I'd like something like LSRP, but idk how to add it when shot in the leg, this is my script
Код:
public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart)
{
new Float: health;
new Float: armour;
GetPlayerHealth(playerid, health);
GetPlayerArmour(playerid, armour);
if(issuerid != INVALID_PLAYER_ID)
{
if(weaponid == 0)
{
switch(armour)
{
case 0:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 5); // Torso.
case 4: SetPlayerHealth(playerid, health - 5); // Groin.
case 5: SetPlayerHealth(playerid, health - 5); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 5); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 5); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 5); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 5); // Head.
}
}
default:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 5); // Torso.
case 4: SetPlayerHealth(playerid, health - 5); // Groin.
case 5: SetPlayerHealth(playerid, health - 5); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 5); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 5); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 5); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 5); // Head.
}
}
}
}
else if(weaponid == 3)
{
switch(armour)
{
case 0:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 8); // Torso.
case 4: SetPlayerHealth(playerid, health - 8); // Groin.
case 5: SetPlayerHealth(playerid, health - 8); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 8); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 8); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 8); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 8); // Head.
}
}
default:
{
switch(bodypart)
{
case 3: SetPlayerArmour(playerid, armour - 8); // Torso.
case 4: SetPlayerArmour(playerid, armour - 8); // Groin.
case 5: SetPlayerArmour(playerid, armour - 8); // Left Arm.
case 6: SetPlayerArmour(playerid, armour - 8); // Right Arm.
case 7: SetPlayerArmour(playerid, armour - 8); // Left Leg.
case 8: SetPlayerArmour(playerid, armour - 8); // Right Leg.
case 9: SetPlayerArmour(playerid, armour - 8); // Head.
}
}
}
}
else if(weaponid == 4)
{
switch(armour)
{
case 0:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 11); // Torso.
case 4: SetPlayerHealth(playerid, health - 11); // Groin.
case 5: SetPlayerHealth(playerid, health - 11); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 11); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 11); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 11); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 11); // Head.
}
}
default:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 11); // Torso.
case 4: SetPlayerHealth(playerid, health - 11); // Groin.
case 5: SetPlayerHealth(playerid, health - 11); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 11); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 11); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 11); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 11); // Head.
}
}
}
}
else if(weaponid == 5)
{
switch(armour)
{
case 0:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 11); // Torso.
case 4: SetPlayerHealth(playerid, health - 11); // Groin.
case 5: SetPlayerHealth(playerid, health - 11); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 11); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 11); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 11); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 11); // Head.
}
}
default:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 11); // Torso.
case 4: SetPlayerHealth(playerid, health - 11); // Groin.
case 5: SetPlayerHealth(playerid, health - 11); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 11); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 11); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 11); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 11); // Head.
}
}
}
}
else if(weaponid == 8)
{
switch(armour)
{
case 0:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 13); // Torso.
case 4: SetPlayerHealth(playerid, health - 13); // Groin.
case 5: SetPlayerHealth(playerid, health - 13); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 13); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 13); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 13); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 99); // Head.
}
}
default:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 13); // Torso.
case 4: SetPlayerHealth(playerid, health - 13); // Groin.
case 5: SetPlayerHealth(playerid, health - 13); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 13); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 13); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 13); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 99); // Head.
}
}
}
}
else if(weaponid == 22)
{
switch(armour)
{
case 0:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 18); // Torso.
case 4: SetPlayerHealth(playerid, health - 15); // Groin.
case 5: SetPlayerHealth(playerid, health - 15); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 15); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 15); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 15); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 45); // Head.
}
}
default:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 18); // Torso.
case 4: SetPlayerHealth(playerid, health - 11); // Groin.
case 5: SetPlayerHealth(playerid, health - 11); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 11); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 11); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 11); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 45); // Head.
}
}
}
}
else if(weaponid == 23)
{
switch(armour)
{
case 0:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 11); // Torso.
case 4: SetPlayerHealth(playerid, health - 11); // Groin.
case 5: SetPlayerHealth(playerid, health - 11); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 11); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 11); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 11); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 45); // Head.
}
}
default:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 11); // Torso.
case 4: SetPlayerHealth(playerid, health - 11); // Groin.
case 5: SetPlayerHealth(playerid, health - 11); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 11); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 11); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 11); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 45); // Head.
