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PortalGun |
Posted by: AbyssMorgan - 2021-04-18, 12:51 PM - Forum: Filterscripts
- No Replies
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Hello, I would like to present you the Portal Gun Script
Video:
https://www.youtube.com/watch?v=pHGUVNh9y3c
https://www.youtube.com/watch?v=wDBgtBY-cPs
Download:
PortalGun.inc
3DTryg.inc
ColAndreas Plugin
Installation:
Code: #include <3DTryg>
#include <PortalGun>
Functions:
Code: TogglePrivatePortalGun(bool:toggle);? ? ? ? ? ? //default: false
bool:IsTogglePrivatePortalGun();
ToggleUseTeamPortalGun(bool:toggle);? ? ? ? ? ? //default: false
bool:IsToggleUseTeamPortalGun();
TogglePortalGunForAll(bool:toggle);? ? ? ? ? ? //default: true
bool:IsTogglePortalGunForAll();
TogglePortalGunForPlayer(playerid,toggle);? ? ? //default: 0
IsTogglePortalGunForPlayer(playerid);
Float:GetPortalGunSpeed(playerid);
SetPortalGunSpeed(playerid,Float:speed);
Float:GetPortalGunStreamDistance();
SetPortalGunStreamDistance(Float:streamdistance);
ForceOpenPortalGunRing(playerid,portal_id,Float:ox,Float:oy,Float:oz,Float:tx,Float:ty,Float:tz,worldid,interiorid);
ForceClosePortalGunRing(playerid);
Activation:
Code: Weapon: Country Rifle
Y - Change Ring
Notice:
Filterscript not exist because filterscripts have limits.
This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.
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Military Dynamic Mines System |
Posted by: AbyssMorgan - 2021-04-18, 12:48 PM - Forum: Filterscripts
- No Replies
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Hello, I would like to present a dynamic system landmines.
Video:
https://www.youtube.com/watch?v=SXwb26E-kkU
https://www.youtube.com/watch?v=_E3tw_qYzhI
Functions:
Code: Mines::Create(type,Float:detection_range,Float:explode_radius,Float:health,respawntime,Float:x,Float:y,Float:z,worldid,interiorid,playerid,Float:streamdistance,mine_object = MINE_OBJECT_STANDARD,teamid = ANY_TEAM,detect_type = MINE_DETECT_TYPE_ALL,byplayerid = INVALID_PLAYER_ID,Float:damage=-1.0,Float:vehicle_damage=-1.0);
type - explosion type //https://wiki.sa-mp.com/wiki/Explosion_List
Float:detection_range - detection range player/vehicle
Float:explode_radius - the explosion range (the same as in CreateExplosion)
Float:health - mine health (set MINE_INFINITY_HEALTH to be indestructible)
respawntime - respawn time in seconds
Float:x, Float:y, Float:z, worldid, interiorid, playerid, Float:streamdistance - the same as in CreateDynamicObject
mine_object - mine object
teamid - player team will be immune to detection range or destroy mine
detect_type - specify which elements are to be detected (MINE_DETECT_TYPE_ALL / MINE_DETECT_TYPE_PLAYER / MINE_DETECT_TYPE_VEHICLE)
Float:damage - player damage on explosion created
Float:vehicle_damage - vehicle damage on explosion created
Mines::CreateEx(objectid,type,Float:detection_range,Float:explode_radius,Float:health,respawntime,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,worldid,interiorid,playerid,Float:streamdistance,teamid = ANY_TEAM,detect_type = MINE_DETECT_TYPE_ALL,byplayerid = INVALID_PLAYER_ID,Float:damage=-1.0,Float:vehicle_damage=-1.0);
