kk falo ingles pra min eu entendo mt pouco de pawno teria como vc exemplifica mas como seria o certo a fazer.Ou ate postar um sistema que eu possa tentar entender para fazer. (As vezes eu fico com raiva de mim msm pq eu qero fazer as paradas pro meu server mas nao sei fazer й foda).
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new Float:X, Float:Y, Float:Z, Float:X2, Float:Y2;
GetXYInFrontOfPlayer(playerid, X2, Y2, -4);
GetPlayerPos(playerid, X, Y, Z);
SetPlayerCameraPos(playerid, X2, Y2, Z +3);
SetPlayerCameraLookAt(playerid, X, Y, Z);
stock GetXYInFrontOfPlayer(playerid, &Float:x, &Float:y, Float:distance)
{
new Float:a;
GetPlayerPos(playerid, x, y, a);
if(GetPlayerVehicleID(playerid)) { GetVehicleZAngle(GetPlayerVehicleID(playerid), a); }
GetPlayerFacingAngle(playerid, a);
x += (distance * floatsin(-a, degrees));
y += (distance * floatcos(-a, degrees));
}
Й vou tentar ver se consigo principiante em pawno eu mas vamos la
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#include <a_samp>
public OnPlayerDeath(playerid, killerid, reason)
{
new Float:X, Float:Y, Float:Z, Float:X2, Float:Y2;
GetXYInFrontOfPlayer(playerid, X2, Y2, -4);
GetPlayerPos(playerid, X, Y, Z);
SetPlayerCameraPos(playerid, X2, Y2, Z +3);
SetPlayerCameraLookAt(playerid, X, Y, Z);
new Text:topblack, Text:bottomblack;
public OnGameModeInit()
{
stock GetXYInFrontOfPlayer(playerid, &Float:x, &Float:y, Float:distance)
{
new Float:a;
GetPlayerPos(playerid, x, y, a);
if(GetPlayerVehicleID(playerid)) { GetVehicleZAngle(GetPlayerVehicleID(playerid), a); }
GetPlayerFacingAngle(playerid, a);
x += (distance * floatsin(-a, degrees));
y += (distance * floatcos(-a, degrees));
}
topblack = TextDrawCreate(1.000000,-45.000000,"__");
bottomblack = TextDrawCreate(-2.000000,371.000000,"__");
TextDrawUseBox(topblack,1);
TextDrawBoxColor(topblack,0x000000ff);
TextDrawTextSize(topblack,655.000000,80.000000);
TextDrawUseBox(bottomblack,1);
TextDrawBoxColor(bottomblack,0x000000ff);
TextDrawTextSize(bottomblack,840.000000,240.000000 );
TextDrawAlignment(topblack,0);
TextDrawAlignment(bottomblack,0);
TextDrawBackgroundColor(topblack,0x000000ff);
TextDrawBackgroundColor(bottomblack,0x000000ff);
TextDrawFont(topblack,3);
TextDrawLetterSize(topblack,1.000000,14.000000);
TextDrawFont(bottomblack,3);
TextDrawLetterSize(bottomblack,1.000000,24.000000) ;
TextDrawColor(topblack,0xffffffff);
TextDrawColor(bottomblack,0xffffffff);
TextDrawSetOutline(topblack,1);
TextDrawSetOutline(bottomblack,1);
TextDrawSetProportional(topblack,1);
TextDrawSetProportional(bottomblack,1);
TextDrawSetShadow(topblack,1);
TextDrawSetShadow(bottomblack,1);
#include <a_samp>
new Text:topblack, Text:bottomblack;
public OnPlayerDeath(playerid, killerid, reason)
{
new Float:X, Float:Y, Float:Z, Float:X2, Float:Y2;
GetXYInFrontOfPlayer(playerid, X2, Y2, -4);
GetPlayerPos(playerid, X, Y, Z);
SetPlayerCameraPos(playerid, X2, Y2, Z +3);
SetPlayerCameraLookAt(playerid, X, Y, Z);
return 1;
}
public OnGameModeInit()
{
topblack = TextDrawCreate(1.000000,-45.000000,"__");
bottomblack = TextDrawCreate(-2.000000,371.000000,"__");
TextDrawUseBox(topblack,1);
TextDrawBoxColor(topblack,0x000000ff);
TextDrawTextSize(topblack,655.000000,80.000000);
TextDrawUseBox(bottomblack,1);
TextDrawBoxColor(bottomblack,0x000000ff);
TextDrawTextSize(bottomblack,840.000000,240.000000 );
TextDrawAlignment(topblack,0);
TextDrawAlignment(bottomblack,0);
TextDrawBackgroundColor(topblack,0x000000ff);
TextDrawBackgroundColor(bottomblack,0x000000ff);
TextDrawFont(topblack,3);
TextDrawLetterSize(topblack,1.000000,14.000000);
TextDrawFont(bottomblack,3);
TextDrawLetterSize(bottomblack,1.000000,24.000000) ;
TextDrawColor(topblack,0xffffffff);
TextDrawColor(bottomblack,0xffffffff);
TextDrawSetOutline(topblack,1);
TextDrawSetOutline(bottomblack,1);
TextDrawSetProportional(topblack,1);
TextDrawSetProportional(bottomblack,1);
TextDrawSetShadow(topblack,1);
TextDrawSetShadow(bottomblack,1);
return 1;
}
stock GetXYInFrontOfPlayer(playerid, &Float:x, &Float:y, Float:distance)
{
new Float:a;
GetPlayerPos(playerid, x, y, a);
if(GetPlayerVehicleID(playerid)) { GetVehicleZAngle(GetPlayerVehicleID(playerid), a); }
GetPlayerFacingAngle(playerid, a);
x += (distance * floatsin(-a, degrees));
y += (distance * floatcos(-a, degrees));
}