Sniper aim vs SetPlayerAttachedObject
#1

If you aim your sniper, you can see your attached objects on your head bone (glasses/hats/rags/etc...).

I don't think this can be prevented with scripting...

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#2

Yup, this is a confirmed bug.
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#3

Confirmed, it's very shit bug.
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#4

Confirmed also.
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#5

Confirmed.

Quote:

I don't think this can be prevented with scripting...

It can be patched by temporarily removing the object when a player is aiming (via scripting).
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#6

Ye it is Also with camera aim
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#7

It's with all guns that has a sight.
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#8

http://www.fwright.com/sa-mp/objects.txt

Untested. Scripted it in a rush.

Usage:

Remove an object:
pawn Code:
RemovePlayerAttachedObjectEx(playerid, index);
Attach an object:
pawn Code:
SetPlayerAttachedObjectEx(playerid, index, modelid, bone, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:RotX, Float:RotY, Float:RotZ, Float:ScaleX, Float:ScaleY, Float:ScaleZ);
Attach objects that are cached but not physically present:
pawn Code:
ReAttachObjects(playerid);
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#9

Quote:
Originally Posted by Las Venturas CNR
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I do believe "KEY_AIM" exists?
I've seen a script that uses it before.
There's nothing in a_samp.inc for KEY_AIM (or the wiki), it was probably just a redefine for KEY_SECONDARY_ATTACK.
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#10

Quote:
Originally Posted by Calgon
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There's nothing in a_samp.inc for KEY_AIM (or the wiki), it was probably just a redefine for KEY_SECONDARY_ATTACK.
https://sampwiki.blast.hk/wiki/GetPlayerKeys
Note that KEY_AIM is defined to 128 and KEY_SECONDARY_ATTACK to 16.
Worth trying
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