[FilterScript] New SA:MP Weapon Models by Ericson(Must See)
#21

Yesterday I tested it, the space weapon is fantastic! But there is also a bug, the filterscript doesn't detach the object on weapon change. I'll post a solution tomorrow.
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#22

WoW it's awesome!
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#23

one word - excellent
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#24

OK, I think I have the solution:

pawn Код:
public OnPlayerWeaponStateChange(playerid, oldweapon, newweapon);
I'll make this include and post it this evening (This evening in central europe[GMT+1], in this moment is 17.35)

When I post OnPlayerWeaponStateChange this evening you can fix the bug with:

pawn Код:
public OnPlayerWeaponStateChange(playerid, oldweapon, newweapon)
{
  if(newweapon != /* ONE OF THE EDITED WEAPONS*/ && newweapon != /* ONE OF THE EDITED WEAPONS*/ && /*ETC*/)
  {
    RemovePlayerAttachedObject(playerid, 0);
  }
  if(newweapon == /*EDITED WEAPON*/)
  {
    SetPlayerAttachedObject(playerid, /*ETC*/);
  }
  else if(newweapon == /*BLA BLA*/)
  {
    //Bla bla
  }
  return 1;
}
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#25

Nice idea and good script.

Aren't the objects so big?
Just wondering
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#26

liked it.There is a man in the pictures and he's strange-looking I want to try it in my free times.
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#27

Hah, not bad
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#28

Quote:
Originally Posted by [GF]Sasino97
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OK, I think I have the solution:

pawn Код:
public OnPlayerWeaponStateChange(playerid, oldweapon, newweapon);
I'll make this include and post it this evening (This evening in central europe[GMT+1], in this moment is 17.35)

When I post OnPlayerWeaponStateChange this evening you can fix the bug with:

pawn Код:
public OnPlayerWeaponStateChange(playerid, oldweapon, newweapon)
{
  if(newweapon != /* ONE OF THE EDITED WEAPONS*/ && newweapon != /* ONE OF THE EDITED WEAPONS*/ && /*ETC*/)
  {
    RemovePlayerAttachedObject(playerid, 0);
  }
  if(newweapon == /*EDITED WEAPON*/)
  {
    SetPlayerAttachedObject(playerid, /*ETC*/);
  }
  else if(newweapon == /*BLA BLA*/)
  {
    //Bla bla
  }
  return 1;
}
Thanks.
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#29

I dont like it. Also you put name of topic "models" you should change it to not confuse people.
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#30

Quote:
Originally Posted by Inteso
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I dont like it. Also you put name of topic "models" you should change it to not confuse people.
Who cares what you like? please don't post here if you're here to be conspicuous.
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#31

Quote:
Originally Posted by Pinehole
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Who cares what you like? please don't post here if you're here to be conspicuous.
I am alowed to post what do I think about it as every forum user.
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#32

Quote:
Originally Posted by Inteso
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I am alowed to post what do I think about it as every forum user.
Could someone translate this please?
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#33

Quote:
Originally Posted by Inteso
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I am alowed to post what do I think about it as every forum user.
Quote:
Originally Posted by Pinehole
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Could someone translate this please?
He means:

Quote:

I'm allowed to post what I want as all users of the forum.

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#34

Quote:
Originally Posted by Las Venturas CNR
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Theres a similar fuction made by WackoX, here's the .inc:

pawn Код:
/*
    ---> WackoX's New useful publics <---
    Has been created by WackoX (wackox@live.com)
    This include has been made on 29-12-08, version 0.1p (public)
    >>> This include has been made for SA:MP 0.2X, it may not work with newer or older versions <<<
*/

