Jump to content
  • 0

problema arme pe corp


Question

Posted

Am un script care pune arme pe spate.

Dar mi se pun foarte greu, de exemplu dupa ce intru pe server stau vro 3 secunde ca sa mi le puna.

Sau cand pun ak47 sa zicem, in mana, sta vro 3 secunde pana o scoate din spate...

Are legatura cu TickCount sau... ??

Pawno Armedbody:

[pawn]#include <a_samp>

#define ARMEDBODY_USE_HEAVY_WEAPON (false)

static

armedbody_pTick[MAX_PLAYERS];

public OnFilterScriptInit(){

printf("=====================================================================");

printf("This is a part of a OpenGTA subject, visit opengta.org for more info.");

printf("FilterScript Name: Armed body");

printf("Description:Attatch weapond to player's body");

printf("Author:yezizhu");

printf("Special thanks:Double-O-Seven, Brian.");

printf("Contact author: [email protected]");

printf("=====================================================================");

return true;

}

•  public OnFilterScriptExit(){

•  return true;

•  }

•  public OnPlayerUpdate(playerid){

•  if(GetTickCount() - armedbody_pTick[playerid] > 113){ //prefix check itter

•  new

•  weaponid[13],weaponammo[13],pArmedWeapon;

•  pArmedWeapon = GetPlayerWeapon(playerid);

•  GetPlayerWeaponData(playerid,1,weaponid[1],weaponammo[1]);

•  GetPlayerWeaponData(playerid,2,weaponid[2],weaponammo[2]);

•  GetPlayerWeaponData(playerid,4,weaponid[4],weaponammo[4]);

•  GetPlayerWeaponData(playerid,5,weaponid[5],weaponammo[5]);

•  #if ARMEDBODY_USE_HEAVY_WEAPON

•  GetPlayerWeaponData(playerid,7,weaponid[7],weaponammo[7]);

•  #endif

•  if(weaponid[1] && weaponammo[1] > 0){

•  if(pArmedWeapon != weaponid[1]){

•  if(!IsPlayerAttachedObjectSlotUsed(playerid,0)){

•  SetPlayerAttachedObject(playerid,0,GetWeaponModel(weaponid[1]),1, 0.199999, -0.139999, 0.030000, 0.500007, -115.000000, 0.000000, 1.000000, 1.000000, 1.000000);

•  }

•  }

•  else {

•  if(IsPlayerAttachedObjectSlotUsed(playerid,0)){

•  RemovePlayerAttachedObject(playerid,0);

•  }

•  }

•  }

•  else if(IsPlayerAttachedObjectSlotUsed(playerid,0)){

•  RemovePlayerAttachedObject(playerid,0);

•  }

•  if(weaponid[2] && weaponammo[2] > 0){

•  if(pArmedWeapon != weaponid[2]){

•  if(!IsPlayerAttachedObjectSlotUsed(playerid,1)){

•  SetPlayerAttachedObject(playerid,1,GetWeaponModel(weaponid[2]),8, -0.079999, -0.039999, 0.109999, -90.100006, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000);

•  }

•  }

•  else {

•  if(IsPlayerAttachedObjectSlotUsed(playerid,1)){

•  RemovePlayerAttachedObject(playerid,1);

•  }

•  }

•  }

•  else if(IsPlayerAttachedObjectSlotUsed(playerid,1)){

•  RemovePlayerAttachedObject(playerid,1);

•  }

•  if(weaponid[4] && weaponammo[4] > 0){

•  if(pArmedWeapon != weaponid[4]){

•  if(!IsPlayerAttachedObjectSlotUsed(playerid,2)){

•  SetPlayerAttachedObject(playerid,2,GetWeaponModel(weaponid[4]),7, 0.000000, -0.100000, -0.080000, -95.000000, -10.000000, 0.000000, 1.000000, 1.000000, 1.000000);

•  }

•  }

•  else {

•  if(IsPlayerAttachedObjectSlotUsed(playerid,2)){

•  RemovePlayerAttachedObject(playerid,2);

•  }

•  }

•  }

•  else if(IsPlayerAttachedObjectSlotUsed(playerid,2)){

•  RemovePlayerAttachedObject(playerid,2);

•  }

•  if(weaponid[5] && weaponammo[5] > 0){

•  if(pArmedWeapon != weaponid[5]){

•  if(!IsPlayerAttachedObjectSlotUsed(playerid,3)){

•  SetPlayerAttachedObject(playerid,3,GetWeaponModel(weaponid[5]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);

•  }

•  }

•  else {

•  if(IsPlayerAttachedObjectSlotUsed(playerid,3)){

•  RemovePlayerAttachedObject(playerid,3);

•  }

•  }

•  }

•  else if(IsPlayerAttachedObjectSlotUsed(playerid,3)){

•  RemovePlayerAttachedObject(playerid,3);

•  }

•  #if ARMEDBODY_USE_HEAVY_WEAPON

•  if(weaponid[7] && weaponammo[7] > 0){

•  if(pArmedWeapon != weaponid[7]){

•  if(!IsPlayerAttachedObjectSlotUsed(playerid,4)){

•  SetPlayerAttachedObject(playerid,4,GetWeaponModel(weaponid[7]),1,-0.100000, 0.000000, -0.100000, 84.399932, 112.000000, 10.000000, 1.099999, 1.000000, 1.000000);

•  }

•  }

•  else {

•  if(IsPlayerAttachedObjectSlotUsed(playerid,4)){

•  RemovePlayerAttachedObject(playerid,4);

•  }

•  }

•  }

•  else if(IsPlayerAttachedObjectSlotUsed(playerid,4)){

•  RemovePlayerAttachedObject(playerid,4);

•  }

•  #endif

•  armedbody_pTick[playerid] = GetTickCount();

•  }

•  return true;

•  }

•  //by Double-O-Seven

•  stock GetWeaponModel(weaponid)

•  {

•  switch(weaponid)

•  {

•    case 1:

•        return 331;

•    case 2..8:

•    return weaponid+331;

•        case 9:

•    return 341;

•  case 10..15:

•  return weaponid+311;

•    case 16..18:

•    return weaponid+326;

•    case 22..29:

•    return weaponid+324;

•  •  case 30,31:

•    return weaponid+325;

•  case 32:

•    return 372;

•  case 33..45:

•    return weaponid+324;

•  case 46:

•    return 371;

•  }

•  return 0;

•  }[/pawn]

3 answers to this question

Recommended Posts

Posted

Pai e de la timer,seteaza timerul sa se miste mai repede...:|In plus asa e mai roleplay sa stai 3 sec sa iei arma de pe spate...

 

 

Posted

Mam incurcat eu,cauta alt fs care poti pune pe spate armele.Sunt vreo 2000000000000000 de fs-uri pe goagle totul daca vrei si tu sa cauti.

 

 

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more details you can also review our Terms of Use and Privacy Policy.