){print("GameMode Loaded");} new Faction[MAX_PLAYERS]; /* With new we create a new variable. We can store numbers in a variable. So if Faction = 0 then the player didn't join one if Faction = 1 then a player joined LSPD(Example) and if Faction = 2 then player joined Taxi Drivers(Example) So you can make as many factions you want. Just make a list: Nothing = 0 LSPD = 1 Taxi Driver = 2 Car Jacker = 3 Civilian = 4 To check if the player is in a faction you add the following lines: if(Faction[playerid] == 0) // 0 is a example you can replace it with any number (0 = No Faction) { // Here what must hapen with the player is the faction = the id you typed } else { // Here what must hapen with the player if he is not the faction } */ public OnGameModeInit() { SetGameModeText("Blank Script"); AddPlayerClass(0, 1958.3783, 1343.1572, 15.3746, 269.1425, 0, 0, 0, 0, 0, 0); return 1; } public OnGameModeExit() { return 1; } public OnPlayerRequestClass(playerid, classid) { SetPlayerPos(playerid, 1958.3783, 1343.1572, 15.3746); SetPlayerCameraPos(playerid, 1958.3783, 1343.1572, 15.3746); SetPlayerCameraLookAt(playerid, 1958.3783, 1343.1572, 15.3746); return 1; } // Saving the id of the faction on player connect public OnPlayerConnect(playerid) { new formatZ[256]; new pName[MAX_PLAYER_NAME]; new string[48]; format(formatZ,sizeof(formatZ),"%s.txt",PlayerName(playerid)); if(!udb_Exists(formatZ)) { udb_Create(formatZ,"209010"); } Faction[playerid] = dUserINT(formatZ).("Faction"); return 1; } // Saving the id of the faction on player disconnect public OnPlayerDisconnect(playerid, reason) { new formatZ2[256]; new pName[MAX_PLAYER_NAME]; new string[56]; format(formatZ2,sizeof(formatZ2),"%s.txt",PlayerName(playerid)); dUserSetINT(formatZ2).("Faction",Faction[playerid]); return 1; } stock PlayerName(playerid) { new name[255]; GetPlayerName(playerid, name, 255); return name; } public OnPlayerSpawn(playerid) { return 1; } public OnPlayerDeath(playerid, killerid, reason) { return 1; } public OnVehicleSpawn(vehicleid) { return 1; } public OnVehicleDeath(vehicleid, killerid) { return 1; } public OnPlayerText(playerid, text[]) { return 1; } public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp("/joinfaction", cmdtext, true, 10) == 0) { // Copy this command as much as you want and edit it to create multiple join faction command SendClientMessage(playerid, COLOR_RED, "* You joined faction 1"); Faction[playerid] = 1; // << With this we set Faction ID to 1, change 1 to any Faction ID */ return 1; } return 0; } public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger) { return 1; } public OnPlayerExitVehicle(playerid, vehicleid) { return 1; } public OnPlayerStateChange(playerid, newstate, oldstate) { return 1; } public OnPlayerEnterCheckpoint(playerid) { return 1; } public OnPlayerLeaveCheckpoint(playerid) { return 1; } public OnPlayerEnterRaceCheckpoint(playerid) { return 1; } public OnPlayerLeaveRaceCheckpoint(playerid) { return 1; } public OnRconCommand(cmd[]) { return 1; } public OnPlayerRequestSpawn(playerid) { return 1; } public OnObjectMoved(objectid) { return 1; } public OnPlayerObjectMoved(playerid, objectid) { return 1; } public OnPlayerPickUpPickup(playerid, pickupid) { return 1; } public OnVehicleMod(playerid, vehicleid, componentid) { return 1; } public OnVehiclePaintjob(playerid, vehicleid, paintjobid) { return 1; } public OnVehicleRespray(playerid, vehicleid, color1, color2) { return 1; } public OnPlayerSelectedMenuRow(playerid, row) { return 1; } public OnPlayerExitedMenu(playerid) { return 1; } public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid) { return 1; } public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { return 1; } public OnPlayerUpdate(playerid) { return 1; }