25.12.2013, 12:05
(
Last edited by Patrick; 26/12/2013 at 07:10 PM.
)
Someone was asking in Scripting Help how to convert a Weapon ID into Object Model, It took me like 15 minutes to create this, because it was so confusing, tab & write, sometimes I get lost :P
but enjoy the script, it is tested
Result
but enjoy the script, it is tested
pawn Code:
stock GetWeaponModel(playerid)
{
new
_ObjectModel = 0;
switch( GetPlayerWeapon( playerid ) )
{
case 1: _ObjectModel = 331;
case 2: _ObjectModel = 333;
case 3: _ObjectModel = 334;
case 4: _ObjectModel = 335;
case 5: _ObjectModel = 336;
case 6: _ObjectModel = 337;
case 7: _ObjectModel = 338;
case 8: _ObjectModel = 339;
case 9: _ObjectModel = 341;
case 10: _ObjectModel = 321;
case 11: _ObjectModel = 322;
case 12: _ObjectModel = 323;
case 13: _ObjectModel = 324;
case 14: _ObjectModel = 325;
case 15: _ObjectModel = 326;
case 16: _ObjectModel = 342;
case 17: _ObjectModel = 343;
case 18: _ObjectModel = 344;
case 22: _ObjectModel = 346;
case 23: _ObjectModel = 347;
case 24: _ObjectModel = 348;
case 25: _ObjectModel = 349;
case 26: _ObjectModel = 350;
case 27: _ObjectModel = 351;
case 28: _ObjectModel = 352;
case 29: _ObjectModel = 353;
case 30: _ObjectModel = 354;
case 31: _ObjectModel = 356;
case 32: _ObjectModel = 372;
case 33: _ObjectModel = 357;
case 34: _ObjectModel = 358;
case 35: _ObjectModel = 359;
case 36: _ObjectModel = 360;
case 37: _ObjectModel = 361;
case 38: _ObjectModel = 362;
case 39: _ObjectModel = 363;
case 40: _ObjectModel = 364;
case 41: _ObjectModel = 365;
case 42: _ObjectModel = 366;
case 43: _ObjectModel = 367;
case 44: _ObjectModel = 368;
case 45: _ObjectModel = 369;
case 46: _ObjectModel = 371;
}
return _ObjectModel;
}
Code:
[13:08:37] 348 --> Deagle [13:08:34] 356 --> M4A1 [13:09:16] 358 --> Sniper