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| HELP! How to Change RP name return chat remove underline OnPlayerText but return 0 ? |
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Posted by: PutuSuhartawan - 2021-04-22, 10:50 AM - Forum: Pawn Scripting
- Replies (7)
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Code: public OnPlayerText(playerid, text[])
{
? //new AdaSays[90];
// format(AdaSays, sizeof(AdaSays), ""COL_WHITE"Says: %s", text);
// ProcessChatText(playerid, AdaSays);
? //TalkMessage(ACTION_DISTANCE, playerid, "", text);
? SEM(playerid, ""COL_RED"DEBUG: "COL_WHITE"message text example");
? new string[228];
? format(string, sizeof(string), "%s says: %s", GetRPName(playerid), text);
? CloseMessage(playerid, COLOR_WHITE, string);
? //format(string, sizeof(string), "%s says: %s", GetRPName(playerid), text);
//Log("logs/chatlogplayer.log", string);
? format(string,sizeof(string),"%s", text);
? SetPlayerChatBubble( playerid, string,0xFFFFFFFF,20.0,5500);
? return 1;
}
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| How to get the exacly pos where a bomb drops? |
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Posted by: annety - 2021-04-20, 06:03 AM - Forum: Support
- Replies (4)
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I want to make a server with a good PvP like CS-GO
For that i need to make good granades: like smoke,flash,molotov
The effect i can manage to do by using textdraws, create explosion, drunk effect...
But there is only a thing i need someone with more expirience to help me:
How to get the exacly position where bombs when players throw?
To create that flashbang,smoke,molotov effect...
How to get it?
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| GPS Like GTA 4? |
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Posted by: Boxi - 2021-04-20, 03:20 AM - Forum: Pawn Scripting
- Replies (3)
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I would like to know is there any way to make this style of gps, which is marked on the map the path to follow as seen in the image:?
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| Special Vehicle |
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Posted by: AbyssMorgan - 2021-04-19, 04:24 PM - Forum: Filterscripts
- No Replies
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Video:
Full presentation is unavailable sorry
Shoft videos:
- SpecialVehicle #1
- SpecialVehicle #2
Screenshots:
https://imgur.com/a/aNOUwfn
Functions:
Code: SpecialVehicle::IsToggledSpecialAbility(vehicleid);
SpecialVehicle::ToggleSpecialAbility(vehicleid,bool:toggle);
SpecialVehicle::GetSpecialVehicleHealth(vehicleid);
SpecialVehicle::SetDefaultDamage(vehicleid);
SpecialVehicle::EnterPlayer(playerid);
SpecialVehicle::ExitPlayer(playerid);
SpecialVehicle::IsPlayerInSpecialVeh(playerid);
SpecialVehicle::GetPlayerSpecialVehType(playerid);
SpecialVehicle::GetVehicleAmmo(vehicleid);
SpecialVehicle::SetVehicleAmmo(vehicleid,ammo);
SpecialVehicle::GetVehicleSecondaryAmmo(vehicleid);
SpecialVehicle::SetVehicleSecondaryAmmo(vehicleid,ammo);
SpecialVehicle::GetDamage(vehicleid);
SpecialVehicle::SetDamage(vehicleid,Float:damage);
SpecialVehicle::GetVehicleDamage(vehicleid);
SpecialVehicle::SetVehicleDamage(vehicleid,Float:vehicle_damage);
SpecialVehicle::IsToggledTrunkInterior();
SpecialVehicle::ToggleTrunkInterior(bool:toggle);
SpecialVehicle::IsToggledTrailerInterior();
SpecialVehicle::ToggleTrailerInterior(bool:toggle);
SpecialVehicle::IsToggledMaverickMinigun(vehicleid);
SpecialVehicle::ToggleMaverickMinigun(vehicleid,bool:toggle);
SpecialVehicle::Create(modelid,Float:x,Float:y,Float:z,Float:angle,color1,color2,respawn_delay = -1,addsiren = 0,worldid = 0,interiorid = 0);
SpecialVehicle::CreateMOC(Float:x,Float:y,Float:z,Float:z_angle,respawn_delay = -1,addsiren = 0,worldid = 0,interiorid = 0);
SpecialVehicle::CreateMOCIncluded(vehicleid,respawn_delay = -1,addsiren = 0);
Callbacks:
Code: OnPlayerEnterVehIntRequest(playerid,vehicleid);
OnPlayerEnterSpecialSeat(playerid);
OnPlayerEnterOppressor(playerid);
OnPlayerUseCannonFail(playerid);
OnPlayerShootRocketFail(playerid);
OnSpecialTrailerNotConnected(playerid);
OnPlayerShootOPRocketFail(playerid);
OnPlayerEnterVehInterior(playerid,vehicleid,with_vehicle);
OnPlayerExitVehInterior(playerid,vehicleid,with_vehicle);
OnSpecialVehicleHasNoAmmo(playerid,vehicleid);
OnSpecialTrailerAttachFail(playerid,vehicleid,trailerid);
Definitions:
Code: WEAPON_VEHICLE_INTERIOR - after vehicle destroyed players inside vehicle interior got death by this reason
SPECIAL_VEH_AMMO_INFINITY - infinity ammo (default)
Informations
Code: By pressing KEY_ACTION you can use Cargobob/Leviathan magnet when you toggling SecialVehicle
Instalation:
Due to high library requipments, make sure you install libs in right order.