new Float:iPlayerHealth[MAX_PLAYERS];
new Float:iNewPlayerHealth[MAX_PLAYERS];
new Float:iPlayerArmour[MAX_PLAYERS];
new Float:iNewPlayerArmour[MAX_PLAYERS];
new iPlayerMoney[MAX_PLAYERS];
new iNewPlayerMoney[MAX_PLAYERS];
new iPlayerAmmo[MAX_PLAYERS];
new iNewPlayerAmmo[MAX_PLAYERS];
new iPlayerVirtualWorld[MAX_PLAYERS];
new iNewPlayerVirtualWorld[MAX_PLAYERS];
new iPlayerScore[MAX_PLAYERS];
new iNewPlayerScore[MAX_PLAYERS];
new iPlayerTeam[MAX_PLAYERS];
new iNewPlayerTeam[MAX_PLAYERS];
new iPlayerSkin[MAX_PLAYERS];
new iNewPlayerSkin[MAX_PLAYERS];
new iPlayerWantedLevel[MAX_PLAYERS];
new iNewPlayerWantedLevel[MAX_PLAYERS];
new iPlayerWeapon[MAX_PLAYERS];
new iNewPlayerWeapon[MAX_PLAYERS];

forward OnPlayerHealthChange(playerid, Float:newhealth, Float:oldhealth);
forward OnPlayerArmourChange(playerid, Float:newarmour, Float:oldarmour);
forward OnPlayerMoneyChange(playerid, newmoney, oldmoney);
forward OnPlayerAmmoChange(playerid, newammo, oldammo);
forward OnPlayerVirtualWorldChange(playerid, newvirtualworld, oldvirtualworld);
forward OnPlayerScoreChange(playerid, newscore, oldscore);
forward OnPlayerTeamChange(playerid, newteam, oldteam);
forward OnPlayerSkinChange(playerid, newskin, oldskin);
forward OnPlayerWantedLevelChange(playerid, newwantedlevel, oldwantedlevel);
forward OnPlayerWeaponChange(playerid, newweapon, oldweapon);

/*
native OnPlayerHealthChange(playerid, Float:newhealth, Float:oldhealth);
native OnPlayerArmourChange(playerid, Float:newarmour, Float:oldarmour);
native OnPlayerMoneyChange(playerid, newmoney, oldmoney);
native OnPlayerAmmoChange(playerid, newammo, oldammo);
native OnPlayerVirtualWorldChange(playerid, newvirtualworld, oldvirtualworld);
native OnPlayerScoreChange(playerid, newscore, oldscore);
native OnPlayerTeamChange(playerid, newteam, oldteam);
native OnPlayerSkinChange(playerid, newskin, oldskin);
native OnPlayerWantedLevelChange(playerid, newwantedlevel, oldwantedlevel);
native OnPlayerWeaponChange(playerid, newweapon, oldweapon);
*/


stock OnPlayerUpdate(playerid) // Editing this public is on your own risk, it's not needed to edit because it works fine.
{
    if(IsPlayerConnected(playerid))
    {
        GetPlayerHealth(playerid, iNewPlayerHealth[playerid]);
        if(iNewPlayerHealth[playerid] != iPlayerHealth[playerid])
        {
            OnPlayerHealthChange(playerid, iNewPlayerHealth[playerid], iPlayerHealth[playerid]);
            iPlayerHealth[playerid] = iNewPlayerHealth[playerid];
        }

        GetPlayerArmour(playerid, iNewPlayerArmour[playerid]);
        if(iNewPlayerArmour[playerid] != iPlayerArmour[playerid])
        {
            OnPlayerArmourChange(playerid, iNewPlayerArmour[playerid], iPlayerArmour[playerid]);
            iPlayerArmour[playerid] = iNewPlayerArmour[playerid];
        }

        iNewPlayerMoney[playerid] = GetPlayerMoney(playerid);
        if(iNewPlayerMoney[playerid] != iPlayerMoney[playerid])
        {
            OnPlayerMoneyChange(playerid, iNewPlayerMoney[playerid], iPlayerMoney[playerid]);
            iPlayerMoney[playerid] = iNewPlayerMoney[playerid];
        }

        iNewPlayerAmmo[playerid] = GetPlayerAmmo(playerid);
        if(iNewPlayerAmmo[playerid] != iPlayerAmmo[playerid])
        {
            OnPlayerAmmoChange(playerid, iNewPlayerAmmo[playerid], iPlayerAmmo[playerid]);
            iPlayerAmmo[playerid] = iNewPlayerAmmo[playerid];
        }

