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  HELP! How to Change RP name return chat remove underline OnPlayerText but return 0 ?
Posted by: PutuSuhartawan - 2021-04-22, 10:50 AM - Forum: Pawn Scripting - Replies (7)

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;

}


  [HELP] GetplayerName Initial Firstname then full Lastname.
Posted by: TheAnimalKa - 2021-04-21, 10:42 AM - Forum: Pawn Scripting - Replies (3)

Hello. Can somebody help me regarding getplayername that will only get the first initial of the firstname of the player then the full lastname. Example:



Full Name: Hello_Help



print >> H. Help.


  HELP! I want to know how the GPS System using plugins feels more real in function?
Posted by: PutuSuhartawan - 2021-04-20, 11:21 PM - Forum: Pawn Scripting - Replies (1)

Sir, do you know how to get a GPS plugin for the SAMP server that offers road direction services that can be arrows. or appear on the radar like a line following a path towards a target?


  Does anybody have TextMenu Include file ?
Posted by: Awaken NeverLand - 2021-04-20, 06:06 AM - Forum: Pawn Scripting - Replies (2)

I am searching for TextMenu include all over the internet and still couldn't found. If anybody have it in your scripts please share it with me


  How to get the exacly pos where a bomb drops?
Posted by: annety - 2021-04-20, 06:03 AM - Forum: Support - Replies (4)

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?


  GPS Like GTA 4?
Posted by: Boxi - 2021-04-20, 03:20 AM - Forum: Pawn Scripting - Replies (3)

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:?[Image: 8hBDDSd.png]


  Special Vehicle
Posted by: AbyssMorgan - 2021-04-19, 04:24 PM - Forum: Filterscripts - No Replies

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


  String not showing ingame but printing fine
Posted by: Snow - 2021-04-18, 09:24 PM - Forum: Pawn Scripting - Replies (2)

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]

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.


Photo Unacceptable nickname - Crash in game
Posted by: Viola - 2021-04-18, 03:40 PM - Forum: Pawn Scripting - Replies (3)

There is an issue that always happens when players log in-game and play for 10-15 minutes. After that, there is a message with green letters like "UNACCEPTABLE NICKNAME". It's not caused by samp client because it happens to all players who are in-game.



https://prnt.sc/11namd3


  Vehicle Missile Launcher
Posted by: AbyssMorgan - 2021-04-18, 01:30 PM - Forum: Filterscripts - No Replies

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.