[UPDATED] 0.3e Cuffed system, with object *V3* -
LocMax - 09.08.2012
Well this is V3 of the cuffing system
What's new?
If you try to jump while cuffed, you'll fall down on floor
If you try to sprint while cuffed, you'll fall down on floor
*Added in V3* Added cool sound when you get /cuffed, /uncuffed
*Added in V3* Added text when you cuff, uncuff
How does it work? / Commands?
/cuffed = will cuff you and will add cuff object on your hands
/uncuff = will remove cuffs object and will get your hands normal again
Screenie:
Download
V2
http://pastebin.com/yCCkBYk8
http://www.mediafire.com/?9bx340ta7spi86i
V3
http://pastebin.com/Bdb4m4Tw
Re: 0.3e Cuffed system V2 -
[TC]XxJuggaloxX - 09.08.2012
C:\Users\Seb\0.3e Server-Script\gamemodes\fgg.pwn(10966) : error 017: undefined symbol "SPECIAL_ACTION_CUFFED"
C:\Users\Seb\0.3e Server-Script\gamemodes\fgg.pwn(10967) : error 017: undefined symbol "SPECIAL_ACTION_CUFFED"
C:\Users\Seb\0.3e Server-Script\gamemodes\fgg.pwn(24889) : error 017: undefined symbol "SPECIAL_ACTION_CUFFED"
Re: 0.3e Cuffed system V2 -
DartakousLien - 09.08.2012
update your includes
in "a_players" you can see this
pawn Code:
#define SPECIAL_ACTION_CUFFED 24
@TOPIC
good work, nice for rp server and a beginner in pawn
Re: 0.3e Cuffed system V2 -
Syntax - 09.08.2012
Is there a zCMD + SSCANF version of this?
Re: 0.3e Cuffed system V2 -
LocMax - 09.08.2012
I can make ZCMD one?
At the top
Code:
#include <a_samp>
#include <zcmd>
Anywhere
Code:
CMD:cuff(playerid,params[])
{
SendClientMessage(playerid, 0xFF0000AA, "* You are now cuffed.");
SetPlayerSpecialAction(playerid, SPECIAL_ACTION_CUFFED);
SetPlayerAttachedObject(playerid, 0, 19418, 6, -0.011000, 0.028000, -0.022000, -15.600012, -33.699977, -81.700035, 0.891999, 1.000000, 1.168000);
return 1;
}
CMD:uncuff(playerid,params[])
{
SendClientMessage(playerid, 0xFF0000AA, "* You are now uncuffed.");
for(new i=0; i<MAX_PLAYER_ATTACHED_OBJECTS; i++)
{
if(IsPlayerAttachedObjectSlotUsed(playerid, i)) RemovePlayerAttachedObject(playerid, i);
SetPlayerSpecialAction(playerid, SPECIAL_ACTION_NONE);
return 1;
}
Code:
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if(newkeys & KEY_JUMP && !(oldkeys & KEY_JUMP) && GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_CUFFED) ApplyAnimation(playerid, "GYMNASIUM", "gym_jog_falloff",4.1,0,1,1,0,0);
if(newkeys & KEY_SPRINT && !(oldkeys & KEY_SPRINT) && GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_CUFFED) ApplyAnimation(playerid, "GYMNASIUM", "gym_jog_falloff",4.1,0,1,1,0,0);
return 1;
}
I think this should work, didn't test though
Re: 0.3e Cuffed system V2 -
Gangs_Rocks - 09.08.2012
sscanf version to use this on targets :
pawn Code:
CMD:cuff(playerid,params[])
{
new targetid, reason;
if(!sscanf(params, "us[40]", targetid, reason))
{
SendClientMessage(targetid, 0xFF0000AA, "* You are now cuffed.");
SetPlayerSpecialAction(targetid, SPECIAL_ACTION_CUFFED);
SetPlayerAttachedObject(targetid, 0, 19418, 6, -0.011000, 0.028000, -0.022000, -15.600012, -33.699977, -81.700035, 0.891999, 1.000000, 1.168000);
SendClientMessage(playerid, 0xFF0000, "Target cuffed");
}
else return SendClientMessage(playerid, 0xFF0000AA, "[ERROR]Usage: /cuff [ID] [REASON] ");
return 1;
}
CMD:uncuff(playerid,params[])
{
new targetid;
if(sscanf(params, "u", targetid)) return SendClientMessage(playerid, 0xFF0000AA, "[ERROR] /uncuff [ID] ");
for(new i=0; i<MAX_PLAYER_ATTACHED_OBJECTS; i++)
{
if(IsPlayerAttachedObjectSlotUsed(targetid, i))
{
SendClientMessage(targetid, 0xF0000AA, "UNCUFFED! ");
SetPlayerSpecialAction(targetid, SPECIAL_ACTION_NONE);
RemovePlayerAttachedObject(playerid, i);
}
else return 0;
}
return 1;
}
Though it's buggy. Unreal. I'll make a more accurate one if I have more time.
@Loc, Use IsPlayerInRangeOfPoint(targetid, playerX,playerY,playerZ); to make it RP style.
++++ Use a goddamn variable to avoid problems.
Re: 0.3e Cuffed system V2 -
LocMax - 09.08.2012
It was actually made to be animation and everyone to use it..
Re: 0.3e Cuffed system V2 -
Ben_Gale - 09.08.2012
Ncie for a first