OnPlayerWeaponShot
#8

Quote:
Originally Posted by Stinged
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Try this.
(Also, are you sure Prop[playerid] is an object id?)

pawn Код:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
    if(GetPlayerTeam(playerid) == team_hunter) // No need for a loop, as playerid is in OnPlayerWeaponShot
    {
        if(hittype == BULLET_HIT_TYPE_PLAYER_OBJECT)
        {
            foreach(new i : Player)
            {
                if(hitid == Prop[i]) // Are you sure Prop[MAX_PLAYERS] (Prop[i]) is assigned to an object?
                {
                    SetPlayerHealth(i, 0);
                    SendClientMessage(i, -1, "Test");
                    break;
                }
            }
        }
    }
    return 1;
}
How didn't stinged code work? As it should kill the player as needed, but not destroy the object which is the only fault?

Does "Test" appear, or?

Stinged's code is also more efficent, have you tried debugging Stinged's code or even yours?
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Messages In This Thread
OnPlayerWeaponShot - by Rudy_ - 04.10.2014, 17:57
Re: OnPlayerWeaponShot - by Stinged - 04.10.2014, 18:11
Re: OnPlayerWeaponShot - by ranme15 - 04.10.2014, 18:17
Re: OnPlayerWeaponShot - by Rudy_ - 04.10.2014, 18:19
Re: OnPlayerWeaponShot - by Eth - 04.10.2014, 18:23
Re: OnPlayerWeaponShot - by IceCube! - 04.10.2014, 18:28
Re: OnPlayerWeaponShot - by Rudy_ - 04.10.2014, 18:34
Re: OnPlayerWeaponShot - by IceCube! - 04.10.2014, 18:59
Re: OnPlayerWeaponShot - by Eth - 04.10.2014, 19:04
Re: OnPlayerWeaponShot - by Rudy_ - 05.10.2014, 09:48

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