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[Filterscript] Vehicle Missile Launcher
#1
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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