        iNewPlayerVirtualWorld[playerid] = GetPlayerVirtualWorld(playerid);
        if(iNewPlayerVirtualWorld[playerid] != iPlayerVirtualWorld[playerid])
        {
            OnPlayerVirtualWorldChange(playerid, iNewPlayerVirtualWorld[playerid], iPlayerVirtualWorld[playerid]);
            iPlayerVirtualWorld[playerid] = iNewPlayerVirtualWorld[playerid];
        }

        iNewPlayerVirtualWorld[playerid] = GetPlayerVirtualWorld(playerid);
        if(iNewPlayerVirtualWorld[playerid] != iPlayerVirtualWorld[playerid])
        {
            OnPlayerVirtualWorldChange(playerid, iNewPlayerVirtualWorld[playerid], iPlayerVirtualWorld[playerid]);
            iPlayerVirtualWorld[playerid] = iNewPlayerVirtualWorld[playerid];
        }

        iNewPlayerScore[playerid] = GetPlayerScore(playerid);
        if(iNewPlayerScore[playerid] != iPlayerScore[playerid])
        {
            OnPlayerScoreChange(playerid, iNewPlayerScore[playerid], iPlayerScore[playerid]);
            iPlayerScore[playerid] = iNewPlayerScore[playerid];
        }

        iNewPlayerTeam[playerid] = GetPlayerTeam(playerid);
        if(iNewPlayerTeam[playerid] != iPlayerTeam[playerid])
        {
            OnPlayerTeamChange(playerid, iNewPlayerTeam[playerid], iPlayerTeam[playerid]);
            iPlayerTeam[playerid] = iNewPlayerTeam[playerid];
        }

        iNewPlayerSkin[playerid] = GetPlayerSkin(playerid);
        if(iNewPlayerSkin[playerid] != iPlayerSkin[playerid])
        {
            OnPlayerSkinChange(playerid, iNewPlayerSkin[playerid], iPlayerSkin[playerid]);
            iPlayerSkin[playerid] = iNewPlayerSkin[playerid];
        }

        iNewPlayerWantedLevel[playerid] = GetPlayerWantedLevel(playerid);
        if(iNewPlayerWantedLevel[playerid] != iPlayerWantedLevel[playerid])
        {
            OnPlayerWantedLevelChange(playerid, iNewPlayerWantedLevel[playerid], iPlayerWantedLevel[playerid]);
            iPlayerWantedLevel[playerid] = iNewPlayerWantedLevel[playerid];
        }

        iNewPlayerWeapon[playerid] = GetPlayerWeapon(playerid);
        if(iNewPlayerWeapon[playerid] != iPlayerWeapon[playerid])
        {
            OnPlayerWeaponChange(playerid, iNewPlayerWeapon[playerid], iPlayerWeapon[playerid]);
            iPlayerWeapon[playerid] = iNewPlayerWeapon[playerid];
        }
    }
    return 1;
}
In there is:
pawn Код:
OnPlayerWeaponChange(playerid, newweapon, oldweapon)
I didn't see it...

-----------------------

To fix the bug download that include and OnPlayerWeaponChange add this:

pawn Код:
public OnPlayerWeaponChange(playerid, newweapon, oldweapon)
{
  if(newweapon != /* ONE OF THE EDITED WEAPONS*/ && newweapon != /* ONE OF THE EDITED WEAPONS*/ && /*ETC*/)
  {
    RemovePlayerAttachedObject(playerid, 0);
  }
  if(newweapon == /*EDITED WEAPON*/)
  {
    SetPlayerAttachedObject(playerid, /*ETC*/);
  }
  else if(newweapon == /*BLA BLA*/)
  {
    //Bla bla
  }
  return 1;
}
And sorry for double post....



EDIT: Can I use your object offsets (UFO and Weapons) to make a gamemode, please ? ? ? ?
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#35

Quote:
Originally Posted by [GF]Sasino97
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I didn't see it...



And sorry for double post....



EDIT: Can I use your object offsets (UFO and Weapons) to make a gamemode, please ? ? ? ?
Yeah you could if you add my credits BIG and BOLD if you release it. If not released, add my credits every time a UFO/Weapon model is spawned.
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