Guyz i have this File script but every one can use it.
its a car bomb system i want that only faction 13 can use it can u make this change for me plz
Код:
// CONFIGURATION
//
#define FILTERSCRIPT
#define CB_COLOR_GREY 0xAFAFAF00
#define CB_COLOR_WHITE 0xFFFFFFAA
#define CB_COLOR_FADE1 0xE6E6E6E6
#define CB_COLOR_FADE3 0xAAAAAAAA
#define CB_COLOR_GREEN 0x33AA33AA
#define CB_COLOR_RED 0xAA3333AA
#define CB_COLOR_LIGHTRED 0xFF6347AA
#define BOMB_ARMTIME 15 // Amount of seconds it takes to arm a bomb
#define BOMB_CHECKTIME 10 // Amount of seconds it takes to check for bombs in a vehicle
#define BOMB_DISARMTIME 5 // Amount of seconds it takes to attempt to disarm a bomb
#define BOMB_USE_DISTANCE 3.0 // FLOAT, how far away the player has to be from the vehicle to use any bombs
stock PlayerHasCarBomb(playerid)
{
// Write your code to check if the player has a bomb
#pragma unused playerid // Don't forget to remove this line
return 1;
}
stock CanPlayerDisarmBomb(playerid)
{
// Write your code to check if the player can disarm a bomb (Like if he is a police or something)
#pragma unused playerid // Don't forget to remove this line
return 1;
}
public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
#pragma unused playerid, ispassenger
CarBomb_OnVehicleStart(vehicleid); // Move this some place else if you have a different technique of starting vehicles
}
//
// CONFIGURATION END
#include <a_samp>
#include <zcmd>
#include <strtok>
main() {}
stock Float:GetVehicleSpeed(vehicleid)
{
new
Float: speed_x,
Float: speed_y,
Float: speed_z,
Float: temp_speed;
GetVehicleVelocity(vehicleid, speed_x, speed_y, speed_z);
temp_speed = floatsqroot( ( (speed_x * speed_x ) + ( speed_y * speed_y ) ) + ( speed_z * speed_z ) ) * 136.666667;
return temp_speed;
}
// Bomb types
#define VEHICLE_BOMB_TYPE_UNARMED 0
#define VEHICLE_BOMB_TYPE_IGNITION 1
#define VEHICLE_BOMB_TYPE_TIMER 2
#define VEHICLE_BOMB_TYPE_SPEED 3
#define VEHICLE_BOMB_TYPE_REMOTE 4
// Timers
forward PlayerPutBombInVehicle(seconds, playerid, vehicleid, bomb_type, bomb_timer);
forward BombActivated(vehicleid);
forward ArmSpeedBomb(vehicleid);
forward CheckForBombs(playerid, vehicleid);
forward DisarmBomb(playerid, vehicleid);
enum e_Bomb_Vehicles
{
bv_i_ArmedType,
bv_i_ExplosionTimer,
bv_i_BombOwner,
bool: bv_b_BombActivated,
bool: bv_b_BombDisarmed
};
new
g_Bomb_Vehicles[MAX_VEHICLES][e_Bomb_Vehicles];
stock ResetBombInfo(vehicleid)
{
g_Bomb_Vehicles[vehicleid][bv_i_ArmedType] = 0;
g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer] = 0;
g_Bomb_Vehicles[vehicleid][bv_i_BombOwner] = 0;
g_Bomb_Vehicles[vehicleid][bv_b_BombActivated] = false;
g_Bomb_Vehicles[vehicleid][bv_b_BombDisarmed] = false;
}
public DisarmBomb(playerid, vehicleid)
{
DeletePVar(playerid, "DisarmingBomb");
new
Float: f_vPos[3];
GetVehiclePos(vehicleid, f_vPos[0], f_vPos[1], f_vPos[2]);
if(!IsPlayerInRangeOfPoint(playerid, BOMB_USE_DISTANCE, f_vPos[0], f_vPos[1], f_vPos[2]))
{
SendClientMessage(playerid, CB_COLOR_GREY, "You are not close enough to the vehicle anymore.");
return 1;
}
ResetBombInfo(vehicleid);
g_Bomb_Vehicles[vehicleid][bv_b_BombDisarmed] = true;