Mines::Destroy(mobid);
Mines::GetExplodeVisibility();
Mines::SetExplodeVisibility(Float:streamdistance);
Mines::ForceRespawn(mobid);
Mines::Count();
Mines::GetObjectID(mobid);
Mines::GetAreaID(mobid);
Mines::GetPos(mobid,&Float:x,&Float:y,&Float:z);
Mines::SetPos(mobid,Float:x,Float:y,Float:z);
Mines::GetRot(mobid,&Float:rx,&Float:ry,&Float:rz);
Mines::SetRot(mobid,Float:rx,Float:ry,Float:rz);
Mines::GetDetectionRange(mobid,&Float:detection_range);
Mines::SetDetectionRange(mobid,Float:detection_range);
Mines::GetExplodeRadius(mobid,&Float:explode_radius);
Mines::SetExplodeRadius(mobid,Float:explode_radius);
Mines::GetHealth(mobid,&Float:health);
Mines::SetHealth(mobid,Float:health);
Mines::GetMaxHealth(mobid,&Float:health);
Mines::SetMaxHealth(mobid,Float:health);
Mines::GetVirtualWorld(mobid);
Mines::SetVirtualWorld(mobid,worldid);
Mines::GetInterior(mobid);
Mines::SetInterior(mobid,interiorid);
Mines::GetStreamDistance(mobid,&Float:streamdistance);
Mines::SetStreamDistance(mobid,Float:streamdistance);
Mines::GetTeam(mobid);
Mines::SetTeam(mobid,teamid);
Mines::GetType(mobid);
Mines::SetType(mobid,type);
Mines::GetRespawnTime(mobid);
Mines::SetRespawnTime(mobid,respawntime);
Mines::GetDamage(mobid);
Mines::SetDamage(mobid,Float:damage);
Mines::GetVehicleDamage(mobid);
Mines::SetVehicleDamage(mobid,Float:damage);
Mines::Update(variable);
Extended Grenade Functions:
Mines::GetEffectVisibility();
Mines::SetEffectVisibility(Float:streamdistance);
Mines::GetSpecialWeapon(mobid);
Mines::SetSpecialWeapon(mobid,special_weaponid);
Mines::GetEffectID(mobid);
Mines::SetEffectID(mobid,effectid);
Mines::GetEffectDMG(mobid);
Mines::SetEffectDMG(mobid,Float:damage);
Mines::GetEffectVDMG(mobid);
Mines::SetEffectVDMG(mobid,Float:veh_damage);
Mines::GetEffectTime(mobid);
Mines::SetEffectTime(mobid,seconds);
Callbacks:
Code: OnMineDestroy(mobid,Float:x,Float:y,Float:z,type,killerid,Float:radius,damagerid);
types:
MINE_DESTROY_TYPE_DETECT? //When mine has been destroyed by detection range
MINE_DESTROY_TYPE_KILL? ? //When mine has been destroyed by player shoot
Mine Object:
Code: MINE_OBJECT_STANDARD //default
MINE_OBJECT_UNDERWATER
MINE_OBJECT_LASER
MINE_OBJECT_PIZZA
Example Pawn Code:
Code: #include <a_samp>
#include <streamer>
#include <3DTryg>
#include <Mines>
public OnFilterScriptInit(){
/*
simply enter the coordinates of /save
AddPlayerClass(71,-0.3440,0.2275,3.1172,65.1647,0,0,0,0,0,0); //
and select other parameters
*/
// not recommended set worldid and interiorid -1
Mines::Create(MINE_TYPE_EXPLODE_HUGE, 2.0, 0.1, 200.0, 60, 10.0,0.0,3.1172, 0,0,-1, 300.0, MINE_OBJECT_STANDARD);
Mines::Create(MINE_TYPE_EXPLODE_SMALL, 1.5, 0.01, 100.0, 15, 0.0, 0.0, 3.1172, 0,0, -1, 200.0,MINE_OBJECT_PIZZA);
Mines::Create(MINE_TYPE_EXPLODE_HUGE, 6.0, 0.01, 2000.0, 120, 71.8122, 175.3036, -0.5547, 0,0,-1,200.0, MINE_OBJECT_UNDERWATER);
return 1;
}
Example Command:
Code: CMD:addmine(playerid,params[]){
if(!IsPlayerAdmin(playerid)) return 0;
new buffer[128], type, Float:detection_range, Float:explode_radius, Float:health, respawntime,
