[FilterScript] Easy System By OnPlayerTakeDamage HeadShot
#1

Easy System By OnPlayerTakeDamage HeadShot
Author name: Otacon.
Script type: filterscripts.
description: A Easy System By HeadShot OnPlayerTakeDamage.
їThat is HeadShot?: A direct shot to the head, direct killing.

pawn Code:
/*
    CREDITS: OTACON
    I'm Otacon ¬¬
*/

#include <a_samp>
#include <zcmd>
#include <sscanf2>

#define ArmaHeadShot (34) //Sniper Rifle
#define COLOR_PURPLE 0xC2A2DAAA
new bool:ActivarHeadShot[MAX_PLAYERS]=false;
new bool:PlayerHeadShot[MAX_PLAYERS]=false;

COMMAND:headshot(playerid, params[]) {
    new string[128], name[MAX_PLAYER_NAME+1];
    GetPlayerName(playerid, name, sizeof(name));
    if(GetPlayerWeapon(issuerid) != ArmaHeadShot) return SendClientMessage(playerid, -1, "[!] You do not have the gun headshot system!");
    switch(ActivarHeadShot[playerid]) {
        case false: {
            ActivarHeadShot[playerid] = true;
            format(string, sizeof(string), "* %s system activate headshot.", name);
            ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
        }
        case true: {
            ActivarHeadShot[playerid] = false;
            format(string, sizeof(string), "* %s system disables headshot.", name);
            ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE);
        }
    }
    return 1;
}

public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid)
{
    if(issuerid != INVALID_PLAYER_ID) {
        if(ActivarHeadShot[issuerid] == true && GetPlayerWeapon(issuerid) == ArmaHeadShot && PlayerHeadShot[playerid] == false) {
            SetPlayerHealth(playerid, (0.0));
            PlayerHeadShot[playerid] = true;
            GameTextForPlayer(playerid, "realized HeadShot.", 3000, 1);
        }
    }
    return 1;
}

public OnPlayerDeath(playerid, killerid, reason)
{
    if(PlayerHeadShot[playerid] == true) {
        PlayerHeadShot[playerid] = false;
    }
    return 1;
}

forward ProxDetector(Float:radi, playerid, string[],col1,col2,col3,col4,col5);
public ProxDetector(Float:radi, playerid, string[],col1,col2,col3,col4,col5)
{
    if(IsPlayerConnected(playerid))
    {
        new Float:posx, Float:posy, Float:posz;
        new Float:oldposx, Float:oldposy, Float:oldposz;
        new Float:tempposx, Float:tempposy, Float:tempposz;
        GetPlayerPos(playerid, oldposx, oldposy, oldposz);
        for(new i = 0; i < MAX_PLAYERS; i++)
        {
            if(IsPlayerConnected(i) && (GetPlayerVirtualWorld(playerid) == GetPlayerVirtualWorld(i)))
            {
                GetPlayerPos(i, posx, posy, posz);
                tempposx = (oldposx -posx);
                tempposy = (oldposy -posy);
                tempposz = (oldposz -posz);
                if (((tempposx < radi/16) && (tempposx > -radi/16)) && ((tempposy < radi/16) && (tempposy > -radi/16)) && ((tempposz < radi/16) && (tempposz > -radi/16))) // If the player is within 16 meters
                {
                    SendClientMessage(i, col1, string);
                }
                else if (((tempposx < radi/8) && (tempposx > -radi/8)) && ((tempposy < radi/8) && (tempposy > -radi/8)) && ((tempposz < radi/8) && (tempposz > -radi/8))) // within 8 meters
                {
                    SendClientMessage(i, col2, string);
                }
                else if (((tempposx < radi/4) && (tempposx > -radi/4)) && ((tempposy < radi/4) && (tempposy > -radi/4)) && ((tempposz < radi/4) && (tempposz > -radi/4))) //4 meters
                {
                    SendClientMessage(i, col3, string);
                }
                else if (((tempposx < radi/2) && (tempposx > -radi/2)) && ((tempposy < radi/2) && (tempposy > -radi/2)) && ((tempposz < radi/2) && (tempposz > -radi/2))) //2 meters
                {
                    SendClientMessage(i, col4, string);
                }
                else if (((tempposx < radi) && (tempposx > -radi)) && ((tempposy < radi) && (tempposy > -radi)) && ((tempposz < radi) && (tempposz > -radi))) //1 meter
                {
                    SendClientMessage(i, col5, string);
                }
            }
            else
            {
                SendClientMessage(i, col1, string);
            }
        }
    }
    return 1;
}
/*
    CREDITS: OTACON
    I'm Otacon ¬¬
*/
Reply
#2

Quote:
їThat is HeadShot?: A direct shot to the head, direct killing.

