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Player standing on air


  
 
 
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JPiolho
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Join Date: Dec 2004
Location: Portugal
Old 02-24-2006 , 06:12   Player standing on air
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I'm working on a plugin to drive cars, and I want to make the player to see the car outside, so I teleport him to Car Z + 256, but the problem it's the gravity, is always pushing down him. Every 0.05 it updates the origin (To follow the car). I've already tryed to put gravity 0.0, noclip, fly... Nothing work... Take a look at code and help me please:
Code:
#include <amxmodx> #include <engine> #include <fun> new ent1_x new ent2_x new Drive public plugin_init() {     register_plugin("Driving Car","1.0","JPiolho")         register_concmd("drive","function_drivein")     register_concmd("+drive_forward","function_driveforward")     register_concmd("-drive_forward","function_driveforward_s")         register_touch("func_pushable","monster_zombie","CheckCarKill")     register_touch("func_pushable","player","CheckCarKill") } public CheckCarKill(Toucher, Touched) {     if(Toucher == ent1_x)     {         fakedamage(Touched,"monster_zombie",900.0,1)     } } public function_driveforward(id) {     new Float:Velocity[3]     velocity_by_aim(ent2_x, 500, Velocity)             entity_set_vector(ent1_x, EV_VEC_velocity, Velocity)         Drive = 1         set_task(0.5,"Task_DriveForward",0,"",0,"",0)     } public function_driveforward_s(id) {     Drive = 0     } public Task_DriveForward(id) {       new Float:Velocity[3]     velocity_by_aim(ent2_x, 1000, Velocity)             entity_set_vector(ent1_x, EV_VEC_velocity, Velocity)         if(Drive == 1)     {         set_task(0.5,"Task_DriveForward",0,"",0,"",0)     } } public function_drivein(id) {     new arg1[10]     new Float:ent1_x_o[3]         read_argv(1,arg1,9)         if(is_valid_ent(str_to_num(arg1)))     {         ent1_x = str_to_num(arg1)         ent2_x = id                 entity_set_int(id, EV_INT_movetype, 5);                 entity_get_vector(ent1_x, EV_VEC_origin, ent1_x_o);         ent1_x_o[2] = ent1_x_o[2] + 256         entity_set_vector(ent2_x, EV_VEC_origin, ent1_x_o);                                         set_user_rendering(id, kRenderFxNone, 255, 255, 255, kRenderTransColor, 0)                 set_task(0.05,"Task_UpdateEnt",0,"",0,"",0)             } } public Task_UpdateEnt() {     new Float:angle_ent1[3]     new Float:origin_ent1[3]             entity_get_vector(ent2_x, EV_VEC_angles, angle_ent1);         entity_get_vector(ent1_x, EV_VEC_origin, origin_ent1);         origin_ent1[2] = origin_ent1[2] + 256.0         angle_ent1[0] = 0.0     angle_ent1[1] = angle_ent1[1] - 180.0     angle_ent1[2] = 0.0         entity_set_vector(ent2_x, EV_VEC_origin, origin_ent1);     entity_set_int(ent2_x, EV_INT_movetype, 5);         entity_set_vector(ent1_x, EV_VEC_angles, angle_ent1);         set_task(0.05,"Task_UpdateEnt",0,"",0,"",0) }

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