forward OnPlayerWeaponShot( .... ); -
Kyance - 16.01.2014
Alright, so i saw this.
pawn Код:
#define BULLET_HIT_TYPE_OBJECT 3
forward OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ);
How do you use it with the "BULLET_HIT_TYPE_OBJECT"?
(I thought of making a small test script which makes objects fall( IF SHOT ) ;d)
Re: forward OnPlayerWeaponShot( .... ); -
Vince - 16.01.2014
'hitid' will be the id of the object that you just shot. So you can use that as input for IsValidObject and the like.
Re: forward OnPlayerWeaponShot( .... ); -
Kyance - 16.01.2014
Quote:
Originally Posted by Vince
'hitid' will be the id of the object that you just shot. So you can use that as input for IsValidObject and the like.
|
Uh, could you give me an example please?D:
Re: forward OnPlayerWeaponShot( .... ); -
IstuntmanI - 16.01.2014
pawn Код:
public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ )
{
switch( hittype )
{
case BULLET_HIT_TYPE_OBJECT:
{
if( IsValidObject( hitid ) )
{
SendClientMessage( playerid, -1, "You shot an object and it was destroyed !" );
DestroyObject( hitid );
}
}
}
return 1;
}
Re: forward OnPlayerWeaponShot( .... ); -
Kyance - 16.01.2014
Quote:
Originally Posted by IstuntmanI
pawn Код:
public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ ) { if( hittype == BULLET_HIT_TYPE_OBJECT ) { if( IsValidObject( hitid ) ) { SendClientMessage( playerid, -1, "You shot an object and it was destroyed !" );
DestroyObject( hitid ); } } }
|
Thank you so much!

Also, can i use something like
pawn Код:
if(hitid == /*ObjectID Here*/)
?
Re: forward OnPlayerWeaponShot( .... ); -
IstuntmanI - 16.01.2014
Quote:
Originally Posted by Kyance
Thank you so much! 
Also, can i use something like
pawn Код:
if(hitid == /*ObjectID Here*/)
?
|
Of course !
pawn Код:
public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ )
{
if( hittype == BULLET_HIT_TYPE_OBJECT )
{
if( IsValidObject( hitid ) && hitid == OBJECT_ID )
{
SendClientMessage( playerid, -1, "You shot an object and it was destroyed !" );
DestroyObject( hitid );
}
}
return 1;
}
Anyway, you don't have to use IsValidObject if already checking for BULLET_HIT_TYPE_OBJECT, because it surely exists if it was reported as hitid.
Re: forward OnPlayerWeaponShot( .... ); -
Kyance - 16.01.2014
Quote:
Originally Posted by IstuntmanI
Of course !
pawn Код:
public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ ) { if( hittype == BULLET_HIT_TYPE_OBJECT ) { if( IsValidObject( hitid ) && hitid == OBJECT_ID ) { SendClientMessage( playerid, -1, "You shot an object and it was destroyed !" );
DestroyObject( hitid ); } } return 1; }
Anyway, you don't have to use IsValidObject if already checking for BULLET_HIT_TYPE_OBJECT, because it surely exists if it was reported as hitid.
|
Alright, thanks again!
Re: forward OnPlayerWeaponShot( .... ); -
MA_proking - 16.01.2014
pawn Код:
public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ )
{
switch( hittype )
{
case BULLET_HIT_TYPE_VEHICLE:
{
SetVehicleHealth(hidit, 10);
}
}
return 1;
}
Is this possible with vehicle like that?
Re: forward OnPlayerWeaponShot( .... ); -
iZN - 16.01.2014
Quote:
Originally Posted by MA_proking
pawn Код:
public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ ) { switch( hittype ) { case BULLET_HIT_TYPE_VEHICLE: { SetVehicleHealth(hidit, 10); } } return 1; }
Is this possible with vehicle like that?
|
I guess it should work, you can test it by yourself. Also it is hitid* not hidit
Re: forward OnPlayerWeaponShot( .... ); -
Stepashka - 16.01.2014
Quote:
Originally Posted by MA_proking
pawn Код:
public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ ) { switch( hittype ) { case BULLET_HIT_TYPE_VEHICLE: { SetVehicleHealth(hidit, 10); } } return 1; }
Is this possible with vehicle like that?
|
yes.