Float:x, Float:y, Float:z, worldid, interiorid, Float:streamdistance, mine_object = MINE_OBJECT_STANDARD, teamid = ANY_TEAM;
GetPlayerPos(playerid,x,y,z);
worldid = GetPlayerVirtualWorld(playerid);
interiorid = GetPlayerInterior(playerid);
if(sscanf(params,"dfffdfD(-1)D(-1)",type,detection_range,explode_radius,health,respawntime,streamdistance,mine_object,teamid)) return SendClientMessage(playerid,-1,"/addmine <type> <detection r> <explode r> <hp> <respawn> <stream distance> [obj] [team]");
if(mine_object == -1) mine_object = MINE_OBJECT_STANDARD;
if(teamid == -1) teamid = ANY_TEAM;
new mobid = Mines::Create(type,detection_range,explode_radius,health,respawntime,x,y,z,worldid,interiorid,-1,streamdistance,mine_object,teamid);
format(buffer,sizeof buffer,"Added mine id %d",mobid);
SendClientMessage(playerid,-1,buffer);
/*
Mines::SetSpecialWeapon(mobid,GRENADE_SPECIAL_WEAPON_TEARGAS);
Mines::SetEffectID(mobid,GRENADE_EFFECT_HUGE_SMOKE_1);
Mines::SetEffectDMG(mobid,1.0);
Mines::SetEffectVDMG(mobid,0.0);
Mines::SetEffectTime(mobid,25);
*/
return 1;
}
CMD:delmine(playerid,params[]){
if(!IsPlayerAdmin(playerid)) return 0;
new buffer[128], mobid = INVALID_MINE_ID;
if(sscanf(params,"d",mobid)) return SendClientMessage(playerid,-1,"/delmine <mobid>");
if(MineComponent[mobid][mine_status] != MINE_STATUS_UNACTIVE){
Mines::Destroy(mobid);
format(buffer,sizeof buffer,"Removed mine id %d",mobid);
SendClientMessage(playerid,-1,buffer);
} else {
format(buffer,sizeof buffer,"Mine id %d not exist",mobid);
SendClientMessage(playerid,-1,buffer);
}
return 1;
}
Download:
Mines.inc
3DTryg.inc
ExtendedGrenade.inc
Notice:
Filterscript not exist because filterscripts have limits.
This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.
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Stingers (Cops and Robbers) |
Posted by: AbyssMorgan - 2021-04-18, 12:42 PM - Forum: Filterscripts
- No Replies
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Hello, I would like to present you the Stingers Script (Cops and Robbers)
Video:
https://www.youtube.com/watch?v=nslVT5RC3J0
Download:
Stingers.inc
3DTryg.inc
Installation:
Code: #include <3DTryg>
#include <Stingers>
Functions:
Code: CreateDynamicStinger(type,Float:x,Float:y,Float:z,Float:rx,Float:ty,Float:rz,worldid=-1,interiorid=-1,playerid=-1,Float:streamdistance=100.0,teamid=ANY_TEAM,byplayerid=INVALID_PLAYER_ID);
DestroyDynamicStinger(mobid);
bool:IsDynamicStingerActive(mobid);
GetDynamicStingerObjectID(mobid);
GetDynamicStingerTeam(mobid);
SetDynamicStingerTeam(mobid,teamid);
GetDynamicStingerPlayerID(mobid);
SetDynamicStingerPlayerID(mobid,byplayerid);
GetPlayerActiveDynamicStinger(playerid);
ToggleDynamicStingerDamage(mobid,bool:toggle);
Callbacks:
Code: //called on vehicle damage updated by stinger
OnVehicleDamageByStinger(playerid,killerid,mobid,old_tires,new_tires);
Definitions:
Code: STINGER_TYPE_SMALL //Object: 2899
STINGER_TYPE_BIG? //Object: 2892
Example code:
Code: public OnVehicleDamageByStinger(playerid,killerid,mobid,old_tires,new_tires){
if(killerid != INVALID_PLAYER_ID){
