27.11.2013, 17:07
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Последний раз редактировалось kbalor; 28.11.2013 в 03:38.
)
Hi I'm using this weapon drop fs it's good but there is a problem with the ammo. When I tried to pickup a weapon that has an ammo it give different ammo not what I dropped.
Let say I have minigun with 500 ammo. I let myself get killed and after I tried to pickup my minigun the ammo became 1500. So how to make it back to normal ammo 500?
Let say I have minigun with 500 ammo. I let myself get killed and after I tried to pickup my minigun the ammo became 1500. So how to make it back to normal ammo 500?
Код HTML:
#define <a_samp>//this always defined new DropLimit = 4; // above new DeleteTime = 20; //above public OnPlayerDeath(playerid, killerid, reason) { DropPlayerWeapons(playerid); //here, we send that, when you die, you will drop your weaps (sorry da english) return 1; } forward DropPlayerWeapons(playerid); public DropPlayerWeapons(playerid) { new playerweapons[13][2]; new Float:x,Float:y,Float:z; GetPlayerPos(playerid, x, y, z);//here gets your position..! for(new i=0; i<13; i++) { GetPlayerWeaponData(playerid, i, playerweapons[i][0], playerweapons[i][1]); new model = GetWeaponType(playerweapons[i][0]);// this to get, what weapons are you using in the moment ! new times = floatround(playerweapons[i][1]/10.0001); new Float:X = x + (random(3) - random(3)); new Float:Y = y + (random(3) - random(3)); if(playerweapons[i][1] != 0 && model != -1) { if(times > DropLimit) times = DropLimit; for(new a=0; a<times; a++) { new pickupid = CreatePickup(model, 3, X, Y, z);//this is the place where you die, there you will drop your weapons ! SetTimerEx("DeletePickup", DeleteTime*1000, false, "d", pickupid);//there you may change the time 1 *1000 to *19283718293712 whatever...! } } } return 1; } forward DeletePickup(pickupid); public DeletePickup(pickupid) { DestroyPickup(pickupid); return 1; } GetWeaponType(weaponid) //explainin' { switch(weaponid) { case 1: return 331; case 2: return 333; case 3: return 334; // this is to define the weapons case 4: return 335; case 5: return 336; case 6: return 337; case 7: return 338; case 8: return 339; case 9: return 341; case 10: return 321; case 11: return 322; case 12: return 323; case 13: return 324; case 14: return 325; case 15: return 326; case 16: return 342; case 17: return 343; case 18: return 344; case 22: return 346; case 23: return 347; case 24: return 348; case 25: return 349; case 26: return 350; case 27: return 351; case 28: return 352; case 29: return 353; case 30: return 355; case 31: return 356; case 32: return 372; case 33: return 357; case 34: return 358; case 35: return 359; case 36: return 360; case 37: return 361; case 38: return 362; case 39: return 363; case 41: return 365; case 42: return 366; case 46: return 371; //example, this case is the id 46 is the parachute, we will drop the parachute, that's if you got one } return -1; }