[FilterScript] Armamento nas costas
#1

Olб Fуrum SA:MP com base aos estudos passado aqui, fiz minha 1є FS (de varias que estб por vim).
Espero que Gostem.

Imagens:






CODE:

pawn Код:
/* Crйditos BY: XxFaTaLxX*/

#include <a_samp>

#if defined FILTERSCRIPT

public OnFilterScriptInit()
{
    print("\n--------------------------------------");
    print(" [FS] Armamento nas costas");
    print("--------------------------------------\n");
    return 1;
}

public OnFilterScriptExit()
{
    return 1;
}

#else

main()
{
    print("\n----------------------------------");
    print(" [FS] Armamento nas costas");
    print("----------------------------------\n");
}

#endif

public OnPlayerUpdate(playerid)
{
    //Armas nas costas dos Players
    static armedbody_pTick[MAX_PLAYERS];
    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]);
        GetPlayerWeaponData(playerid,7,weaponid[7],weaponammo[7]);
        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);
        }
        armedbody_pTick[playerid] = GetTickCount();
    }
    return 1;
}

//---------------armas nas costas dos player--------------//
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;
}
/* Crйditos BY: XxFaTaLxX*/
Criticas sгo bem vindas
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#2

Bacana
Reply
#3

Muito Bacana
Reply
#4

bem bacana

se o policial poder colocar isto



tbm de lado fica realista
Reply
#5

Muito bom..

+2
Reply
#6

Como o PT disse, o cassetete ficaria melhor do que a metralhadora.

Parabйns, уtimo trabalho.
Reply
#7

Obrigado a todos, SS do cassetete:


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#8

nao e isso eu tinha falado pra colocar no coldre, nao na mao :S, acho que vc n me entendeu direito.
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#9

Quote:
Originally Posted by PT
Посмотреть сообщение
nao e isso eu tinha falado pra colocar no coldre, nao na mao :S, acho que vc n me entendeu direito.
Ah, Entendi, ele fica nas costas tambйm, assim:

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#10

Quote:
Originally Posted by XxFaTaLxX
Посмотреть сообщение
Ah, Entendi, ele fica nas costas tambйm, assim:

normalmente ele fica onde vc tem a MP5
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