Code: #include <streamer>
#include <colandreas>
#include <EVF>
#include <3DTryg>
#include <ExtendedGrenade> //Extension using by Mines and Missile
#include <Mines>
#include <Missile>
#include <VehPara>
#define SPECIAL_VEH_USE_TEAMS //atention if you turn on teams NO_TEAM is treated as an ordinary team
#include <SpecialVehicle>
Example code:
Code: public OnPlayerEnterVehIntRequest(playerid,vehicleid){
//if vehicle is owned by another team you can block enter to interior here by return 0;
return 1;
}
public OnPlayerEnterSpecialSeat(playerid){
GameTextForPlayer(playerid,"Press ~k~~VEHICLE_HORN~ to enable/disable special weapon",2500,4);
return 1;
}
public OnPlayerEnterOppressor(playerid){
GameTextForPlayer(playerid,"Hold ~k~~VEHICLE_FIREWEAPON_ALT~ for use booster",1000,4);
return 1;
}
public OnPlayerUseCannonFail(playerid){
GameTextForPlayer(playerid,"You cannot use cannon now",1000,4);
return 1;
}
public OnPlayerEnterVehInterior(playerid,vehicleid,with_vehicle){
GameTextForPlayer(playerid,"You entered to vehicle interior, press ~k~~GROUP_CONTROL_BWD~ to exit",2500,4);
return 1;
}
public OnPlayerExitVehInterior(playerid,vehicleid,with_vehicle){
GameTextForPlayer(playerid,"You exit from vehicle interior",2500,4);
return 1;
}
public OnPlayerShootRocketFail(playerid){
GameTextForPlayer(playerid,"You can shoot only aerial targets",1000,4);
return 1;
}
public OnSpecialTrailerNotConnected(playerid){
GameTextForPlayer(playerid,"Trailer is not connected to Truck",1000,4);
return 1;
}
public OnPlayerShootOPRocketFail(playerid){
GameTextForPlayer(playerid,"You can shoot only when you on air",1000,4);
return 1;
}
public OnSpecialVehicleHasNoAmmo(playerid,vehicleid){
GameTextForPlayer(playerid,"You don't have ammo",1000,4);
return 1;
}
public OnSpecialTrailerAttachFail(playerid,vehicleid,trailerid){
SendClientMessage(playerid,0xFFFFFFFF,"You can only attach MOC trailer by MOC Truck");
return 1;
}
CMD:e(playerid){
switch(SpecialVehicle::EnterPlayer(playerid)){
case SPECIAL_VEH_ENTER_FAIL: {
SendClientMessage(playerid,0xFFFFFFFF,"You are not near a special vehicle");
}
case SPECIAL_VEH_ENTER_SUCCES: {
}
case SPECIAL_VEH_ENTER_ONFOOT: {
SendClientMessage(playerid,0xFFFFFFFF,"You must be on foot");
}
case SPECIAL_VEH_ENTER_NOT_ALLOWED: {
SendClientMessage(playerid,0xFFFFFFFF,"You can't enter a special vehicle");
}
}
return 1;
}
CMD:spawn_moc(playerid){
new Float:x,Float:y,Float:z,Float:z_angle;
GetPlayerPos(playerid,x,y,z);
GetPlayerFacingAngle(playerid,z_angle);
SpecialVehicle::CreateMOC(x,y,z,z_angle,-1,0,GetPlayerVirtualWorld(playerid),GetPlayerInterior(playerid));
return 1;
}
Demonstration script:
sv_demo.pwn
You can run demonstration script and go to Las Venturas airport for test Special Vehicles
Download:
3DTryg.inc
EVF.inc
Missile.inc
VehPara.inc
Mines.inc
ExtendedGrenade.inc
SpecialVehicle.inc
ColAndreas Plugin
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| String not showing ingame but printing fine |
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Posted by: Snow - 2021-04-18, 09:24 PM - Forum: Pawn Scripting
- Replies (2)
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So I am trying to show offline stats of a player and?I am fetching the results from the database to show in game but one of the columns do not show in there. But if i print the string, it shows the result there. Basically i fetch a few columns and format them into a string to show in a textdraw. As you can see here,?![[Image: Lk5fs1D.png]](https://i.imgur.com/Lk5fs1D.png)
It shows everything but not the Last Seen which is also fetched from database. On printing the string, this is the result:
Code: ~p~Username: ~w~localhost~n~~p~Score: ~w~10~n~~p~Kills:~w~ 0~n~~p~Deaths:~w~ 0~n~~p~Money:~w~ $50,000~n~~p~Last On:~w~ 04-05-2021
In the code above, you can clearly see its printing "Last Seen On:" thing but it wont show it in game. Here is the code:
Code: CMD:osts(playerid, params[])
{
? ? new query[128], string2[128], accountname[24], ohours, omins, oscore, obal, okills, odeaths, ologged[128];
? ? if(sscanf(params, "s[24]", accountname))
? ? ? ? return SendClientMessage(playerid, COLOR_RED, "USAGE: /osts [account name]");
? ? mysql_format(g_SQL, query, sizeof(query), "SELECT score,hours,minutes,money,kills,deaths, laston FROM `players` WHERE `username` = '%e'",accountname);
? ? new Cache:result;
? ? result = mysql_query(g_SQL, query, true);
? ? new rows = cache_num_rows();
? ? if(rows)
? ? {? ? ?