SendClientMessage(playerid, CB_COLOR_GREEN, "You have disarmed the bomb.");
return 1;
}
public CheckForBombs(playerid, vehicleid)
{
DeletePVar(playerid, "CheckingForBombs");
SetPVarInt(playerid, "CheckedCarForBombs", vehicleid);
new
Float: f_vPos[3];
GetVehiclePos(vehicleid, f_vPos[0], f_vPos[1], f_vPos[2]);
if(!IsPlayerInRangeOfPoint(playerid, BOMB_USE_DISTANCE, f_vPos[0], f_vPos[1], f_vPos[2]))
{
SendClientMessage(playerid, CB_COLOR_GREY, "You are not close enough to the vehicle anymore.");
return 1;
}
if(g_Bomb_Vehicles[vehicleid][bv_i_ArmedType])
{
SendClientMessage(playerid, CB_COLOR_RED, "You have found an armed bomb inside the vehicle!");
if(g_Bomb_Vehicles[vehicleid][bv_b_BombActivated])
{
SendClientMessage(playerid, CB_COLOR_LIGHTRED, "WARNING! THE BOMB IS ACTIVE AND ABOUT TO BLOW!");
}
SetPVarInt(playerid, "FoundBombInCar", vehicleid);
}
else if(g_Bomb_Vehicles[vehicleid][bv_b_BombDisarmed])
{
SendClientMessage(playerid, CB_COLOR_GREEN, "You have found a disarmed bomb.");
}
else
{
SendClientMessage(playerid, CB_COLOR_GREEN, "You didn't find any bombs.");
}
return 1;
}
stock CarBomb_OnVehicleStart(vehicleid)
{
if(g_Bomb_Vehicles[vehicleid][bv_i_ArmedType] != VEHICLE_BOMB_TYPE_UNARMED && g_Bomb_Vehicles[vehicleid][bv_b_BombActivated] == false)
{
switch(g_Bomb_Vehicles[vehicleid][bv_i_ArmedType])
{
case VEHICLE_BOMB_TYPE_IGNITION:
{
BombActivated(vehicleid);
return 1;
}
case VEHICLE_BOMB_TYPE_SPEED:
{
SetTimerEx("ArmSpeedBomb", g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer] * 1000, false, "d", vehicleid);
return 1;
}
}
}
return 1;
}
public ArmSpeedBomb(vehicleid)
{
if(GetVehicleSpeed(vehicleid) < 40.0)
{
g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer] = 2;
BombActivated(vehicleid);
return 1;
}
SetTimerEx("ArmSpeedBomb", 400, 0, "d", vehicleid);
return 1;
}
public BombActivated(vehicleid)
{
if(g_Bomb_Vehicles[vehicleid][bv_b_BombDisarmed])
{
return 1;
}
if(!g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer])
{
ExplodeVehicleBomb(vehicleid);
g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer]--;
SetTimerEx("BombActivated", 400, 0, "d", vehicleid);
return 1;
}
new
Float: f_Pos[3];
GetVehiclePos(vehicleid, f_Pos[0], f_Pos[1], f_Pos[2]);
if(g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer] < 0)
{
CreateExplosion(f_Pos[0], f_Pos[1], f_Pos[2], 4, 2.0); // Extra effects
CreateExplosion(f_Pos[0], f_Pos[1], f_Pos[2], 5, 2.0); // Extra effects
if(g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer] == -2)
{
CreateExplosion(f_Pos[0], f_Pos[1], f_Pos[2], 1, 2.0); // Small explosion
}
if(g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer] < -3)
{
return 1;
}
g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer]--;
SetTimerEx("BombActivated", 400, 0, "d", vehicleid);
return 1;
}
g_Bomb_Vehicles[vehicleid][bv_b_BombActivated] = true;
if(g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer] == 1)
{
PlayVehicleBombSound(vehicleid, 17803); // Clicking sound
}
if(g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer] == 2)
{
PlayVehicleBombSound(vehicleid, 6400); // Digital sound
}
g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer]--;
