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prop_vehicle_driveable issue


  
 
 
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rodrigo286
Veteran Member
Join Date: Sep 2010
Location: Brazil, São Paulo
Old 10-31-2014 , 17:26   prop_vehicle_driveable issue
Reply With Quote #1

When I give spawn the car can only drive alone to force the player into the car.

And if trying to get out is not possible.

I can exit of car using some line of NataliaAF code, but the problem is if KILL or REMOVE car entity, server crash.

I found several people with the same problem, is there any way to fix this?

PHP Code:
#include <sourcemod>
#include <sdktools>    

#define     EF_NODRAW 32
#define        COLLISION_GROUP_PLAYER 5
#define     HIDEHUD_WEAPONSELECTION 1
#define     HIDEHUD_CROSSHAIR 256
#define     HIDEHUD_INVEHICLE 1024

public OnPluginStart()
{    
    
RegAdminCmd("sm_car"Command_CARADMFLAG_ROOT);
    
RegAdminCmd("sm_car2"Command_CAR2ADMFLAG_ROOT);
}

public 
OnMapStart()
{
    
PrecacheModel("models/buggy.mdl");
}

public 
Action:Command_CAR(clientargs)
{
    new 
String:name[255];
    
GetClientName(clientnamesizeof(name));

    
decl Ent;   
    
Ent CreateEntityByName("prop_vehicle_driveable"); 

    
DispatchKeyValue(Ent"vehiclescript""scripts/vehicles/ep1.txt");
    
DispatchKeyValue(Ent"model""models/buggy.mdl");

    
DispatchKeyValueFloat (Ent"MaxPitch"360.00);
    
DispatchKeyValueFloat (Ent"MinPitch", -360.00);
    
DispatchKeyValueFloat (Ent"MaxYaw"90.00);
    
DispatchKeyValue(Ent"solid","6");
    
DispatchKeyValue(Ent"actionScale","1");
    
DispatchKeyValue(Ent"EnableGun","0");
    
DispatchKeyValue(Ent"ignorenormals","0");
    
DispatchKeyValue(Ent"fadescale","1");
    
DispatchKeyValue(Ent"fademindist","-1");
    
DispatchKeyValue(Ent"VehicleLocked","0");
    
DispatchKeyValue(Ent"screenspacefade","0");
    
DispatchKeyValue(Ent"spawnflags""256" );
    
DispatchKeyValue(Ent"setbodygroup""511" );
    
SetEntProp(EntProp_Send"m_nSolidType"2);
    
DispatchSpawn(Ent);
    
ActivateEntity(Ent);

    
DispatchSpawn(Ent);

    
ActivateEntity(Ent);

    
decl Float:FurnitureOrigin[3];
    
decl Float:ClientOrigin[3];
    
decl Float:EyeAngles[3];
    
GetClientEyeAngles(clientEyeAngles);
    
GetClientAbsOrigin(clientClientOrigin);

    
FurnitureOrigin[0] = (ClientOrigin[0] + (50 Cosine(DegToRad(EyeAngles[1]))));
    
FurnitureOrigin[1] = (ClientOrigin[1] + (50 Sine(DegToRad(EyeAngles[1]))));
    
FurnitureOrigin[2] = (ClientOrigin[2]);


    
TeleportEntity(EntFurnitureOriginNULL_VECTORNULL_VECTOR);

    
SetEntProp(EntProp_Data"m_nNextThinkTick", -1);

    
SetEntPropEnt(clientProp_Send"m_hObserverTarget"0);
    
SetEntProp(clientProp_Send"m_iObserverMode"1); 

    
// force players in.
    
if (client != 0)
    {
        
AcceptEntityInput(Ent"use"client);
    }
}  

public 
Action:Command_CAR2(clientargs)
{
    
LeaveVehicle(client);
}  

LeaveVehicle(client)
{
    new 
vehicle GetEntPropEnt(clientProp_Send"m_hVehicle");
    if (
IsValidEntity(vehicle))
    {
        
AcceptEntityInput(client"SetParent");
        
SetVariantString("vehicle_driver_exit");
        
AcceptEntityInput(client"SetParentAttachment");        

        new 
Float:ExitAng[3];
        
GetEntPropVector(vehicleProp_Data"m_angRotation"ExitAng);
        
ExitAng[0] = 0.0;
        
ExitAng[1] += 90.0;
        
ExitAng[2] = 0.0;
        
    
        
AcceptEntityInput(client"ClearParent");    
        
        
SetEntPropEnt(clientProp_Send"m_hVehicle", -1);
    
        
SetEntPropEnt(vehicleProp_Send"m_hPlayer", -1);
    
        
SetEntityMoveType(clientMOVETYPE_WALK);
    
        
SetEntProp(clientProp_Send"m_CollisionGroup"COLLISION_GROUP_PLAYER);        
        
        new 
hud GetEntProp(clientProp_Send"m_iHideHUD");
        
hud &= ~HIDEHUD_WEAPONSELECTION;
        
hud &= ~HIDEHUD_CROSSHAIR;
        
hud &= ~HIDEHUD_INVEHICLE;
        
SetEntProp(clientProp_Send"m_iHideHUD"hud);
        
        new 
EntEffects GetEntProp(clientProp_Send"m_fEffects");
        
EntEffects &= ~EF_NODRAW;
        
SetEntProp(clientProp_Send"m_fEffects"EntEffects);

        
SetEntProp(vehicleProp_Send"m_nSpeed"0);
        
SetEntPropFloat(vehicleProp_Send"m_flThrottle"0.0);
        
AcceptEntityInput(vehicle"TurnOff");

        
SetEntPropFloat(vehicleProp_Data"m_flTurnOffKeepUpright"0.0);
    
        
SetEntProp(vehicleProp_Send"m_iTeamNum"0);
        
        
TeleportEntity(clientNULL_VECTORExitAngNULL_VECTOR);
        
SetClientViewEntity(clientclient);
    }

    new 
index = -1;
    while ((
index FindEntityByClassname(index"prop_vehicle_driveable")) != -1)
        
RemoveEdict(index);

    new 
plyr_gun2 GetPlayerWeaponSlot(client2);
    if (
IsValidEntity(plyr_gun2))
    {
        
RemovePlayerItem(clientplyr_gun2);
        
RemoveEdict(plyr_gun2);
        
GivePlayerItem(client"weapon_knife"0);
    }    
    
SetClientViewEntity(clientclient);

Regards.
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Last edited by rodrigo286; 10-31-2014 at 20:55.
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