[FilterScript] New SA:MP Weapon Models by Ericson(Must See)
#1

REMINDER: THESE ARE NOT MODS.
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[ame]http://www.youtube.com/watch?v=5sWtD_OeaRI[/ame]




Ericson's New SA:MP Weapon Models
With Ericson's SA:MP Weapon Models filterscript, you could now use some of Grand Theft Auto San Andreas weapons in a different look with out using any type of modification. Do notice that there's many different ways to use these models with different weapons(if you edit it).

Weapons Replaced
AK47 - AK47 Sniper
MP5 - New MP5 Model
Bat - Scary Bat Model
Combat Shotgun - Extraterrestrial Space Weapon

Instructions
1: Download the 'WeaponModels.pwn' file.
2: Run 'WeaponModels.pwn' file with pawno
3: Compile it(if it doesn't compile, you did something wrong)

Commands
/nw

Download
http://solidfiles.com/d/aac6/
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#2

Looks nice. Testing now ^^.

EDIT:

- The new MP5 is returned to the other side.
- When you switch your weapon the object that was attached stay for all weapons.
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#3

Quote:
Originally Posted by Cypress
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Looks nice. Testing now ^^.

EDIT:

- The new MP5 is returned to the other side.
- When you switch your weapon the object that was attached stay for all weapons.
How is it turned to the other side?
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#4

wow nice !good job
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#5

nice, good job !
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#6

whoa nice idea good job 10/10
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#7

Technically, the weapons aren't replaced, but there's just an object created at the coordinates where your weapons 'normally' are.

End of Mr. Smartass,
This script looks pretty funny and refreshing. Have you thought about doing the other weapon models as well, or in different packs (For example, badass weapons in one pack, child toys in another, etc.)
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#8

Quote:
Originally Posted by Pinehole
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How is it turned to the other side?
Look at the mp5 screen shot...
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#9

Quote:
Originally Posted by Cypress
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See the screenshot with the mp5...
lol, the mp5 is turned, but this is not the real problem:

THIS IS THE PROBLEM: When you switch weapon the old weapon stays.

I have the solution to this bug:

This is your OnDialogResponse

pawn Код:
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
    if(dialogid == weaponmodels)
    {
        switch(listitem)
        {
            case 0:
                {
                  SetPlayerAttachedObject( playerid, 0, 2044, 6, 0.100000, 0.000000, 0.000000, 90.000000, 0.000000, 0.000000, 2.500000, 3.20000, 5.00000 ); // CJ_MP5K - Replaces MP5
                  GivePlayerWeapon(playerid, 29, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
                }
            case 1:
                {
                  SetPlayerAttachedObject( playerid, 0, 2045, 6, 0.039999, 0.000000, 0.250000, 90.000000, 0.000000, 0.000000, 3.800000, 1.300000, 3.800000 ); // CJ_BBAT_NAILS - Replaces Bat
                  GivePlayerWeapon(playerid, 5, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
                }
            case 2:
                {
                  SetPlayerAttachedObject( playerid, 0, 2036, 6, 0.300000, 0.0000000, 0.020000, 90.000000, 358.000000, 0.000000, 1.000000,1.90000, 3.000000 ); // CJ_psg1 - Replaces ak47
                  GivePlayerWeapon(playerid, 30, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
                }
            case 3:
                {
                  SetPlayerAttachedObject( playerid, 0, 2976, 6, -0.100000, 0.000000, 0.100000, 0.000000, 80.000000, 0.000000, 1.000000, 1.000000, 1.500000 ); // green_gloop - Replaces Spas
                  GivePlayerWeapon(playerid, 27, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
                }
        }
    }
    return 1;
}
Just detach the attached object before SetPlayerAttachedObject:

pawn Код:
RemovePlayerAttachedObject(playerid,0);
Working OnDialogResponse:

pawn Код:
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
    if(dialogid == weaponmodels)
    {
        switch(listitem)
        {
            case 0:
                {
                  RemovePlayerAttachedObject(playerid,0);
                  SetPlayerAttachedObject( playerid, 0, 2044, 6, 0.100000, 0.000000, 0.000000, 90.000000, 0.000000, 0.000000, 2.500000, 3.20000, 5.00000 ); // CJ_MP5K - Replaces MP5
                  GivePlayerWeapon(playerid, 29, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
                  return 1;
                }
            case 1:
                {
                  RemovePlayerAttachedObject(playerid,0);
                  SetPlayerAttachedObject( playerid, 0, 2045, 6, 0.039999, 0.000000, 0.250000, 90.000000, 0.000000, 0.000000, 3.800000, 1.300000, 3.800000 ); // CJ_BBAT_NAILS - Replaces Bat
                  GivePlayerWeapon(playerid, 5, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
                  return 1;
                }
            case 2:
                {
                  RemovePlayerAttachedObject(playerid,0);
                  SetPlayerAttachedObject( playerid, 0, 2036, 6, 0.300000, 0.0000000, 0.020000, 90.000000, 358.000000, 0.000000, 1.000000,1.90000, 3.000000 ); // CJ_psg1 - Replaces ak47
                  GivePlayerWeapon(playerid, 30, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
                  return 1;
                }
            case 3:
                {
                  RemovePlayerAttachedObject(playerid,0);
                  SetPlayerAttachedObject( playerid, 0, 2976, 6, -0.100000, 0.000000, 0.100000, 0.000000, 80.000000, 0.000000, 1.000000, 1.000000, 1.500000 ); // green_gloop - Replaces Spas
                  GivePlayerWeapon(playerid, 27, 500000000); // you could change the amount or even remove this if it doesn't apply to you're gm
                  return 1;
                }
        }
    }
    return 0;//use return 0 on this callback
}
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#10

looks good : D
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#11

Quote:
Originally Posted by Hiddos
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Technically, the weapons aren't replaced, but there's just an object created at the coordinates where your weapons 'normally' are.

End of Mr. Smartass,
And? that's how I created it to be? If you're just here just to make yourself look special or some sort, please don't post here.

Quote:
Originally Posted by [GF]Sasino97
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lol, the mp5 is turned, but this is not the real problem:
If you actually watch the video, it's not turned.
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#12

Quote:
Originally Posted by Pinehole
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And? that's how I created it to be? If you're just here just to make yourself look special or some sort, please don't post here.


If you actually watch the video, it's not turned.
He was just explaining unlike you which you didn't...
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#13

Pinehole, it is turned, the real barrel is going into him and the bullets are coming out of the butt.
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#14

Quote:
Originally Posted by Zh3r0
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He was just explaining unlike you which you didn't...
Explaining what I already know?
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#15

Look at the MP5 in this:


See what you're doing wrong?
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#16

Quote:
Originally Posted by Pinehole
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Explaining what I already know?
To others not to you, jeesh, don't be such a hard head.
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#17

Quote:
Originally Posted by jameskmonger
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Look at the MP5 in this:

Fixed.
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#18

Quote:
Originally Posted by Pinehole
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If you actually watch the video, it's not turned.
Yes... it seems you fixed it.
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#19

Quote:
Originally Posted by Cypress
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Look at the mp5 screen shot...
Look at it again.
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#20

Nice i like it. 10/10, keep up the good work.

Peace...
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