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[FilterScript] Dying Status (inspired in RE5) - Printable Version

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+--- Thread: [FilterScript] Dying Status (inspired in RE5) (/showthread.php?tid=378270)



Dying Status (inspired in RE5) - TreePuncher - 17.09.2012

Ye, looks like an idiot filterscript but well, I guess I shall share my retarded ideas and works incase anyone finds that useful for something and bla bla bla...

How to use:
U generally use it as a Filterscript, but, you can use that as a Gamemode, IF YOU ARE A SCRIPT beginner, DON'T TRY TO CONVERT THE FS TO YOUR GM, OR YOU MIGHT FUCK YOUR GM.
How it works:
When someone's health is under 15 (RE5 value couldn't be under 25 or you would be under the dying state, but on SAMP, things are harder so 15 should be better), you will have a message saying "You are dying" (textdraw message), and you should tap the fire button (LMB for most PC's) to recover health, each LMB tap, 1 health more to save you from your status until it reaches 16 of health, but, if the player doesnt do such a easy task of pressing LMB, he will remain frozen and fallen on the floor till he die, which will bring out a message to everyone, saying that player died while on Dying status (apparently RE5 carrer use a partner as your hope to escape the status, but since this is SA-MP, i kinda copied that fashioned Mercenaries way...).
Picture:
Check on the end of this topic (My net is shitty today, so I cant load the sharing website)
Download
Thanks for visiting this retarded post, of a retarded filterscript... And sorry for the low quality attachment, shitty net requires shitty means of uploading photos, like the forum attachments, that has a photo size limit, meaning I had to fuck its quality


Re: Dying Status (inspired in RE5) - jpeg - 17.09.2012

not bad.. but i think it will cause lag.


Re: Dying Status (inspired in RE5) - NoahF - 17.09.2012

Nice idea, but I think it's kind of obvious when someone has low health. LOL


Re: Dying Status (inspired in RE5) - Qu3esL - 17.09.2012

not bad but uselessless for me althoug XD


Re: Dying Status (inspired in RE5) - TreePuncher - 17.09.2012

Ye, Maybe if I share these retarded FS i make, they may be handy for some (like 1% of server owners xD)


Re: Dying Status (inspired in RE5) - TreePuncher - 17.09.2012

Quote:
Originally Posted by NoahF
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Nice idea, but I think it's kind of obvious when someone has low health. LOL
Not what I meant with this script, in here, when you have 15 less of health, your health will automatly start draining, and pressing LMB will save you from dying because of that, restoring your health back to 16


Re: Dying Status (inspired in RE5) - Gioslami - 17.09.2012

Yeah nice and i agree with NoahF


Respuesta: Dying Status (inspired in RE5) - CaptainMactavish - 17.09.2012

OnPlayerUpdate is used in script unnecessarily, it's gonna cause some lag. A way better to do it is in OnPlayerTakeDamage, that is called everytime the player is being damaged (for multiple reasons, shot, fallen, etc.), in there you can check the health.


Re: Respuesta: Dying Status (inspired in RE5) - TreePuncher - 17.09.2012

Quote:
Originally Posted by CaptainMactavish
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OnPlayerUpdate is used in script unnecessarily, it's gonna cause some lag. A way better to do it is in OnPlayerTakeDamage, that is called everytime the player is being damaged (for multiple reasons, shot, fallen, etc.), in there you can check the health.
I've never heard of such a callback o.O


Respuesta: Re: Respuesta: Dying Status (inspired in RE5) - CaptainMactavish - 17.09.2012

Quote:
Originally Posted by Jay_McReary
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I've never heard of such a callback o.O
It's a new callback from 0.3e version, there's another new one, OnPlayerGiveDamage, with this you can do something like an anti lag shot syncronization.
I got a suggestion for you, it would be good a textdraw with a red box that cover all the screen, simulating the RE5 Effect.