public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if( newkeys == KEY_FIRE )
{
if( IsPlayerInAnyVehicle( playerid ) && GetPlayerState( playerid ) == PLAYER_STATE_PASSEENGER )
{
if( GetPlayerWeapon( playerid ) == 24 || GetPlayerWeapon( playerid ) == 23 || GetPlayerWeapon( playerid ) == 22 )
{
if( GetPVarInt( playerid, "Freezed" ) == 0 )
{
SetTimerEx( "Unfreeze", 2000, false, "d", playerid );
TogglePlayerControllable( playerid, false );
SetPVarInt( playerid, "Freezed", 1 );
}
}
}
}
return 1;
}
forward Unfreeze( playerid );
public Unfreeze( playerid )
{
TogglePlayerContrllable( playerid, false );
SetPVarInt( playerid, "Freezed", 0 );
return true;
}
Nice made man
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PASSEENGER
GetPlayerState( playerid ) == PLAYER_STATE_PASSENGER
public Unfreeze( playerid )
{
TogglePlayerContrllable( playerid, false );
SetPVarInt( playerid, "Freezed", 0 );
return true;
}
public Unfreeze( playerid )
{
TogglePlayerControllable( playerid, false );
SetPVarInt( playerid, "Freezed", 0 );
return true;
}
So, this will actually freeze a player, will it affect, so player won't be able to move camera while frozen?
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forward Unfreeze( playerid );
public Unfreeze( playerid )
{
TogglePlayerContrallable( playerid, true );
SetPVarInt( playerid, "Freezed", 0 );
return true;
}
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if( newkeys & KEY_FIRE )
{
if( IsPlayerInAnyVehicle( playerid ) && GetPlayerState( playerid ) == PLAYER_STATE_PASSEENGER )
{
if( GetPlayerWeapon( playerid ) == 24 || GetPlayerWeapon( playerid ) == 23 || GetPlayerWeapon( playerid ) == 22 )
{
if( GetPVarInt( playerid, "Freezed" ) == 0 )
{
SetTimerEx( "Unfreeze", 2000, false, "d", playerid );
SetPVarInt( playerid, "Weapon", GetPlayerWeapon( playerid ) );
SetPVarInt( playerid, "Freezed", 1 );
SetPlayerArmedWeapon( playerid, 0 );
}
}
}
}
return 1;
}
forward Unfreeze( playerid );
public Unfreeze( playerid )
{
SetPlayerArmedWeapon( playerid, GetPVarInt( playerid, "Weapon" ) );
SetPVarInt( playerid, "Freezed", 0 );
return true;
}