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@rajabilal555
Created February 4, 2017 11:37
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Discord in RC Barnstorm (SAMP)
//
// RC BARNSTORM - A demonstration vehicle vs vehicle script for SA-MP 0.2
// -- by kyeman (SA-MP team) 2007
//
// This script demonstrates the following :-
// - An automatic vehicle observer mode switchable via a key press.
// - Text drawing and the use of GTA ~k~ key constants.
// - Use of RC vehicles
// - Dynamic creation and destruction of vehicles
// - The OnPlayerKeyStateChange event/callback and determining
// if a key has just been pressed.
// - Bypassing SA-MP's class selection with SetSpawnInfo
#include <a_samp>
#include <core>
#include <float>
new gPlayerVehicles[MAX_PLAYERS]; // the vehicleid for the active playerid
new gPlayerObserving[MAX_PLAYERS]; // player observing which active player
new Text:txtObsHelper;
new Float:gSpawnPositions[26][4] = { // positions where players in vehicles spawn
{-205.7703,-119.6655,2.4094,342.0546},
{-202.1386,-54.1213,2.4111,95.6799},
{-197.2334,7.5293,2.4034,16.0852},
{-135.7348,61.7265,2.4112,354.3534},
{-73.7883,73.4238,2.4082,260.5399},
{-6.9850,27.9988,2.4112,201.7691},
{0.6782,-16.0898,2.4076,161.7720},
{-46.3365,-88.3937,2.4092,180.7382},
{-72.4389,-127.2939,2.4107,113.5616},
{-128.1940,-144.1725,2.4094,78.9676},
{-266.0189,-50.6718,2.4125,223.8079},
{-244.2617,-1.0468,2.1038,257.3333},
{-93.3146,-32.4889,2.4085,186.0631},
{-130.7054,-93.4983,2.4124,73.8375},
{-117.4049,4.2989,2.4112,337.1284},
{-26.1622,135.8739,2.4094,248.1580},
{45.5705,86.7586,2.0753,147.3342},
{54.9881,2.2997,1.1132,95.7173},
{-248.9905,-119.3982,2.4083,303.7859},
{-60.1321,55.5239,2.4038,325.2209},
{-60.9184,47.9302,5.7706,342.8299},
{-70.0303,-22.0071,2.4113,165.2789},
{-138.3093,-83.2640,2.4152,4.0455},
{-25.5989,94.6100,2.4041,150.8322},
{-161.0327,-70.5945,2.4042,142.9221},
{-54.8308,-139.6148,2.4119,258.7639}
};
//------------------------------------------------------------------------------------------------------
main()
{
print("Running: RC BARNSTORM by kyeman 2007");
}
//------------------------------------------------
// ObserverSwitchToNextVehicle
// Will increment the current observed player
// until it finds a new player with an active vehicle.
ObserverSwitchToNextVehicle(playerid)
{
new x=0;
while(x!=MAX_PLAYERS) { // MAX_PLAYERS iterations
gPlayerObserving[playerid]++;
if(gPlayerObserving[playerid] == MAX_PLAYERS) {
// we need to cycle back to the start
gPlayerObserving[playerid] = 0;
}
// see if the target player has a vehicle,
// if so assign this player to observe it
if(gPlayerVehicles[gPlayerObserving[playerid]] != 0) {
PlayerSpectateVehicle(playerid,gPlayerVehicles[gPlayerObserving[playerid]]);
return;
}
x++;
}
// didn't find any vehicles to observe. we'll have to default to last
PlayerSpectateVehicle(playerid,gPlayerVehicles[gPlayerObserving[playerid]]);
}
//------------------------------------------------
// IsKeyJustDown. Returns 1 if the key
// has just been pressed, 0 otherwise.
IsKeyJustDown(key, newkeys, oldkeys)
{
if((newkeys & key) && !(oldkeys & key)) return 1;
return 0;
}
//------------------------------------------------
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if(gPlayerObserving[playerid] >= 0 && IsKeyJustDown(KEY_SPRINT,newkeys,oldkeys)) {
// They're requesting to spawn, so take them out of observer mode
// this will cause them to spawn automatically, using the SpawnInfo
// we previously forced upon them during OnPlayerRequestClass
TogglePlayerSpectating(playerid,0);
gPlayerObserving[playerid] = (-1);
SendClientMessage(playerid,0xFFFFFFFF,"Leaving spectate");
return;
}
if(gPlayerObserving[playerid] >= 0 && IsKeyJustDown(KEY_FIRE,newkeys,oldkeys)) {
// They're requesting to change observer to another vehicle.
