public OnPlayerUpdate(playerid) { new weapons[14][2]; for(new i=0; i<13; i++) { GetPlayerWeaponData(playerid, i, weapons[i][0], weapons[i][1]); if(weapons[i][0] == 24) { SetPlayerArmedWeapon(playerid, 24); } } return 1; }
public OnPlayerStateChange(playerid, newstate, oldstate)
{
new gun = GetPlayerWeapon(playerid);
if((27 < gun < 33)) SetPlayerArmedWeapon(playerid, gun);
else
{
SetPlayerArmedWeapon(playerid, 0); // any you want to use
}
return 1;
}
OnPlayerChangeWeapon(playerid, newweapon)
SetPlayerArmedWeapon(playerid,23);
Code:
public OnPlayerUpdate(playerid) { new weapons[14][2]; for(new i=0; i<13; i++) { GetPlayerWeaponData(playerid, i, weapons[i][0], weapons[i][1]); if(weapons[i][0] == 24) { SetPlayerArmedWeapon(playerid, 24); } } return 1; } |
new LockWeapon[MAX_PLAYERS];
new LockOn[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
LockOn[playerid] = 0;
return 1;
}
public OnPlayerUpdate(playerid)
{
if(LockOn[playerid] == 1)
{
if(GetPlayerWeapon(playerid) != LockWeapon[playerid]) SetPlayerArmedWeapon(playerid, LockWeapon[playerid]);
}
return 1;
}
stock LockPlayerWeapon(playerid, weaponid)
{
LockOn[playerid] = 1;
LockWeapon[playerid] = weaponid;
return 1;
}
stock UnlockPlayerWeapon(playerid)
{
LockOn[playerid] = 0;
LockWeapon[playerid] = -1;
}