SetTimerEx("BombActivated", 1000, 0, "d", vehicleid);
return 1;
}
public PlayerPutBombInVehicle(seconds, playerid, vehicleid, bomb_type, bomb_timer)
{
if(!seconds)
{
TogglePlayerControllable(playerid, 1);
new
Float: f_Pos[3];
GetVehiclePos(vehicleid, f_Pos[0], f_Pos[1], f_Pos[2]);
if(!IsPlayerInRangeOfPoint(playerid, BOMB_USE_DISTANCE, f_Pos[0], f_Pos[1], f_Pos[2]))
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: You are not close enough to this vehicle anymore.");
return 1;
}
g_Bomb_Vehicles[vehicleid][bv_i_ArmedType] = bomb_type;
g_Bomb_Vehicles[vehicleid][bv_i_ExplosionTimer] = bomb_timer;
g_Bomb_Vehicles[vehicleid][bv_i_BombOwner] = playerid;
if(bomb_type == VEHICLE_BOMB_TYPE_TIMER)
{
//SetTimerEx("BombActivated", 1000, 0, "d", vehicleid);
BombActivated(vehicleid);
}
DeletePVar(playerid, "PuttingBomb");
SendClientMessage(playerid, CB_COLOR_GREEN, "You have planted and armed the bomb.");
GameTextForPlayer(playerid, "~r~Bomb armed", 2000, 3);
TogglePlayerControllable(playerid, 1);
return 1;
}
new
szString[69];
format(szString, sizeof(szString), "~g~Arming bomb...~n~~r~%d ~n~ ~y~Type ~r~/bomb put~y~ again to stop", seconds);
GameTextForPlayer(playerid, szString, 2000, 3);
SetPVarInt(playerid, "PuttingBomb", SetTimerEx("PlayerPutBombInVehicle", 1000, 0, "ddddd", seconds - 1, playerid, vehicleid, bomb_type, bomb_timer));
return 1;
}
stock ExplodeVehicleBomb(vehicleid)
{
SetVehicleHealth(vehicleid, 50.0);
new
Float: f_vPos[3];
GetVehiclePos(vehicleid, f_vPos[0], f_vPos[1], f_vPos[2]);
CreateExplosion(f_vPos[0], f_vPos[1], f_vPos[2], 4, 5.0); // Extra effects
CreateExplosion(f_vPos[0], f_vPos[1], f_vPos[2], 5, 5.0); // Extra effects
CreateExplosion(f_vPos[0], f_vPos[1], f_vPos[2], 6, 5.0); // Big one
ResetBombInfo(vehicleid);
}
CMD:bomb(playerid, params[])
{
new
idx,
szParameters[2][128 - 6];
szParameters[0] = strtok(params, idx);
if(isnull(szParameters[0]))
{
SendClientMessage(playerid, CB_COLOR_GREY, "USAGE: /bomb [Parameter]");
SendClientMessage(playerid, CB_COLOR_GREY, "Available parameters: {E6E6E6}put{AFAFAF}, {E6E6E6}activate{AFAFAF}");
if(CanPlayerDisarmBomb(playerid))
{
SendClientMessage(playerid, CB_COLOR_GREY, "{33CCFF}Disarming parameters{AFAFAF}: {E6E6E6}check{AFAFAF}, {E6E6E6}disarm{AFAFAF}");
}
return 1;
}
szParameters[1] = strtok(params, idx);
if(!strcmp(szParameters[0], "put", true, 4))
{
new
BombTimerID = GetPVarInt(playerid, "PuttingBomb"),
szSetting[20],
iTimer;
if(BombTimerID)
{
KillTimer(BombTimerID);
DeletePVar(playerid, "PuttingBomb");
GameTextForPlayer(playerid, "~r~Stopped arming bomb", 2000, 3);
TogglePlayerControllable(playerid, 1);
return 1;
}
if(!PlayerHasCarBomb(playerid))
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: You don't have a bomb.");
return 1;
}
szSetting = strtok(params, idx);
iTimer = strval(strtok(params, idx));
if(isnull(szParameters[1]))
{
SendClientMessage(playerid, CB_COLOR_GREY, "USAGE: /bomb put [{E6E6E6}Vehicle ID{AFAFAF}] [{E6E6E6}Setting{AFAFAF}] [{E6E6E6}Timer (Seconds){AFAFAF}]");
SendClientMessage(playerid, CB_COLOR_FADE3, "Available settings: {E6E6E6}Ignition, timer, speed, remote"),