}
}
}
}
else if(weaponid == 24)
{
switch(armour)
{
case 0:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 30); // Torso.
case 4: SetPlayerHealth(playerid, health - 20); // Groin.
case 5: SetPlayerHealth(playerid, health - 15); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 15); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 15); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 15); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 60); // Head.
}
}
default:
{
switch(bodypart)
{
case 3: SetPlayerArmour(playerid, armour - 15); // Torso.
case 4: SetPlayerArmour(playerid, armour - 10); // Groin.
case 5: SetPlayerArmour(playerid, armour - 8); // Left Arm.
case 6: SetPlayerArmour(playerid, armour - 8); // Right Arm.
case 7: SetPlayerArmour(playerid, armour - 8); // Left Leg.
case 8: SetPlayerArmour(playerid, armour - 8); // Right Leg.
case 9: SetPlayerArmour(playerid, armour - 40); // Head.
}
}
}
}
else if(weaponid == 25)
{
switch(armour) // Creates a switch that switches through the armour float, and checks the value.
{
case 0: // If the value is 0, the codes underneath will activate.
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 40); // Torso.
case 4: SetPlayerHealth(playerid, health - 20); // Groin.
case 5: SetPlayerHealth(playerid, health - 15); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 15); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 15); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 15); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 100); // Head.
}
}
default: // Otherwise the codes underneath will activate.
{
switch(bodypart)
{
case 3: SetPlayerArmour(playerid, armour - 20); // Torso.
case 4: SetPlayerArmour(playerid, armour - 10); // Groin.
case 5: SetPlayerArmour(playerid, armour - 7); // Left Arm.
case 6: SetPlayerArmour(playerid, armour - 7); // Right Arm.
case 7: SetPlayerArmour(playerid, armour - 7); // Left Leg.
case 8: SetPlayerArmour(playerid, armour - 7); // Right Leg.
case 9: SetPlayerArmour(playerid, armour - 50); // Head.
}
}
}
}
else if(weaponid == 29)
{
switch(armour)
{
case 0:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 15); // Torso.
case 4: SetPlayerHealth(playerid, health - 10); // Groin.
case 5: SetPlayerHealth(playerid, health - 10); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 10); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 10); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 10); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 50); // Head.
}
}
default:
{
switch(bodypart)
{
case 3: SetPlayerArmour(playerid, armour - 10); // Torso.
case 4: SetPlayerArmour(playerid, armour - 10); // Groin.
case 5: SetPlayerArmour(playerid, armour - 5); // Left Arm.
case 6: SetPlayerArmour(playerid, armour - 5); // Right Arm.
case 7: SetPlayerArmour(playerid, armour - 5); // Left Leg.
case 8: SetPlayerArmour(playerid, armour - 5); // Right Leg.
case 9: SetPlayerArmour(playerid, armour - 25); // Head.
}
}
}
}
else if(weaponid == 30)
{
switch(armour) // Creates a switch that switches through the armour float, and checks the value.
{
case 0: // If the value is 0, the codes underneath will activate.
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 35); // Torso.
case 4: SetPlayerHealth(playerid, health - 35); // Groin.
case 5: SetPlayerHealth(playerid, health - 20); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 20); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 14); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 14); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 50); // Head.
}
}
default: // Otherwise the codes underneath will activate.
{
switch(bodypart)
{
case 3: SetPlayerArmour(playerid, armour - 15); // Torso.
case 4: SetPlayerArmour(playerid, armour - 15); // Groin.
case 5: SetPlayerArmour(playerid, armour - 10); // Left Arm.
case 6: SetPlayerArmour(playerid, armour - 10); // Right Arm.
case 7: SetPlayerArmour(playerid, armour - 7); // Left Leg.
case 8: SetPlayerArmour(playerid, armour - 7); // Right Leg.
case 9: SetPlayerArmour(playerid, armour - 50); // Head.
}
}
}
}
else if(weaponid == 31)
{
switch(armour) // Creates a switch that switches through the armour float, and checks the value.
{
case 0: // If the value is 0, the codes underneath will activate.
