05.03.2012, 09:38
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Last edited by Kalcor; 06/03/2012 at 09:01 AM.
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In order to organize this forum better, post all suggestions here.
####################################### # ar_stats.dat # # stores the stats reaction variables # ####################################### # note - numbers on left hand must align up! # any new stats needed see DerekP, otherwise # feel free to adjust values! ####################################################################### # IMPORTANT: If you add/remove anything from this LIST make sure # you update enum in STATS.H accordingly! ####################################################################### # # amount stats get incremented # 0 STAT_INC_CYCLE_STAMINA 50 1 STAT_INC_SWIM_STAMINA 50 2 STAT_INC_SPRINT_STAMINA 10 3 STAT_INC_RUNNING 5 4 STAT_INC_DRIVING_SKILL 20 5 STAT_INC_FLYING_SKILL 50 6 STAT_INC_CYCLE_SKILL 50 7 STAT_INC_MOTORBIKE_SKILL 25 8 STAT_INC_BOAT_SKILL 50 9 STAT_INC_BODY_MUSCLE 10 10 STAT_INC_BREATH_UNDERWATER 50 11 STAT_INC_MAX_HEALTH 20 # for weapon skill this is how much the stat (float) gets # incremented Per Shot Fired because we don't want to miss any # 12 STAT_INC_PISTOL_SKILL 0.8 13 STAT_INC_PISTOL_SILENCED_SKILL 5.0 14 STAT_INC_DESERT_EAGLE_SKILL 3.0 # NOTE for shotguns it is incremented per pellet (hence the low multiplier) 15 STAT_INC_SHOTGUN_SKILL 0.6 16 STAT_INC_SAWNOFF_SHOTGUN_SKILL 0.45 17 STAT_INC_SPAS12_SHOTGUN_SKILL 0.6 18 STAT_INC_MICRO_UZI_SKILL 0.4 19 STAT_INC_MP5_SKILL 1.5 20 STAT_INC_AK47_SKILL 3.0 21 STAT_INC_M4_SKILL 2.0 22 STAT_INC_SNIPERRIFLE_SKILL 10.0 # # amount stats get decremented # 23 STAT_DEC_FAT 15 24 STAT_DEC_BODY_MUSCLE 15 25 STAT_DEC_MAX_HEALTH 10 # # exercise rate of activities # 10 = standard rate (1sec count for 1sec time) 26 STAT_EXERCISE_RATE_CYCLE 5 27 STAT_EXERCISE_RATE_CYCLE_SPRINT 15 28 STAT_EXERCISE_RATE_SWIM 10 29 STAT_EXERCISE_RATE_SWIM_SPRINT 15 30 STAT_EXERCISE_RATE_SPRINT 10 31 STAT_EXERCISE_RATE_RUN 5 32 STAT_EXERCISE_RATE_FIGHT 5 # # the stats below are time limits (in SECONDS) for # when other stats get adjusted # 33 STAT_TIMELIMIT_CYCLE_STAMINA 300 34 STAT_TIMELIMIT_SWIM_STAMINA 180 35 STAT_TIMELIMIT_SPRINT_STAMINA 300 36 STAT_TIMELIMIT_RUNNING 300 37 STAT_TIMELIMIT_DRIVING_SKILL 300 38 STAT_TIMELIMIT_FLYING_SKILL 300 39 STAT_TIMELIMIT_CYCLE_SKILL 120 40 STAT_TIMELIMIT_MOTORBIKE_SKILL 180 41 STAT_TIMELIMIT_BOAT_SKILL 300 42 STAT_TIMELIMIT_FAT_ADJUST 150 43 STAT_TIMELIMIT_FAT_ADJUST_STRENUOUS 150 44 STAT_TIMELIMIT_BREATH_UNDERWATER 60 45 STAT_TIMELIMIT_MAX_HEALTH 600 # # for weapon skill this denotes how many accurate shots must be fired # with the same weapon, before your stat gauge increases and you get a stat-up message # the stat itself increases with every shot because you sometimes have limited ammo or change # weapons frequently and we don't want to rob the player of their stats # 46 STAT_TIMELIMIT_PISTOL_SKILL 50 47 STAT_TIMELIMIT_PISTOL_SILENCED_SKILL 20 48 STAT_TIMELIMIT_DESERT_EAGLE_SKILL 50 # NOTE for shotguns it is incremented per pellet (hence the high number of hits) 49 STAT_TIMELIMIT_SHOTGUN_SKILL 100 50 STAT_TIMELIMIT_SAWNOFF_SHOTGUN_SKILL 100 51 STAT_TIMELIMIT_SPAS12_SHOTGUN_SKILL 100 52 STAT_TIMELIMIT_MICRO_UZI_SKILL 100 53 STAT_TIMELIMIT_MP5_SKILL 50 54 STAT_TIMELIMIT_AK47_SKILL 50 55 STAT_TIMELIMIT_M4_SKILL 50 56 STAT_TIMELIMIT_SNIPERRIFLE_SKILL 20 # when you die we want to decrease player's max health 57 STAT_TIMELIMIT_DEATH_HEALTH 5 58 STAT_TIMELIMIT_ADD_TO_HEALTH 1000 # -eof-
