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6/19/2020

CharaDa_Fox

[FilterScript] Arma nas costas

FilterScript] Armamento nas costas - SA-MP Forums

https://www.4shared.com/rar/WGOwwbz8/FS_ARMA_COLADA_NAS_COSTAS.html?

pawn Код:
/* Crйditos BY: XxFaTaLxX*/ #include <a_samp> #if defined FILTERSCRIPT public OnFilterScriptInit() {     print("\n--------------------------------------");     print(" [FS] Armamento nas costas");     print("--------------------------------------\n");     return 1; } public OnFilterScriptExit() {     return 1; } #else main() {     print("\n----------------------------------");     print(" [FS] Armamento nas costas");     print("----------------------------------\n"); } #endif public OnPlayerUpdate(playerid) {     //Armas nas costas dos Players     static armedbody_pTick[MAX_PLAYERS];     if(GetTickCount() - armedbody_pTick[playerid] > 113)     {         new weaponid[13],weaponammo[13],pArmedWeapon;         pArmedWeapon = GetPlayerWeapon(playerid);         GetPlayerWeaponData(playerid,1,weaponid[1],weaponammo[1]);         GetPlayerWeaponData(playerid,2,weaponid[2],weaponammo[2]);         GetPlayerWeaponData(playerid,4,weaponid[4],weaponammo[4]);         GetPlayerWeaponData(playerid,5,weaponid[5],weaponammo[5]);         GetPlayerWeaponData(playerid,7,weaponid[7],weaponammo[7]);         if(weaponid[1] && weaponammo[1] > 0){             if(pArmedWeapon != weaponid[1]){                 if(!IsPlayerAttachedObjectSlotUsed(playerid,0)){                     SetPlayerAttachedObject(playerid,0,GetWeaponModel(weaponid[1]),1, 0.199999, -0.139999, 0.030000, 0.500007, -115.000000, 0.000000, 1.000000, 1.000000, 1.000000);                 }             }             else {                 if(IsPlayerAttachedObjectSlotUsed(playerid,0)){                     RemovePlayerAttachedObject(playerid,0);                 }             }         }         else if(IsPlayerAttachedObjectSlotUsed(playerid,0)){             RemovePlayerAttachedObject(playerid,0);         }         if(weaponid[2] && weaponammo[2] > 0){             if(pArmedWeapon != weaponid[2]){                 if(!IsPlayerAttachedObjectSlotUsed(playerid,1)){                     SetPlayerAttachedObject(playerid,1,GetWeaponModel(weaponid[2]),8, -0.079999, -0.039999, 0.109999, -90.100006, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000);                 }             }             else {                 if(IsPlayerAttachedObjectSlotUsed(playerid,1)){                     RemovePlayerAttachedObject(playerid,1);                 }             }         }         else if(IsPlayerAttachedObjectSlotUsed(playerid,1)){             RemovePlayerAttachedObject(playerid,1);         }         if(weaponid[4] && weaponammo[4] > 0){             if(pArmedWeapon != weaponid[4]){                 if(!IsPlayerAttachedObjectSlotUsed(playerid,2)){                     SetPlayerAttachedObject(playerid,2,GetWeaponModel(weaponid[4]),7, 0.000000, -0.100000, -0.080000, -95.000000, -10.000000, 0.000000, 1.000000, 1.000000, 1.000000);                 }             }             else {                 if(IsPlayerAttachedObjectSlotUsed(playerid,2)){                     RemovePlayerAttachedObject(playerid,2);                 }             }         }         else if(IsPlayerAttachedObjectSlotUsed(playerid,2)){             RemovePlayerAttachedObject(playerid,2);         }         if(weaponid[5] && weaponammo[5] > 0){             if(pArmedWeapon != weaponid[5]){                 if(!IsPlayerAttachedObjectSlotUsed(playerid,3)){                     SetPlayerAttachedObject(playerid,3,GetWeaponModel(weaponid[5]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);                 }             }             else {                 if(IsPlayerAttachedObjectSlotUsed(playerid,3)){                     RemovePlayerAttachedObject(playerid,3);                 }             }         }         else if(IsPlayerAttachedObjectSlotUsed(playerid,3)){             RemovePlayerAttachedObject(playerid,3);         }         armedbody_pTick[playerid] = GetTickCount();     }     return 1; } //---------------armas nas costas dos player--------------// stock GetWeaponModel(weaponid) {     switch(weaponid)     {         case 1:             return 331;         case 2..8:             return weaponid+331;         case 9:             return 341;         case 10..15:             return weaponid+311;         case 16..18:             return weaponid+326;         case 22..29:             return weaponid+324;         case 30,31:             return weaponid+325;         case 32:             return 372;