? ? ? ? new string[1024];
? ? ? ? PlayerTextDrawShow(playerid, OStatsTD[playerid][0]);
? ? ? ? PlayerTextDrawShow(playerid, OStatsTD[playerid][1]);
? ? ? ? PlayerTextDrawShow(playerid, OStatsTD[playerid][3]);
? ? ? ? for (new i = 0; i < rows; i )
? ? ? ? {
? ? ? ? ? ? cache_get_value_name(i, "laston", ologged);
? ? ? ? ? ? cache_get_value_name_int(i, "kills", okills);
? ? ? ? ? ? cache_get_value_name_int(i, "deaths", odeaths);
? ? ? ? ? ? cache_get_value_name_int(i, "score", oscore);
? ? ? ? ? ? cache_get_value_name_int(i, "hours", ohours);
? ? ? ? ? ? cache_get_value_name_int(i, "minutes", omins);
? ? ? ? ? ? cache_get_value_name_int(i, "money", obal);
? ? ? ? ? ?
? ? ? ? ? ? format(string, sizeof(string), "~p~Username: ~w~%s~n~~p~Score: ~w~%d~n~~p~Kills:~w~ %d~n~~p~Deaths:~w~ %d~n~~p~Money:~w~ %s~n~~p~Last On:~w~ %s", accountname,oscore,okills,odeaths,formatInt(obal), ologged);
? ? ? ? }
? ? ? ? PlayerTextDrawSetString(playerid, OStatsTD[playerid][2], string);
? ? ? ? PlayerTextDrawShow(playerid, OStatsTD[playerid][2]);?
? ? ? ? SetTimerEx("tdhide", 10000, false, "i", playerid);?
? ? ? ?
? ? ? ? cache_delete(result);
? ? }
? ? else
? ? format(string2, sizeof(string2), "ERROR: %s isn't found in the database." ,accountname);
? ? SendClientMessage(playerid, COLOR_RED, string2);
? ? return 1;
}
Any idea what could be wrong here? Also, increasing the string size wouldn't help either.
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| Vehicle Missile Launcher |
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Posted by: AbyssMorgan - 2021-04-18, 01:30 PM - Forum: Filterscripts
- No Replies
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Hi I would like to present include for Vehicle Missile Launcher.
Video:
- Vehicle Missile (Beta)
- Vehicle Missile (ColAndreas)
- Marica Mortar V1
- Heavy Marica Mortar
- Congreve Rocket
- Marica Mortar V2
- New Vehicle Missile
Code: //Functions Mini Missile:
ToggleVehicleMiniMissile(vehicleid,toggle);
IsToggleVehicleMiniMissile(vehicleid);
Float:GetVehicleMiniMissileSpeed(vehicleid);
SetVehicleMiniMissileSpeed(vehicleid,Float:speed);
GetVehicleMiniMissileReload(vehicleid);
SetVehicleMiniMissileReload(vehicleid,time);
Float:GetVehicleMiniMissileDistance(vehicleid);
SetVehicleMiniMissileDistance(vehicleid,Float:distance);
GetVehicleMiniMissileKey(vehicleid);
SetVehicleMiniMissileKey(vehicleid,key);
GetVehicleMiniMissileAmmo(vehicleid);
SetVehicleMiniMissileAmmo(vehicleid,ammo);
Float:GetVehicleMiniMissileDMG(vehicleid);
SetVehicleMiniMissileDMG(vehicleid,Float:damage);
Float:GetVehicleMiniMissileVehDMG(vehicleid);
SetVehicleMiniMissileVehDMG(vehicleid,Float:damage);
//Functions Heavy Missile:
ToggleVehicleHeavyMissile(vehicleid,toggle);
IsToggleVehicleHeavyMissile(vehicleid);
Float:GetVehicleHeavyMissileSpeed(vehicleid);
SetVehicleHeavyMissileSpeed(vehicleid,Float:speed);
GetVehicleHeavyMissileReload(vehicleid);
SetVehicleHeavyMissileReload(vehicleid,time);
Float:GetVehicleHeavyMissileDistance(vehicleid);
SetVehicleHeavyMissileDistance(vehicleid,Float:distance);
GetVehicleHeavyMissileKey(vehicleid);
SetVehicleHeavyMissileKey(vehicleid,key);
GetVehicleHeavyMissileAmmo(vehicleid);
SetVehicleHeavyMissileAmmo(vehicleid,ammo);
Float:GetVehicleHeavyMissileDMG(vehicleid);
SetVehicleHeavyMissileDMG(vehicleid,Float:damage);
Float:GetVehicleHeavyMissileVehDMG(vehicleid);
SetVehicleHeavyMissileVehDMG(vehicleid,Float:damage);
//Functions Rhino Missile:
ToggleVehicleRhinoMissile(vehicleid,toggle);
IsToggleVehicleRhinoMissile(vehicleid);
