Re: New SA:MP Weapon Models by Ericson(Must See) -
Sasino97 - 22.02.2011
Yesterday I tested it, the space weapon is fantastic! But there is also a bug, the filterscript doesn't detach the object on weapon change. I'll post a solution tomorrow.
Re: New SA:MP Weapon Models by Ericson(Must See) -
royal_king - 22.02.2011
WoW it's awesome!
Re: New SA:MP Weapon Models by Ericson(Must See) -
LZLo - 23.02.2011
one word - excellent
Re: New SA:MP Weapon Models by Ericson(Must See) -
Sasino97 - 28.02.2011
OK, I think I have the solution:
pawn Код:
public OnPlayerWeaponStateChange(playerid, oldweapon, newweapon);
I'll make this include and post it this evening (This evening in central europe[GMT+1], in this moment is 17.35)
When I post OnPlayerWeaponStateChange this evening you can fix the bug with:
pawn Код:
public OnPlayerWeaponStateChange(playerid, oldweapon, newweapon)
{
if(newweapon != /* ONE OF THE EDITED WEAPONS*/ && newweapon != /* ONE OF THE EDITED WEAPONS*/ && /*ETC*/)
{
RemovePlayerAttachedObject(playerid, 0);
}
if(newweapon == /*EDITED WEAPON*/)
{
SetPlayerAttachedObject(playerid, /*ETC*/);
}
else if(newweapon == /*BLA BLA*/)
{
//Bla bla
}
return 1;
}
Re: New SA:MP Weapon Models by Ericson(Must See) -
MrDeath537 - 28.02.2011
Nice idea and good script.
Aren't the objects so big?
Just wondering
Re: New SA:MP Weapon Models by Ericson(Must See) -
Sheeba - 28.02.2011
liked it.There is a man in the pictures and he's strange-looking

I want to try it in my free times.
Re: New SA:MP Weapon Models by Ericson(Must See) -
Den_Deluxe - 28.02.2011
Hah, not bad
Re: New SA:MP Weapon Models by Ericson(Must See) -
Pinehole - 28.02.2011
Quote:
Originally Posted by [GF]Sasino97
OK, I think I have the solution:
pawn Код:
public OnPlayerWeaponStateChange(playerid, oldweapon, newweapon);
I'll make this include and post it this evening (This evening in central europe[GMT+1], in this moment is 17.35)
When I post OnPlayerWeaponStateChange this evening you can fix the bug with:
pawn Код:
public OnPlayerWeaponStateChange(playerid, oldweapon, newweapon) { if(newweapon != /* ONE OF THE EDITED WEAPONS*/ && newweapon != /* ONE OF THE EDITED WEAPONS*/ && /*ETC*/) { RemovePlayerAttachedObject(playerid, 0); } if(newweapon == /*EDITED WEAPON*/) { SetPlayerAttachedObject(playerid, /*ETC*/); } else if(newweapon == /*BLA BLA*/) { //Bla bla } return 1; }
|
Thanks.
Re: New SA:MP Weapon Models by Ericson(Must See) -
int3s0 - 01.03.2011
I dont like it. Also you put name of topic "models" you should change it to not confuse people.
Re: New SA:MP Weapon Models by Ericson(Must See) -
Pinehole - 01.03.2011
Quote:
Originally Posted by Inteso
I dont like it. Also you put name of topic "models" you should change it to not confuse people.
|
Who cares what you like? please don't post here if you're here to be conspicuous.
Re: New SA:MP Weapon Models by Ericson(Must See) -
int3s0 - 01.03.2011
Quote:
Originally Posted by Pinehole
Who cares what you like? please don't post here if you're here to be conspicuous.
|
I am alowed to post what do I think about it as every forum user.
Re: New SA:MP Weapon Models by Ericson(Must See) -
Pinehole - 01.03.2011
Quote:
Originally Posted by Inteso
I am alowed to post what do I think about it as every forum user.
|
Could someone translate this please?
