[Ayuda] Con este FS
#1

pawn Код:
#include <a_samp>

#define WEAPON_TYPE_NONE    (0)
#define WEAPON_TYPE_HEAVY   (1)
#define WEAPON_TYPE_LIGHT   (2)
#define WEAPON_TYPE_MELEE   (3)//Nahkampf
#define SetPlayerHoldingObject(%1,%2,%3,%4,%5,%6,%7,%8,%9) SetPlayerAttachedObject(%1,MAX_PLAYER_ATTACHED_OBJECTS-1,%2,%3,%4,%5,%6,%7,%8,%9)
#define StopPlayerHoldingObject(%1) RemovePlayerAttachedObject(%1,MAX_PLAYER_ATTACHED_OBJECTS-1)
#define IsPlayerHoldingObject(%1) IsPlayerAttachedObjectSlotUsed(%1,MAX_PLAYER_ATTACHED_OBJECTS-1)




new OldWeapon[MAX_PLAYERS];
new HoldingWeapon[MAX_PLAYERS];

//------------------------------------------------------------------------------------------------------

public OnFilterScriptExit()
{
    for(new i=0;i<MAX_PLAYERS;i++)
    if(IsPlayerConnected(i))
    StopPlayerHoldingObject(i);
    return 1;
}

public OnPlayerConnect(playerid)
{
    OldWeapon[playerid]=0;
    HoldingWeapon[playerid]=0;
    return 1;
}

public OnPlayerStateChange(playerid, newstate, oldstate)
{
    if(oldstate==PLAYER_STATE_ONFOOT)
    {
        StopPlayerHoldingObject(playerid);
        OldWeapon[playerid]=0;
        HoldingWeapon[playerid]=0;
    }
    return 1;
}

public OnPlayerUpdate(playerid)
{
    if(GetPlayerState(playerid)==PLAYER_STATE_ONFOOT)
    {
        new weaponid=GetPlayerWeapon(playerid),oldweapontype=GetWeaponType(OldWeapon[playerid]);
        new weapontype=GetWeaponType(weaponid);
        if(HoldingWeapon[playerid]==weaponid)
            StopPlayerHoldingObject(playerid);

        if(OldWeapon[playerid]!=weaponid)
        {
            new modelid=GetWeaponModel(OldWeapon[playerid]);
            if(modelid!=0 && oldweapontype!=WEAPON_TYPE_NONE && oldweapontype!=weapontype)
            {
                HoldingWeapon[playerid]=OldWeapon[playerid];
                switch(oldweapontype)
                {
                    case WEAPON_TYPE_LIGHT:
                        SetPlayerHoldingObject(playerid, modelid, 8,0.0,-0.1,0.15, -100.0, 0.0, 0.0);

                    case WEAPON_TYPE_MELEE:
                        SetPlayerHoldingObject(playerid, modelid, 7,0.0,0.0,-0.18, 100.0, 45.0, 0.0);

                    case WEAPON_TYPE_HEAVY:
                        SetPlayerHoldingObject(playerid, modelid, 1, 0.2,-0.125,-0.1,0.0,25.0,180.0);
                }
            }
        }

        if(oldweapontype!=weapontype)
            OldWeapon[playerid]=weaponid;
    }
    return 1;
}

//------------------------------------------------------------------------------------------------------

GetWeaponType(weaponid)
{
    switch(weaponid)
    {
        case 22,23,24,26,28,32:
            return WEAPON_TYPE_LIGHT;

        case 3,4,16,17,18,39,10,11,12,13,14,40,41:
            return WEAPON_TYPE_MELEE;

        case 2,5,6,7,8,9,25,27,29,30,31,33,34,35,36,37,38:
            return WEAPON_TYPE_HEAVY;
    }
    return WEAPON_TYPE_NONE;
}

stock GetWeaponModel(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;
}
El problema con йste FS, es que NO todos ven las armas en la espalda. Йste FS sirve para que la gente pueda ver su arma en la espalda, lo que le da mбs realismo, yo y otros user's lo vemos, y otros no, y no tiene nada que ver con tener skins instalados.
Reply
#2

El FS esta perfecto deve ser problema de el GM un codigo o algo, pero porque dises que agregar un skin no lo afecta? O.o
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)