//
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// RC BARNSTORM - A demonstration vehicle vs vehicle script for SA-MP 0.2
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// -- by kyeman (SA-MP team) 2007
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//
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// This script demonstrates the following :-
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// - An automatic vehicle observer mode switchable via a key press.
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// - Text drawing and the use of GTA ~k~ key constants.
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// - Use of RC vehicles
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// - Dynamic creation and destruction of vehicles
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// - The OnPlayerKeyStateChange event/callback and determining
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// if a key has just been pressed.
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// - Bypassing SA-MP's class selection with SetSpawnInfo
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#include <a_samp>
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#include <core>
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#include <float>
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new gPlayerVehicles[MAX_PLAYERS]; // the vehicleid for the active playerid
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new gPlayerObserving[MAX_PLAYERS]; // player observing which active player
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new Text:txtObsHelper;
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new Float:gSpawnPositions[26][4] = { // positions where players in vehicles spawn
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{-205.7703,-119.6655,2.4094,342.0546},
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{-202.1386,-54.1213,2.4111,95.6799},
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{-197.2334,7.5293,2.4034,16.0852},
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{-135.7348,61.7265,2.4112,354.3534},
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{-73.7883,73.4238,2.4082,260.5399},
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{-6.9850,27.9988,2.4112,201.7691},
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{0.6782,-16.0898,2.4076,161.7720},
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{-46.3365,-88.3937,2.4092,180.7382},
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{-72.4389,-127.2939,2.4107,113.5616},
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{-128.1940,-144.1725,2.4094,78.9676},
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{-266.0189,-50.6718,2.4125,223.8079},
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{-244.2617,-1.0468,2.1038,257.3333},
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{-93.3146,-32.4889,2.4085,186.0631},
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{-130.7054,-93.4983,2.4124,73.8375},
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{-117.4049,4.2989,2.4112,337.1284},
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{-26.1622,135.8739,2.4094,248.1580},
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{45.5705,86.7586,2.0753,147.3342},
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{54.9881,2.2997,1.1132,95.7173},
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{-248.9905,-119.3982,2.4083,303.7859},
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{-60.1321,55.5239,2.4038,325.2209},
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{-60.9184,47.9302,5.7706,342.8299},
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{-70.0303,-22.0071,2.4113,165.2789},
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{-138.3093,-83.2640,2.4152,4.0455},
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{-25.5989,94.6100,2.4041,150.8322},
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{-161.0327,-70.5945,2.4042,142.9221},
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{-54.8308,-139.6148,2.4119,258.7639}
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};
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//------------------------------------------------------------------------------------------------------
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main()
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{
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print("Running: RC BARNSTORM by kyeman 2007");
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}
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//------------------------------------------------
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// ObserverSwitchToNextVehicle
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// Will increment the current observed player
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// until it finds a new player with an active vehicle.
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ObserverSwitchToNextVehicle(playerid)
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{
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new x=0;
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while(x!=MAX_PLAYERS) { // MAX_PLAYERS iterations
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gPlayerObserving[playerid]++;
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if(gPlayerObserving[playerid] == MAX_PLAYERS) {
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// we need to cycle back to the start
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gPlayerObserving[playerid] = 0;
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}
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// see if the target player has a vehicle,
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// if so assign this player to observe it
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if(gPlayerVehicles[gPlayerObserving[playerid]] != 0) {
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PlayerSpectateVehicle(playerid,gPlayerVehicles[gPlayerObserving[playerid]]);
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return;
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}
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x++;
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}
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// didn't find any vehicles to observe. we'll have to default to last
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PlayerSpectateVehicle(playerid,gPlayerVehicles[gPlayerObserving[playerid]]);
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}
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//------------------------------------------------
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// IsKeyJustDown. Returns 1 if the key
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// has just been pressed, 0 otherwise.
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IsKeyJustDown(key, newkeys, oldkeys)
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{
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if((newkeys & key) && !(oldkeys & key)) return 1;
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return 0;
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}
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//------------------------------------------------
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public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
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{
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if(gPlayerObserving[playerid] >= 0 && IsKeyJustDown(KEY_SPRINT,newkeys,oldkeys)) {
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// They're requesting to spawn, so take them out of observer mode
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// this will cause them to spawn automatically, using the SpawnInfo
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// we previously forced upon them during OnPlayerRequestClass
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TogglePlayerSpectating(playerid,0);
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gPlayerObserving[playerid] = (-1);
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SendClientMessage(playerid,0xFFFFFFFF,"Leaving spectate");
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return;
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}
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if(gPlayerObserving[playerid] >= 0 && IsKeyJustDown(KEY_FIRE,newkeys,oldkeys)) {
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// They're requesting to change observer to another vehicle.
