0.3z car wheel not burst - Printable Version
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+--- Thread: 0.3z car wheel not burst (
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0.3z car wheel not burst -
kannak - 18.01.2014
0.3z version car empty car wheel not burst
Re: 0.3z car wheel not burst -
MP2 - 18.01.2014
This is nothing new. You could never do this. You can script this with 0.3z's OnPlayerWeaponShot now though.
Re: 0.3z car wheel not burst -
kannak - 18.01.2014
car wheel not burst
Re: 0.3z car wheel not burst -
Yashas - 18.01.2014
Any form of damage done to an unoccupied vehicle will not affect the vehicle health.
BTW:Is there any I can burst them manually by code?Was thinking of making air filling system for the wheels?
Re: 0.3z car wheel not burst -
Riddick94 - 18.01.2014
You mean pop vehicle tyre?
pawn Код:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
switch(hittype)
{
case BULLET_HIT_TYPE_VEHICLE:
{
/*new Float:X, Float:Y, Float:Z;
GetVehicleModelInfo(hitid, VEHICLE_MODEL_INFO_PETROLCAP, X, Y, Z);*/
new Float:Offset[6];
GetVehicleModelInfo(hitid, VEHICLE_MODEL_INFO_WHEELSFRONT, Offset[0], Offset[1], Offset[2]);
GetVehicleModelInfo(hitid, VEHICLE_MODEL_INFO_WHEELSREAR, Offset[3], Offset[4], Offset[5]);
if(fX == Offset[0] && fY == Offset[1] && fZ == Offset[2]) // Around shooted offsets (to do)
{
PopVehicleTire(hitid, 10);
}
else if(fX == Offset[3] && fY == Offset[4] && fZ == Offset[5]) // Around shooted offsets (to do)
{
PopVehicleTire(hitid, 5);
}
}
}
return 1;
}
stock PopVehicleTire(vehicleid, tire)
{
static panels, doors, lights, tires;
GetVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tire);
}
That's what I've made so far, but I don't have time to finish it, because College and work are calling me. You can edit it, if you want. For now that function checks both front & rear wheels positions, but it's not possible to shoot them, because your position must be EXACTLY the same as wheels position. Just make a range of shooted position, and check is it around wheels.