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[FilterScript] Carrier Full Workable With Catapult - Printable Version

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+--- Thread: [FilterScript] Carrier Full Workable With Catapult (/showthread.php?tid=242577)



Carrier Full Workable With Catapult - Mobst3r - 20.03.2011




I just made this catapult and it works well you have to get a hydra and park it near the front of the carrier and press the firing key (space default) it will set your velocity and make you fly into the skies!

The lifts on the carrier also work if you go onto them and press RMB or when your in a vehicle press space they will go up and down

NOTE: THE CATAPULT ONLY WORKS WITH HYDRA!

Bugs:

Removed the going up going down messages added a larger player to point area so you dont have to get bellow the small elevator

Update:

When your in a hydra and you hit the horn key (H) you will be ejected from your hydra

Video:

[ame]http://www.youtube.com/watch?v=ltc6we5pV9o[/ame]

Download:
PWN:http://www.mediafire.com/?blrwrcsbm9shpvk
AMX:
http://www.mediafire.com/?3gs2wa7i9hktlfk

Pastebin: http://pastebin.com/HXchhZ95



Re: Carrier Full Workable With Catapult - xTeChNiQuEz-- - 20.03.2011

Look's pretty cool.


Re: Carrier Full Workable With Catapult - Markx - 20.03.2011

nice!


Re: Carrier Full Workable With Catapult - Artie_Scorpion - 20.03.2011

make when you press K key you will fly up with parachute , how in real life


Re: Carrier Full Workable With Catapult - Ironboy - 20.03.2011

Good job!


Re: Carrier Full Workable With Catapult - Mobst3r - 20.03.2011

i have added the ejection system if you hit the h key when you are flying you will be ejected from your hydra!


Re: Carrier Full Workable With Catapult - Kwarde - 20.03.2011

Nice, but:
Why creating an explosion when you eject yourself? And worser: Why using PlayerToPoint. The IsPlayerInRangeOfPoint (samp function) is faster, and PlayerToPoint is using as a forward, WTF. Just stock... a public (callback) is needed to call something back :P (I don't know how to explain). eg. when a player connects, you can call "playerid" in "OnPlayerConnect". That's what public (callbacks) are for. You don't need to use that with PlayerToPoint, so you can just use stock. But, use IsPlayerInRangeOfPoint.
Once more: Nice script, nice idea. I won't use this script, because the ship ain't on the right place (where I wanna have it), but I'm gonna make it too, soon. Thanks.


Re: Carrier Full Workable With Catapult - Mobst3r - 20.03.2011

well.. thats great news. but if it works whats the point in bitching about it.
kthxbai


Re: Carrier Full Workable With Catapult - Kwarde - 20.03.2011

@ 'whats the point in bitching about it'
I'm just telling you, that IsPlayerInRangeOfPoint is better, faster and it takes less space.


Re: Carrier Full Workable With Catapult - Mobst3r - 20.03.2011

well its working off player to point theres not really a race to get the lift up and down is there? it works fine as it is until its a real problem or there is a real problem im not going to change how it works