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[СЛИВ] НОВЫЕ АНИМКИ ARIZONA RP

Апр
2
2
Пользователь
Сливаю новые анимки по фрирен и другие
Типо /animgroup 1 и будет анимация друида
Pawn:
new accessories_animgroups[][] = {
  "berserk",
  "druid",
  "lich1",
  "witch1",
  "friren1",
  "viking1",
  ""
};

cmd:animgroup(playerid, data[]) {

  extract data -> new id; else
    return SendClientMessage(playerid, -1, "group");

  if(id >= sizeof(accessories_animgroups)) return SendClientMessage(playerid, -1, "max id = %d", sizeof(accessories_animgroups) - 1);

  PlayerSync[playerid][e_player_sync_accessories_anim_group_id] = id;

  new BitStream:bs = BS_New();

  BS_WriteValue(bs,
        PR_UINT8, 220,
        PR_UINT8, 216,
        PR_UINT16, playerid,
        PR_STRING8, accessories_animgroups[ PlayerSync[playerid][e_player_sync_accessories_anim_group_id] ]);

  PR_SendPacketToPlayerLauncher(bs, playerid);
  BS_Delete(bs);

  return true;
}
 
Фев
176
62
Пользователь
Сливаю новые анимки по фрирен и другие
Типо /animgroup 1 и будет анимация друида
Pawn:
new accessories_animgroups[][] = {
  "berserk",
  "druid",
  "lich1",
  "witch1",
  "friren1",
  "viking1",
  ""
};

cmd:animgroup(playerid, data[]) {

  extract data -> new id; else
    return SendClientMessage(playerid, -1, "group");

  if(id >= sizeof(accessories_animgroups)) return SendClientMessage(playerid, -1, "max id = %d", sizeof(accessories_animgroups) - 1);

  PlayerSync[playerid][e_player_sync_accessories_anim_group_id] = id;

  new BitStream:bs = BS_New();

  BS_WriteValue(bs,
        PR_UINT8, 220,
        PR_UINT8, 216,
        PR_UINT16, playerid,
        PR_STRING8, accessories_animgroups[ PlayerSync[playerid][e_player_sync_accessories_anim_group_id] ]);

  PR_SendPacketToPlayerLauncher(bs, playerid);
  BS_Delete(bs);

  return true;
}
Точно будет работать??
 
Пришло время платить за грехи
Июл
722
694
Продавец
Сливаю новые анимки по фрирен и другие
Типо /animgroup 1 и будет анимация друида
Pawn:
new accessories_animgroups[][] = {
  "berserk",
  "druid",
  "lich1",
  "witch1",
  "friren1",
  "viking1",
  ""
};

cmd:animgroup(playerid, data[]) {

  extract data -> new id; else
    return SendClientMessage(playerid, -1, "group");

  if(id >= sizeof(accessories_animgroups)) return SendClientMessage(playerid, -1, "max id = %d", sizeof(accessories_animgroups) - 1);

  PlayerSync[playerid][e_player_sync_accessories_anim_group_id] = id;

  new BitStream:bs = BS_New();

  BS_WriteValue(bs,
        PR_UINT8, 220,
        PR_UINT8, 216,
        PR_UINT16, playerid,
        PR_STRING8, accessories_animgroups[ PlayerSync[playerid][e_player_sync_accessories_anim_group_id] ]);

  PR_SendPacketToPlayerLauncher(bs, playerid);
  BS_Delete(bs);

  return true;
}
OFFTOP

деф команда на смену анимки. Это не система и не прочее, это просто команда чтобы менять анимки.


OFFTOP

Чтобы работало - нужно сначала вписать систему анимок, добавить их на сервер, и только потом использовать команду

 
Мар
28
1
Пользователь
может ворк:
cmd:test_set(playerid, data[])
{
    extract data -> new id;
    return SendPlayerClientPacket(playerid, id, 128);
}

new accessories_animgroups[][] = {"player", "berserk", "friren1", "viking1", "lich1", "druid", "chubrik", "stray", "werewolf1", "witch1"};

cmd:animgroup(playerid, data[]) {

  extract data -> new id; else
    return SendClientMessage(playerid, -1, "group");

  if(id >= sizeof(accessories_animgroups)) return SendClientMessage(playerid, -1, "max id = %d", sizeof(accessories_animgroups) - 1);

  PlayerSync[playerid][e_player_sync_accessories_anim_group_id] = id;

  SetPlayerAnimGroup(playerid, accessories_animgroups[ PlayerSync[playerid][e_player_sync_accessories_anim_group_id] ]);

  return true;
} 
stock SetPlayerAnimGroup(playerid, const animGroup[] = "")
{
    new BitStream:bs = BS_New();

    BS_WriteValue(bs, \
        PR_UINT8, 220, \
        PR_UINT8, 216, \
        PR_UINT16, playerid, \
        PR_STRING8, animGroup);

    PR_SendPacket(bs, playerid, PR_MEDIUM_PRIORITY, PR_RELIABLE, 6);
    BS_Delete(bs);

    return true;
} 
enum e_player_sync_data
{
    bool:e_player_sync_chat_toggle,
    bool:e_player_sync_stun_toggle,
    e_player_sync_accessories_anim_group_id,
    e_player_sync_anim_group_custom_effect
};

new PlayerSync[MAX_PLAYERS][e_player_sync_data] = {
    {
        false,
        false,
        INVALID_DATA_ID,
        INVALID_DATA_ID
    }, ...
};
 
Сверху