26.10.2010, 05:19
i wanted to change knife damage instead of 1 hp to make it 50 hp wonder how would i start
// PRESSED(keys) - From the SA-MP wiki
#define PRESSED(%0) \
(((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) {
if(PRESSED(KEY_FIRE)) { // Check if they pressed KEY_FIRE
if(GetPlayerWeapon(playerid) == 4) { // Check if they have a knife
new
Float: _curHealth, // Variable for storing the looping players health to subtract from.
Float: _knifeDamagePos[3]; // Create our variable to store our current players position.
GetPlayerPos(playerid, _knifeDamagePos[0], _knifeDamagePos[1], _knifeDamagePos[2]);
foreach(Player, _i) { // Perform a loop to see who is in range
if(IsPlayerInRangeOfPoint(_i, 1, _knifeDamagePos[0], _knifeDamagePos[1], _knifeDamagePos[2])) {
// This code isn't exactly 100% accurate, others close may be damaged by the knife, I've added a return though so it only gets 1 player.
GetPlayerHealth(_i, _curHealth); // Get the players current health.
SetPlayerHealth(_i, _curHealth-50); // Subtract 50.
return 1;
}
}
}
}
return 1;
}
for(new _i = 0; _i < MAX_PLAYERS; _i++)
You would have to create some code which detects whether a player is actually using their knife at the time (best bet would be to check if they have a knife under OnPlayerKeyStateChange, for KEY_FIRE), then check how close they are to a player, if they're close enough, then you could get that players ID and subtract 50 from their HP.
I've created some code for you, but I haven't tested it. (FYI I started scripting this after I posted, added about 5-10 minutes later). pawn Код:
pawn Код:
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KNIFE_KNIFE_HIT_1, // 755
KNIFE_KNIFE_HIT_2, // 756
KNIFE_KNIFE_HIT_3, // 757
Not bad; however, with the GetPlayerAnimationIndex function, this could be done in a better way.
That code could make players that got knifed get away with only losing 1 hp, and players that didn't lose 50 hp. My suggestion to a proper solution would be to check nearby players, when a knifing slash animation is played out, for these animations (from my animation_names.inc): pawn Код:
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