ObserverSwitchToNextVehicle(playerid);
}
}
//------------------------------------------------
public OnPlayerConnect(playerid)
{
GameTextForPlayer(playerid,"~w~SA-MP: ~r~RC Barnstorm",5000,5);
return 1;
}
//------------------------------------------------
public OnPlayerDisconnect(playerid)
{
if(gPlayerVehicles[playerid]) {
// Make sure their vehicle is destroyed when they leave.
DestroyVehicle(gPlayerVehicles[playerid]);
gPlayerVehicles[playerid] = 0;
}
return 0;
}
//------------------------------------------------
//rcbarron = 464
public OnPlayerSpawn(playerid)
{
// Create their own vehicle and put them in
gPlayerVehicles[playerid] = CreateVehicle(464,
gSpawnPositions[playerid][0],
gSpawnPositions[playerid][1],
gSpawnPositions[playerid][2],
gSpawnPositions[playerid][3],
-1,-1,10);
PutPlayerInVehicle(playerid,gPlayerVehicles[playerid],0);
//ForceClassSelection(playerid); // for next time they respawn
TextDrawHideForPlayer(playerid, txtObsHelper);
SetPlayerWorldBounds(playerid,200.0,-300.0,200.0,-200.0);
return 1;
}
//------------------------------------------------
public OnPlayerDeath(playerid, killerid, reason)
{
// We need to cleanup their vehicle
RemovePlayerFromVehicle(gPlayerVehicles[playerid]);
DestroyVehicle(gPlayerVehicles[playerid]);
gPlayerVehicles[playerid] = 0;
// Send the death information to all clients
SendDeathMessage(killerid,playerid,reason);
// If anyone was observing them, they'll have to switch to the next
new x=0;
while(x!=MAX_PLAYERS) {
if(x != playerid && gPlayerObserving[x] == playerid) {
ObserverSwitchToNextVehicle(x);
}
x++;
}
return 1;
}
//------------------------------------------------
public OnPlayerRequestClass(playerid, classid)
{
// put them straight into observer mode, effectively
// bypassing class selection.
TogglePlayerSpectating(playerid,1);
ObserverSwitchToNextVehicle(playerid);
TextDrawShowForPlayer(playerid, txtObsHelper);
// also force this dud spawn info upon them so that they
// have spawn information set.
SetSpawnInfo(playerid,0,0,
gSpawnPositions[playerid][0],
gSpawnPositions[playerid][1],
gSpawnPositions[playerid][2],
gSpawnPositions[playerid][3],
-1,-1,-1,-1,-1,-1);
return 0;
}
//------------------------------------------------
public OnPlayerText(playerid, text[])
{
new str[50], pname[24];
GetPlayerName(playerid, pname, 24);
format(str, sizeof(str), "[%d] %s: %s", playerid, pname, text);
DCC_SendChannelMessage(general, str);
return 1;
}
public OnGameModeInit()
{
SetGameModeText("RC Barnstorm");
// General settings for the gamemode
ShowPlayerMarkers(0);
ShowNameTags(1);
SetWorldTime(7);
SetWeather(5);
// Add a dud player class
AddPlayerClass(0,0.0,0.0,4.0,0.0,-1,-1,-1,-1,-1,-1);
print(">> Discord FilterScript is being Loaded.");
DCC_Connect(Token);
general = DCC_FindChannelById("274494503644037120");
print(">> Discord FilterScript has been Loaded.");
// Init our globals
new x=0;
while(x!=MAX_PLAYERS) {
gPlayerVehicles[x] = 0;
gPlayerObserving[x] = (-1);
x++;
}
// Init our observer helper text display
txtObsHelper = TextDrawCreate(20.0, 400.0,
"Press ~b~~k~~PED_SPRINT~ ~w~to spawn~n~Press ~b~~k~~PED_FIREWEAPON~ ~w~to switch players");
TextDrawUseBox(txtObsHelper, 0);
TextDrawFont(txtObsHelper, 2);
TextDrawSetShadow(txtObsHelper,0);
TextDrawSetOutline(txtObsHelper,1);
TextDrawBackgroundColor(txtObsHelper,0x000000FF);
TextDrawColor(txtObsHelper,0xFFFFFFFF);
return 1;
}
//------------------------------------------------
public OnPlayerUpdate(playerid)
{
/*
new Keys,ud,lr;
if(GetPlayerState(playerid) == PLAYER_STATE_SPECTATING) {
GetPlayerKeys(playerid,Keys,ud,lr);
if(ud > 0) {
SendClientMessage(playerid, 0xFFFFFFFF, "DOWN");
}
else if(ud < 0) {
SendClientMessage(playerid, 0xFFFFFFFF, "UP");
}
if(lr > 0) {
SendClientMessage(playerid, 0xFFFFFFFF, "RIGHT");
}
else if(lr < 0) {
SendClientMessage(playerid, 0xFFFFFFFF, "LEFT");
}
}*/
return 1;
}
//------------------------------------------------
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