07.09.2012, 14:14
Ola,queria pedir ajuda de vocкs numa parada
й o seguinte baixei este fs
https://sampforum.blast.hk/showthread.php?tid=138791
ele seria otimo para mim si nгo fosse o factor de que quando vocк toma headshot vocк nгo ganha ponto aparece um caverinha ao inves de aparecer quem mato queria pedir si alguйm que intedi poderia arruma o codico para poder mostra ao inves da caverinha ,quem mato e assim ganhar pontos=score.
codico
Obrigado.
й o seguinte baixei este fs
https://sampforum.blast.hk/showthread.php?tid=138791
ele seria otimo para mim si nгo fosse o factor de que quando vocк toma headshot vocк nгo ganha ponto aparece um caverinha ao inves de aparecer quem mato queria pedir si alguйm que intedi poderia arruma o codico para poder mostra ao inves da caverinha ,quem mato e assim ganhar pontos=score.
codico
Код:
/************************************************* Infinite-Gaming.com Presents: BoOm Headshot v.1 by Tannz0rz && Cyber_Punk The closest thing to real headshots you can get in samp. DO NOT REMOVE CREDITS If you borrow bits of code would be nice to credit the original authors... Thanks Kye and the Dev Team. R5+ is nice. CONSERVATIVE mode is Recommended mode for large servers to save on processing. This disables head shot checks when a player is holding KEY_FIRE + AIM (repeat fire). To gain a head shot they must tap fire button. (While holding AIM) ***The Only time you can gain a headshot is in Target mode with the crosshairs.*** Left in the script is the original debug mode and "Line of Sight" (LOS) code. To enable them just uncomment the lines below, when done simply comment them. *************************************************/ #include <a_samp> //======Config Options //#define DEBUG //#define NO_LOS //Uncomment this if you want no "Line of Sight" with your DEBUG mode //#define FOR_EACH #define CONSERVATIVE //Comment for servers less than 100 players....Use @ your own risk. #define DESTROY_LOS 500 //Time in milliseconds to remove line of sight objects #undef MAX_PLAYERS #define MAX_PLAYERS 100 //Set to your max players //======End Options #if defined FOR_EACH #include <foreach> #endif #define KEY_AIMFIRE 132 #define PRESSED(%0) \ (((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0))) #if defined DEBUG new count1, count2; #endif //----WEAPON RANGES PULLED FROM WEAPONS.DAT--Country Rifle -10.0 new Float:ranges[39] = { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 35.0, 35.0, 35.0, 40.0, 35.0, 40.0, 45.0, 35.0, 70.0, 90.0, 35.0, 90.0, 100.0, 0.0, 0.0, 0.0, 25.0 }; #if defined FOR_EACH Itter_Create(Victim, MAX_PLAYERS); #endif public OnFilterScriptInit() { print("\n--------------------------------------"); print(" Infinite-Gaming.com Presents:"); print(" BoOm Headshot v1 by Tannz0rz && Cyber_Punk"); print("--------------------------------------\n"); return 1; } public OnFilterScriptExit() { print("\n--------------------------------------"); print(" BoOm