SendClientMessage(playerid, CB_COLOR_GREY, "NOTE: Use \"{E6E6E6}/bomb put help{AFAFAF}\" for explinations of use.");
return 1;
}
if(!strcmp(szParameters[1], "help", true, 5))
{
SendClientMessage(playerid, CB_COLOR_WHITE, "[ BOMB PUT MANUAL ]");
SendClientMessage(playerid, CB_COLOR_WHITE, "Setting 1: IGNITION {AAAAAA}- Activates the bomb timer after the {E6E6E6}vehicle's ignition{AAAAAA} is activated.");
SendClientMessage(playerid, CB_COLOR_WHITE, "Setting 2: TIMER {AAAAAA}- {E6E6E6}Immediately{AAAAAA} activates the bomb timer.");
SendClientMessage(playerid, CB_COLOR_WHITE, "Setting 3: SPEED {AAAAAA}- The bomb will explode as soon as the {E6E6E6}vehicle speed{AAAAAA}");
SendClientMessage(playerid, CB_COLOR_FADE3, "drops under {E6E6E6}40{AAAAAA} km/h. It is activated {E6E6E6}as soon as the vehicle is started{AAAAAA}.");
SendClientMessage(playerid, CB_COLOR_WHITE, "Setting 4: REMOTE {AAAAAA}- Bomb is activated with \"{E6E6E6}/bomb activate{AAAAAA}\". Note that the {E6E6E6}remote range is limited{AAAAAA}.");
SendClientMessage(playerid, CB_COLOR_WHITE, "The timer: {AAAAAA}- Decides how long it takes for the bomb to {E6E6E6}detonate{AAAAAA} from the moment it is activated.");
SendClientMessage(playerid, CB_COLOR_FADE3, "You can get the {E6E6E6}ID{AAAAAA} of the vehicle by using the \"{E6E6E6}/dl{AAAAAA}\" command.");
SendClientMessage(playerid, CB_COLOR_WHITE, "[ END OF BOMB PUT MANUAL ]");
return 1;
}
if( !GetVehicleModel( strval( szParameters[1] ) ) ) // The car isn't spawned
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: Invalid vehicle ID.");
SendClientMessage(playerid, CB_COLOR_GREY, "TIP: You can use \"{E6E6E6}/dl{AFAFAF}\" to see the IDs of nearby vehicles.");
return 1;
}
if(IsPlayerInAnyVehicle(playerid))
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: You need to stand close to the vehicle, not in it.");
return 1;
}
new
iVehicleID = strval(szParameters[1]),
Float: f_Pos[3];
GetVehiclePos(iVehicleID, f_Pos[0], f_Pos[1], f_Pos[2]);
if(!IsPlayerInRangeOfPoint(playerid, BOMB_USE_DISTANCE, f_Pos[0], f_Pos[1], f_Pos[2]))
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: You are not close enough to this vehicle.");
return 1;
}
new
iSetting;
if(!strcmp(szSetting, "ignition", true, 9))
{
if(iTimer < 1 || iTimer > 60)
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: Invalid timer input. Must be between {E6E6E6}1{AFAFAF} and {E6E6E6}60{AFAFAF} seconds.");
return 1;
}
iSetting = VEHICLE_BOMB_TYPE_IGNITION;
}
else if(!strcmp(szSetting, "timer", true, 6))
{
if(iTimer < 10 || iTimer > 120)
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: Invalid timer input. Must be between {E6E6E6}10{AFAFAF} and {E6E6E6}120{AFAFAF} seconds.");
return 1;
}
iSetting = VEHICLE_BOMB_TYPE_TIMER;
}
else if(!strcmp(szSetting, "speed", true, 6))
{
if(iTimer < 15 || iTimer > 60)
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: Invalid timer input. Must be between {E6E6E6}15{AFAFAF} and {E6E6E6}60{AFAFAF} seconds.");
return 1;
}
iSetting = VEHICLE_BOMB_TYPE_SPEED;
}
else if(!strcmp(szSetting, "remote", true, 6))
{
if(iTimer < 1 || iTimer > 60)