Re: New SA:MP Weapon Models by Ericson(Must See) -
Sasino97 - 02.03.2011
Quote:
Originally Posted by Inteso
I am alowed to post what do I think about it as every forum user.
|
Quote:
Originally Posted by Pinehole
Could someone translate this please?
|
He means:
Quote:
I'm allowed to post what I want as all users of the forum.
|
Re: New SA:MP Weapon Models by Ericson(Must See) -
Sasino97 - 02.03.2011
Quote:
Originally Posted by Las Venturas CNR
Theres a similar fuction made by WackoX, here's the .inc:
pawn Код:
/* ---> WackoX's New useful publics <--- Has been created by WackoX (wackox@live.com) This include has been made on 29-12-08, version 0.1p (public) >>> This include has been made for SA:MP 0.2X, it may not work with newer or older versions <<< */ new Float:iPlayerHealth[MAX_PLAYERS]; new Float:iNewPlayerHealth[MAX_PLAYERS]; new Float:iPlayerArmour[MAX_PLAYERS]; new Float:iNewPlayerArmour[MAX_PLAYERS]; new iPlayerMoney[MAX_PLAYERS]; new iNewPlayerMoney[MAX_PLAYERS]; new iPlayerAmmo[MAX_PLAYERS]; new iNewPlayerAmmo[MAX_PLAYERS]; new iPlayerVirtualWorld[MAX_PLAYERS]; new iNewPlayerVirtualWorld[MAX_PLAYERS]; new iPlayerScore[MAX_PLAYERS]; new iNewPlayerScore[MAX_PLAYERS]; new iPlayerTeam[MAX_PLAYERS]; new iNewPlayerTeam[MAX_PLAYERS]; new iPlayerSkin[MAX_PLAYERS]; new iNewPlayerSkin[MAX_PLAYERS]; new iPlayerWantedLevel[MAX_PLAYERS]; new iNewPlayerWantedLevel[MAX_PLAYERS]; new iPlayerWeapon[MAX_PLAYERS]; new iNewPlayerWeapon[MAX_PLAYERS];
forward OnPlayerHealthChange(playerid, Float:newhealth, Float:oldhealth); forward OnPlayerArmourChange(playerid, Float:newarmour, Float:oldarmour); forward OnPlayerMoneyChange(playerid, newmoney, oldmoney); forward OnPlayerAmmoChange(playerid, newammo, oldammo); forward OnPlayerVirtualWorldChange(playerid, newvirtualworld, oldvirtualworld); forward OnPlayerScoreChange(playerid, newscore, oldscore); forward OnPlayerTeamChange(playerid, newteam, oldteam); forward OnPlayerSkinChange(playerid, newskin, oldskin); forward OnPlayerWantedLevelChange(playerid, newwantedlevel, oldwantedlevel); forward OnPlayerWeaponChange(playerid, newweapon, oldweapon);
/* native OnPlayerHealthChange(playerid, Float:newhealth, Float:oldhealth); native OnPlayerArmourChange(playerid, Float:newarmour, Float:oldarmour); native OnPlayerMoneyChange(playerid, newmoney, oldmoney); native OnPlayerAmmoChange(playerid, newammo, oldammo); native OnPlayerVirtualWorldChange(playerid, newvirtualworld, oldvirtualworld); native OnPlayerScoreChange(playerid, newscore, oldscore); native OnPlayerTeamChange(playerid, newteam, oldteam); native OnPlayerSkinChange(playerid, newskin, oldskin); native OnPlayerWantedLevelChange(playerid, newwantedlevel, oldwantedlevel); native OnPlayerWeaponChange(playerid, newweapon, oldweapon); */
stock OnPlayerUpdate(playerid) // Editing this public is on your own risk, it's not needed to edit because it works fine. { if(IsPlayerConnected(playerid)) { GetPlayerHealth(playerid, iNewPlayerHealth[playerid]); if(iNewPlayerHealth[playerid] != iPlayerHealth[playerid]) { OnPlayerHealthChange(playerid, iNewPlayerHealth[playerid], iPlayerHealth[playerid]); iPlayerHealth[playerid] = iNewPlayerHealth[playerid]; }
GetPlayerArmour(playerid, iNewPlayerArmour[playerid]); if(iNewPlayerArmour[playerid] != iPlayerArmour[playerid]) { OnPlayerArmourChange(playerid, iNewPlayerArmour[playerid], iPlayerArmour[playerid]); iPlayerArmour[playerid] = iNewPlayerArmour[playerid]; }
