27.07.2010, 00:54
I see...sorry for misinterpreting that xD. Lets see if I can help:
1. You can use "ResetPlayerWeapons" to take away weapons and then immediately give them their previous weapons. Before they enter the event zone and start the event, you should 'GetPlayerWeaponData' and then save it to a database (try dudb). Then 'ResetPlayerWeapons' to clear their inventory then give them the minigun. When they exit or die or something, ;ResetPlayerWeapons' again and load their weapon data back and give them their weapons back.
2. This is simple. You can create a timer when someone enters the vehicle.
Then later.....
You can style that as you wish...
If thats not what you want then instead of CreateExplosion then SetVehicleHealth(GetPlayerVehicleID(playerid),0);
3. I don't know much about this, but you can find filterscripts for these
4. You would need to make a zone. Try dCallbacks (****** it). Then when they leave the zone or die or something, spawn them somewhere then SetPlayerCameraPos then SetPlayerCameraLookAt to the middle of the stage. Be sure to TogglePlayerControllable so they don't move. When the event is over, reset their cameras and continue with the game.
Hope this helps lots and sorry if I made you feel bad xD. If you need help on details just make a new thread or something.
1. You can use "ResetPlayerWeapons" to take away weapons and then immediately give them their previous weapons. Before they enter the event zone and start the event, you should 'GetPlayerWeaponData' and then save it to a database (try dudb). Then 'ResetPlayerWeapons' to clear their inventory then give them the minigun. When they exit or die or something, ;ResetPlayerWeapons' again and load their weapon data back and give them their weapons back.
2. This is simple. You can create a timer when someone enters the vehicle.
pawn Code:
public OnPlayerEnterVehicle(playerid,vehicleid)
{
if(vehicleid == /*your vehicle*/)
{
SetTimer("Boom",10000,0);
}
}
pawn Code:
forward Boom(playerid)
public Boom(playerid)
{
new Float:x,Float:y,Float:z;
GetPlayerPos(playerid,x,y,z);
CreateExplosion(x,y,z,7,15.0);//type 7 is my favorite and the radius doesn't really matter...
}
If thats not what you want then instead of CreateExplosion then SetVehicleHealth(GetPlayerVehicleID(playerid),0);
3. I don't know much about this, but you can find filterscripts for these
4. You would need to make a zone. Try dCallbacks (****** it). Then when they leave the zone or die or something, spawn them somewhere then SetPlayerCameraPos then SetPlayerCameraLookAt to the middle of the stage. Be sure to TogglePlayerControllable so they don't move. When the event is over, reset their cameras and continue with the game.
Hope this helps lots and sorry if I made you feel bad xD. If you need help on details just make a new thread or something.

