Help on gun attaching system.
#1

Hey there. I felt to script something, and tried weapon auto attaching. I took a done system and than edited it and putted in my GM, but it doesn't attach Shotgun. I tried alot of things to add it, like adding one more case with gun id 25(shotgun), and the rest of the code to this too.

What i have:
pawn Код:
public OnPlayerUpdate(playerid)
{
    if(GetTickCount() - armedbody_pTick[playerid] > 113)
    {
        new
        weaponid[13],weaponammo[13],pArmedWeapon;
        pArmedWeapon = GetPlayerWeapon(playerid);
        GetPlayerWeaponData(playerid,1,weaponid[1],weaponammo[1]);
        GetPlayerWeaponData(playerid,2,weaponid[2],weaponammo[2]);
        GetPlayerWeaponData(playerid,4,weaponid[4],weaponammo[4]);
        GetPlayerWeaponData(playerid,5,weaponid[5],weaponammo[5]);
        #if ARMEDBODY_USE_HEAVY_WEAPON
        GetPlayerWeaponData(playerid,7,weaponid[7],weaponammo[7]);
        #endif
        if(weaponid[1] && weaponammo[1] > 0)
        {
            if(pArmedWeapon != weaponid[1])
            {
                if(!IsPlayerAttachedObjectSlotUsed(playerid,0))
                {
                    SetPlayerAttachedObject(playerid,0,GetWeaponModel(weaponid[1]),1, 0.199999, -0.139999, 0.030000, 0.500007, -115.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                }
            }
            else
            {
                if(IsPlayerAttachedObjectSlotUsed(playerid,0))
                {
                    RemovePlayerAttachedObject(playerid,0);
                }
            }
        }
        else if(IsPlayerAttachedObjectSlotUsed(playerid,0))
        {
            RemovePlayerAttachedObject(playerid,0);
        }
        if(weaponid[2] && weaponammo[2] > 0)
        {
            if(pArmedWeapon != weaponid[2])
            {
                if(!IsPlayerAttachedObjectSlotUsed(playerid,1))
                {
                    SetPlayerAttachedObject(playerid,1,GetWeaponModel(weaponid[2]),8, -0.079999, -0.039999, 0.109999, -90.100006, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                }
            }
            else
            {
                if(IsPlayerAttachedObjectSlotUsed(playerid,1))
                {
                    RemovePlayerAttachedObject(playerid,1);
                }
            }
        }
        else if(IsPlayerAttachedObjectSlotUsed(playerid,1))
        {
            RemovePlayerAttachedObject(playerid,1);
        }
        if(weaponid[4] && weaponammo[4] > 0)
        {
            if(pArmedWeapon != weaponid[4])
            {
                if(!IsPlayerAttachedObjectSlotUsed(playerid,2))
                {
                    SetPlayerAttachedObject(playerid,2,GetWeaponModel(weaponid[4]),7, 0.000000, -0.100000, -0.080000, -95.000000, -10.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                }
            }
            else
            {
            if(IsPlayerAttachedObjectSlotUsed(playerid,2))
            {
                RemovePlayerAttachedObject(playerid,2);
            }
        }
    }
    else if(IsPlayerAttachedObjectSlotUsed(playerid,2))
    {
        RemovePlayerAttachedObject(playerid,2);
    }
    if(weaponid[5] && weaponammo[5] > 0)
    {
        if(pArmedWeapon != weaponid[5])
        {
            if(!IsPlayerAttachedObjectSlotUsed(playerid,3))
            {
                SetPlayerAttachedObject(playerid,3,GetWeaponModel(weaponid[5]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);
            }
        }
        else
        {
            if(IsPlayerAttachedObjectSlotUsed(playerid,3))
            {
                RemovePlayerAttachedObject(playerid,3);
            }
        }
    }
    else if(IsPlayerAttachedObjectSlotUsed(playerid,3))
    {
        RemovePlayerAttachedObject(playerid,3);
    }
    #if ARMEDBODY_USE_HEAVY_WEAPON
    if(weaponid[7] && weaponammo[7] > 0)
    {
        if(pArmedWeapon != weaponid[7])
        {
            if(!IsPlayerAttachedObjectSlotUsed(playerid,4))
            {
                SetPlayerAttachedObject(playerid,4,GetWeaponModel(weaponid[7]),1,-0.100000, 0.000000, -0.100000, 84.399932, 112.000000, 10.000000, 1.099999, 1.000000, 1.000000);
            }
        }
        else
        {
            if(IsPlayerAttachedObjectSlotUsed(playerid,4))
            {
                RemovePlayerAttachedObject(playerid,4);
            }
        }
    }
    else if(IsPlayerAttachedObjectSlotUsed(playerid,4))
    {
        RemovePlayerAttachedObject(playerid,4);
    }
    #endif
    armedbody_pTick[playerid] = GetTickCount();
    }
    return 1;
}

stock GetWeaponModel1(weaponid)
{
    switch(weaponid)
    {
        case 1:
        return 331;

        case 2..8:
        return weaponid+331;

        case 9:
        return 341;

        case 10..15:
        return weaponid+311;

        case 16..18:
        return weaponid+326;

        case 22..29:
        return weaponid+324;

        case 30,31:
        return weaponid+325;

        case 32:
        return 372;

        case 33..45:
        return weaponid+324;

        case 46:
        return 371;
    }
    return 0;
}
Once again, i didn't create this, trying to find out how to add shotgun.
Thank you.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)