iNewPlayerMoney[playerid] = GetPlayerMoney(playerid); if(iNewPlayerMoney[playerid] != iPlayerMoney[playerid]) { OnPlayerMoneyChange(playerid, iNewPlayerMoney[playerid], iPlayerMoney[playerid]); iPlayerMoney[playerid] = iNewPlayerMoney[playerid]; }
iNewPlayerAmmo[playerid] = GetPlayerAmmo(playerid); if(iNewPlayerAmmo[playerid] != iPlayerAmmo[playerid]) { OnPlayerAmmoChange(playerid, iNewPlayerAmmo[playerid], iPlayerAmmo[playerid]); iPlayerAmmo[playerid] = iNewPlayerAmmo[playerid]; }
iNewPlayerVirtualWorld[playerid] = GetPlayerVirtualWorld(playerid); if(iNewPlayerVirtualWorld[playerid] != iPlayerVirtualWorld[playerid]) { OnPlayerVirtualWorldChange(playerid, iNewPlayerVirtualWorld[playerid], iPlayerVirtualWorld[playerid]); iPlayerVirtualWorld[playerid] = iNewPlayerVirtualWorld[playerid]; }
iNewPlayerVirtualWorld[playerid] = GetPlayerVirtualWorld(playerid); if(iNewPlayerVirtualWorld[playerid] != iPlayerVirtualWorld[playerid]) { OnPlayerVirtualWorldChange(playerid, iNewPlayerVirtualWorld[playerid], iPlayerVirtualWorld[playerid]); iPlayerVirtualWorld[playerid] = iNewPlayerVirtualWorld[playerid]; }
iNewPlayerScore[playerid] = GetPlayerScore(playerid); if(iNewPlayerScore[playerid] != iPlayerScore[playerid]) { OnPlayerScoreChange(playerid, iNewPlayerScore[playerid], iPlayerScore[playerid]); iPlayerScore[playerid] = iNewPlayerScore[playerid]; }
iNewPlayerTeam[playerid] = GetPlayerTeam(playerid); if(iNewPlayerTeam[playerid] != iPlayerTeam[playerid]) { OnPlayerTeamChange(playerid, iNewPlayerTeam[playerid], iPlayerTeam[playerid]); iPlayerTeam[playerid] = iNewPlayerTeam[playerid]; }
iNewPlayerSkin[playerid] = GetPlayerSkin(playerid); if(iNewPlayerSkin[playerid] != iPlayerSkin[playerid]) { OnPlayerSkinChange(playerid, iNewPlayerSkin[playerid], iPlayerSkin[playerid]); iPlayerSkin[playerid] = iNewPlayerSkin[playerid]; }
iNewPlayerWantedLevel[playerid] = GetPlayerWantedLevel(playerid); if(iNewPlayerWantedLevel[playerid] != iPlayerWantedLevel[playerid]) { OnPlayerWantedLevelChange(playerid, iNewPlayerWantedLevel[playerid], iPlayerWantedLevel[playerid]); iPlayerWantedLevel[playerid] = iNewPlayerWantedLevel[playerid]; }
iNewPlayerWeapon[playerid] = GetPlayerWeapon(playerid); if(iNewPlayerWeapon[playerid] != iPlayerWeapon[playerid]) { OnPlayerWeaponChange(playerid, iNewPlayerWeapon[playerid], iPlayerWeapon[playerid]); iPlayerWeapon[playerid] = iNewPlayerWeapon[playerid]; } } return 1; }
In there is:
pawn Код:
OnPlayerWeaponChange(playerid, newweapon, oldweapon)
|

I didn't see it...
-----------------------
To fix the bug download that include and OnPlayerWeaponChange add this:
pawn Код:
public OnPlayerWeaponChange(playerid, newweapon, oldweapon)
{
if(newweapon != /* ONE OF THE EDITED WEAPONS*/ && newweapon != /* ONE OF THE EDITED WEAPONS*/ && /*ETC*/)
{
RemovePlayerAttachedObject(playerid, 0);
}
if(newweapon == /*EDITED WEAPON*/)
{
SetPlayerAttachedObject(playerid, /*ETC*/);
}
else if(newweapon == /*BLA BLA*/)
{
//Bla bla
}
return 1;
}
And sorry for double post....
EDIT: Can I use your object offsets (UFO and Weapons) to make a gamemode, please ? ? ? ?
Re: New SA:MP Weapon Models by Ericson(Must See) -
Pinehole - 15.05.2011
Quote:
Originally Posted by [GF]Sasino97
 I didn't see it...
And sorry for double post....
EDIT: Can I use your object offsets (UFO and Weapons) to make a gamemode, please ? ? ? ?
|
Yeah you could if you add my credits BIG and BOLD if you release it. If not released, add my credits every time a UFO/Weapon model is spawned.