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[Filterscript] VehPara (Vehicle parachute)
#1
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This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.
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#2
hi sir sorry. Are there any native functions from ColAndreas that will be used when this script is running? I mean I need to write another function called from source include ColAndreas. Because there are too many include here. Can you explain the simplicity sir?
  Reply
#3
(2021-04-22, 04:59 AM)PutuSuhartawan Wrote: hi sir sorry. Are there any native functions from ColAndreas that will be used when this script is running? I mean I need to write another function called from source include ColAndreas. Because there are too many include here. Can you explain the simplicity sir?



Code:
OnPlayerUpdate -> {

? ? IsCollisionFlag

? ? Item::GetCollisionFlags -> {

? ? ? ? Item::GetPos

? ? ? ? GetPointCollisionFlags -> {

? ? ? ? ? ? IsPointInUnderwater -> IsPointInWater -> CA_RayCastLine

? ? ? ? ? ? IsPointInWater -> CA_RayCastLine

? ? ? ? ? ? IsPointInAir -> InteriorFindZ -> CA_FindZ_For2DCoord

? ? ? ? ? ? IsPointInUnderground -> CA_FindZ_For2DCoord -> IsPointInWater -> CA_RayCastLine

? ? ? ? }

? ? }

}



ColAndreas usage

Code:
CA_FindZ_For2DCoord

CA_RayCastLine
  Reply
#4
I've had fun messing around with alot of you releases, good job.
[Image: CfhqpbP.png]

  Reply
#5
Woow, this seems very cool. I look forward to try it! Perfect job.
[Image: OBMC71s.png]

NEW MEANING OF MY LIFE

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