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-   -   disabling footsteps (https://forums.alliedmods.net/showthread.php?t=24557)

ng1200 02-26-2006 06:19

disabling footsteps
 
hi,
i tryed making footsteps disabled for steves carmod
heres what i've done:
Code:
public client_infochanged(id)     {     if(incar[id] == 1 && is_user_alive(id)) {         set_user_info(id,"model",carmodel[id])         set_user_footsteps(id,0)         return PLUGIN_HANDLED     }     if(incar[id] == 0 && is_user_alive(id)) {         set_user_footsteps(id,1)         return PLUGIN_HANDLED     }     return PLUGIN_HANDLED }
but,
it doesnt work,
actually, it does the opposite
ppl cant hear footsteps, while theyre out of car

Sandurr 02-26-2006 06:31

u answered yourself....

Code:
public client_infochanged(id)     {     if(incar[id] == 1 && is_user_alive(id)) {         set_user_info(id,"model",carmodel[id])         set_user_footsteps(id,1)         return PLUGIN_HANDLED     }     if(incar[id] == 0 && is_user_alive(id)) {         set_user_footsteps(id,0)         return PLUGIN_HANDLED     }     return PLUGIN_HANDLED }

v3x 02-26-2006 07:11

Code:
set_user_footsteps(id , 1); // make the player's footsteps silent set_user_footsteps(id , 0); // make the player's footsteps normal

[ --<-@ ] Black Rose 02-26-2006 07:12

it should be the opposite... its confusing...

v3x 02-26-2006 07:38

Just think of it as "set_user_silent_footsteps" and VOLA!

MaximusBrood 02-26-2006 08:26

Its Voila :roll:

---

Anyway, you could have searched the wiki. Its explained quite clear there :

http://www.amxmodx.org/funcwiki.php?go=func&id=130

(btw, I added the comment after this post ;) )


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