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 20); // Torso.
case 4: SetPlayerHealth(playerid, health - 20); // Groin.
case 5: SetPlayerHealth(playerid, health - 10); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 10); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 7); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 7); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 100); // Head.
}
}
default: // Otherwise the codes underneath will activate.
{
switch(bodypart)
{
case 3: SetPlayerArmour(playerid, armour - 10); // Torso.
case 4: SetPlayerArmour(playerid, armour - 10); // Groin.
case 5: SetPlayerArmour(playerid, armour - 5); // Left Arm.
case 6: SetPlayerArmour(playerid, armour - 4); // Right Arm.
case 7: SetPlayerArmour(playerid, armour - 4); // Left Leg.
case 8: SetPlayerArmour(playerid, armour - 4); // Right Leg.
case 9: SetPlayerArmour(playerid, armour - 50); // Head.
}
}
}
}
else if(weaponid == 32)
{
switch(armour)
{
case 0:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 15); // Torso.
case 4: SetPlayerHealth(playerid, health - 15); // Groin.
case 5: SetPlayerHealth(playerid, health - 15); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 15); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 15); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 15); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 50); // Head.
}
}
default:
{
switch(bodypart)
{
case 3: SetPlayerArmour(playerid, armour - 10); // Torso.
case 4: SetPlayerArmour(playerid, armour - 10); // Groin.
case 5: SetPlayerArmour(playerid, armour - 10); // Left Arm.
case 6: SetPlayerArmour(playerid, armour - 10); // Right Arm.
case 7: SetPlayerArmour(playerid, armour - 10); // Left Leg.
case 8: SetPlayerArmour(playerid, armour - 10); // Right Leg.
case 9: SetPlayerArmour(playerid, armour - 25); // Head.
}
}
}
}
else if(weaponid == 33)
{
switch(armour)
{
case 0:
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 40); // Torso.
case 4: SetPlayerHealth(playerid, health - 25); // Groin.
case 5: SetPlayerHealth(playerid, health - 15); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 15); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 15); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 15); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 100); // Head.
}
}
default:
{
switch(bodypart)
{
case 3: SetPlayerArmour(playerid, armour - 25); // Torso.
case 4: SetPlayerArmour(playerid, armour - 15); // Groin.
case 5: SetPlayerArmour(playerid, armour - 5); // Left Arm.
case 6: SetPlayerArmour(playerid, armour - 5); // Right Arm.
case 7: SetPlayerArmour(playerid, armour - 5); // Left Leg.
case 8: SetPlayerArmour(playerid, armour - 5); // Right Leg.
case 9: SetPlayerArmour(playerid, armour - 70); // Head.
}
}
}
}
else if(weaponid == 34)
{
switch(armour) // Creates a switch that switches through the armour float, and checks the value.
{
case 0: // If the value is 0, the codes underneath will activate.
{
switch(bodypart)
{
case 3: SetPlayerHealth(playerid, health - 60); // Torso.
case 4: SetPlayerHealth(playerid, health - 35); // Groin.
case 5: SetPlayerHealth(playerid, health - 20); // Left Arm.
case 6: SetPlayerHealth(playerid, health - 20); // Right Arm.
case 7: SetPlayerHealth(playerid, health - 20); // Left Leg.
case 8: SetPlayerHealth(playerid, health - 20); // Right Leg.
case 9: SetPlayerHealth(playerid, health - 100); // Head.
}
}
default: // Otherwise the codes underneath will activate.
{
switch(bodypart)
{
case 3: SetPlayerArmour(playerid, armour - 25); // Torso.
case 4: SetPlayerArmour(playerid, armour - 15); // Groin.
case 5: SetPlayerArmour(playerid, armour - 5); // Left Arm.
case 6: SetPlayerArmour(playerid, armour - 5); // Right Arm.
case 7: SetPlayerArmour(playerid, armour - 5); // Left Leg.
case 8: SetPlayerArmour(playerid, armour - 5); // Right Leg.
case 9: SetPlayerArmour(playerid, armour - 70); // Head.
}
}
}
}
}
return 1;
}
If the player tries to jump or sprint and has been shot in the leg(use a variable for this, make sure you clear it when they're not supposed to limp anymore), apply the animation. You can detect this in OnPlayerKeyStateChange.