public OnPlayerShootPlayer(shooter, target, Float:damage)
{
FuncLog("OnPlayerShootPlayer");
new weaponid = GetPlayerWeapon(shooter);
if(weaponid == 23 && IsACop(shooter) && OnDuty[shooter])
{
GameTextForPlayer(target, "~r~Tazed", 2500, 3);
ApplyAnimation(target,"CRACK","crckdeth4",1,1,0,0,0,0);
ApplyAnimation(target,"CRACK","crckdeth4",1,1,0,0,0,0);
TogglePlayerControllable(target, 0);
PlayerCuffed[target] = 1;
PlayerCuffedTime[target] = 11;
new Float:health;
GetPlayerHealth(target, health);
SetPlayerHealth(target, health+damage);
PlayerMuteInfo[shooter][TazerCool] = 15;
if(PlayerInfo[shooter][pMember] == 1 && PlayerInfo[shooter][pRank] <= 2 || PlayerInfo[shooter][pMember] == 5 && PlayerInfo[shooter][pRank] <= 2 || PlayerInfo[shooter][pMember] == 6 && PlayerInfo[shooter][pRank] <= 2)
{
GivePlayerWeaponEx(shooter, 22, TmpAmmo[shooter][0]);
}
else
{
GivePlayerWeaponEx(shooter, 24, TmpAmmo[shooter][0]);
}
return 1;
}
return 1;
}
#include <OPSP>
public OnPlayerShootPlayer(Shooter,Target,Float:HealthLost,Float:ArmourLost)
Do you have OPSP.inc in your /pawno/include folder?
Do you have pawn Код:
If not, do these. The include can be found here. Also, it should look like this, you forgot the ArmourLost float at the end: pawn Код:
|
forward OnPlayerShootPlayer(shooter, target, Float:damage); .
This would not cause it to crash. Crashing is generally caused by a missing bracket.
Paste your updated code, I'm sure you're just missing one... Oh, and remove this from your script if you added it, that guy didn't know what he was talking about: pawn Код:
|
forward OnPlayerShootPlayer(shooter, target, Float:damage);
{
//FuncLog("OnPlayerShootPlayer");
new weaponid = GetPlayerWeapon(shooter);
if(weaponid == 23 && IsACop(shooter) && OnDuty[shooter])
{
GameTextForPlayer(target, "~r~Tazed", 2500, 3);
ApplyAnimation(target,"CRACK","crckdeth4",1,1,0,0,0,0);
ApplyAnimation(target,"CRACK","crckdeth4",1,1,0,0,0,0);
TogglePlayerControllable(target, 0);
PlayerCuffed[target] = 1;
PlayerCuffedTime[target] = 11;
new Float:health;
GetPlayerHealth(target, health);
SetPlayerHealth(target, health+damage);
PlayerMuteInfo[shooter][TazerCool] = 15;
if(PlayerInfo[shooter][pMember] == 1 && PlayerInfo[shooter][pRank] <= 2 || PlayerInfo[shooter][pMember] == 5 && PlayerInfo[shooter][pRank] <= 2 || PlayerInfo[shooter][pMember] == 6 && PlayerInfo[shooter][pRank] <= 2)
{
GivePlayerWeaponEx(shooter, 22, TmpAmmo[shooter][0]);
}
else
{
GivePlayerWeaponEx(shooter, 24, TmpAmmo[shooter][0]);
}
return 1;
}
return 1;
}
public OnPlayerShoot(playerid, weaponid)
{
//FuncLog("OnPlayerShoot");
/*new Float:x, Float:y, Float:z;
new Float:fx,Float:fy,Float:fz;
GetPlayerCameraFrontVector(playerid, fx, fy, fz);
new Float:cx,Float:cy,Float:cz;
GetPlayerCameraPos(playerid, cx, cy, cz);
*/
/*if(PlayerInfo[playerid][pAdmin] < 3)
{
if(GunApproved[playerid][GunSlot[weaponid]] == 0)//It's hacked OMG!
