19.03.2016, 00:47
(
Последний раз редактировалось Beasthian; 28.03.2016 в 10:51.
)
I need a system like this. Rep +1 i need help
These are the positions I want the objects to spawn and move to etc
I got this so far but I don't understand how its gona work. If anyone can make a full new system I would be greatful
Код:
AddPlayerClass(230,1433.5638,1328.6313,10.8203,0.8908,0,0,0,0,0,0); // trainingposspawn AddPlayerClass(230,1433.4250,1345.5702,10.8130,0.3973,0,0,0,0,0,0); // trainingobject AddPlayerClass(230,1441.1388,1348.8584,10.8130,291.8001,0,0,0,0,0,0); // trainingobjectmove1 AddPlayerClass(230,1438.1956,1359.2809,10.8203,25.5660,0,0,0,0,0,0); // trainingobjectmove2 AddPlayerClass(230,1427.1980,1356.3873,10.8203,104.8558,0,0,0,0,0,0); // trainingobjectmove3 AddPlayerClass(230,1423.0305,1348.7422,10.8203,140.2236,0,0,0,0,0,0); // trainingobjectmove4 AddPlayerClass(230,1434.4091,1345.0801,10.8130,237.7730,0,0,0,0,0,0); // trainingobjectmove5 AddPlayerClass(230,1433.3895,1361.8324,10.8203,39.6425,0,0,0,0,0,0); // trainingobjectmove6 AddPlayerClass(230,1437.0270,1371.0566,10.8203,336.6385,0,0,0,0,0,0); // trainingobjectmove7
Код:
// This is a comment // uncomment the line below if you want to write a filterscript #define FILTERSCRIPT #include <a_samp> #include <zcmd> #if defined FILTERSCRIPT new InGame[MAX_PLAYERS]; public OnFilterScriptInit() { print("\n--------------------------------------"); print(" Beasthian'a Aim Training Filterscript"); print("--------------------------------------\n"); return 1; } public OnFilterScriptExit() { return 1; } CMD:train(playerid, params[]) { SetPlayerVirtualWorld(playerid, 69); CreatePlayerObject(playerid,2056,-5.9348,1556.2980,12.75000, 0.00000, 0.00000, 90.00000); ShowPlayerDialog(playerid, 269, DIALOG_STYLE_LIST,"Select Weapon","Spas\nDegal\nM4","SELECT",""); SetPlayerPos(playerid, 18.5876,1561.9489,12.7500); return 1; } CMD:leavetraining(playerid, params[]) { InGame[playerid] = 0; //We'll loop through every objects at first. for(new i; i< MAX_OBJECTS; i++) { //Then, we'll see if it's a player object or not. if(!IsValidPlayerObject(playerid, i)) continue; //If it's not a valid player object, it will skip that loop value. DestroyPlayerObject(playerid, i); //In case if there's any player objects, it will be destroying them. } SetPlayerHealth(playerid, 0); SendClientMessage(playerid, -1, "{FFD700} You have left the Weapon skills training zone."); return 1; } public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) { if(dialogid == 269) { if(response) { switch(listitem) { case 0: { GivePlayerWeapon(playerid, WEAPON_SHOTGSPA, 999); SendClientMessage(playerid, 0xFFFFAA00,"Weapon Spas Selected - Game Started!"); MovePlayerObject(playerid, 2062,10.1055,1549.0374,12.7500, 5000); MovePlayerObject(playerid, 2062, 10.1055,1549.0374,12.7500, 5000); MovePlayerObject(playerid, 2062, 10.1055,1549.0374,12.7500, 5000); InGame[playerid] = 1; } case 1: { SendClientMessage(playerid, 0xFFFFAA00,"Weapon Degal Selected - Game Started!"); GivePlayerWeapon(playerid, WEAPON_DEAGLE, 999); MovePlayerObject(playerid, 2062,10.1055,1549.0374,12.7500, 5000); MovePlayerObject(playerid, 2062, 10.1055,1549.0374,12.7500, 5000); MovePlayerObject(playerid, 2062, 10.1055,1549.0374,12.7500, 5000); InGame[playerid] = 1; } case 2: { SendClientMessage(playerid, 0xFFFFAA00,"Weapon M4 Selected - Game Started!"); GivePlayerWeapon(playerid, WEAPON_M4, 999); MovePlayerObject(playerid, 2062,10.1055,1549.0374,12.7500, 5000); MovePlayerObject(playerid, 2062, 10.1055,1549.0374,12.7500, 5000); MovePlayerObject(playerid, 2062, 10.1055,1549.0374,12.7500, 5000); InGame[playerid] = 1; } } } return 1; } return 0; } #endif // object id will be 2062 public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ) { if(hittype == BULLET_HIT_TYPE_PLAYER_OBJECT) if(IsValidPlayerObject(playerid, hitid)) PlayerPlaySound(playerid, 1132, 0, 0, 0); return 1; }