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: Invalid timer input. Must be between {E6E6E6}1{AFAFAF} and {E6E6E6}60{AFAFAF} seconds.");
return 1;
}
iSetting = VEHICLE_BOMB_TYPE_REMOTE;
}
else
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: Invalid setting. Please refer to manual: \"{E6E6E6}/bomb put help{AFAFAF}\".");
return 1;
}
ResetBombInfo(iVehicleID);
ApplyAnimation(playerid, "BOMBER", "BOM_Plant_Loop", 2.0, 0, 0, 0, 0, BOMB_ARMTIME * 1100, 0);
SetPVarInt(playerid, "PuttingBomb", SetTimerEx("PlayerPutBombInVehicle", 0, 0, "ddddd", BOMB_ARMTIME, playerid, iVehicleID, iSetting, iTimer));
return 1;
}
if(!strcmp(szParameters[0], "activate", true, 4))
{
new
Float: f_vPos[3],
iHasAnyRemoteBombs;
for(new i; i < MAX_VEHICLES; i++)
{
if(g_Bomb_Vehicles[i][bv_i_ArmedType] == VEHICLE_BOMB_TYPE_REMOTE && g_Bomb_Vehicles[i][bv_i_BombOwner] == playerid)
{
iHasAnyRemoteBombs = 1;
GetVehiclePos(i, f_vPos[0], f_vPos[1], f_vPos[2]);
if(IsPlayerInRangeOfPoint(playerid, 100.0, f_vPos[0], f_vPos[1], f_vPos[2]))
{
g_Bomb_Vehicles[i][bv_i_BombOwner] = INVALID_PLAYER_ID;
BombActivated(i);
}
}
}
if(!iHasAnyRemoteBombs)
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: You haven't planted any bombs.");
return 1;
}
new
Float: f_Pos[3];
GetPlayerPos(playerid, f_Pos[0], f_Pos[1], f_Pos[2]);
PlayerPlaySound(playerid, 6400, f_Pos[0], f_Pos[1], f_Pos[2]);
SendClientMessage(playerid, CB_COLOR_GREEN, "You pressed the trigger on your remote to active your bomb(s).");
SendClientMessage(playerid, CB_COLOR_GREY, "NOTE: The distance for the remote is limited.");
return 1;
}
if(CanPlayerDisarmBomb(playerid))
{
if(!strcmp(szParameters[0], "check", true, 4))
{
new
BombCheckingTimerID = GetPVarInt(playerid, "CheckingForBombs");
if(BombCheckingTimerID)
{
KillTimer(BombCheckingTimerID);
DeletePVar(playerid, "CheckingForBombs");
GameTextForPlayer(playerid, "~r~Stopped looking for bombs", 2000, 3);
return 1;
}
if(GetPVarInt(playerid, "DisarmingBomb"))
{
SendClientMessage(playerid, CB_COLOR_GREY, "You are busy disarming the bomb.");
return 1;
}
if(isnull(szParameters[1]))
{
SendClientMessage(playerid, CB_COLOR_GREY, "USAGE: /bomb check [Vehicle ID]");
return 1;
}
new
iVehicleID = strval(szParameters[1]);
if(!GetVehicleModel(iVehicleID))
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: Invalid vehicle ID.");
SendClientMessage(playerid, CB_COLOR_GREY, "TIP: You can use \"{E6E6E6}/dl{AFAFAF}\" to see the IDs of nearby vehicles.");
return 1;
}
if(IsPlayerInAnyVehicle(playerid))
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: You need to stand close to the vehicle, not in it.");
return 1;
}
new
Float: f_vPos[3];
GetVehiclePos(iVehicleID, f_vPos[0], f_vPos[1], f_vPos[2]);
if(!IsPlayerInRangeOfPoint(playerid, BOMB_USE_DISTANCE, f_vPos[0], f_vPos[1], f_vPos[2]))
{
SendClientMessage(playerid, CB_COLOR_GREY, "You are not close enough to the vehicle.");
return 1;
}
GameTextForPlayer(playerid, "~g~Checking for bombs... ~n~ ~y~Type ~r~/bomb check~y~ again to stop.", BOMB_CHECKTIME * 1100, 3);
ApplyAnimation(playerid, "BOMBER", "BOM_Plant_Loop", 2.0, 0, 0, 0, 0, BOMB_CHECKTIME * 1100, 0);
