Ask about earthquakes system
#21

Agreed fully with Danny. Scripting that shouldn't be that hard unless you're alone which will take hella time I guess.
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#22

Yeah , thanks, by the way. I will PM when I need

Also It's showed to all players when my mapping has broken 'right?
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#23

And we can remove back the mapping in-game right?
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#24

pawn Код:
new AmountOfShakes[ MAX_PLAYERS ];
forward SetPlayerEarthquakeEffect   ( playerid, amount_of_shakes );
forward EarthquakeEffects           ( playerid, interval, bool:status );
public SetPlayerEarthquakeEffect( playerid, amount_of_shakes ){
    if( amount_of_shakes < AmountOfShakes[ playerid ] )
        return 0;
    AmountOfShakes[ playerid ] = amount_of_shakes;
    new vehicleid = GetPlayerVehicleID( playerid );
    if( vehicleid ){
        if( GetVehicleModelMass( vehicleid, true ) >= 2400.0 || amount_of_shakes <= SMALL_QUAKE+200 ){
            SetVehicleAngularVelocity( vehicleid, 0.09, 0.033, 0.05 );
        } else SetVehicleAngularVelocity( vehicleid, 0.03, 0.03, 0.03 );
    }
    return EarthquakeEffects( playerid, 10, false );
}
public EarthquakeEffects( playerid, interval, bool:status ){
    if( AmountOfShakes[ playerid ] <= 0 )
        return SetPlayerDrunkLevel( playerid, 0 );
    if( !(AmountOfShakes[ playerid ]%5) ){
        new vehicleid = GetPlayerVehicleID( playerid );
        if( GetVehicleModelMass( vehicleid, true ) >= 2400.0 || AmountOfShakes[ playerid ] <= SMALL_QUAKE+200 ){
            SetVehicleAngularVelocity( vehicleid, 0.03, 0.03, 0.03 );
        } else SetVehicleAngularVelocity( vehicleid, 0.015, 0.015, 0.015 );
    }
    if( status ){
        SetPlayerDrunkLevel( playerid, 3000 );
    } else SetPlayerDrunkLevel( playerid, 50000 );
    AmountOfShakes[ playerid ]--;
    return SetTimerEx( "EarthquakeEffects", interval, false, "iii", playerid, interval, !status );
}
Also have a function called forward Earthquake ( Float, Float:y, Float:z, Float:radius, area, amount_of_shakes ); but it's fused with so much LS-RP related code it may be useless to you. You can make the sound functions and such on your own. The rest is done through the mapping team + RemoveBuilding + Creation of objects.

Good luck hope you have as much fun as we did!
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#25

Quote:
Originally Posted by Damian
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pawn Код:
new AmountOfShakes[ MAX_PLAYERS ];
forward SetPlayerEarthquakeEffect   ( playerid, amount_of_shakes );
forward EarthquakeEffects           ( playerid, interval, bool:status );
public SetPlayerEarthquakeEffect( playerid, amount_of_shakes ){
    if( amount_of_shakes < AmountOfShakes[ playerid ] )
        return 0;
    AmountOfShakes[ playerid ] = amount_of_shakes;
    new vehicleid = GetPlayerVehicleID( playerid );
    if( vehicleid ){
        if( GetVehicleModelMass( vehicleid, true ) >= 2400.0 || amount_of_shakes <= SMALL_QUAKE+200 ){
            SetVehicleAngularVelocity( vehicleid, 0.09, 0.033, 0.05 );
        } else SetVehicleAngularVelocity( vehicleid, 0.03, 0.03, 0.03 );
    }
    return EarthquakeEffects( playerid, 10, false );
}
public EarthquakeEffects( playerid, interval, bool:status ){
    if( AmountOfShakes[ playerid ] <= 0 )
        return SetPlayerDrunkLevel( playerid, 0 );
    if( !(AmountOfShakes[ playerid ]%5) ){
        new vehicleid = GetPlayerVehicleID( playerid );
        if( GetVehicleModelMass( vehicleid, true ) >= 2400.0 || AmountOfShakes[ playerid ] <= SMALL_QUAKE+200 ){
            SetVehicleAngularVelocity( vehicleid, 0.03, 0.03, 0.03 );
        } else SetVehicleAngularVelocity( vehicleid, 0.015, 0.015, 0.015 );
    }
    if( status ){
        SetPlayerDrunkLevel( playerid, 3000 );
    } else SetPlayerDrunkLevel( playerid, 50000 );
    AmountOfShakes[ playerid ]--;
    return SetTimerEx( "EarthquakeEffects", interval, false, "iii", playerid, interval, !status );
}
Also have a function called forward Earthquake ( Float, Float:y, Float:z, Float:radius, area, amount_of_shakes ); but it's fused with so much LS-RP related code it may be useless to you. You can make the sound functions and such on your own. The rest is done through the mapping team + RemoveBuilding + Creation of objects.

