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[FilterScript] New SA:MP Weapon Models by Ericson(Must See) - Printable Version

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+--- Thread: [FilterScript] New SA:MP Weapon Models by Ericson(Must See) (/showthread.php?tid=229136)

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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
Посмотреть сообщение
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
Посмотреть сообщение
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
Посмотреть сообщение
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
Посмотреть сообщение
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
Посмотреть сообщение
I am alowed to post what do I think about it as every forum user.
Quote:
Originally Posted by Pinehole
Посмотреть сообщение
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
Посмотреть сообщение
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
Посмотреть сообщение
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.