OnPlayerKeyStateChange always called?
#16

I removed the vehicle ID and forwarded FireRateTimer, didn\'t work.


Here is the script with all lines, sorry for not posting it in the first place. It\'s line 37

Code:
1 #include <a_samp>
2 #include <foreach>
3 #include <colandreas>
4 #include <streamer>
5 #include <3DTryg>
6 #include <Missile>
7 #include <VehicleMissileCol>
8
9 #define PRESSED(%0) \
10		(((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
11 #define RELEASED(%0) \
12		(((oldkeys & (%0)) == (%0)) && ((newkeys & (%0)) != (%0)))
13
14 new bool:autoFireButton[MAX_PLAYERS];
15 static const c_AutoFireRate = 50; //define the rate of fire in milliseconds
16
17 public OnGameModeInit()
18 {
19    SetTimer("FireRateTimer", c_AutoFireRate, true);
20    return 1;
21 }
22
23 forward FireRateTimer(playerid);
24 public FireRateTimer(playerid)
25 {
26    if(autoFireButton[playerid])
27        OnVehicleShot(playerid,VEHICLE_MISSILE_TYPE_CON);
28    return 1;
29 }
30
31 forward FireRateTimer(playerid);
32 public OnPlayerKeyStateChange(playerid, newkeys, oldkeys){
33    if(IsPlayerInAnyVehicle(playerid) && GetPlayerVehicleSeat(playerid) == 0){
34        new vid = GetPlayerVehicleID(playerid);
35        if(IsToggleVehicleCongreve(vid)){
36            if(PRESSED(GetVehicleCongreveKey(vid))){
37           	    if(FireRateTimer[playerid] != -1) return 1; // <-- This is the line which gives the error
38	            FireRateTimer[playerid] = SetTimerEx("MissileFunction", 1000, true, "d", playerid);
39                SendClientMessage(playerid, 0x00FF00FF, "button pressed.");
40            }
41            if(RELEASED(GetVehicleCongreveKey(vid))){
42            	if(FireRateTimer[playerid] != -1) {
43                    KillTimer(FireRateTimer[playerid]);
44		            FireRateTimer[playerid] = -1;
45                    SendClientMessage(playerid, 0x00FF00FF, "button released.");
46                }
47            }
48        }
49    }
50    return 1;
}
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