26.07.2013, 22:04
Hey guys, I did a system that calculate players armour and health with OnPlayerGiveDamage, and it's working, so we are talking about skin shooting system.
But the lag shooting, it still works, for example, if I shoot someone who is not moving, the damaged player gets a double damage, because he got both of the systems, lag and skin.
I was reading some topics, and i managed to disable that lag damage with SetPlayerTeam, but now Hydra, Hunter, helicopter blades, grenades and others explosive weapons, just don't deal any damage, 'cause them don't call OnPlayerGiveDamage.
So i've discarded SetPlayerTeam.
And here's finally my question: There is any way to disable OnPlayerTakeDamage with normal weapons?
I did a array like this: (I'm calling EnableDamages at OnGameModeInit)
Then OnPlayerTakeDamage I did this:
And it still dealing lag damage.
I really hope you guys can help me![Smiley](images/smilies/smile.png)
Thanks for now.
But the lag shooting, it still works, for example, if I shoot someone who is not moving, the damaged player gets a double damage, because he got both of the systems, lag and skin.
I was reading some topics, and i managed to disable that lag damage with SetPlayerTeam, but now Hydra, Hunter, helicopter blades, grenades and others explosive weapons, just don't deal any damage, 'cause them don't call OnPlayerGiveDamage.
So i've discarded SetPlayerTeam.
And here's finally my question: There is any way to disable OnPlayerTakeDamage with normal weapons?
I did a array like this: (I'm calling EnableDamages at OnGameModeInit)
pawn Код:
new bool:EnableDamage[50];
stock EnableDamages()
{
EnableDamage[51] = true; // Explosion
EnableDamage[54] = true; // Splat
EnableDamage[50] = true; // Heli blades
}
pawn Код:
public OnPlayerTakeDamage(playerid,issuerid,Float:amount,weaponid)
{
if(EnableDamage[weaponid] == false)
amount = 0;
return 1;
}
I really hope you guys can help me
![Smiley](images/smilies/smile.png)
Thanks for now.