Re: [FS] Stingers / Spike Strips v1 (No OnPlayerUpdate or Fast Timers) -
XRVX - 09.05.2010
nice idea man
good job
Re: [FS] Stingers / Spike Strips v1 (No OnPlayerUpdate or Fast Timers) -
Tr1viUm - 09.05.2010
Version 2 released. Fixes a bug that destroyed pickupid 0. A stupid mistake of my side.
Re: [FS] Stingers / Spike Strips v2 (No OnPlayerUpdate or Fast Timers) -
Toni - 09.05.2010
Very Nice, But is there a way To make it so each person
can Have more then 1 spike strip?
Re: [FS] Stingers / Spike Strips v2 (No OnPlayerUpdate or Fast Timers) -
Tr1viUm - 09.05.2010
Quote:
Originally Posted by Tɧ϶ Tσηί™
Very Nice, But is there a way To make it so each person can Have more then 1 spike strip?
|
It's already like that.... one player can have as much spike strips as they want.
Re: [FS] Stingers / Spike Strips v2 (No OnPlayerUpdate or Fast Timers) -
Toni - 09.05.2010
Quote:
Originally Posted by [MOB
Tr1viUm ]
Quote:
Originally Posted by Tɧ϶ Tσηί™
Very Nice, But is there a way To make it so each person can Have more then 1 spike strip?
|
It's already like that.... one player can have as much spike strips as they want.
|
Ah okay, Sorry Must have read wrong
Re: [FS] Stingers / Spike Strips v2 (No OnPlayerUpdate or Fast Timers) -
nico005 - 26.05.2010
nice.
I have remove SetTimerEx("DestroyStinger"...)
I want to create a command /removespike, i successful for to destroy the object but no the pickup. You can help me.
Code:
if (!strcmp("/spike", cmdtext))
{
new Float:x, Float:y, Float:z, Float:A;
GetPlayerPos(playerid,x,y,z);
GetPlayerFacingAngle(playerid, A);
new pickid1 = CreatePickup(1007,14,x,y,z-0.9,0);
PlayerInfo[playerid][pSpike]= CreateObject(2892, x, y, z-0.9, 0.0, 0.0, A+180);
iPickups[pickid1] = PlayerInfo[playerid][pSpike];
return 1;
}
f (!strcmp("/destroyspike", cmdtext))
{
if(PlayerInfo[playerid][pSpike]!=0)
{
DestroyObject(PlayerInfo[playerid][pSpike]);
DestroyPickup( iPickups[pickid1]);
}
return 1;
}
It's bad, just a example. Thanks.
Re: [FS] Stingers / Spike Strips v2 (No OnPlayerUpdate or Fast Timers) -
Tr1viUm - 27.05.2010
Version 3 Download
- /destroystinger command due to popular demand.
- Pickups now respawns after it was picked up so the stinger can be used on the same player more than once.
http://pastebin.com/xRmH9cqH

Re: [FS] Spike Strips v3 (No OnPlayerUpdate or Fast Timers) -
Antonio [G-RP] - 06.06.2010
Thanks mate, I merged it into my GM, credits added.
Re: [FS] Spike Strips v3 (No OnPlayerUpdate or Fast Timers) -
MJ! - 27.07.2010
good script xD
Re: [FS] Spike Strips v3 (No OnPlayerUpdate or Fast Timers) -
Trooper[Y] - 12.08.2010
In 0.2X the pickup didnt call onplayerpickuppickup....

Anyways, nice work,
best spike stripes actually out there.
Re: [FS] Spike Strips v3 (No OnPlayerUpdate or Fast Timers) -
jonrb - 23.08.2010
You sir, are a genius!
Excellent work, I wish I had thought of this.
Re: [FS] Spike Strips v3 (No OnPlayerUpdate or Fast Timers) -
WillyP - 04.09.2010
anyone got the offsets for it inside a vehicle? xP
Re: [FS] Spike Strips v3 (No OnPlayerUpdate or Fast Timers) -
cyber_punk - 04.09.2010
Nice method for those worried about timers but I thought pickups force the object to rotate.....
Re: [FS] Spike Strips v3 (No OnPlayerUpdate or Fast Timers) -
WillyP - 04.09.2010
Quote:
Originally Posted by cyber_punk
Nice method for those worried about timers but I thought pickups force the object to rotate.....
|
only special pickups
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Re: [FS] Spike Strips v3 (No OnPlayerUpdate or Fast Timers) -
BoBiTza - 08.07.2011
dont appear object
Re: [FS] Spike Strips v3 (No OnPlayerUpdate or Fast Timers) -
Frogger75 - 08.07.2011
ahhhh my friends driving along the roads of LV and then....POP!! xD tires blow out lol
Re: [FS] Spike Strips v3 (No OnPlayerUpdate or Fast Timers) -
Tr1viUm - 14.01.2013
Three years have passed and I'm working on an update (or rewrite). It will be the most advanced spike strip script ever released. A few coming features:
1. Popping individual tires instead of popping all tires at once.
2. Customizable by non-coders using a config file; you can specify the following:
2.1. Commands to spawn a spike strip
2.2. Hotkeys to spawn a spike strip
2.3. Teams that are able to spawn spike strips
2.4. Anti-team option
2.5. Respawn time
2.6. Charges (i.e. dissapears after it has been used)
3. Customizable by code too
4. Better placement on the floor
If you have any suggestions, feel free to post them.
Re: [FS] Spike Strips v3 (No OnPlayerUpdate or Fast Timers) -
Roel - 15.01.2013
Uhm, are you using pickups to detect when a player drives over it? If yes, how does it works when you create a spike on a created object, like createobject? because that part failed for me, so I used CreateDynamicArea to detect when a player drive over it. Anyway nice work.