6/03/2020

CharaDa_Fox

SISTEMA DE ARMA NAS COSTAS PARA SAMP ANDROID / MOBILE FILTERSCRIPT



CODE:

pawn Код:
/* Crйditos BY: XxFaTaLxX*/ #include <a_samp> #if defined FILTERSCRIPT public OnFilterScriptInit() {     print("\n--------------------------------------");     print(" [FS] Armamento nas costas");     print("--------------------------------------\n");     return 1; } public OnFilterScriptExit() {     return 1; } #else main() {     print("\n----------------------------------");     print(" [FS] Armamento nas costas");     print("----------------------------------\n"); } #endif public OnPlayerUpdate(playerid) {     //Armas nas costas dos Players     static armedbody_pTick[MAX_PLAYERS];     if(GetTickCount() - armedbody_pTick[playerid] > 113)     {         new weaponid[13],weaponammo[13],pArmedWeapon;         pArmedWeapon = GetPlayerWeapon(playerid);         GetPlayerWeaponData(playerid,1,weaponid[1],weaponammo[1]);         GetPlayerWeaponData(playerid,2,weaponid[2],weaponammo[2]);         GetPlayerWeaponData(playerid,4,weaponid[4],weaponammo[4]);         GetPlayerWeaponData(playerid,5,weaponid[5],weaponammo[5]);         GetPlayerWeaponData(playerid,7,weaponid[7],weaponammo[7]);         if(weaponid[1] && weaponammo[1] > 0){             if(pArmedWeapon != weaponid[1]){                 if(!IsPlayerAttachedObjectSlotUsed(playerid,0)){                     SetPlayerAttachedObject(playerid,0,GetWeaponModel(weaponid[1]),1, 0.199999, -0.139999, 0.030000, 0.500007, -115.000000, 0.000000, 1.000000, 1.000000, 1.000000);                 }             }             else {                 if(IsPlayerAttachedObjectSlotUsed(playerid,0)){                     RemovePlayerAttachedObject(playerid,0);                 }             }         }         else if(IsPlayerAttachedObjectSlotUsed(playerid,0)){             RemovePlayerAttachedObject(playerid,0);         }         if(weaponid[2] && weaponammo[2] > 0){             if(pArmedWeapon != weaponid[2]){                 if(!IsPlayerAttachedObjectSlotUsed(playerid,1)){                     SetPlayerAttachedObject(playerid,1,GetWeaponModel(weaponid[2]),8, -0.079999, -0.039999, 0.109999, -90.100006, 0.000000, 0.000000, 1.000000, 1.000000, 1.000000);                 }             }             else {                 if(IsPlayerAttachedObjectSlotUsed(playerid,1)){                     RemovePlayerAttachedObject(playerid,1);                 }             }         }         else if(IsPlayerAttachedObjectSlotUsed(playerid,1)){             RemovePlayerAttachedObject(playerid,1);         }         if(weaponid[4] && weaponammo[4] > 0){             if(pArmedWeapon != weaponid[4]){                 if(!IsPlayerAttachedObjectSlotUsed(playerid,2)){                     SetPlayerAttachedObject(playerid,2,GetWeaponModel(weaponid[4]),7, 0.000000, -0.100000, -0.080000, -95.000000, -10.000000, 0.000000, 1.000000, 1.000000, 1.000000);                 }             }             else {                 if(IsPlayerAttachedObjectSlotUsed(playerid,2)){                     RemovePlayerAttachedObject(playerid,2);                 }             }         }         else if(IsPlayerAttachedObjectSlotUsed(playerid,2)){             RemovePlayerAttachedObject(playerid,2);         }         if(weaponid[5] && weaponammo[5] > 0){             if(pArmedWeapon != weaponid[5]){                 if(!IsPlayerAttachedObjectSlotUsed(playerid,3)){                     SetPlayerAttachedObject(playerid,3,GetWeaponModel(weaponid[5]),1, 0.200000, -0.119999, -0.059999, 0.000000, 206.000000, 0.000000, 1.000000, 1.000000, 1.000000);                 }             }             else {                 if(IsPlayerAttachedObjectSlotUsed(playerid,3)){                     RemovePlayerAttachedObject(playerid,3);                 }             }         }         else if(IsPlayerAttachedObjectSlotUsed(playerid,3)){             RemovePlayerAttachedObject(playerid,3);         }         armedbody_pTick[playerid] = GetTickCount();     }     return 1; } //---------------armas nas costas dos player--------------// stock GetWeaponModel(weaponid) {     switch(weaponid)     {         case 1:             return 331;         case 2..8:             return weaponid+331;         case 9:             return 341;         case 10..15:             return weaponid+311;         case 16..18:             return weaponid+326;         case 22..29:             return weaponid+324;         case 30,31:             return weaponid+325;         case 32:             return 372;         case 33..45:             return weaponid+324;         case 46:             return 371;     }     return 0; } /* Crйditos BY: XxFaTaLxX*/
Criticas sгo bem vindas 

5/28/2020

CharaDa_Fox

[FILTERSCRIPT] Sistema de Inventário v2 – [2020]

Inventário versão 2


SOBRE
É um inventário de itens, armas drogas o que quiser… é só adicionar itens na lista, fácil e simples de adicionar outros tipos como ate mesmo minérios, eu adicionei armas e peças de carro, também é possível largar os itens no chão, o sistema é todo feito em dialog’s.


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Créditos

Criado por: Axll
Fonte: Fórum SA-MP