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View Full Version : [Include] [INC]Spring Guns - Mounted Miniguns v. 1.1 - BUGS FIXED


@TheShadow@
15/03/2010, 08:12 PM
[INC] Spring Guns
currently at version 1.1


What is it ?:

You can create mounted Miniguns that shoot everyone in range (except Admins)
You can do several things with them (explained below in Functions)


_________________________________________________

Why do i need this?:

You can protect Admin Areas with it for example
Hey it's sexy :P
The noobs are scared of it :o


_________________________________________________

Functions:


The most important function:

CreateMinigun(Float:x,Float:y,Float:z,Float:rotati on,firerange,damage,bool:activated)
Float:x & Float:y & Float:z ~> The position of the Minigun
Float:rotation ~> The facing angle (is changed when somebody is in range of the minigun so it's not that important)
firerange ~> How near you have to be to make the minigun fire at you
damage ~> Damage that the Minigun is dealing (every time the timer (default: 500ms) is called you lose that amount of HP)
activated ~> Is the Minigun turned on or off ( true = Shoots | false = there's just the object, but nothing happens when you are in range)

EXAMPLE: CreateMinigun(2898.921,-2049.009,2.405,0,5,3,true);
This is a activated Minigun with a Range of 5 and it's dealing 3 Damage half a second (when you are using the default timer ) It's located at LS Beach



Some other functions (they are pretty self explaining^^):

GetMinigunPosition(minigunid,&Float:x,&Float:y,&Float:z) // Come on that's not so difficult to understand^^ Just like GetPlayerPos
IsMinigunActive(minigunid)// Checks if the Minigun is turned on
SetMinigunActive(minigunid, bool:activated) // true (1) turns the minigun on | false (0) turns it off so it shoots at nobody
GetAngleToXY(Float:X, Float:Y, Float:CurrentX, Float:CurrentY, &Float:Angle) // You don't need that, but the script does :P
IsValidMinigun(minigunid) // Checks if the Minigun is created
DestroyMinigun(minigunid) //Destroys the minigun^^
public SaveMinigunDataToLog(minigunid,comment[]) // Watch below for an example (new in v. 1.1)


With this function you can create miniguns and they are saved to the "miniguns.txt" file which gets created in scriptfiles automaticly.

if (strcmp("/miniguncreate", cmdtext, true, 14) == 0)
{
new Float:createx, Float:createy, Float:createz, Float:Rotation;
GetPlayerPos(playerid,createx,createy,createz);
GetPlayerFacingAngle(playerid,Rotation);
SaveMinigunDataToLog(CreateMinigun(createx,createy ,createz -1,Rotation,10,4,true),"blub");
return 1;
}

The code looks like this in the miniguns.txt:

CreateMinigun(2921.0871,-2052.1616,2.5480,268.9445,10.0000,4,1);// blub

That's the easiest way to create your Miniguns ;)



_________________________________________________

How to get it working?:
Ok that's quite easy:

put #include <a_miniguns> at the beginning of your Script
put OnMinigunInit() under OnGamemodeInit() (and add your Miniguns there)

And you are done ;)
_________________________________________________
Huh i don't understand it You got a Video?:
Sure there it is (it's short but just look at the minigun object and my healthbar) :
Click me to come to my Youtube Video! (http://www.youtube.com/watch?v=DyzE1FFRp_g#normal)
I hope that it's online, cuz youtube sometimes sucks as many of you may know :D

_________________________________________________
OH NO! D: I can't find the Downloadlinks:
No panic here they are :P
Pastebin: Click me! I AM A LINK >:D (http://pastebin.com/6KRL13gS) <<< Version 1.1 with the FIX !
It's also in the attachment.
Hm don't think you hate pastebin :D If you want another link, just tell me.
_________________________________________________
What about a Version 2 ?:
I am sure i'll make a version 2, maybe even in a week.
The new features will be:

smooth rotation
hm maybe a sound, but i don't know one that sounds like a gun ( got a tip ?? )
New functions
if YOU got any wishes then tell me ;)



Tell me about BUGS please!

Changelog:

The 2 Errors are fixed in version 1.1 ! I just forgot one bracket :S
I added a new function: SaveMinigunDataToLog

KrypToN_
15/03/2010, 08:17 PM
cool

iron_war_lord
15/03/2010, 08:19 PM
Sick!!!!

thiaZ_
15/03/2010, 08:22 PM
haha, nice shadow, well done.

[03]Garsino
15/03/2010, 08:36 PM
Looks AWESOME

MrDeath537
15/03/2010, 08:50 PM
Wow, it looks cool, and is cool :P

Finn
15/03/2010, 09:09 PM
Those miniguns have auto-aim? So you can't run past them very fast without getting shot?

iron_war_lord
15/03/2010, 09:19 PM
Those miniguns have auto-aim? So you can't run past them very fast without getting shot?


No, speed hacks are not the answer to war, love is... :D

XRVX
15/03/2010, 09:28 PM
great work man
very cool
8)

Hijolion
16/03/2010, 01:39 AM
Awesome.