new p_name[MAX_PLAYER_NAME],string[144];
GetPlayerName(killerid,p_name,sizeof(p_name));
format(string,sizeof(string),"{00AAFF}Your vehicle has been damaged by {00FF00}%s {00AAFF}stinger.",p_name);
SendClientMessage(playerid,-1,string);
}
return 1;
}
new StingerObj[MAX_PLAYERS];
public OnPlayerDisconnect(playerid,reason){
if(StingerObj[playerid] != 0){
DestroyDynamicStinger(StingerObj[playerid]);
StingerObj[playerid] = 0;
}
return 1;
}
CMD:stinger(playerid,params[]){
if(!strcmp(params,"destroy",true)){
DestroyDynamicStinger(StingerObj[playerid]);
StingerObj[playerid] = 0;
return SendClientMessage(playerid,-1,"Stinger Destroyed");
}
if(IsPlayerInAnyVehicle(playerid)) return SendClientMessage(playerid,-1,"First get out of the vehicle");
if(GetPlayerActiveDynamicStinger(playerid)) return SendClientMessage(playerid,-1,"You are near another stinger");
new type;
if(!strcmp(params,"big",true)){
type = STINGER_TYPE_BIG;
} else if(!strcmp(params,"small",true)){
type = STINGER_TYPE_SMALL;
} else {
if(!IsGM(playerid)){
return SendClientMessage(playerid,-1,"Usage /stinger <big/small/destroy>");
} else {
return SendClientMessage(playerid,-1,"Usage /stinger <big/small/destroy>");
}
}
new Float:x,Float:y,Float:z,Float:z_angle;
GetPlayerPos(playerid,x,y,z);
GetPlayerFacingAngle(playerid,z_angle);
DestroyDynamicStinger(StingerObj[playerid]);
StingerObj[playerid] = CreateDynamicStinger(type,x,y,z-0.9,0.0,0.0,CompRotationFloat(z_angle.0),-1,-1,-1,100.0,ANY_TEAM,playerid);
return SendClientMessage(playerid,-1,"Stinger added");
}
Issues:
- Stinger can not be located near to another stinger
Notice:
Filterscript not exist because filterscripts have limits.
This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.
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Los Santos Gang Graffiti |
Posted by: AbyssMorgan - 2021-04-18, 12:30 PM - Forum: Filterscripts
- No Replies
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Hello, I would like to present you the Los Santos Gang Graffiti.
Video:
![[Image: c0RgnwW.gif]](https://i.imgur.com/c0RgnwW.gif)
Installation:
Code: #include <streamer>
#include <3DTryg>
//#define GRAFFITI_DEFAULT_GANG 0
//#define GRAFFITI_DEFAULT_COLOR 0x003D00FF
//#define GRAFFITI_DEFAULT_NAME "Sekhmete Axion Rush"
#include <Graffiti>
public OnGameModeInit(){
//...load gang meta before init Graffiti
Graffiti::Init();
return 1;
}
public Graffiti::GetPlayerGang(playerid){
return PlayerData[playerid][gang]; //your variable returning gangid
}
//called after player change graffiti tag
public OnGraffitiTagChanged(mobid,playerid,gangid,old_gangid){
new buffer[32];
format(buffer,sizeof(buffer),"~w~Tag painted ~n~%d of %d",Graffiti::CountGangTags(gangid),MAX_GRAFFITI);
GameTextForPlayer(playerid,buffer,3000,4);
//Graffiti::SetGangName(mobid,0xDBDE1FFF,"Grove Street");
return 1;
}
//called after server init
public OnGraffitiTagCreated(mobid,gangid){
//Graffiti::SetGangName(mobid,0xDBDE1FFF,"Grove Street");
return 1;
}
Download:
Graffiti.inc
graffiti.bin (put in /scriptfiles)
3DTryg.inc
Notice:
Filterscript not exist because filterscripts have limits.