SetPVarInt(playerid, "CheckingForBombs", SetTimerEx("CheckForBombs", BOMB_CHECKTIME * 1000, 0, "dd", playerid, iVehicleID));
return 1;
}
if(!strcmp(szParameters[0], "disarm", true, 4))
{
new
DisarmingBombTimerID = GetPVarInt(playerid, "DisarmingBomb");
if(DisarmingBombTimerID)
{
KillTimer(DisarmingBombTimerID);
DeletePVar(playerid, "DisarmingBomb");
GameTextForPlayer(playerid, "~r~Stopped disarming the bomb", 2000, 3);
return 1;
}
if(GetPVarInt(playerid, "CheckingForBombs"))
{
SendClientMessage(playerid, CB_COLOR_GREY, "You are busy checking for bombs.");
return 1;
}
if(isnull(szParameters[1]))
{
SendClientMessage(playerid, CB_COLOR_GREY, "USAGE: /bomb disarm [Vehicle ID]");
SendClientMessage(playerid, CB_COLOR_GREY, "TIP: You can use \"{E6E6E6}/dl{AFAFAF}\" to see the IDs of nearby vehicles.");
return 1;
}
new
iVehicleID = strval(szParameters[1]);
if(!GetVehicleModel(iVehicleID))
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: Invalid vehicle ID.");
SendClientMessage(playerid, CB_COLOR_GREY, "TIP: You can use \"{E6E6E6}/dl{AFAFAF}\" to see the IDs of nearby vehicles.");
return 1;
}
if(IsPlayerInAnyVehicle(playerid))
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: You need to stand close to the vehicle, not in it.");
return 1;
}
new
Float: f_vPos[3];
GetVehiclePos(iVehicleID, f_vPos[0], f_vPos[1], f_vPos[2]);
if(!IsPlayerInRangeOfPoint(playerid, BOMB_USE_DISTANCE, f_vPos[0], f_vPos[1], f_vPos[2]))
{
SendClientMessage(playerid, CB_COLOR_GREY, "You are not close enough to the vehicle.");
return 1;
}
if(GetPVarInt(playerid, "CheckedCarForBombs") != iVehicleID)
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: You haven't checked this car for bombs yet, you need to see where it is first.");
return 1;
}
if(GetPVarInt(playerid, "FoundBombInCar") != iVehicleID)
{
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: You haven't found any bombs on this vehicle.");
return 1;
}
GameTextForPlayer(playerid, "~g~Disarming bomb...~n~ ~y~Type ~r~/bomb disarm~y~ again to stop.", BOMB_DISARMTIME * 1000, 3);
ApplyAnimation(playerid, "BOMBER", "BOM_Plant_Loop", 2.0, 0, 0, 0, 0, BOMB_DISARMTIME * 1100, 0);
SetPVarInt(playerid, "DisarmingBomb", SetTimerEx("DisarmBomb", BOMB_DISARMTIME * 1000, 0, "dd", playerid, iVehicleID));
return 1;
}
}
SendClientMessage(playerid, CB_COLOR_GREY, "ERROR: Invalid parameter. For a full list of available parameters, type \"/bomb\".");
return 1;
}
stock PlayVehicleBombSound(vehicleid, sound)
{
new
Float: v_Pos[3];
GetVehiclePos(vehicleid, v_Pos[0], v_Pos[1], v_Pos[2]);
for(new i; i < MAX_PLAYERS; i++)
{
if(IsPlayerInVehicle(i, vehicleid))
{
PlayerPlaySound(i, sound, v_Pos[0], v_Pos[1],v_Pos[2]);
}
else
{
if(IsPlayerInRangeOfPoint(i, 10.0, v_Pos[0], v_Pos[1], v_Pos[2]))
{
PlayerPlaySound(i, sound, v_Pos[0], v_Pos[1],v_Pos[2]);
}
}
}
}
public OnPlayerDisconnect(playerid, reason)
{
for(new i; i < MAX_VEHICLES; i++)
{
if(g_Bomb_Vehicles[i][bv_i_BombOwner] == playerid)
{
g_Bomb_Vehicles[i][bv_i_BombOwner] = INVALID_PLAYER_ID;
}
}
}
If you want to restrict it to a certain faction in your script, you'll need to add it into your actual game-mode and not use it as a filter-script.