RenisiL
16/03/2010, 05:04 AM
Nice include ;)

Lejo
16/03/2010, 05:14 AM
This is pretty sweet, bro. I'm definitely going to be using this. ;)

MaykoX
16/03/2010, 05:35 AM
Let's play Call Of Duty Modern Warfare 2 SAMP, Verrrryy good work. Useful for TDM and maybe freeroam

Roperr
16/03/2010, 06:27 AM
That is awesome! :lol:
Tell me: Can you increase the damage it does?
If not I'll just put like 10 of em, and let the party start. DANCE BITCHES DANCE >:D >:D

Tenshi
16/03/2010, 06:57 AM
just put it on a FS to test this feature, and this is what i come up with:

~\include\a_miniguns.inc(62) : error 017: undefined symbol "PlayerToPoint"
~\include\a_miniguns.inc(72) : warning 213: tag mismatch
~\include\a_miniguns.inc(75) : error 017: undefined symbol "GetAngleToXY"
Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase


2 Errors.



Fixes?

Deat_Itself
16/03/2010, 08:29 AM
lol cool

Chivits
16/03/2010, 08:30 AM
just put it on a FS to test this feature, and this is what i come up with:

~\include\a_miniguns.inc(62) : error 017: undefined symbol "PlayerToPoint"
~\include\a_miniguns.inc(72) : warning 213: tag mismatch
~\include\a_miniguns.inc(75) : error 017: undefined symbol "GetAngleToXY"
Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase


2 Errors.



Fixes?



Fixes?

V1ceC1ty
16/03/2010, 09:04 AM
Sweeet, could turn smoother though.

Kurence
16/03/2010, 09:08 AM
create invisible eplosion under ground as sound of shooting :mrgreen:
Or smallest explosion on it as firing :P
http://z.about.com/d/history1900s/1/0/X/O/viet66.jpg

V1ceC1ty
16/03/2010, 09:44 AM
create invisible eplosion under ground as sound of shooting :mrgreen:
Or smallest explosion on it as firing :P


The smallest explosion is still too big.

Lejo
16/03/2010, 10:57 AM
create invisible eplosion under ground as sound of shooting :mrgreen:
Or smallest explosion on it as firing :P
http://z.about.com/d/history1900s/1/0/X/O/viet66.jpg


That would sound nothing like a minigun being fired. Have you ever heard one before?

Kurence
16/03/2010, 10:58 AM
create invisible eplosion under ground as sound of shooting :mrgreen:
Or smallest explosion on it as firing :P


That would sound nothing like a minigun being fired. Have you ever heard one before?

Do you know something better? :P

@TheShadow@
16/03/2010, 12:42 PM
just put it on a FS to test this feature, and this is what i come up with:

~\include\a_miniguns.inc(62) : error 017: undefined symbol "PlayerToPoint"
~\include\a_miniguns.inc(72) : warning 213: tag mismatch
~\include\a_miniguns.inc(75) : error 017: undefined symbol "GetAngleToXY"
Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase


2 Errors.



Fixes?



Fixes?

ok sorry i'll upload fixed version in a minute :D had the functions in my gamemode ^^

FIXED

But! The GetAngleToXY Function was in there... (i forgot about playertopoint ^^)

if it's still not working (but it should), here's the function:

stock GetAngleToXY(Float:X, Float:Y, Float:CurrentX, Float:CurrentY, &Float:Angle)
{
Angle = atan2(Y-CurrentY, X-CurrentX);
Angle = floatsub(Angle, 90.0);
if(Angle < 0.0) Angle = floatadd(Angle, 360.0);
}


oh and thx for all your comments =)

biltong
16/03/2010, 04:30 PM
Awesome! In the next version can ou make it fire only at a certain team? And also an I change the damage it deals, and it's range?

@TheShadow@
16/03/2010, 04:46 PM
range and damage is changeable :D
look at the CreateMinigun Function.
But i'll include a function to change it later like SetMinigunDamage & SetMinigunRange.

[KMA]Lord_Deji
17/03/2010, 02:33 PM
Let's play Call Of Duty Modern Warfare 2 SAMP, Verrrryy good work. Useful for TDM and maybe freeroam


lol, that would be a very good idea for a new gm, it could be use as a killstreak

Thrarod
17/03/2010, 03:20 PM
Hmm... It would be cool if there was small explosions in fron of the MG

Correlli
17/03/2010, 03:24 PM
Not bad. =)

@TheShadow@
17/03/2010, 05:34 PM
Hmm... It would be cool if there was small explosions in fron of the MG




create invisible eplosion under ground as sound of shooting :mrgreen:
Or smallest explosion on it as firing :P


The smallest explosion is still too big.