This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.
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Magic Wand |
Posted by: AbyssMorgan - 2021-04-18, 12:28 PM - Forum: Filterscripts
- Replies (1)
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Hello, I would like to present you the Magic Wand Script
Video:
https://www.youtube.com/watch?v=aaHfVz-UxR8
Download:
Magic.inc
3DTryg.inc
ColAndreas Plugin
Installation:
Code: #include <colandreas>
#include <3DTryg>
#include <Magic>
Functions:
Code: Magic::ToggleUseTeam(bool:toggle); //default: false
Magic::IsToggleUseTeam();
Magic::ToggleForAll(bool:toggle); //default: false
Magic::IsToggleForAll();
Magic::ToggleForPlayer(playerid,bool:toggle); //default: false
Magic::IsToggleForPlayer(playerid);
Magic::GetDamage(playerid);
Magic::SetDamage(playerid,Float:amount);
Magic::GetSpeed(playerid);
Magic::SetSpeed(playerid,Float:speed);
Magic::GetRange(playerid);
Magic::SetRange(playerid,Float:range);
Magic::GetAmmo(playerid);
Magic::SetAmmo(playerid,ammo);
Magic::TogglePoisoning(playerid,bool:toggle);
Magic::IsTogglePoisoning(playerid);
Magic::GetPoisoningTime(playerid);
Magic::SetPoisoningTime(playerid,seconds);
Magic::GetPoisoningDamage(playerid);
Magic::SetPoisoningDamage(playerid,Float:damage);
Magic::SetProjectile(playerid,modelid=18693,Float:rx=90.0,Float:ry=0.0,Float:rz=0.0,Float:offx=0.0,Float:offy=0.0,Float:offz=0.0);
Magic::GetProjectile(playerid,&modelid,&Float:rx=0.0,&Float:ry=0.0,&Float:rz=0.0,&Float:offx=0.0,&Float:offy=0.0,&Float:offz=0.0);
Callbacks:
Code: OnPlayerRequestMagicShot(playerid,targetid); //return 0 - prevent to use magic shoot (this callback is called also if ammo is 0)
Definitions:
Code: MAGIC_SPEED
MAGIC_MAX_RADIUS
MAGIC_REFRESH_ACTION
MAGIC_DAMAGE
MAGIC_DOT_POISONING
MAGIC_POISONING_TIME
MAGIC_WEAPON_AMMO_INFINITY
WEAPON_MAGIC_BULLET
WEAPON_MAGIC_POISONING
Activation:
Code: Weapon: Fist
Left Mouse Button
Notice:
Filterscript not exist because filterscripts have limits.
This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.