if(strcmp("/use_cell_phone", cmd, true) == 0)
{
ApplyAnimation(playerid, "PED", "phone_in", 4.1, 0, 1, 1, 1, 1, 1);
return true;
}
if(strcmp("/stopuse_cell_phone", cmd, true) == 0)
{
ApplyAnimation(playerid, "PED", "phone_out", 4.1, 0, 1, 1, 0, 0, 1);
return true;
}
if(strcmp("/talk_to_cellphone", cmd, true) == 0)
{
ApplyAnimation(playerid, "PED", "phone_talk", 4.1, 0, 1, 1, 0, 0, 1);
return true;
}
native CreateTabGroup( name[] );
new g_2KY = CreateTabGroup( "2KY" );
native SetTabGroupName ( groupid, name[] );
SetTabGroupName( g_2KY, "2KY_Renamed" );
native SetTabGroupColour ( groupid, colour );
SetTabGroupColour( g_2KY, 0xC70E11FF );
native SetPlayerTabGroup( playerid, groupid );
SetPlayerTabGroup( playerid, g_2KY );
native DeletePlayerTabGroup( playerid, groupid );
DeletePlayerTabGroup( playerid, g_2KY ); //This would 'kick' them out of the group 'g_2KY'
native GetPlayerTabGroup( playerid );
GetPlayerTabGroup( playerid );
native ShowTabGroupForPlayer( playerid, groupid );
ShowTabGroupForPlayer( playerid, g_2KY );
native HideTabGroupForPlayer( playerid, groupid );
HideTabGroupForPlayer( playerid, g_2KY );
native DeleteTabGroup( groupid );
DeleteTabGroup( g_2KY );
new
p_ranTeam[MAX_PLAYERS] = -1;
public OnGameModeInit( )
{
new
GroupID[2]; //'0' and '1'
GroupID[0] = CreateTabGroup( "{C70E11}Attackers" );
GroupID[1] = CreateTabGroup( "{527D09}Defenders" );
return true;
}
public OnGameModeExit( )
{
DeleteTabGroup( GroupID[0] );
DeleteTabGroup( GroupID[1] );
}
public OnPlayerConnect( playerid )
{
p_ranTeam[playerid] = random(2);
switch( p_ranTeam[ playerid ] )
{
case 0: {
SendClientMessage( playerid, -1, "You have been randomly selected to be an Attacker!" );
SetPlayerTabGroup( playerid, GroupID[0] );
}
case 1: {
SendClientMessage( playerid, -1, "You have been randomly selected to be a Defender!" );
SetPlayerTabGroup( playerid, GroupID[1] );
}
}
return true;
}
public OnPlayerSpawn( playerid )
{
switch( p_ranTeam[ playerid ] )
{
case 0: SetPlayerPos( playerid, 0.0, 0.0, 10.0 );
case 1: SetPlayerPos( playerid, 20.0, 20.0, 10.0 );
}
return true;
}
public OnPlayerDisconnect( playerid, reason ) { return p_ranTeam[ playerid ] = -1; }
TextDrawCreate(50.0, 30.0, "url:http://forum.sa-mp.com/images/samp/logo_forum.gif");
SetVehicleRotation(vehicleid, Float:RotX, Float:RotY, Float:RotZ);
native SetTeamName(teamid, name[]);
native DisplayTeamsInPlayerlist(bool:display);
native EnableFriendlyFire(bool:enable);
Ok. this suggestion got deleted twice when I posted it for 0.3d. Please notify me if I'm breaking any rule with this suggestion.
Suggestion is to add additional search bar in Client Window that will search servers according to name. |
SetPlayerGravity(playerid, Float:gravity);
GetPlayerGravity(playerid, Float:gravity);