20.02.2011, 14:57
Hello, i got a problem with my tazer for my roleplay server. the people we taze at, dosent get tazed. This is my /tazer code
And this is the tazer code under OnPlayerUpdate
Can anybody help me, i tried to fix it. But it wont just taze.
Thanks, Alex
pawn Код:
if(strcmp(cmd, "/tazer", true) ==0)
{
if(IsPlayerConnected(playerid))
{
if(PlayerInfo[playerid][pMember] == 1 || PlayerInfo[playerid][pMember] == 2 || PlayerInfo[playerid][pMember] == 3 || PlayerInfo[playerid][pMember] == 5 || PlayerInfo[playerid][pMember] == 7)
{
/*new x_job[20];
x_job = strtok(cmdtext, idx);
if(!strlen(x_job))
{
SendClientMessage(playerid, COLOR_GREY, "USAGE: /tazer [get/putaway]");
return 1;
}
tmp = strtok(cmdtext, idx);*/
if(TazerHolster[playerid] == 1)
{
if(PlayerInfo[playerid][pGun2] == 24) PlayerHadDeagle[playerid] = 1;
GivePlayerGun(playerid, 23);
PlayerHasTazer[playerid] = 1;
TazerHolster[playerid] = 0;
format(string, sizeof(string), "* %s unholsters his tazer from his duty-belt", PlayerName(playerid));
ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
}
else if(TazerHolster[playerid] == 0)
{
if(PlayerHasTazer[playerid] == 0) return SendClientMessage(playerid,COLOR_GREY,"You don't have a tazer out!");
TakeWeapon(playerid, 23);
if(PlayerHadDeagle[playerid] == 1) GivePlayerGun(playerid, 24);
PlayerHasTazer[playerid] = 0;
PlayerHadDeagle[playerid] = 0;
TazerHolster[playerid] = 1;
format(string, sizeof(string), "* %s holsters his tazer on duty-belt.", PlayerName(playerid));
ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
}
}
else
{
SendClientMessage(playerid, COLOR_GREY, " You are not apart of SAPD, FBI, National Guard or Secret Service !");
}
}
return 1;
}
pawn Код:
new Keys, ud, lr;
GetPlayerKeys(playerid, Keys, ud, lr);
if(Keys & KEY_FIRE)
{
if(GetPlayerWeapon(playerid) == 23 && PlayerHasTazer[playerid] == 1)
{
for(new i; i<MAX_PLAYERS; i++)
{
if(IsPlayerAimingAtPlayer(playerid, i))
{
if(i == playerid) return 1;
if(GetDistanceBetweenPlayers(playerid, i) < 8)
{
if(PlayerCuffed[i]) return 1;
if(IsACop(i)) return SendClientMessage(playerid, COLOR_GREY, " Cannot Tazer taze anyone that is apart of SAPD or FBI !");
if(IsPlayerInAnyVehicle(i)) return SendClientMessage(playerid, COLOR_GREY, " Get the suspect out of the vehicle !");
if(TazerTime[playerid] == 1) return SendClientMessage(playerid, COLOR_GREY, " Please wait while your tazer recharges!");
if(GetPlayerWeapon(i) != 0) { new rush[124]; format(rush, sizeof(rush), "* %s has probably rushtazed %s", PlayerName(playerid),PlayerName(i)); ABroadCast(COLOR_YELLOW,rush,1); }
new string[128];
TogglePlayerControllable(i, 0);
format(string, sizeof(string), "* You were Tazed by %s for 8 seconds.", PlayerName(playerid));
SendClientMessage(i, COLOR_LIGHTBLUE, string);
if(PlayerInfo[i][pMask] == 1)
{
format(string, sizeof(string), "* You Tazed A Stranger for 8 seconds.");
SendClientMessage(playerid, COLOR_LIGHTBLUE, string);
format(string, sizeof(string), "* %s shoots with his Tazer at A Stranger, and tazed him.", PlayerName(playerid));
ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
}
else
{
format(string, sizeof(string), "* You Tazed %s for 8 seconds.",PlayerName(i));
SendClientMessage(playerid, COLOR_LIGHTBLUE, string);
format(string, sizeof(string), "* %s shoots with his Tazer at %s, and tazed him.", PlayerName(playerid),PlayerName(i));
ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
}
SetTimerEx("TazerTimer", 8000, false, "i", playerid);
TazerTime[playerid] = 1;
GameTextForPlayer(i, "~r~Tazed", 2500, 3);
PlayerCuffed[i] = 1;
PlayerCuffedTime[i] = 8;
ApplyAnimation(i, "PED","FLOOR_hit_f", 4.0, 1, 0, 0, 0, 0);
}
else
{
SendClientMessage(playerid, COLOR_GREY, " You are too far away from the suspect !");
return 1;
}
}
}
}
}
new iCurWeap = GetPlayerWeapon(playerid); // Return the player's current weapon
if(iCurWeap != iCurrentWeapon[playerid]) // If he changed weapons since the last update
{
OnPlayerChangeWeapon(playerid, iCurrentWeapon[playerid], iCurWeap);
iCurrentWeapon[playerid] = iCurWeap; //Update the weapon variable
}
return 1;
}
Thanks, Alex