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Knife Shot / Throwing knife |
Posted by: AbyssMorgan - 2021-04-18, 12:23 PM - Forum: Filterscripts
- No Replies
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Hello, I would like to present you the Knife Shot Script
Video:
https://www.youtube.com/watch?v=WJZCn3XXRHY
https://www.youtube.com/watch?v=PSfgKwm3Mc8
Download:
Knife.inc
3DTryg.inc
ColAndreas Plugin
Installation:
Code: #include <colandreas>
#include <3DTryg>
#include <Knife>
Functions:
Code: Knife::ToggleUseTeam(bool:toggle); //default: false
Knife::IsToggleUseTeam();
Knife::ToggleForAll(bool:toggle); //default: false
Knife::IsToggleForAll();
Knife::ToggleForPlayer(playerid,bool:toggle); //default: false
Knife::IsToggleForPlayer(playerid);
Knife::GetDamage(playerid);
Knife::SetDamage(playerid,Float:amount);
Knife::GetSpeed(playerid);
Knife::SetSpeed(playerid,Float:speed);
Knife::GetRange(playerid);
Knife::SetRange(playerid,Float:range);
Knife::GetAmmo(playerid);
Knife::SetAmmo(playerid,ammo);
Knife::TogglePoisoning(playerid,bool:toggle);
Knife::IsTogglePoisoning(playerid);
Knife::GetPoisoningTime(playerid);
Knife::SetPoisoningTime(playerid,seconds);
Knife::GetPoisoningDamage(playerid);
Knife::SetPoisoningDamage(playerid,Float:damage);
Callbacks:
Code: OnPlayerRequestKnifeShot(playerid,targetid); //return 0 - prevent to use knife shoot (this callback is called also if ammo is 0)
Definitions:
Code: KNIFE_SPEED
KNIFE_MAX_RADIUS
KNIFE_REFRESH_ACTION
KNIFE_REFRESH_MISS
KNIFE_DAMAGE
KNIFE_WEAPON_AMMO_INFINITY
KNIFE_DOT_POISONING
KNIFE_POISONING_TIME
WEAPON_KNIFE_THROWN
WEAPON_KNIFE_POISONING
Activation:
Code: Weapon: Knife
Step 1: Right Mouse Button
Step 2: Left Mouse Button
Notice:
Filterscript not exist because filterscripts have limits.
This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.
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VehPara (Vehicle parachute) |
Posted by: AbyssMorgan - 2021-04-18, 12:14 PM - Forum: Filterscripts
- Replies (4)
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Hello, I would like to present you the Vehicle Parachute Script
Video:
https://www.youtube.com/watch?v=TrxYkMeBtsU
Download:
VehPara.inc
3DTryg.inc
ColAndreas Plugin
Installation:
Code: #include <ColAndreas>
#include <3DTryg>
#include <VehPara>
Functions:
Code: bool:IsPlayerUsingVehPara(playerid);
bool:IsToggleVehicleParachute(vehicleid);
ToggleVehicleParachute(vehicleid,bool:toggle);
SetVehicleParachuteKey(key);
Callbacks:
Code: OnVehicleParachuteThrown(playerid,vehicleid);
OnVehicleParachuteOpened(playerid,vehicleid);
OnVehicleParachuteOpenFail(playerid,vehicleid);
Activation:
Code: H - Open/thrown parachute
Example Code:
Code: CMD:vehpara(playerid){
new vid = GetPlayerVehicleID(playerid);
if(IsToggleVehicleParachute(vid)) return SendClientMessage(playerid,0xCC0000FF,"Your vehicle already has a parachute");
if(!IsVehicleFlag(GetVehicleFlags(vid),VF_STREET)) return SendClientMessage(playerid,0xCC0000FF,"For this vehicle can not be mounted parachute");
ToggleVehicleParachute(vid,true);
return 1;
}
//Callbacks:
public OnVehicleParachuteThrown(playerid,vehicleid){
GameTextForPlayer(playerid,"~g~Parachute has been thrown",2500,3);
return 1;
}
public OnVehicleParachuteOpened(playerid,vehicleid){
GameTextForPlayer(playerid,"~g~Parachute has been opened",2500,3);
return 1;
}
public OnVehicleParachuteOpenFail(playerid,vehicleid){
GameTextForPlayer(playerid,"~g~Cannot use parachute",2500,3);
return 1;
}
Notice:
Filterscript not exist because filterscripts have limits.
This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.
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ExtendedGrenade |
Posted by: AbyssMorgan - 2021-04-18, 12:11 PM - Forum: Libraries
- No Replies
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Hello, I would like to present you the Extended Granade.