GetVehicleRhinoMissileReload(vehicleid);
SetVehicleRhinoMissileReload(vehicleid,time);
Float:GetVehicleRhinoMissileDistance(vehicleid);
SetVehicleRhinoMissileDistance(vehicleid,Float:distance);
GetVehicleRhinoMissileKey(vehicleid);
SetVehicleRhinoMissileKey(vehicleid,key);
GetVehicleRhinoMissileAmmo(vehicleid);
SetVehicleRhinoMissileAmmo(vehicleid,ammo);
Float:GetVehicleRhinoMissileDMG(vehicleid);
SetVehicleRhinoMissileDMG(vehicleid,Float:damage);
Float:GetVehicleRhinoMissileVehDMG(vehicleid);
SetVehicleRhinoMissileVehDMG(vehicleid,Float:damage);
//Functions Bomber Missile:
ToggleVehicleBomberMissile(vehicleid,toggle);
IsToggleVehicleBomberMissile(vehicleid);
Float:GetVehicleBomberMissileSpeed(vehicleid);
SetVehicleBomberMissileSpeed(vehicleid,Float:speed);
GetVehicleBomberMissileReload(vehicleid);
SetVehicleBomberMissileReload(vehicleid,time);
Float:GetVehicleBomberMissileDistance(vehicleid);
SetVehicleBomberMissileDistance(vehicleid,Float:distance);
GetVehicleBomberMissileKey(vehicleid);
SetVehicleBomberMissileKey(vehicleid,key);
GetVehicleBomberMissileAmmo(vehicleid);
SetVehicleBomberMissileAmmo(vehicleid,ammo);
Float:GetVehicleBomberMissileDMG(vehicleid);
SetVehicleBomberMissileDMG(vehicleid,Float:damage);
Float:GetVehicleBomberMissileVehDMG(vehicleid);
SetVehicleBomberMissileVehDMG(vehicleid,Float:damage);
//Functions Mortar Missile:
ToggleVehicleMortarMissile(vehicleid,toggle);
IsToggleVehicleMortarMissile(vehicleid);
Float:GetVehicleMortarMissileSpeed(vehicleid);
SetVehicleMortarMissileSpeed(vehicleid,Float:speed);
GetVehicleMortarMissileReload(vehicleid);
SetVehicleMortarMissileReload(vehicleid,time);
Float:GetVehicleMortarMissileDistance(vehicleid);
SetVehicleMortarMissileDistance(vehicleid,Float:distance);
GetVehicleMortarMissileKey(vehicleid);
SetVehicleMortarMissileKey(vehicleid,key);
Float:GetVehicleMortarMissileHeight(vehicleid);
SetVehicleMortarMissileHeight(vehicleid,Float:height);
Float:GetVehicleMortarMissileRotation(vehicleid);
SetVehicleMortarMissileRotation(vehicleid,Float:rotation);
GetVehicleMortarMissileAmmo(vehicleid);
SetVehicleMortarMissileAmmo(vehicleid,ammo);
GetVehicleMortarMissileAimSys(vehicleid);
SetVehicleMortarMissileAimSys(vehicleid,toggle);
Float:GetVehicleMortarMissileDMG(vehicleid);
SetVehicleMortarMissileDMG(vehicleid,Float:damage);
Float:GetVehicleMortarMissileVehDMG(vehicleid);
SetVehicleMortarMissileVehDMG(vehicleid,Float:damage);
//Functions Mega Missile:
ToggleVehicleMegaMissile(vehicleid,toggle);
IsToggleVehicleMegaMissile(vehicleid);
Float:GetVehicleMegaMissileSpeed(vehicleid);
SetVehicleMegaMissileSpeed(vehicleid,Float:speed);
GetVehicleMegaMissileReload(vehicleid);
SetVehicleMegaMissileReload(vehicleid,time);
Float:GetVehicleMegaMissileDistance(vehicleid);
SetVehicleMegaMissileDistance(vehicleid,Float:distance);
GetVehicleMegaMissileKey(vehicleid);
SetVehicleMegaMissileKey(vehicleid,key);
Float:GetVehicleMegaMissileHeight(vehicleid);
SetVehicleMegaMissileHeight(vehicleid,Float:height);
Float:GetVehicleMegaMissileRotation(vehicleid);
SetVehicleMegaMissileRotation(vehicleid,Float:rotation);
GetVehicleMegaMissileAmmo(vehicleid);
SetVehicleMegaMissileAmmo(vehicleid,ammo);
GetVehicleMegaMissileAimSys(vehicleid);
SetVehicleMegaMissileAimSys(vehicleid,toggle);
Float:GetVehicleMegaMissileDMG(vehicleid);
SetVehicleMegaMissileDMG(vehicleid,Float:damage);
Float:GetVehicleMegaMissileVehDMG(vehicleid);
SetVehicleMegaMissileVehDMG(vehicleid,Float:damage);
//Functions Congreve Rocket:
ToggleVehicleCongreve(vehicleid,toggle);
IsToggleVehicleCongreve(vehicleid);
Float:GetVehicleCongreveSpeed(vehicleid);
SetVehicleCongreveSpeed(vehicleid,Float:speed);
GetVehicleCongreveReload(vehicleid);
SetVehicleCongreveReload(vehicleid,time);
Float:GetVehicleCongreveDistance(vehicleid);
SetVehicleCongreveDistance(vehicleid,Float:distance);
GetVehicleCongreveKey(vehicleid);
SetVehicleCongreveKey(vehicleid,key);
Float:GetVehicleCongreveSpread(vehicleid);
SetVehicleCongreveSpread(vehicleid,Float:spread);
GetVehicleCongreveSalvo(vehicleid);
SetVehicleCongreveSalvo(vehicleid,salvo);
GetVehicleCongreveAmmo(vehicleid);
SetVehicleCongreveAmmo(vehicleid,ammo);
Float:GetVehicleCongreveDMG(vehicleid);
SetVehicleCongreveDMG(vehicleid,Float:damage);
Float:GetVehicleCongreveVehDMG(vehicleid);
SetVehicleCongreveVehDMG(vehicleid,Float:damage);
//Functions Havoc Rocket:
ToggleVehicleHavoc(vehicleid,toggle);
IsToggleVehicleHavoc(vehicleid);
Float:GetVehicleHavocSpeed(vehicleid);
SetVehicleHavocSpeed(vehicleid,Float:speed);
GetVehicleHavocReload(vehicleid);
SetVehicleHavocReload(vehicleid,time);
Float:GetVehicleHavocDistance(vehicleid);
SetVehicleHavocDistance(vehicleid,Float:distance);
GetVehicleHavocKey(vehicleid);
SetVehicleHavocKey(vehicleid,key);
Float:GetVehicleHavocSpread(vehicleid);
SetVehicleHavocSpread(vehicleid,Float:spread);
GetVehicleHavocSalvo(vehicleid);
SetVehicleHavocSalvo(vehicleid,salvo);
GetVehicleHavocAmmo(vehicleid);
SetVehicleHavocAmmo(vehicleid,ammo);
Float:GetVehicleHavocDMG(vehicleid);
SetVehicleHavocDMG(vehicleid,Float:damage);
Float:GetVehicleHavocVehDMG(vehicleid);
SetVehicleHavocVehDMG(vehicleid,Float:damage);
//Functions Flare:
ToggleVehicleFlare(vehicleid,toggle);
IsToggleVehicleFlare(vehicleid);
Float:GetVehicleFlareSpeed(vehicleid);
SetVehicleFlareSpeed(vehicleid,Float:speed);
GetVehicleFlareReload(vehicleid);
SetVehicleFlareReload(vehicleid,time);
Float:GetVehicleFlareDistance(vehicleid);
SetVehicleFlareDistance(vehicleid,Float:distance);
GetVehicleFlareKey(vehicleid);
SetVehicleFlareKey(vehicleid,key);
GetVehicleFlareSalvo(vehicleid);
SetVehicleFlareSalvo(vehicleid,salvo);
GetVehicleFlareAmmo(vehicleid);
SetVehicleFlareAmmo(vehicleid,ammo);
GetVehicleFlareType(vehicleid);
SetVehicleFlareType(vehicleid,type);
//Functions Ground Bomb:
ToggleVehicleGroundBomb(vehicleid,toggle);
IsToggleVehicleGroundBomb(vehicleid);
Float:GetVehicleGroundBombSpeed(vehicleid);
SetVehicleGroundBombSpeed(vehicleid,Float:speed);
GetVehicleGroundBombReload(vehicleid);
SetVehicleGroundBombReload(vehicleid,time);
Float:GetVehicleGroundBombDistance(vehicleid);
SetVehicleGroundBombDistance(vehicleid,Float:distance);
GetVehicleGroundBombKey(vehicleid);
SetVehicleGroundBombKey(vehicleid,key);
GetVehicleGroundBombAmmo(vehicleid);
SetVehicleGroundBombAmmo(vehicleid,ammo);
Float:GetVehicleGroundBombDMG(vehicleid);
SetVehicleGroundBombDMG(vehicleid,Float:damage);
Float:GetVehicleGroundBombVehDMG(vehicleid);
SetVehicleGroundBombVehDMG(vehicleid,Float:damage);
//Functions Ground Bomb (Extended Grenade):
GetVehicleGroundBombType(vehicleid);
SetVehicleGroundBombType(vehicleid,special_weaponid);
GetVehicleGroundBombEffect(vehicleid);
SetVehicleGroundBombEffect(vehicleid,effectid);
Float:GetVehicleGroundBombEffectDMG(vehicleid);
SetVehicleGroundBombEffectDMG(vehicleid,Float:damage);
Float:GetVehicleGroundBombEffectVDMG(vehicleid);
SetVehicleGroundBombEffectVDMG(vehicleid,Float:veh_damage);
GetVehicleGroundBombEffectTime(vehicleid);
SetVehicleGroundBombEffectTime(vehicleid,seconds);
