OnPlayerWeaponShot [PROBLEMS] - Printable Version
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+--- Thread: OnPlayerWeaponShot [PROBLEMS] (
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OnPlayerWeaponShot [PROBLEMS] -
JaKe Elite - 21.02.2014
So i've notice this unique feature,
I've tried it over my JakAdmin, It works very well.
However, If the hittype isn't 0, and you shot a vehicle the explosion (i scripted) won't trigger.
However, The vehicle goes explode (i scripted it).
But when the hittype is 0, the explosion triggers.
Here is the code.
pawn Код:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
if(weaponid == 33)
{
if(shotGlobalEx[playerid] == 1)
{
if(hittype == BULLET_HIT_TYPE_NONE)
{
CreateExplosion(fX, fY, fZ, 7, 1.00);
}
else if(hittype == BULLET_HIT_TYPE_VEHICLE)
{
CreateExplosion(fX, fY, fZ+1.0, 7, 1.00);
CreateExplosion(fX, fY, fZ+0.50, 7, 1.00);
SetVehicleHealth(hitid, 27.0);
}
}
}
return 1;
}
Re: OnPlayerWeaponShot [PROBLEMS] -
JaKe Elite - 21.02.2014
BUMP
Re: OnPlayerWeaponShot [PROBLEMS] -
FilesMAker - 21.02.2014
Ok try to get the vehicule position don't use the returned float XYZ
Re: OnPlayerWeaponShot [PROBLEMS] -
Threshold - 21.02.2014
After reading the first post, I still don't find it very clear what exactly you want this code to do. If they shoot nothing, you want to create an explosion, if you shoot a car, you want to create two explosions. So what's the problem exactly? 0_o
EDIT:
pawn Код:
if(hittype == BULLET_HIT_TYPE_NONE)
{
CreateExplosion(fX, fY, fZ, 7, 1.00);
}
hittype == BULLET_HIT_TYPE_NONE
is the same as
hittype == 0
because BULLET_HIT_TYPE_NONE = 0...