[Ajuda] Armas nas costas
#1

Por que AK/M4 estгo funcionando, mas Rifles (rifle/sniper) e shotguns (shotgun/spaz) nгo estгo funcionando no meu sistema de arma nas costas?

Cуdigo:
Код:
stock GetWeaponModel(weaponid) {
        switch(weaponid) {
            case 1:
                return 331;
            case 2..8:
                return weaponid+331;
    		case 9:
                return 341;
            case 10..15:
                return weaponid+311;
            case 16..18:
                return weaponid+326;
            case 22..29:
                return weaponid+324;
            case 30,31:
                return weaponid+325;
            case 32:
                return 372;
            case 33..45:
                return weaponid+324;
            case 46:
                return 371;
        }
        return 0;
}
forward ArmasSkin(playerid); public ArmasSkin(playerid) {
    if(!IsPlayerInAnyVehicle(playerid)) {
        if(GetTickCount() - armedbody_pTick[playerid] > 113) { //prefix check itter
            new weaponid[13],weaponammo[13],pArmedWeapon;
            pArmedWeapon = GetPlayerWeapon(playerid);
            GetPlayerWeaponData(playerid,1,weaponid[1],weaponammo[1]);
            GetPlayerWeaponData(playerid,2,weaponid[2],weaponammo[2]);
            GetPlayerWeaponData(playerid,4,weaponid[4],weaponammo[4]);
            GetPlayerWeaponData(playerid,5,weaponid[5],weaponammo[5]);
            GetPlayerWeaponData(playerid,6,weaponid[6],weaponammo[6]);
            #if ARMEDBODY_USE_HEAVY_WEAPON
            GetPlayerWeaponData(playerid,7,weaponid[7],weaponammo[7]);
            #endif
            if(weaponid[1] && weaponammo[1] > 0){
                if(pArmedWeapon != weaponid[1]) {
                    if(!IsPlayerAttachedObjectSlotUsed(playerid,0)){
                        SetPlayerAttachedObject(playerid,0,GetWeaponModel(weaponid[1]),1, 0.199999, -0.139999, 0.030000, 0.500007, -115.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                    }
                }
                else {
                    if(IsPlayerAttachedObjectSlotUsed(playerid,0)) { RemovePlayerAttachedObject(playerid,0); }
                }
            }
            else if(IsPlayerAttachedObjectSlotUsed(playerid,0)){ RemovePlayerAttachedObject(playerid,0); }
            // pistol
            if(weaponid[2] && weaponammo[2] > 0){
                if(pArmedWeapon != weaponid[2]){
                    if(!IsPlayerAttachedObjectSlotUsed(playerid,1)){
                        SetPlayerAttachedObject(playerid,1,GetWeaponModel(weaponid[2]),8, -0.079999, -0.039999, 0.109999, -90.100006, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                    }
                }
                else { if(IsPlayerAttachedObjectSlotUsed(playerid,1)){ RemovePlayerAttachedObject(playerid,1); } }
            }
            else if(IsPlayerAttachedObjectSlotUsed(playerid,1)){ RemovePlayerAttachedObject(playerid,1); }
            // mp5
            if(weaponid[4] && weaponammo[4] > 0){
                if(pArmedWeapon != weaponid[4]){
                    if(!IsPlayerAttachedObjectSlotUsed(playerid,2)){
                        SetPlayerAttachedObject(playerid,2,GetWeaponModel(weaponid[4]),7, 0.000000, -0.100000, -0.080000, -95.000000, -10.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                    }
                }
                else { if(IsPlayerAttachedObjectSlotUsed(playerid,2)) { RemovePlayerAttachedObject(playerid,2); } }
            }
            else if(IsPlayerAttachedObjectSlotUsed(playerid,2)){ RemovePlayerAttachedObject(playerid,2); }
            // ak,m4
            if(weaponid[5] && weaponammo[5] > 0){
                if(pArmedWeapon != weaponid[5]){
                    if(!IsPlayerAttachedObjectSlotUsed(playerid,3)) {
                        SetPlayerAttachedObject(playerid,3,GetWeaponModel(weaponid[5]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                    }
                }
                else {
                    if(IsPlayerAttachedObjectSlotUsed(playerid,3)){ RemovePlayerAttachedObject(playerid,3); }
                }
            }
            else if(IsPlayerAttachedObjectSlotUsed(playerid,3)){ RemovePlayerAttachedObject(playerid,3); }
            // shotgun,spaz
            if(weaponid[3] && weaponammo[3] > 0){
                if(pArmedWeapon != weaponid[3]){
                    if(!IsPlayerAttachedObjectSlotUsed(playerid,3)) {
                        SetPlayerAttachedObject(playerid,3,GetWeaponModel(weaponid[3]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                    }
                }
                else {
                    if(IsPlayerAttachedObjectSlotUsed(playerid,3)){ RemovePlayerAttachedObject(playerid,3); }
                }
            }
            // rifle,sniper
            if(weaponid[6] && weaponammo[6] > 0){
                if(pArmedWeapon != weaponid[6]){
                    if(!IsPlayerAttachedObjectSlotUsed(playerid,3)) {
                        SetPlayerAttachedObject(playerid,3,GetWeaponModel(weaponid[6]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                    }
                }
                else {
                    if(IsPlayerAttachedObjectSlotUsed(playerid,3)){ RemovePlayerAttachedObject(playerid,3); }
                }
            }
            //
            #if ARMEDBODY_USE_HEAVY_WEAPON
            if(weaponid[7] && weaponammo[7] > 0){
                    if(pArmedWeapon != weaponid[7]){
                        if(!IsPlayerAttachedObjectSlotUsed(playerid,4)){
                            SetPlayerAttachedObject(playerid,4,GetWeaponModel(weaponid[7]),1,-0.100000, 0.000000, -0.100000, 84.399932, 112.000000, 10.000000, 1.099999, 1.000000, 1.000000);
                        }
                    }
                    else {
                        if(IsPlayerAttachedObjectSlotUsed(playerid,4)) { RemovePlayerAttachedObject(playerid,4); }
                    }
            }
            else if(IsPlayerAttachedObjectSlotUsed(playerid,4)){ RemovePlayerAttachedObject(playerid,4); }
            #endif
            armedbody_pTick[playerid] = GetTickCount();
        }
        return true;
    }
    return 1;
}
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#2