//Player Functions:
GetMiniMissileRemainingTime(playerid);
GetHeavyMissileRemainingTime(playerid);
GetRhinoMissileRemainingTime(playerid);
GetBomberMissileRemainingTime(playerid);
GetMortarMissileRemainingTime(playerid);
GetMegaMissileRemainingTime(playerid);
GetCongreveRemainingTime(playerid);
GetHavocRemainingTime(playerid);
GetGroundBombRemainingTime(playerid);
GetFlareRemainingTime(playerid);
IsVehicleMissileAimSysReady(playerid);
SetVehicleMissileAimTarget(playerid,Float:x=0.0,Float:y=0.0);
//Extended Functions:
Float:GetMissileStreamDistance();
SetMissileStreamDistance(Float:streamdistance);
DisarmVehicleMissile(vehicleid);
SetVehicleMissileDefaultConfig(vehicleid);
ToggleMissileAutoDisarm(bool:toggle);
bool:IsToggleMissileAutoDisarm();
OnVehicleShot(playerid,type);
OnVehicleMissileInit();
GetMissileRemainingTime(playerid,type);
GetVehicleMissileAmmo(vehicleid,type);
SetVehicleMissileAmmo(vehicleid,type,ammo);
//Callbacks:
OnVehicleArmed(playerid,vehicleid);
OnVehicleMissileRequestLaunch(playerid,type,vehicleid);
OnVehicleMissileLaunched(playerid,type,vehicleid);
Default control:
Code: Mini Missile - LALT
Rhino Missile - LALT
Heavy Missile - ALT GR / LCTRL / NUM0
Bomber Missile - Y
Mortar Missile - Y
Mega Missile - Y
Congreve Rocket - N
Havoc Rocket - Y
Ground Bomb - Y
Definitions:
Code: //Vehicle Missile Types:
VEHICLE_MISSILE_TYPE_MINI
VEHICLE_MISSILE_TYPE_HEAVY
VEHICLE_MISSILE_TYPE_BOMBER
VEHICLE_MISSILE_TYPE_RHINO
VEHICLE_MISSILE_TYPE_MORTAR
VEHICLE_MISSILE_TYPE_MEGA
VEHICLE_MISSILE_TYPE_CON
VEHICLE_MISSILE_TYPE_HAVOC
VEHICLE_MISSILE_TYPE_BOMB
VEHICLE_MISSILE_TYPE_FLARE
//default projectile speed
VEHICLE_MISSILE_SPEED_MINI
VEHICLE_MISSILE_SPEED_HEAVY
VEHICLE_MISSILE_SPEED_BOMBER
VEHICLE_MISSILE_SPEED_MORTAR
VEHICLE_MISSILE_SPEED_MEGA
VEHICLE_MISSILE_SPEED_CON
VEHICLE_MISSILE_SPEED_HAVOC
VEHICLE_MISSILE_SPEED_BOMB
VEHICLE_MISSILE_SPEED_FLARE
//default reload time in milisecond
VEHICLE_MISSILE_RELOAD_MINI
VEHICLE_MISSILE_RELOAD_HEAVY
VEHICLE_MISSILE_RELOAD_BOMBER
VEHICLE_MISSILE_RELOAD_RHINO
VEHICLE_MISSILE_RELOAD_MORTAR
VEHICLE_MISSILE_RELOAD_MEGA
VEHICLE_MISSILE_RELOAD_CON
VEHICLE_MISSILE_RELOAD_HAVOC
VEHICLE_MISSILE_RELOAD_BOMB
VEHICLE_MISSILE_RELOAD_FLARE
//default maximum distance that can be overcome missile
VEHICLE_MISSILE_DISTANCE_MINI
VEHICLE_MISSILE_DISTANCE_HEAVY
VEHICLE_MISSILE_DISTANCE_BOMBER
VEHICLE_MISSILE_DISTANCE_RHINO
VEHICLE_MISSILE_DISTANCE_MORTAR
VEHICLE_MISSILE_DISTANCE_MEGA
VEHICLE_MISSILE_DISTANCE_CON
VEHICLE_MISSILE_DISTANCE_HAVOC
VEHICLE_MISSILE_DISTANCE_BOMB
VEHICLE_MISSILE_DISTANCE_FLARE
//default key
VEHICLE_MISSILE_KEY_MINI
VEHICLE_MISSILE_KEY_HEAVY
VEHICLE_MISSILE_KEY_BOMBER
VEHICLE_MISSILE_KEY_RHINO
VEHICLE_MISSILE_KEY_MORTAR
VEHICLE_MISSILE_KEY_MEGA
VEHICLE_MISSILE_KEY_CON
VEHICLE_MISSILE_KEY_HAVOC
VEHICLE_MISSILE_KEY_BOMB
VEHICLE_MISSILE_KEY_FLARE
VEHICLE_MISSILE_HEIGHT_MORTAR? // default arc height for Mortar Missile
VEHICLE_MISSILE_HEIGHT_MEGA? ? // default arc height for Mega Missile
VEHICLE_MISSILE_ROTATION? ? ? ? // default mortar/mega rotation
VEHICLE_MISSILE_SPREAD_CON? ? ? // default spread for Congreve Rocket
VEHICLE_MISSILE_SALVO_CON? ? ? // default salvo (number of projectiles) for Congreve Rocket
VEHICLE_MISSILE_SPREAD_HAVOC? ? // default spread for Havoc Missile
VEHICLE_MISSILE_SALVO_HAVOC? ? // default salvo (number of projectiles) for Havoc Missile
VEHICLE_MISSILE_SALVO_FLARE? ? // default salvo (number of projectiles) for Flare
//infinity ammo
VEHICLE_WEAPON_AMMO_INFINITY
Weapon Vehicle Recommendation:
