11.07.2016, 18:27
Hi, I'm using that armed body filterscript by yezizhu.
I've made it like that all weapons will use player attached object slot 6, but the weapon objects aren't appearing anymore. It's good if every weapon has a different attached object slot, but I don't want it like that because I want to use the attached object slots for something else.
Here's the code:
I've made it like that all weapons will use player attached object slot 6, but the weapon objects aren't appearing anymore. It's good if every weapon has a different attached object slot, but I don't want it like that because I want to use the attached object slots for something else.
Here's the code:
Код:
public OnPlayerUpdate(playerid) { if(GetTickCount() - Weapons_pTick[playerid] > 113){ new weaponid[13],weaponammo[13],pArmedWeapon; pArmedWeapon = GetPlayerWeapon(playerid); GetPlayerWeaponData(playerid,3,weaponid[3],weaponammo[3]); GetPlayerWeaponData(playerid,4,weaponid[4],weaponammo[4]); GetPlayerWeaponData(playerid,5,weaponid[5],weaponammo[5]); GetPlayerWeaponData(playerid,6,weaponid[6],weaponammo[6]); if(weaponid[3] && weaponammo[3] > 0){ if(pArmedWeapon != weaponid[3]){ if(!IsPlayerAttachedObjectSlotUsed(playerid, 6)){ SetPlayerAttachedObject(playerid, 6, GetOnBodyGunModel(weaponid[3]),1, -0.116999, -0.087999, -0.126999, -176.799987, 42.499992, 6.300001, 1.000000, 1.000000, 1.000000); } } else { if(IsPlayerAttachedObjectSlotUsed(playerid, 6)){ RemovePlayerAttachedObject(playerid, 6); } } } else if(IsPlayerAttachedObjectSlotUsed(playerid, 6)){ RemovePlayerAttachedObject(playerid, 6); } if(weaponid[4] && weaponammo[4] > 0){ if(pArmedWeapon != weaponid[4]){ if(!IsPlayerAttachedObjectSlotUsed(playerid, 6)){ SetPlayerAttachedObject(playerid, 6, GetOnBodyGunModel(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, 6)){ RemovePlayerAttachedObject(playerid, 6); } } } else if(IsPlayerAttachedObjectSlotUsed(playerid, 6)){ RemovePlayerAttachedObject(playerid, 6); } if(weaponid[5] && weaponammo[5] > 0){ if(pArmedWeapon != weaponid[5]){ if(!IsPlayerAttachedObjectSlotUsed(playerid, 6)){ SetPlayerAttachedObject(playerid, 6, GetOnBodyGunModel(weaponid[5]),1, -0.147999, -0.163000, 0.048999, 0.000000, 31.199996, 5.599999, 1.000000, 1.000000, 1.000000); } } else { if(IsPlayerAttachedObjectSlotUsed(playerid, 6)){ RemovePlayerAttachedObject(playerid, 6); } } } else if(IsPlayerAttachedObjectSlotUsed(playerid, 6)){ RemovePlayerAttachedObject(playerid, 6); } if(weaponid[6] && weaponammo[6] > 0){ if(pArmedWeapon != weaponid[6]){ if(!IsPlayerAttachedObjectSlotUsed(playerid, 6)){ SetPlayerAttachedObject(playerid, 6, GetOnBodyGunModel(weaponid[6]),1, -0.231000, -0.121000, 0.008000, -173.500167, -0.799997, 4.800000, 1.000000, 1.000000, 1.000000); } } else { if(IsPlayerAttachedObjectSlotUsed(playerid, 6)){ RemovePlayerAttachedObject(playerid, 6); } } } else if(IsPlayerAttachedObjectSlotUsed(playerid, 6)){ RemovePlayerAttachedObject(playerid, 6); } Weapons_pTick[playerid] = GetTickCount(); }