Headshot UNLOADED"); print("--------------------------------------\n"); return 1; } public OnPlayerConnect(playerid) { #if defined FOR_EACH Itter_Add(HSVictim, playerid); #endif return 1; } public OnPlayerDisconnect(playerid, reason) { #if defined FOR_EACH Itter_Remove(HSVictim, playerid); #endif return 1; } public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { if(PRESSED(KEY_AIMFIRE) && NoBadCam(playerid)) { switch(GetPlayerWeapon(playerid)) { #if !defined CONSERVATIVE case WEAPON_SNIPER: if(GetPlayerWeaponState(playerid) == WEAPONSTATE_LAST_BULLET) CheckHeadShot(playerid); case 22..33,38: { SetTimerEx("HSTimer", 100, 0, "i", playerid); } #else case WEAPON_SNIPER, WEAPON_SHOTGUN: if(GetPlayerWeaponState(playerid) == WEAPONSTATE_LAST_BULLET) CheckHeadShot(playerid); case WEAPON_RIFLE: if(GetPlayerWeaponState(playerid) != WEAPONSTATE_RELOADING) CheckHeadShot(playerid); case 22..24,26..32,38: if(GetPlayerWeaponState(playerid) != WEAPONSTATE_RELOADING) CheckHeadShot(playerid); #endif } } return 1; } forward HSTimer(playerid); public HSTimer(playerid) { new keys, ud, lr; GetPlayerKeys(playerid, keys, ud, lr); if((keys & KEY_FIRE) == (KEY_FIRE) && NoBadCam(playerid)) { switch(GetPlayerWeapon(playerid)) { case WEAPON_COLT45, WEAPON_UZI, WEAPON_TEC9, WEAPON_MP5, WEAPON_AK47, WEAPON_M4:{ if(GetPlayerWeaponState(playerid) != WEAPONSTATE_RELOADING){ CheckHeadShot(playerid); SetTimerEx("HSTimer", 150, 0, "i", playerid); } } case WEAPON_SHOTGSPA, WEAPON_SAWEDOFF:{ if(GetPlayerWeaponState(playerid) != WEAPONSTATE_RELOADING){ CheckHeadShot(playerid); SetTimerEx("HSTimer", 300, 0, "i", playerid); } } case WEAPON_SILENCED:{ if(GetPlayerWeaponState(playerid) != WEAPONSTATE_RELOADING){ CheckHeadShot(playerid); SetTimerEx("HSTimer", 500, 0, "i", playerid); } } case WEAPON_DEAGLE:{ if(GetPlayerWeaponState(playerid) != WEAPONSTATE_RELOADING){ CheckHeadShot(playerid); SetTimerEx("HSTimer", 800, 0, "i", playerid); } } case WEAPON_SHOTGUN: { if(GetPlayerWeaponState(playerid) != WEAPONSTATE_NO_BULLETS){ CheckHeadShot(playerid); SetTimerEx("HSTimer", 900, 0, "i", playerid); } } case WEAPON_RIFLE: { if(GetPlayerWeaponState(playerid) != WEAPONSTATE_RELOADING){ CheckHeadShot(playerid); SetTimerEx("HSTimer", 1000, 0, "i", playerid); } } } } return 1; } forward CheckHeadShot(playerid); public CheckHeadShot(playerid) { #if defined DEBUG count1 = GetTickCount(); #endif new Float:x[4], Float:y[4], Float:z[4], Float:dist = 1.0, Float:range = 0.0; GetPlayerCameraPos(playerid, x[0], y[0], z[0]); GetPlayerCameraFrontVector(playerid, x[1], y[1], z[1]); #if defined DEBUG printf("\nCamera Position: x=%.2f, y=%.2f, z=%.2f\nFrontVector: x=%.2f, y=%.2f, z=%.2f", x[0], y[0], z[0], x[1], y[1], z[1]); #endif range = ranges[GetPlayerWeapon(playerid)]; if(range != 0.0) { switch(GetPlayerWeapon(playerid)) { case WEAPON_RIFLE: { if(x[1] < 0.0 && y[1] > 0.0 ) { x[1] += 0.0155; y[1] += 0.0155; } else if(x[1] > 0.0 && y[1] > 