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Burgershot SA-MP Releases Filterscripts [Filterscript] VehPara (Vehicle parachute)

 
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Filterscript VehPara (Vehicle parachute)
AbyssMorgan
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Burgershot Member
Posts: 63
Threads: 25
Joined: Apr 2021
Reputation: 8
Location: Poland
#1
2021-04-18, 12:14 PM
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This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.
PutuSuhartawan
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Burgershot Member
Posts: 120
Threads: 52
Joined: Nov 2020
Reputation: 1
Location: Indonesia
#2
2021-04-22, 04:59 AM
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?
AbyssMorgan
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Burgershot Member
Posts: 63
Threads: 25
Joined: Apr 2021
Reputation: 8
Location: Poland
#3
2021-04-22, 03:05 PM (This post was last modified: 2021-10-12, 12:18 PM by AbyssMorgan.)
(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
Nebula
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Burgershot Member
Posts: 1
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Joined: Sep 2021
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Location: United Kingdom
#4
2021-09-28, 10:56 PM
I've had fun messing around with alot of you releases, good job.
[Image: CfhqpbP.png]
loooove
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Burgershot Member
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Joined: Sep 2019
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Location: Czech Republic
#5
2021-09-29, 12:41 PM
Woow, this seems very cool. I look forward to try it! Perfect job.
[Image: OBMC71s.png]
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