[FilterScript] [FS] Spike Strips v3 (No OnPlayerUpdate or Fast Timers)
#21

nice idea man
good job
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#22

Version 2 released. Fixes a bug that destroyed pickupid 0. A stupid mistake of my side.
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#23

Very Nice, But is there a way To make it so each person can Have more then 1 spike strip?
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#24

Quote:
Originally Posted by Tɧ϶ Tσηί™
Very Nice, But is there a way To make it so each person can Have more then 1 spike strip?
It's already like that.... one player can have as much spike strips as they want.
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#25

Quote:
Originally Posted by [MOB
Tr1viUm ]
Quote:
Originally Posted by Tɧ϶ Tσηί™
Very Nice, But is there a way To make it so each person can Have more then 1 spike strip?
It's already like that.... one player can have as much spike strips as they want.
Ah okay, Sorry Must have read wrong
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#26

nice.

I have remove SetTimerEx("DestroyStinger"...)

I want to create a command /removespike, i successful for to destroy the object but no the pickup. You can help me.

Code:
if (!strcmp("/spike", cmdtext))
  {
    new Float:x, Float:y, Float:z, Float:A;
    GetPlayerPos(playerid,x,y,z);
    GetPlayerFacingAngle(playerid, A);
    new pickid1 = CreatePickup(1007,14,x,y,z-0.9,0);
    PlayerInfo[playerid][pSpike]= CreateObject(2892, x, y, z-0.9, 0.0, 0.0, A+180);
    iPickups[pickid1] = PlayerInfo[playerid][pSpike];
    return 1;
  }

f (!strcmp("/destroyspike", cmdtext))
  { 
     if(PlayerInfo[playerid][pSpike]!=0)
    {
      DestroyObject(PlayerInfo[playerid][pSpike]);
      DestroyPickup( iPickups[pickid1]);
    }
    return 1;
  }
It's bad, just a example. Thanks.
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#27

Version 3 Download
- /destroystinger command due to popular demand.
- Pickups now respawns after it was picked up so the stinger can be used on the same player more than once.
http://pastebin.com/xRmH9cqH

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#28

Thanks mate, I merged it into my GM, credits added.
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#29

good script xD
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#30

In 0.2X the pickup didnt call onplayerpickuppickup....
Anyways, nice work,
best spike stripes actually out there.
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#31

You sir, are a genius!
Excellent work, I wish I had thought of this.
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#32

anyone got the offsets for it inside a vehicle? xP
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#33

Nice method for those worried about timers but I thought pickups force the object to rotate.....
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#34

Quote:
Originally Posted by cyber_punk
View Post
Nice method for those worried about timers but I thought pickups force the object to rotate.....
only special pickups

This forum requires that you wait 120 seconds between posts. Please try again in 85 seconds.
/ban antispam
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#35

dont appear object
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#36

ahhhh my friends driving along the roads of LV and then....POP!! xD tires blow out lol
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#37

Three years have passed and I'm working on an update (or rewrite). It will be the most advanced spike strip script ever released. A few coming features:

1. Popping individual tires instead of popping all tires at once.
2. Customizable by non-coders using a config file; you can specify the following:
2.1. Commands to spawn a spike strip
2.2. Hotkeys to spawn a spike strip
2.3. Teams that are able to spawn spike strips
2.4. Anti-team option
2.5. Respawn time
2.6. Charges (i.e. dissapears after it has been used)
3. Customizable by code too
4. Better placement on the floor

If you have any suggestions, feel free to post them.
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#38

Uhm, are you using pickups to detect when a player drives over it? If yes, how does it works when you create a spike on a created object, like createobject? because that part failed for me, so I used CreateDynamicArea to detect when a player drive over it. Anyway nice work.
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