Code: VEHICLE_MISSILE_TYPE_MINI - Any vehicle
VEHICLE_MISSILE_TYPE_HEAVY - All air vehicles (Causes turbulence)
VEHICLE_MISSILE_TYPE_BOMBER - All air vehicles
VEHICLE_MISSILE_TYPE_RHINO - Recommended for use only RC Tiger
VEHICLE_MISSILE_TYPE_MORTAR - Any vehicle (Recomended Air Vehicle)
VEHICLE_MISSILE_TYPE_MEGA - Any vehicle (Recomended Air Vehicle)
VEHICLE_MISSILE_TYPE_CON - Hydra
VEHICLE_MISSILE_TYPE_HAVOC - Andromada
VEHICLE_MISSILE_TYPE_BOMB - Rustler
VEHICLE_MISSILE_TYPE_FLARE - Hydra
Example Code:
Code: public OnGameModeInit(){
ToggleMissileAutoDisarm(true);
return 1;
}
public OnVehicleArmed(playerid,vehicleid){
SetVehicleMiniMissileDMG(vehicleid,100.0);
SetVehicleMiniMissileVehDMG(vehicleid,500.0);
SetVehicleHeavyMissileDMG(vehicleid,200.0);
SetVehicleHeavyMissileVehDMG(vehicleid,1000.0);
SetVehicleBomberMissileDMG(vehicleid,100.0);
SetVehicleBomberMissileVehDMG(vehicleid,500.0);
SetVehicleRhinoMissileDMG(vehicleid,50.0);
SetVehicleRhinoMissileVehDMG(vehicleid,500.0);
SetVehicleMortarMissileDMG(vehicleid,100.0);
SetVehicleMortarMissileVehDMG(vehicleid,1000.0);
SetVehicleMegaMissileDMG(vehicleid,200.0);
SetVehicleMegaMissileVehDMG(vehicleid,2000.0);
SetVehicleCongreveDMG(vehicleid,50.0);
SetVehicleCongreveVehDMG(vehicleid,1500.0);
SetVehicleHavocDMG(vehicleid,500.0);
SetVehicleHavocVehDMG(vehicleid,5000.0);
SetVehicleGroundBombDMG(vehicleid,500.0);
SetVehicleGroundBombVehDMG(vehicleid,5000.0);
switch(GetVehicleModel(vehicleid)){
case 564: { //rc tiger
ToggleVehicleRhinoMissile(vehicleid,1);
}
case 553: { //nevada
ToggleVehicleBomberMissile(vehicleid,1);
}
case 592: { //andromada
ToggleVehicleBomberMissile(vehicleid,1);
SetVehicleBomberMissileSpeed(vehicleid,60.0);
SetVehicleBomberMissileReload(vehicleid,500);
}
case 520: { //hydra
ToggleVehicleBomberMissile(vehicleid,1);
SetVehicleBomberMissileSpeed(vehicleid,80.0);
SetVehicleBomberMissileReload(vehicleid,500);
ToggleVehicleHeavyMissile(vehicleid,1);
SetVehicleHeavyMissileSpeed(vehicleid,90.0);
SetVehicleHeavyMissileKey(vehicleid,KEY_CROUCH);
}
case 476: { //rustler
ToggleVehicleMiniMissile(vehicleid,1);
SetVehicleMiniMissileSpeed(vehicleid,80.0);
ToggleVehicleBomberMissile(vehicleid,1);
SetVehicleBomberMissileSpeed(vehicleid,80.0);
SetVehicleBomberMissileReload(vehicleid,500);
}
case 548, 497, 469: { //Cargobob, Police Maverik, Sparrow
ToggleVehicleMiniMissile(vehicleid,1);
ToggleVehicleBomberMissile(vehicleid,1);
}
case 512: { //Cropduster
ToggleVehicleBomberMissile(vehicleid,1);
}
case 513: { //stuntplane
ToggleVehicleBomberMissile(vehicleid,1);
}
case 519: { //shamal
ToggleVehicleMiniMissile(vehicleid,1);
SetVehicleMiniMissileSpeed(vehicleid,80.0);
}
case 432: { //rhino
ToggleVehicleMegaMissile(vehicleid,1);
SetVehicleMegaMissileSpeed(vehicleid,50.0);
SetVehicleMegaMissileHeight(vehicleid,VEHICLE_MISSILE_HEIGHT_MEGA);
SetVehicleMegaMissileDistance(vehicleid,VEHICLE_MISSILE_DISTANCE_MEGA);
SetVehicleMegaMissileAimSys(vehicleid,1);
}
}
return 1;
}
Remaining Time / Ammo detection:
Code: public OnVehicleMissileRequestLaunch(playerid,type,vehicleid){
new c_time = GetMissileRemainingTime(playerid,type);
if(c_time > 0){
new buffer[32];
format(buffer,sizeof(buffer),"Remaining Time~n~~w~%.2f second",c_time / 1000.0);
GameTextForPlayer(playerid,buffer,2500,4);
} else if(GetVehicleMissileAmmo(vehicleid,type) == 0){
new buffer[32];
format(buffer,sizeof(buffer),"No ammunition");
GameTextForPlayer(playerid,buffer,2500,4);
}