porque seu servidor ja deve estas utilizando seu respectivo index!
SetPlayerAttachedObject->"index The index (slot) to assign the object to(0-9 since 0.3d, 0-4 in previous versions)."
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#3

Quote:
Originally Posted by RazorGuigo
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porque seu servidor ja deve estas utilizando seu respectivo index!
SetPlayerAttachedObject->"index The index (slot) to assign the object to(0-9 since 0.3d, 0-4 in previous versions)."
Acho que nгo й isso, eu acabei de trocar de novo os das shotguns e dos rifles e continua sem funcionar apenas as shotguns e os rifles que eu tentei editar
Код:
stock GetWeaponModel(weaponid) {
        switch(weaponid) {
            case 1:
                return 331;
            case 2..8:
                return weaponid+331;
    		case 9:
                return 341;
            case 10..15:
                return weaponid+311;
            case 16..18:
                return weaponid+326;
            case 22..29:
                return weaponid+324;
            case 30,31:
                return weaponid+325;
            case 32:
                return 372;
            case 33..45:
                return weaponid+324;
            case 46:
                return 371;
        }
        return 0;
}
forward ArmasSkin(playerid); public ArmasSkin(playerid) {
    if(!IsPlayerInAnyVehicle(playerid)) {
        if(GetTickCount() - armedbody_pTick[playerid] > 113) { //prefix check itter
            new weaponid[13],weaponammo[13],pArmedWeapon;
            pArmedWeapon = GetPlayerWeapon(playerid);
            GetPlayerWeaponData(playerid,1,weaponid[1],weaponammo[1]);
            GetPlayerWeaponData(playerid,2,weaponid[2],weaponammo[2]);
            GetPlayerWeaponData(playerid,4,weaponid[4],weaponammo[4]);
            GetPlayerWeaponData(playerid,5,weaponid[5],weaponammo[5]);
            GetPlayerWeaponData(playerid,6,weaponid[6],weaponammo[6]);
            #if ARMEDBODY_USE_HEAVY_WEAPON
            GetPlayerWeaponData(playerid,7,weaponid[7],weaponammo[7]);
            #endif
            if(weaponid[1] && weaponammo[1] > 0){
                if(pArmedWeapon != weaponid[1]) {
                    if(!IsPlayerAttachedObjectSlotUsed(playerid,0)){
                        SetPlayerAttachedObject(playerid,0,GetWeaponModel(weaponid[1]),1, 0.199999, -0.139999, 0.030000, 0.500007, -115.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                    }
                }
                else {
                    if(IsPlayerAttachedObjectSlotUsed(playerid,0)) { RemovePlayerAttachedObject(playerid,0); }
                }
            }
            else if(IsPlayerAttachedObjectSlotUsed(playerid,0)){ RemovePlayerAttachedObject(playerid,0); }
            // pistol
            if(weaponid[2] && weaponammo[2] > 0){
                if(pArmedWeapon != weaponid[2]){
                    if(!IsPlayerAttachedObjectSlotUsed(playerid,1)){
                        SetPlayerAttachedObject(playerid,1,GetWeaponModel(weaponid[2]),8, -0.079999, -0.039999, 0.109999, -90.100006, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                    }
                }
                else { if(IsPlayerAttachedObjectSlotUsed(playerid,1)){ RemovePlayerAttachedObject(playerid,1); } }
            }
            else if(IsPlayerAttachedObjectSlotUsed(playerid,1)){ RemovePlayerAttachedObject(playerid,1); }
            // mp5
            if(weaponid[4] && weaponammo[4] > 0){
                if(pArmedWeapon != weaponid[4]){
                    if(!IsPlayerAttachedObjectSlotUsed(playerid,2)){
                        SetPlayerAttachedObject(playerid,2,GetWeaponModel(weaponid[4]),7, 0.000000, -0.100000, -0.080000, -95.000000, -10.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                    }