Good luck hope you have as much fun as we did!
Mmm ok , thanks alot damian
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#26

This is very very simple, kids.
Just use SetPlayerDrunkLevel, fuck with the gravity a little, get a mapping team, done.
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#27

Quote:
Originally Posted by Abagail
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This is very very simple, kids.
Just use SetPlayerDrunkLevel, fuck with the gravity a little, get a mapping team, done.
If you think it's so simple why not script one yourself?.


All i know is that whenever a earthquake is near a building it turns it into "your custom objects"

RemoveBuilding

then
"your object."
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#28

Quote:
Originally Posted by Calgon
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OK, do it then.
Pay me and I'll do it for you.

Quote:
Originally Posted by Yves
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If you think it's so simple why not script one yourself?.


All i know is that whenever a earthquake is near a building it turns it into "your custom objects"

RemoveBuilding

then
"your object."
Are you stupid? lol. Why would he do it? He answers the question that is been asked in the first post.
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#29

Quote:
Originally Posted by Kindred
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"The best scripter" - lol. My ass can do this too.
So what your saying is that you are better than LS-RP's 3rd Party Scripters? Hahaha, ROFL, I don't think you are better than the 3rd Party Scripters LS-RP has, as it is normally some of the best scripters with the most talent that got hired by them, + their Mappers is amazing too, so please don't make a big deal about someone being better than you in scripting -.-
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#30

Quote:
Originally Posted by SaintMikey
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So what your saying is that you are better than LS-RP's 3rd Party Scripters? Hahaha, ROFL, I don't think you are better than the 3rd Party Scripters LS-RP has, as it is normally some of the best scripters with the most talent that got hired by them, + their Mappers is amazing too, so please don't make a big deal about someone being better than you in scripting -.-
lol, what's your problem? I didn't say I'm better than them, nor I will. You can't say they're the best scripters, because it seems like you're too stupid to draw conclusions.
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#31

Quote:
Originally Posted by Kindred
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lol, what's your problem? I didn't say I'm better than them, nor I will. You can't say they're the best scripters, because it seems like you're too stupid to draw conclusions.
Well, you said Your ass could do it, which sounds like you believe your better than them, Just don't try to be an arse, I know you are jealous, since you said your ass could do it.
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#32

Quote:
Originally Posted by SaintMikey
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Well, you said Your ass could do it, which sounds like you believe your better than them, Just don't try to be an arse, I know you are jealous, since you said your ass could do it.
My ass can do it.
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#33

I did it a way with drunk level, and I just created mapping that will fall once you get close to it, really not that hard, I've yet to use it once Fort Carson Roleplay fully comes up.
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#34

Quote:
Originally Posted by SaintMikey
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So what your saying is that you are better than LS-RP's 3rd Party Scripters? Hahaha, ROFL, I don't think you are better than the 3rd Party Scripters LS-RP has, as it is normally some of the best scripters with the most talent that got hired by them, + their Mappers is amazing too, so please don't make a big deal about someone being better than you in scripting -.-
Lets put Y_Less against those 3rd party scripters and see how far it goes

P.S.: i was just kidding for the people who want to make a big deal out of things.
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