I don't really understand that means, if I shoot some players with a sniper rifles (id:34) he(killerid) will directly get a HeadShoot or..
Reply
#3

Looks like non-sense.
Reply
#4

Oh came on, this isn't an HS system.
This is: (Note: Has not been done by me )
[SPOILER]
PHP Code:
forward CheckHeadShot(playerid);
public 
CheckHeadShot(playerid)
{
    
#if defined DEBUG
        
count1 GetTickCount();
    
#endif

    
new Float:x[4], Float:y[4], Float:z[4], Float:dist 1.0Float:range 0.0;
    
GetPlayerCameraPos(playeridx[0], y[0], z[0]);
    
GetPlayerCameraFrontVector(playeridx[1], y[1], z[1]);

    
#if defined DEBUG
        
printf("\nCamera Position: x=%.2f, y=%.2f, z=%.2f\nFrontVector: x=%.2f, y=%.2f, z=%.2f"x[0], y[0], z[0], x[1], y[1], z[1]);
    
#endif

    
range ranges[GetPlayerWeapon(playerid)];

    if(
range != 0.0)
    {
        switch(
GetPlayerWeapon(playerid))
        {
            case 
WEAPON_RIFLE:
            {
                if(
x[1] < 0.0 && y[1] > 0.0 )
                {
                    
x[1] += 0.0155;
                    
y[1] += 0.0155;
                }
                else if(
x[1] > 0.0 && y[1] > 0.0)
                {
                    
x[1] += 0.0155;
                    
y[1] -= 0.0155;
                }
                else if(
x[1] < 0.0 && y[1] < 0.0)
                {
                    
x[1] -= 0.0155;
                    
y[1] += 0.0155;
                }
                else if(
x[1] > 0.0 && y[1] < 0.0)
                {
                    
x[1] -= 0.0155;
                    
y[1] -= 0.0155;
                }
                if(
z[1] > 0.1z[1] += 0.06;
                else 
z[1] += 0.05;
            }
            case 
WEAPON_AK47,WEAPON_M4:
            {
                if(
x[1] < 0.0 && y[1] > 0.0 )
                {
                    
x[1] += 0.0225;
                    
y[1] += 0.0225;
                }
                else if(
x[1] > 0.0 && y[1] > 0.0)
                {
                    
x[1] += 0.0225;
                    
y[1] -= 0.0225;
                }
                else if(
x[1] < 0.0 && y[1] < 0.0)
                {
                    
x[1] -= 0.0225;
                    
y[1] += 0.0225;
                }
                else if(
x[1] > 0.0 && y[1] < 0.0)
                {
                    
x[1] -= 0.0225;
                    
y[1] -= 0.0225;
                }
                if(
z[1] > 0.0z[1] += 0.08;
                else if(
z[1] < -0.0 && z[1] > -0.5z[1] += 0.06;
                else if(
z[1] < -0.5z[1] -= 0.05;
            }
            case 
22..29,32,38:
            {
                if(
x[1] < 0.0 && y[1] > 0.0 )
                {
                    
x[1] += 0.0325;
                    
y[1] += 0.0325;
                }
                else if(
x[1] > 0.0 && y[1] > 0.0)
                {
                    
x[1] += 0.0325;
                    
y[1] -= 0.0325;
                }
                else if(
x[1] < 0.0 && y[1] < 0.0)
                {
                    
x[1] -= 0.0325;
                    
y[1] += 0.0325;
                }
                else if(
x[1] > 0.0 && y[1] < 0.0)
                {
                    
x[1] -= 0.0325;
                    
y[1] -= 0.0325;
                }
                if(
z[1] > 0.0z[1] += 0.125;
                else 
z[1] += 0.09;
            }
        }
        
x[0] += (2.0 x[1]);
        
y[0] += (2.0 y[1]);

        do
        {
            
x[0] += (x[1] * 1.0);
               
y[0] += (y[1] * 1.0);
               
z[0] += (z[1] * 1.0);

            
#if defined DEBUG
                #if !defined NO_LOS
                    
SetTimerEx("DestroyMe"DESTROY_LOS0"i"CreateObject(1239x[0], y[0], z[0], 0.00.00.0));
                
#endif
            #endif

        #if !defined FOR_EACH
               
for(new 0MAX_PLAYERS; ++i)
            
#if !defined DEBUG
                
if(IsPlayerConnected(i))
            
#endif
        #else
            
foreach(HSVictimi)
        
#endif
            
{
                if( 
!= playerid)
                {
                    
GetPlayerPos(ix[2], y[2], z[2]);

                    if(
GetPlayerSpecialAction(i) == SPECIAL_ACTION_DUCKz[2] -= 0.6;
                    else 
z[2] += 0.8;
                    if(
PointInRangeOfPoint(0.2x[0], y[0], z[0], x[2], y[2], z[2]))
                    {
                        
GameTextForPlayer(playerid,"~r~]~y~]~g~HEADSHOT~b~]~p~]",1500,3);
                        
GameTextForPlayer(i,"~r~]~y~]~g~HEADSHOTTED~b~]~p~]",1500,3);
                        
SetPlayerHealth(i0.0);
                        
#if defined DEBUG
                            
count2 GetTickCount();
                            
count1 count2 count1;
                            
printf("\n Player hit\n Max Players Looped: %d\n Max Weapon Range: %.2f\n Distance to Hit: %.2f\n Total execution time: %8d ms",i,range,dist,count1);
                            
count1=count2;
                        
#endif
                        
return 1;
                    }
                }
            }
             
dist += 1.0;
        }
        while( 
dist range );
        
#if defined DEBUG
            
count2 GetTickCount();
            
count1 count2 count1;
            
printf("\n Max Players Looped: %d\n Max Weapon Range: %.2f\n Total execution time: %8d ms",MAX_PLAYERS,rangecount1);
            
count1=count2;
        
#endif
    
}
    return 
1;

[/SPOILER]
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