                }
                else { if(IsPlayerAttachedObjectSlotUsed(playerid,2)) { RemovePlayerAttachedObject(playerid,2); } }
            }
            else if(IsPlayerAttachedObjectSlotUsed(playerid,2)){ RemovePlayerAttachedObject(playerid,2); }
            // ak,m4
            if(weaponid[5] && weaponammo[5] > 0){
                if(pArmedWeapon != weaponid[5]){
                    if(!IsPlayerAttachedObjectSlotUsed(playerid,3)) {
                        SetPlayerAttachedObject(playerid,3,GetWeaponModel(weaponid[5]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                    }
                }
                else {
                    if(IsPlayerAttachedObjectSlotUsed(playerid,3)){ RemovePlayerAttachedObject(playerid,3); }
                }
            }
            else if(IsPlayerAttachedObjectSlotUsed(playerid,3)){ RemovePlayerAttachedObject(playerid,3); }
            // shotgun,spaz
            if(weaponid[3] && weaponammo[3] > 0){
                if(pArmedWeapon != weaponid[3]){
                    if(!IsPlayerAttachedObjectSlotUsed(playerid,6)) {
                        SetPlayerAttachedObject(playerid,6,GetWeaponModel(weaponid[3]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                    }
                }
                else {
                    if(IsPlayerAttachedObjectSlotUsed(playerid,6)){ RemovePlayerAttachedObject(playerid,6); }
                }
            }
            // rifle,sniper
            if(weaponid[6] && weaponammo[6] > 0){
                if(pArmedWeapon != weaponid[6]){
                    if(!IsPlayerAttachedObjectSlotUsed(playerid,5)) {
                        SetPlayerAttachedObject(playerid,5,GetWeaponModel(weaponid[6]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);
                    }
                }
                else {
                    if(IsPlayerAttachedObjectSlotUsed(playerid,5)){ RemovePlayerAttachedObject(playerid,5); }
                }
            }
            //
            #if ARMEDBODY_USE_HEAVY_WEAPON
            if(weaponid[7] && weaponammo[7] > 0){
                    if(pArmedWeapon != weaponid[7]){
                        if(!IsPlayerAttachedObjectSlotUsed(playerid,4)){
                            SetPlayerAttachedObject(playerid,4,GetWeaponModel(weaponid[7]),1,-0.100000, 0.000000, -0.100000, 84.399932, 112.000000, 10.000000, 1.099999, 1.000000, 1.000000);
                        }
                    }
                    else {
                        if(IsPlayerAttachedObjectSlotUsed(playerid,4)) { RemovePlayerAttachedObject(playerid,4); }
                    }
            }
            else if(IsPlayerAttachedObjectSlotUsed(playerid,4)){ RemovePlayerAttachedObject(playerid,4); }
            #endif
            armedbody_pTick[playerid] = GetTickCount();
        }
        return true;
    }
    return 1;
}
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#4

Alguйm sabe?
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#5

Alguйm sabe?
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#6

Alguйm sabe?
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#7

Se alguem soubesse jб teria postado.
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#8

Quote:
Originally Posted by BobbMarley
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Se alguem soubesse jб teria postado.
Mas й que eu pergunto de novo pro tуpico subir, porque depois de uns dias ele fica muito pra baixo aн ninguem vк
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#9

Alguйm?
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#10

Mano seu code ta uma porra, nгo quero nem coloca-lo na minha IDE, ngm estб ajudando por essa desorganizaзгo e formataзгo horrнvel, ja que nгo ta afim de fazer nada, pega um code pronto decente pelomenos!
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