Easy System By OnPlayerTakeDamage HeadShot -
OTACON - 04.03.2013
Easy System By OnPlayerTakeDamage HeadShot
Author name: Otacon.
Script type: filterscripts.
description: A Easy System By HeadShot
OnPlayerTakeDamage.
їThat is HeadShot?: A direct shot to the head, direct killing.
pawn Code:
/*
CREDITS: OTACON
I'm Otacon ¬¬
*/
#include <a_samp>
#include <zcmd>
#include <sscanf2>
#define ArmaHeadShot (34) //Sniper Rifle
#define COLOR_PURPLE 0xC2A2DAAA
new bool:ActivarHeadShot[MAX_PLAYERS]=false;
new bool:PlayerHeadShot[MAX_PLAYERS]=false;
COMMAND:headshot(playerid, params[]) {
new string[128], name[MAX_PLAYER_NAME+1];
GetPlayerName(playerid, name, sizeof(name));
if(GetPlayerWeapon(issuerid) != ArmaHeadShot) return SendClientMessage(playerid, -1, "[!] You do not have the gun headshot system!");
switch(ActivarHeadShot[playerid]) {
case false: {
ActivarHeadShot[playerid] = true;
format(string, sizeof(string), "* %s system activate headshot.", name);
ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
}
case true: {
ActivarHeadShot[playerid] = false;
format(string, sizeof(string), "* %s system disables headshot.", name);
ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
}
}
return 1;
}
public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid)
{
if(issuerid != INVALID_PLAYER_ID) {
if(ActivarHeadShot[issuerid] == true && GetPlayerWeapon(issuerid) == ArmaHeadShot && PlayerHeadShot[playerid] == false) {
SetPlayerHealth(playerid, (0.0));
PlayerHeadShot[playerid] = true;
GameTextForPlayer(playerid, "realized HeadShot.", 3000, 1);
}
}
return 1;
}
public OnPlayerDeath(playerid, killerid, reason)
{
if(PlayerHeadShot[playerid] == true) {
PlayerHeadShot[playerid] = false;
}
return 1;
}
forward ProxDetector(Float:radi, playerid, string[],col1,col2,col3,col4,col5);
public ProxDetector(Float:radi, playerid, string[],col1,col2,col3,col4,col5)
{
if(IsPlayerConnected(playerid))
{
new Float:posx, Float:posy, Float:posz;
new Float:oldposx, Float:oldposy, Float:oldposz;
new Float:tempposx, Float:tempposy, Float:tempposz;
GetPlayerPos(playerid, oldposx, oldposy, oldposz);
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i) && (GetPlayerVirtualWorld(playerid) == GetPlayerVirtualWorld(i)))
{
GetPlayerPos(i, posx, posy, posz);
tempposx = (oldposx -posx);
tempposy = (oldposy -posy);
tempposz = (oldposz -posz);
if (((tempposx < radi/16) && (tempposx > -radi/16)) && ((tempposy < radi/16) && (tempposy > -radi/16)) && ((tempposz < radi/16) && (tempposz > -radi/16))) // If the player is within 16 meters
{
SendClientMessage(i, col1, string);
}
else if (((tempposx < radi/8) && (tempposx > -radi/8)) && ((tempposy < radi/8) && (tempposy > -radi/8)) && ((tempposz < radi/8) && (tempposz > -radi/8))) // within 8 meters
{
SendClientMessage(i, col2, string);
}
else if (((tempposx < radi/4) && (tempposx > -radi/4)) && ((tempposy < radi/4) && (tempposy > -radi/4)) && ((tempposz < radi/4) && (tempposz > -radi/4))) //4 meters
{
SendClientMessage(i, col3, string);
}
else if (((tempposx < radi/2) && (tempposx > -radi/2)) && ((tempposy < radi/2) && (tempposy > -radi/2)) && ((tempposz < radi/2) && (tempposz > -radi/2))) //2 meters
{
SendClientMessage(i, col4, string);
}
else if (((tempposx < radi) && (tempposx > -radi)) && ((tempposy < radi) && (tempposy > -radi)) && ((tempposz < radi) && (tempposz > -radi))) //1 meter
{
SendClientMessage(i, col5, string);
}
}
else
{
SendClientMessage(i, col1, string);
}
}
}
return 1;
}
/*
CREDITS: OTACON
I'm Otacon ¬¬
*/
Re : Easy System By OnPlayerTakeDamage HeadShot -
thegreathom - 04.03.2013
Quote:
їThat is HeadShot?: A direct shot to the head, direct killing.
|
I don't really understand that means, if I shoot some players with a sniper rifles (id:
34) he(killerid) will directly get a
HeadShoot or..
Re: Easy System By OnPlayerTakeDamage HeadShot -
Pottus - 05.03.2013
Looks like non-sense.
Re: Easy System By OnPlayerTakeDamage HeadShot -
ProjectGANTON - 05.03.2013
Oh came on, this isn't an HS system.