if((type == VEHICLE_MISSILE_TYPE_MORTAR && GetVehicleMortarMissileAimSys(vehicleid)) || (type == VEHICLE_MISSILE_TYPE_MEGA && GetVehicleMegaMissileAimSys(vehicleid))){
if(!IsVehicleMissileAimSysReady(playerid)){
GameTextForPlayer(playerid,"Select target in map",2500,4);
}
}
return 1;
}
public OnVehicleMissileLaunched(playerid,type,vehicleid){
new ammo = GetVehicleMissileAmmo(vehicleid,type);
if(ammo != VEHICLE_WEAPON_AMMO_INFINITY){
new buffer[32];
format(buffer,sizeof(buffer),"Vehicle Ammo~n~~w~%d",ammo);
GameTextForPlayer(playerid,buffer,2500,4);
}
return 1;
}
Advanced Mortar Control (if AimSys is disabled):
Code: public OnPlayerKeyStateChange(playerid, newkeys, oldkeys){
if(IsToggleVehicleMegaMissile(GetPlayerVehicleID(playerid))){
if(KEY_PRESSED(KEY_ANALOG_UP)){
new vid = GetPlayerVehicleID(playerid), Float:val = GetVehicleMegaMissileDistance(vid), buf[128];
val = 5.0;
if(val > 800.0) val = 800.0;
SetVehicleMegaMissileDistance(vid,val);
format(buf,sizeof buf,"Mortar Distance: ~g~%.0f",val);
GameTextForPlayer(playerid,buf,1000,4);
} else if(KEY_PRESSED(KEY_ANALOG_DOWN)){
new vid = GetPlayerVehicleID(playerid), Float:val = GetVehicleMegaMissileDistance(vid), buf[128];
val -= 5.0;
if(val < 50.0) val = 50.0;
SetVehicleMegaMissileDistance(vid,val);
format(buf,sizeof buf,"Mortar Distance: ~g~%.0f",val);
GameTextForPlayer(playerid,buf,1000,4);
} else if(KEY_PRESSED(KEY_ANALOG_RIGHT)){
new vid = GetPlayerVehicleID(playerid), Float:val = GetVehicleMegaMissileHeight(vid), buf[128];
val = 5.0;
if(val > 400.0) val = 400.0;
SetVehicleMegaMissileHeight(vid,val);
format(buf,sizeof buf,"Mortar Height: ~g~%.0f",val);
GameTextForPlayer(playerid,buf,1000,4);
} else if(KEY_PRESSED(KEY_ANALOG_LEFT)){
new vid = GetPlayerVehicleID(playerid), Float:val = GetVehicleMegaMissileHeight(vid), buf[128];
val -= 5.0;
if(val < 25.0) val = 25.0;
SetVehicleMegaMissileHeight(vid,val);
format(buf,sizeof buf,"Mortar Height: ~g~%.0f",val);
GameTextForPlayer(playerid,buf,1000,4);
}
} else if(IsToggleVehicleMortarMissile(GetPlayerVehicleID(playerid))){
if(KEY_PRESSED(KEY_ANALOG_UP)){
new vid = GetPlayerVehicleID(playerid), Float:val = GetVehicleMortarMissileDistance(vid), buf[128];
val = 5.0;
if(val > 600.0) val = 600.0;
SetVehicleMortarMissileDistance(vid,val);
format(buf,sizeof buf,"Mortar Distance: ~g~%.0f",val);
GameTextForPlayer(playerid,buf,1000,4);
} else if(KEY_PRESSED(KEY_ANALOG_DOWN)){
new vid = GetPlayerVehicleID(playerid), Float:val = GetVehicleMortarMissileDistance(vid), buf[128];
val -= 5.0;
if(val < 50.0) val = 50.0;
SetVehicleMortarMissileDistance(vid,val);
format(buf,sizeof buf,"Mortar Distance: ~g~%.0f",val);
GameTextForPlayer(playerid,buf,1000,4);
} else if(KEY_PRESSED(KEY_ANALOG_RIGHT)){
new vid = GetPlayerVehicleID(playerid), Float:val = GetVehicleMortarMissileHeight(vid), buf[128];
val = 5.0;
if(val > 300.0) val = 300.0;
SetVehicleMortarMissileHeight(vid,val);
format(buf,sizeof buf,"Mortar Height: ~g~%.0f",val);
GameTextForPlayer(playerid,buf,1000,4);
} else if(KEY_PRESSED(KEY_ANALOG_LEFT)){
new vid = GetPlayerVehicleID(playerid), Float:val = GetVehicleMortarMissileHeight(vid), buf[128];
val -= 5.0;
if(val < 25.0) val = 25.0;
SetVehicleMortarMissileHeight(vid,val);
format(buf,sizeof buf,"Mortar Height: ~g~%.0f",val);
GameTextForPlayer(playerid,buf,1000,4);
}
}
return 1;
}
Download:
VehicleMissileCol.inc
Missile.inc
3DTryg.inc
ExtendedGrenade.inc
ColAndreas Plugin
Notice:
Filterscript not exist because filterscripts have limits.
This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.
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