Video:
https://www.youtube.com/watch?v=wlFEwpE0j7k
Functions:
Code: Grenade::IsWeaponEnable(playerid,special_weaponid);
Grenade::WeaponEnable(playerid,special_weaponid,bool:enable);
Grenade::GetSpecialAmmo(playerid,special_weaponid);
Grenade::SetSpecialAmmo(playerid,special_weaponid,ammo);
Grenade::GetEffectID(playerid,special_weaponid);
Grenade::SetEffectID(playerid,special_weaponid,effectid);
Grenade::GetDamage(playerid,special_weaponid);
Grenade::SetDamage(playerid,special_weaponid,Float:damage);
Grenade::GetVehicleDamage(playerid,special_weaponid);
Grenade::SetVehicleDamage(playerid,special_weaponid,Float:damage);
Grenade::GetTime(playerid,special_weaponid);
Grenade::SetTime(playerid,special_weaponid,seconds);
Grenade::IsToggleGasMask(playerid);
Grenade::ToggleGasMask(playerid,bool:toggle);
Grenade::GetSpecialWeaponID(weaponid);
Grenade::GrenadeEffectByPlayer(playerid,special_weaponid,Float:x,Float:y,Float:z);
Grenade::CreateGrenadeEffect(special_weaponid,effectid,Float:x,Float:y,Float:z,worldid,interiorid,playerid,Float:streamdistance,Float:damage,Float:veh_damage,active_time=25,byplayerid=INVALID_PLAYER_ID);
Grenade::DestroyEffect(mobid);
Definitions:
Code: MAX_GRENADE_EFFECT
GRENADE_DOT_TEAR_GAS
GRENADE_DOT_FIRE
GRENADE_EFFECT_TIME
GRENADE_DEFAULT_PLAYER_DAMAGE
GRENADE_DEFAULT_VEHICLE_DAMAGE
INVALID_GRENADE_ID
//death reason
WEAPON_SUFFOCATION
WEAPON_NAPALM
GRENADE_MAX_SPECIAL_WEAPON
GRENADE_SPECIAL_WEAPON_NONE
GRENADE_SPECIAL_WEAPON_GRENADE
GRENADE_SPECIAL_WEAPON_TEARGAS
GRENADE_SPECIAL_WEAPON_MOLTOV
GRENADE_EFFECT_NONE
GRENADE_EFFECT_CLUSTER_BOMB_1
GRENADE_EFFECT_CLUSTER_BOMB_2
GRENADE_EFFECT_CLUSTER_BOMB_3
GRENADE_EFFECT_CLUSTER_BOMB_4
GRENADE_EFFECT_BANG_GRENADE
GRENADE_EFFECT_SMALL_SMOKE
GRENADE_EFFECT_HUGE_SMOKE_1
GRENADE_EFFECT_HUGE_SMOKE_2
GRENADE_EFFECT_HUGE_SMOKE_3
GRENADE_EFFECT_NAPALM
Download:
ExtendedGrenade.inc
3DTryg.inc
ColAndreas Plugin
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#hashtag |
Posted by: AbyssMorgan - 2021-04-18, 12:00 PM - Forum: Libraries
- Replies (1)
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Include contain function for chat #hashtag system
Code: hashtag.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Contributors: None
Website: https://adm.ct8.pl
Plugins: SScanf
Modules: RGB
File Version: 1.2.1
Functions:
GetHashTag(playerid,text[],hashtag_color=0xCC0000FF,back_color=0xFFFFFFFF,max_len=sizeof(text));
GetAllowedHashTag();
SetAllowedHashTag(number);
HashTag::name(playerid);
Callbacks:
OnHashTagPresented(hashtag[]);
Example:
Code: //I want #suicide now :D
HashTag::suicide(playerid){
SetPlayerHealth(playerid,0.0);
return 1;
}
HashTag::banned(playerid){
PlayAudioStreamForPlayer(playerid,"example.com");
return 1;
}
public OnPlayerText(playerid,text[]){
GetHashTag(playerid,text,0xCC0000FF,0x00AA00FF,2048); //back_color the same as first chat color
SendClientMessageToAll(0x00AA00FF,text);
return 0;
}
Download:
hashtag.inc
RGB.inc
DataConvert.inc
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