{
ResetPlayerWeaponsEx(playerid);
OnPlayerHaveHackGun(playerid, weaponid);
}
}*/
return 1;
}
public OnPlayerShootPlayer(shooter,target,Float:HealthLost,Float:ArmourLost)
{
//FuncLog("OnPlayerShootPlayer");
new weaponid = GetPlayerWeapon(shooter);
if(weaponid == 23 && IsACop(shooter) && OnDuty[shooter])
{
GameTextForPlayer(target, "~r~Tazed", 2500, 3);
ApplyAnimation(target,"CRACK","crckdeth4",1,1,0,0,0,0);
ApplyAnimation(target,"CRACK","crckdeth4",1,1,0,0,0,0);
TogglePlayerControllable(target, 0);
PlayerCuffed[target] = 1;
PlayerCuffedTime[target] = 11;
new Float:health;
GetPlayerHealth(target, health);
SetPlayerHealth(target, health+damage);
PlayerMuteInfo[shooter][TazerCool] = 15;
if(PlayerInfo[shooter][pMember] == 1 && PlayerInfo[shooter][pRank] <= 2 || PlayerInfo[shooter][pMember] == 5 && PlayerInfo[shooter][pRank] <= 2 || PlayerInfo[shooter][pMember] == 6 && PlayerInfo[shooter][pRank] <= 2)
{
GivePlayerWeaponEx(shooter, 22, TmpAmmo[shooter][0]);
}
else
{
GivePlayerWeaponEx(shooter, 24, TmpAmmo[shooter][0]);
}
return 1;
}
return 1;
}
public OnPlayerShoot(playerid, weaponid)
{
//FuncLog("OnPlayerShoot");
/*new Float:x, Float:y, Float:z;
new Float:fx,Float:fy,Float:fz;
GetPlayerCameraFrontVector(playerid, fx, fy, fz);
new Float:cx,Float:cy,Float:cz;
GetPlayerCameraPos(playerid, cx, cy, cz);
*/
/*if(PlayerInfo[playerid][pAdmin] < 3)
{
if(GunApproved[playerid][GunSlot[weaponid]] == 0)//It's hacked OMG!
{
ResetPlayerWeaponsEx(playerid);
OnPlayerHaveHackGun(playerid, weaponid);
}
}*/
return 1;
}
It should be like this, which is what I said to do...
pawn Код:
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\WCRP.pwn(47882) : error 017: undefined symbol "shooter"
(47883) : error 017: undefined symbol "shooter"
(47885) : error 017: undefined symbol "target"
(47886) : error 017: undefined symbol "target"
(47887) : error 017: undefined symbol "target"
(47888) : error 017: undefined symbol "target"
(47889) : error 017: undefined symbol "target"
(47890) : error 017: undefined symbol "target"
(47892) : error 017: undefined symbol "target"
(47893) : error 017: undefined symbol "target"
(47894) : error 017: undefined symbol "shooter"
(47895) : error 017: undefined symbol "shooter"
(47897) : error 017: undefined symbol "shooter"
(47901) : error 017: undefined symbol "shooter"
new weaponid = GetPlayerWeapon(shooter);
if(weaponid == 23 && IsACop(shooter) && OnDuty[shooter])
{
GameTextForPlayer(target, "~r~Tazed", 2500, 3);
ApplyAnimation(target,"CRACK","crckdeth4",1,1,0,0,0,0);
ApplyAnimation(target,"CRACK","crckdeth4",1,1,0,0,0,0);
TogglePlayerControllable(target, 0);
PlayerCuffed[target] = 1;
PlayerCuffedTime[target] = 11;
new Float:health;
GetPlayerHealth(target, health);
SetPlayerHealth(target, health+damage);
PlayerMuteInfo[shooter][TazerCool] = 15;
if(PlayerInfo[shooter][pMember] == 1 && PlayerInfo[shooter][pRank] <= 2 || PlayerInfo[shooter][pMember] == 5 && PlayerInfo[shooter][pRank] <= 2 || PlayerInfo[shooter][pMember] == 6 && PlayerInfo[shooter][pRank] <= 2)
{
GivePlayerWeaponEx(shooter, 22, TmpAmmo[shooter][0]);
}
else
{
GivePlayerWeaponEx(shooter, 24, TmpAmmo[shooter][0]);