19.03.2016, 00:47
(
Последний раз редактировалось Beasthian; 28.03.2016 в 10:51.
)
I need a system like this. Rep +1 i need help
These are the positions I want the objects to spawn and move to etc
I got this so far but I don't understand how its gona work. If anyone can make a full new system I would be greatful
Код:
AddPlayerClass(230,1433.5638,1328.6313,10.8203,0.8908,0,0,0,0,0,0); // trainingposspawn AddPlayerClass(230,1433.4250,1345.5702,10.8130,0.3973,0,0,0,0,0,0); // trainingobject AddPlayerClass(230,1441.1388,1348.8584,10.8130,291.8001,0,0,0,0,0,0); // trainingobjectmove1 AddPlayerClass(230,1438.1956,1359.2809,10.8203,25.5660,0,0,0,0,0,0); // trainingobjectmove2 AddPlayerClass(230,1427.1980,1356.3873,10.8203,104.8558,0,0,0,0,0,0); // trainingobjectmove3 AddPlayerClass(230,1423.0305,1348.7422,10.8203,140.2236,0,0,0,0,0,0); // trainingobjectmove4 AddPlayerClass(230,1434.4091,1345.0801,10.8130,237.7730,0,0,0,0,0,0); // trainingobjectmove5 AddPlayerClass(230,1433.3895,1361.8324,10.8203,39.6425,0,0,0,0,0,0); // trainingobjectmove6 AddPlayerClass(230,1437.0270,1371.0566,10.8203,336.6385,0,0,0,0,0,0); // trainingobjectmove7
Код:
// This is a comment
// uncomment the line below if you want to write a filterscript
#define FILTERSCRIPT
#include <a_samp>
#include <zcmd>
#if defined FILTERSCRIPT
new InGame[MAX_PLAYERS];
public OnFilterScriptInit()
{
print("\n--------------------------------------");
print(" Beasthian'a Aim Training Filterscript");
print("--------------------------------------\n");
return 1;
}
public OnFilterScriptExit()
{
return 1;
}
CMD:train(playerid, params[])
{
SetPlayerVirtualWorld(playerid, 69);
CreatePlayerObject(playerid,2056,-5.9348,1556.2980,12.75000, 0.00000, 0.00000, 90.00000);
ShowPlayerDialog(playerid, 269, DIALOG_STYLE_LIST,"Select Weapon","Spas\nDegal\nM4","SELECT","");
SetPlayerPos(playerid, 18.5876,1561.9489,12.7500);
return 1;
}
CMD:leavetraining(playerid, params[])
{
InGame[playerid] = 0;
//We'll loop through every objects at first.
for(new i; i< MAX_OBJECTS; i++) {
//Then, we'll see if it's a player object or not.
if(!IsValidPlayerObject(playerid, i)) continue; //If it's not a valid player object, it will skip that loop value.
DestroyPlayerObject(playerid, i); //In case if there's any player objects, it will be destroying them.
}
SetPlayerHealth(playerid, 0);
SendClientMessage(playerid, -1, "{FFD700} You have left the Weapon skills training zone.");
return 1;
}
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
if(dialogid == 269)
{
if(response)
{
switch(listitem)
{
case 0:
{
GivePlayerWeapon(playerid, WEAPON_SHOTGSPA, 999);
SendClientMessage(playerid, 0xFFFFAA00,"Weapon Spas Selected - Game Started!");
MovePlayerObject(playerid, 2062,10.1055,1549.0374,12.7500, 5000);
MovePlayerObject(playerid, 2062, 10.1055,1549.0374,12.7500, 5000);
MovePlayerObject(playerid, 2062, 10.1055,1549.0374,12.7500, 5000);
InGame[playerid] = 1;
}
case 1:
{
SendClientMessage(playerid, 0xFFFFAA00,"Weapon Degal Selected - Game Started!");
GivePlayerWeapon(playerid, WEAPON_DEAGLE, 999);
MovePlayerObject(playerid, 2062,10.1055,1549.0374,12.7500, 5000);
MovePlayerObject(playerid, 2062, 10.1055,1549.0374,12.7500, 5000);
MovePlayerObject(playerid, 2062, 10.1055,1549.0374,12.7500, 5000);
InGame[playerid] = 1;
}
case 2:
{
SendClientMessage(playerid, 0xFFFFAA00,"Weapon M4 Selected - Game Started!");
GivePlayerWeapon(playerid, WEAPON_M4, 999);
MovePlayerObject(playerid, 2062,10.1055,1549.0374,12.7500, 5000);
MovePlayerObject(playerid, 2062, 10.1055,1549.0374,12.7500, 5000);
MovePlayerObject(playerid, 2062, 10.1055,1549.0374,12.7500, 5000);
InGame[playerid] = 1;
}
}
}
return 1;
}
return 0;
}
#endif
// object id will be 2062
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
if(hittype == BULLET_HIT_TYPE_PLAYER_OBJECT)
if(IsValidPlayerObject(playerid, hitid))
PlayerPlaySound(playerid, 1132, 0, 0, 0);
return 1;
}