This is: (Note: Has not been done by me )
[SPOILER]
PHP Code:
forward CheckHeadShot(playerid);
public CheckHeadShot(playerid)
{
#if defined DEBUG
count1 = GetTickCount();
#endif
new Float:x[4], Float:y[4], Float:z[4], Float:dist = 1.0, Float:range = 0.0;
GetPlayerCameraPos(playerid, x[0], y[0], z[0]);
GetPlayerCameraFrontVector(playerid, x[1], y[1], z[1]);
#if defined DEBUG
printf("\nCamera Position: x=%.2f, y=%.2f, z=%.2f\nFrontVector: x=%.2f, y=%.2f, z=%.2f", x[0], y[0], z[0], x[1], y[1], z[1]);
#endif
range = ranges[GetPlayerWeapon(playerid)];
if(range != 0.0)
{
switch(GetPlayerWeapon(playerid))
{
case WEAPON_RIFLE:
{
if(x[1] < 0.0 && y[1] > 0.0 )
{
x[1] += 0.0155;
y[1] += 0.0155;
}
else if(x[1] > 0.0 && y[1] > 0.0)
{
x[1] += 0.0155;
y[1] -= 0.0155;
}
else if(x[1] < 0.0 && y[1] < 0.0)
{
x[1] -= 0.0155;
y[1] += 0.0155;
}
else if(x[1] > 0.0 && y[1] < 0.0)
{
x[1] -= 0.0155;
y[1] -= 0.0155;
}
if(z[1] > 0.1) z[1] += 0.06;
else z[1] += 0.05;
}
case WEAPON_AK47,WEAPON_M4:
{
if(x[1] < 0.0 && y[1] > 0.0 )
{
x[1] += 0.0225;
y[1] += 0.0225;
}
else if(x[1] > 0.0 && y[1] > 0.0)
{
x[1] += 0.0225;
y[1] -= 0.0225;
}
else if(x[1] < 0.0 && y[1] < 0.0)
{
x[1] -= 0.0225;
y[1] += 0.0225;
}
else if(x[1] > 0.0 && y[1] < 0.0)
{
x[1] -= 0.0225;
y[1] -= 0.0225;
}
if(z[1] > 0.0) z[1] += 0.08;
else if(z[1] < -0.0 && z[1] > -0.5) z[1] += 0.06;
else if(z[1] < -0.5) z[1] -= 0.05;
}
case 22..29,32,38:
{
if(x[1] < 0.0 && y[1] > 0.0 )
{
x[1] += 0.0325;
y[1] += 0.0325;
}
else if(x[1] > 0.0 && y[1] > 0.0)
{
x[1] += 0.0325;
y[1] -= 0.0325;
}
else if(x[1] < 0.0 && y[1] < 0.0)
{
x[1] -= 0.0325;
y[1] += 0.0325;
}
else if(x[1] > 0.0 && y[1] < 0.0)
{
x[1] -= 0.0325;
y[1] -= 0.0325;
}
if(z[1] > 0.0) z[1] += 0.125;
else z[1] += 0.09;
}
}
x[0] += (2.0 * x[1]);
y[0] += (2.0 * y[1]);
do
{
x[0] += (x[1] * 1.0);
y[0] += (y[1] * 1.0);
z[0] += (z[1] * 1.0);
#if defined DEBUG
#if !defined NO_LOS
SetTimerEx("DestroyMe", DESTROY_LOS, 0, "i", CreateObject(1239, x[0], y[0], z[0], 0.0, 0.0, 0.0));
#endif
#endif
#if !defined FOR_EACH
for(new i = 0; i < MAX_PLAYERS; ++i)
#if !defined DEBUG
if(IsPlayerConnected(i))
#endif
#else
foreach(HSVictim, i)
#endif
{
if( i != playerid)
{
GetPlayerPos(i, x[2], y[2], z[2]);
if(GetPlayerSpecialAction(i) == SPECIAL_ACTION_DUCK) z[2] -= 0.6;
else z[2] += 0.8;
if(PointInRangeOfPoint(0.2, x[0], y[0], z[0], x[2], y[2], z[2]))
{
GameTextForPlayer(playerid,"~r~]~y~]~g~HEADSHOT~b~]~p~]",1500,3);
GameTextForPlayer(i,"~r~]~y~]~g~HEADSHOTTED~b~]~p~]",1500,3);
SetPlayerHealth(i, 0.0);
#if defined DEBUG
count2 = GetTickCount();
count1 = count2 - count1;
printf("\n Player hit\n Max Players Looped: %d\n Max Weapon Range: %.2f\n Distance to Hit: %.2f\n Total execution time: %8d ms",i,range,dist,count1);
count1=count2;
#endif
return 1;
}
}
}
dist += 1.0;
}
while( dist < range );
#if defined DEBUG
count2 = GetTickCount();
count1 = count2 - count1;
printf("\n Max Players Looped: %d\n Max Weapon Range: %.2f\n Total execution time: %8d ms",MAX_PLAYERS,range, count1);
count1=count2;
#endif
}
return 1;
}
[/SPOILER]