public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid)
{
if(PlayerInfo[issuerid][pFaction] == 1 && PD_Taser[issuerid] == 1 && weaponid == 23)
{
if(Paralized[playerid] == 0)
{
new Float:health;
GetPlayerHealth(playerid, health);
SetPlayerHealth(playerid, health+amount);
ApplyAnimation(playerid, "SWEET", "LaFin_Sweet", 4.1, 0, 1, 1, 1, 0);
TogglePlayerControllable(playerid, 0);
Paralized[playerid] = 1;
SetTimerEx("Tazz", 10000, false, "i", playerid);
}
}
return 1;
}
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
if (hittype == BULLET_HIT_TYPE_PLAYER)
{
if(PlayerInfo[playerid][pFaction] == 1 && PD_Taser[playerid] == 1 && weaponid == 23)
{
if(Paralized[hitid] == 0)
{
new Float:health;
GetPlayerHealth(hitid, health);
SetPlayerHealth(hitid, health+amount);
ApplyAnimation(hitid, "SWEET", "LaFin_Sweet", 4.1, 0, 1, 1, 1, 0);
TogglePlayerControllable(hitid, 0);
Paralized[hitid] = 1;
SetTimerEx("Tazz", 10000, false, "i", hitid);
}
return 0;
}
}
return 1;
}
new Float:health; GetPlayerHealth(hitid, health); SetPlayerHealth(hitid, health+amount);
|
So, then
Код:
new Float:health; GetPlayerHealth(hitid, health); SetPlayerHealth(hitid, health+amount); |
if(somethinghere)
{
new Float:x, Float:y, Float:z;
switch(weaponid)
{
case 0: damage = 3; //Your weapon's damages
//Heres a code for shotgun damage and no damage for beanbag.
case 25:
{
if(!IsBBActive{issuerid})
{
if(!Beanbagged{playerid})
{
//Beanbag code here
}
else
{
//Else code here, aka a warning indicating you've shot him already
}
}
else
{
// Your shotgun's weapon damage here
}
}
|
I suggest putting your damage script inside of OnPlayerTake and disable all default damages and then choose when to give damage
Example: Код:
if(somethinghere)
{
new Float:x, Float:y, Float:z;
switch(weaponid)
{
case 0: damage = 3; //Your weapon's damages
//Heres a code for shotgun damage and no damage for beanbag.
case 25:
{
if(!IsBBActive{issuerid})
{
if(!Beanbagged{playerid})
{
//Beanbag code here
}
else
{
//Else code here, aka a warning indicating you've shot him already
}
}
else
{
// Your shotgun's weapon damage here
}
}
|