0.0) { x[1] += 0.0155; y[1] -= 0.0155; } else if(x[1] < 0.0 && y[1] < 0.0) { x[1] -= 0.0155; y[1] += 0.0155; } else if(x[1] > 0.0 && y[1] < 0.0) { x[1] -= 0.0155; y[1] -= 0.0155; } if(z[1] > 0.1) z[1] += 0.06; else z[1] += 0.05; } case WEAPON_AK47,WEAPON_M4: { if(x[1] < 0.0 && y[1] > 0.0 ) { x[1] += 0.0225; y[1] += 0.0225; } else if(x[1] > 0.0 && y[1] > 0.0) { x[1] += 0.0225; y[1] -= 0.0225; } else if(x[1] < 0.0 && y[1] < 0.0) { x[1] -= 0.0225; y[1] += 0.0225; } else if(x[1] > 0.0 && y[1] < 0.0) { x[1] -= 0.0225; y[1] -= 0.0225; } if(z[1] > 0.0) z[1] += 0.08; else if(z[1] < -0.0 && z[1] > -0.5) z[1] += 0.06; else if(z[1] < -0.5) z[1] -= 0.05; } case 22..29,32,38: { if(x[1] < 0.0 && y[1] > 0.0 ) { x[1] += 0.0325; y[1] += 0.0325; } else if(x[1] > 0.0 && y[1] > 0.0) { x[1] += 0.0325; y[1] -= 0.0325; } else if(x[1] < 0.0 && y[1] < 0.0) { x[1] -= 0.0325; y[1] += 0.0325; } else if(x[1] > 0.0 && y[1] < 0.0) { x[1] -= 0.0325; y[1] -= 0.0325; } if(z[1] > 0.0) z[1] += 0.125; else z[1] += 0.09; } } x[0] += (2.0 * x[1]); y[0] += (2.0 * y[1]); do { x[0] += (x[1] * 1.0); y[0] += (y[1] * 1.0); z[0] += (z[1] * 1.0); #if defined DEBUG #if !defined NO_LOS SetTimerEx("DestroyMe", DESTROY_LOS, 0, "i", CreateObject(1239, x[0], y[0], z[0], 0.0, 0.0, 0.0)); #endif #endif #if !defined FOR_EACH for(new i = 0; i < MAX_PLAYERS; ++i) #if !defined DEBUG if(IsPlayerConnected(i)) #endif #else foreach(HSVictim, i) #endif { if( i != playerid) { GetPlayerPos(i, x[2], y[2], z[2]); if(GetPlayerSpecialAction(i) == SPECIAL_ACTION_DUCK) z[2] -= 0.6; else z[2] += 0.8; if(PointInRangeOfPoint(0.5, x[0], y[0], z[0], x[2], y[2], z[2])) { SetPlayerHealth(i, 0.0); #if defined DEBUG count2 = GetTickCount(); count1 = count2 - count1; printf("\n Player hit\n Max Players Looped: %d\n Max Weapon Range: %.2f\n Distance to Hit: %.2f\n Total execution time: %8d ms",i,range,dist,count1); count1=count2; #endif return 1; } } } dist += 1.0; } while( dist < range ); #if defined DEBUG count2 = GetTickCount(); count1 = count2 - count1; printf("\n Max Players Looped: %d\n Max Weapon Range: %.2f\n Total execution time: %8d ms",MAX_PLAYERS,range, count1); count1=count2; #endif } return 1; } stock NoBadCam(playerid) //Don't ask but it works { new Float:x, Float:y, Float:z,Float:ang; GetPlayerCameraFrontVector(playerid, x, y, z); GetPlayerFacingAngle(playerid,ang); if((x < 0.0 && y > 0.0) && (ang > 90.0 && ang < 300.0)) return 0; else if((x > 0.0 && y > 0.0) && (ang > 88.16 && ang < 275.0)) return 0; else if((x < 0.0 && y < 0.0) && (ang > 257.30 && ang < 360.0)) return 0; else if((x > 0.0 && y < 0.0) && (ang < 88.16 && ang < 257.30)) return 0; return 1; } // As taken from ******'s IsPlayerInRangeOfPoint stock PointInRangeOfPoint(Float:range, Float:x, Float:y, Float:z, Float:X, Float:Y, Float:Z) { X -= x; Y -= y; Z -= z; return ((X * X) + (Y * Y) + (Z * Z)) < (range * range); } forward DestroyMe(id); public DestroyMe(id) { DestroyObject(id); return 1; }