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ObserverSwitchToNextVehicle(playerid);
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}
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}
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//------------------------------------------------
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public OnPlayerConnect(playerid)
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{
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GameTextForPlayer(playerid,"~w~SA-MP: ~r~RC Barnstorm",5000,5);
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return 1;
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}
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//------------------------------------------------
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public OnPlayerDisconnect(playerid)
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{
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if(gPlayerVehicles[playerid]) {
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// Make sure their vehicle is destroyed when they leave.
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DestroyVehicle(gPlayerVehicles[playerid]);
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gPlayerVehicles[playerid] = 0;
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}
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return 0;
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}
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//------------------------------------------------
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//rcbarron = 464
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public OnPlayerSpawn(playerid)
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{
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// Create their own vehicle and put them in
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gPlayerVehicles[playerid] = CreateVehicle(464,
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gSpawnPositions[playerid][0],
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gSpawnPositions[playerid][1],
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gSpawnPositions[playerid][2],
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gSpawnPositions[playerid][3],
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-1,-1,10);
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PutPlayerInVehicle(playerid,gPlayerVehicles[playerid],0);
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//ForceClassSelection(playerid); // for next time they respawn
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TextDrawHideForPlayer(playerid, txtObsHelper);
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SetPlayerWorldBounds(playerid,200.0,-300.0,200.0,-200.0);
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return 1;
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}
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//------------------------------------------------
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public OnPlayerDeath(playerid, killerid, reason)
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{
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// We need to cleanup their vehicle
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RemovePlayerFromVehicle(gPlayerVehicles[playerid]);
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DestroyVehicle(gPlayerVehicles[playerid]);
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gPlayerVehicles[playerid] = 0;
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// Send the death information to all clients
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SendDeathMessage(killerid,playerid,reason);
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// If anyone was observing them, they'll have to switch to the next
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new x=0;
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while(x!=MAX_PLAYERS) {
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if(x != playerid && gPlayerObserving[x] == playerid) {
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ObserverSwitchToNextVehicle(x);
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}
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x++;
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}
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return 1;
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}
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//------------------------------------------------
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public OnPlayerRequestClass(playerid, classid)
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{
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// put them straight into observer mode, effectively
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// bypassing class selection.
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TogglePlayerSpectating(playerid,1);
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ObserverSwitchToNextVehicle(playerid);
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TextDrawShowForPlayer(playerid, txtObsHelper);
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// also force this dud spawn info upon them so that they
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// have spawn information set.
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SetSpawnInfo(playerid,0,0,
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gSpawnPositions[playerid][0],
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gSpawnPositions[playerid][1],
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gSpawnPositions[playerid][2],
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gSpawnPositions[playerid][3],
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-1,-1,-1,-1,-1,-1);
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return 0;
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}
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//------------------------------------------------
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public OnGameModeInit()
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{
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SetGameModeText("RC Barnstorm");
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// General settings for the gamemode
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ShowPlayerMarkers(0);
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ShowNameTags(1);
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SetWorldTime(7);
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SetWeather(5);
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// Add a dud player class
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AddPlayerClass(0,0.0,0.0,4.0,0.0,-1,-1,-1,-1,-1,-1);
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// Init our globals
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new x=0;
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while(x!=MAX_PLAYERS) {
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gPlayerVehicles[x] = 0;
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gPlayerObserving[x] = (-1);
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x++;
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}
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// Init our observer helper text display
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txtObsHelper = TextDrawCreate(20.0, 400.0,
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"Press ~b~~k~~PED_SPRINT~ ~w~to spawn~n~Press ~b~~k~~PED_FIREWEAPON~ ~w~to switch players");
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TextDrawUseBox(txtObsHelper, 0);
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TextDrawFont(txtObsHelper, 2);
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TextDrawSetShadow(txtObsHelper,0);
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TextDrawSetOutline(txtObsHelper,1);
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TextDrawBackgroundColor(txtObsHelper,0x000000FF);
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TextDrawColor(txtObsHelper,0xFFFFFFFF);
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return 1;
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}
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//------------------------------------------------
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public OnPlayerUpdate(playerid)
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{
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/*
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new Keys,ud,lr;
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if(GetPlayerState(playerid) == PLAYER_STATE_SPECTATING) {
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GetPlayerKeys(playerid,Keys,ud,lr);
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if(ud > 0) {
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SendClientMessage(playerid, 0xFFFFFFFF, "DOWN");
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}
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else if(ud < 0) {
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SendClientMessage(playerid, 0xFFFFFFFF, "UP");
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}
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if(lr > 0) {
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SendClientMessage(playerid, 0xFFFFFFFF, "RIGHT");
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}
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else if(lr < 0) {
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SendClientMessage(playerid, 0xFFFFFFFF, "LEFT");
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}
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}*/
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return 1;
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}
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//------------------------------------------------
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