02.02.2014, 09:18
Jumping system
Jump and fly like a super duper man!
Jump and fly like a super duper man!
[V:0.4] - Pre-Alpha
Introduction
Its a script which scripted a year ago, now, I've updated this to 0.4. What it does is that when the player has his ability switched on, he will jump like a super duper man with fire going behind him.
ScreenShots/Videos
NEEDS A VIDEO AND SCREENS
Beta Testers/Alpha Testers
N/A
Source
Don't post your problems here, PM me instead.
License:
This is provided "AS IS".
You cant claim this as your own source.
pawn Code:
#include <a_samp>
#define PRESSED(%0) \
(((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
#define FILTESCRIPT
// Check if the player is admin
//#define ADMIN_PROTECT
new PC_@d_@b[MAX_PLAYERS], Float:ghp[MAX_PLAYERS], Float:glh[MAX_PLAYERS];
public OnFilterScriptInit()
{
print("\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~");
print(" High jump FS [V:0.4]\nCopyright - Zayan Imran (ACI)\b Any bugs - Contact the author");
print("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n");
return 1;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
if(strcmp("/jumpswitch", cmdtext, true, 10) == 0)
{
#if defined ADMIN_PROTECT
if(IsPlayerAdmin(playerid) != 1) return SendClientMessage(playerid, 0xFFBBCC, "* You will have to be an admin to do this");
#endif
if(PC_@d_@b[playerid] == 0)
{
GetPlayerHealth(playerid, glh[playerid]);
SendClientMessage(playerid, 0xFFBBCC, "* Jumping ability has been switched to: ON");
PC_@d_@b[playerid] = 1;
return 1;
}
else if(PC_@d_@b[playerid] == 1)
{
SetPlayerHealth(playerid, glh[playerid]);
SendClientMessage(playerid, 0xFFBBCC, "* Jumping ability has been switched to: OFF");
PC_@d_@b[playerid] = 0;
return 1;
}
return 1;
}
return 0;
}
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
GetPlayerHealth(playerid, ghp[playerid]);
if(newkeys & KEY_JUMP)
{
if(PC_@d_@b[playerid] == 1)
{
new Float:X,Float:Y,Float:Z;
GetPlayerPos(playerid, X,Y,Z);
CreateExplosion(X,Y,Z-2.0,7,6);
if(ghp[playerid] <= 99.99)
{
SetPlayerHealth(playerid, 100);
}
}
}
return 1;
}
public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid)
{
if(playerid != INVALID_PLAYER_ID)
{
if(PC_@d_@b[playerid] == 1)
{
SetPlayerHealth(playerid, Float:0x7F800000);
}
}
return 1;
}