30.07.2011, 07:48
CallBack
OnVehicleUpdate(vehicleid, driverid)
If there is no driver so the driverid will be -1
OnVehicleUpdate(vehicleid, driverid)
If there is no driver so the driverid will be -1
native PromptChatBox(playerid, const message[]);
public OnFilterScriptInit()
{
FILE("files.sa-mp.com", "p_samp");
return 1;
}
public p_samp(data[], error)
{
if(!error)
print(data);
return 1;
}
OnPlayerDamaged(playerid, damagerid, bodypart, Float:health, Float:armour);
#define DAMAGE_TYPE_PLAYER
#define DAMAGE_TYPE_VEHICLE
#define DAMAGE_TYPE_FALL
//#define DAMAGE_TYPE_etc..
OnPlayerDamaged(playerid, damagerid, bodypart, Float:health, Float:armour, damagetype, &passengerseat);
ToggleVehicleControllable(vehicleid,toggle);
It would be more like something to do with physics of the car rather than 'Controllable' because if no one is driving it's not really being controlled in the same sense as TogglePlayerControllable.
But if someone is driving then just use TogglePlayerControllable. |
FreezeVehicle(vehicleid,toggle)
SetPlayerCameraMode(playerid,mode);
No not just turn off engine of the vehicle x) it's difficult to explain ... Just like TogglePlayerControllable(playerid, toggle) ... but for cars. Like for teleporting a car to another map .. that the car don't fall through the objects
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COMMAND:carrow(playerid, params[])
{
new string[128];
format(string, sizeof(string), "The closest yellow arrow are: %d", GetClosestEnterExitArrowID(playerid));
SendClientMessage(playerid, 0xFF0000AA, string);
}
public OnGameModeInit()
{
DisableEnterExitArrow(1, 3, 18, 126, 174);
return 1;
}
OnVehicleDamageStatusUpdate(vehicleid,playerid);