Already answered :D

Timske
17/03/2010, 08:58 PM
sentry gun from cod mw2 :D
haha cool

02manchestera
17/03/2010, 09:53 PM
F12king cool def add this to my server even just for a bit of messing about XD

Aaaalt
19/03/2010, 02:50 AM
i still having errors ...

a_miniguns.inc(62) : error 017: undefined symbol "PlayerToPointMinigun"
a_miniguns.inc(72) : warning 213: tag mismatch
a_miniguns.inc(75) : error 017: undefined symbol "GetAngleToXY"

i download the fixed version in pastebin ...

Tenshi
19/03/2010, 03:41 AM
i still having errors ...

a_miniguns.inc(62) : error 017: undefined symbol "PlayerToPointMinigun"
a_miniguns.inc(72) : warning 213: tag mismatch
a_miniguns.inc(75) : error 017: undefined symbol "GetAngleToXY"

i download the fixed version in pastebin ...



~\include\a_miniguns.inc(62) : error 017: undefined symbol "PlayerToPointMinigun"
~\include\a_miniguns.inc(72) : warning 213: tag mismatch
~\include\a_miniguns.inc(75) : error 017: undefined symbol "GetAngleToXY"
Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase


2 Errors.


same

@TheShadow@
19/03/2010, 03:40 PM
i still having errors ...

a_miniguns.inc(62) : error 017: undefined symbol "PlayerToPointMinigun"
a_miniguns.inc(72) : warning 213: tag mismatch
a_miniguns.inc(75) : error 017: undefined symbol "GetAngleToXY"

i download the fixed version in pastebin ...



~\include\a_miniguns.inc(62) : error 017: undefined symbol "PlayerToPointMinigun"
~\include\a_miniguns.inc(72) : warning 213: tag mismatch
~\include\a_miniguns.inc(75) : error 017: undefined symbol "GetAngleToXY"
Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase


2 Errors.


same



strange.... i'll see what i can do.

Virtual1ty
19/03/2010, 03:46 PM
Very cool script, been waiting for this to come.
One small note btw, you made this for 0.2 or 0.3? Cuz in 0.3 you dont
have to use the old PlayerToPoint function, as it is replaced by the faster
IsPlayerInRangeOfPoint (http://wiki.sa-mp.com/wiki/IsPlayerInRangeOfPoint) native function.

Aaaalt
19/03/2010, 06:37 PM
i still having errors ...

a_miniguns.inc(62) : error 017: undefined symbol "PlayerToPointMinigun"
a_miniguns.inc(72) : warning 213: tag mismatch
a_miniguns.inc(75) : error 017: undefined symbol "GetAngleToXY"

i download the fixed version in pastebin ...



~\include\a_miniguns.inc(62) : error 017: undefined symbol "PlayerToPointMinigun"
~\include\a_miniguns.inc(72) : warning 213: tag mismatch
~\include\a_miniguns.inc(75) : error 017: undefined symbol "GetAngleToXY"
Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase


2 Errors.


same



strange.... i'll see what i can do.


Can you transform this INC in a FS ?

@TheShadow@
19/03/2010, 08:21 PM
i still having errors ...

a_miniguns.inc(62) : error 017: undefined symbol "PlayerToPointMinigun"
a_miniguns.inc(72) : warning 213: tag mismatch
a_miniguns.inc(75) : error 017: undefined symbol "GetAngleToXY"

i download the fixed version in pastebin ...



~\include\a_miniguns.inc(62) : error 017: undefined symbol "PlayerToPointMinigun"
~\include\a_miniguns.inc(72) : warning 213: tag mismatch
~\include\a_miniguns.inc(75) : error 017: undefined symbol "GetAngleToXY"
Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase


2 Errors.


same



strange.... i'll see what i can do.


Can you transform this INC in a FS ?


that's not needed lol. You can create your own filterscript with that... and virtuality: yes i noticed that one day after the release :D i'll change it in next version^^

EDIT:
HOLY CRAP Dx I found the bug D: i forgot one "{". I am fixing it at the moment & i am doing some improvements.... version 2 will come out next week i think....

The fix will be uploaded in tomorrow.

Chivits
20/03/2010, 12:38 AM
Ok, Thanks. Good Luck with version 2 :D

@TheShadow@
20/03/2010, 01:50 PM
Ok, Thanks. Good Luck with version 2 :D


thank you :D

And here's the fix first^^:

http://pastebin.com/8KbH7Vaw

Chivits
22/03/2010, 03:59 AM
Hey man, thx for fixe ... works perfect :D

i need some help ... i use your INC in my RP SERVER and i need protect my admins and the COPS from the miniguns ... how i do this ?

for admins i use:
PlayerInfo[playerid][pAdmin] >= 1

and for cops i use:
PlayerInfo[playerid][pLeader] == 1 || PlayerInfo[playerid][pMember] == 1


sorry if have bad english :D

Norn
22/03/2010, 05:13 AM
Nice although moveobject could be smoother and actually move with a timer instead of destroying and recreating (what i assume your doing by the looks of the video).

@TheShadow@
22/03/2010, 11:18 AM
]
Nice although moveobject could be smoother and actually move with a timer instead of destroying and recreating (what i assume your doing by the looks of the video).

there you are wrong ;D
I am not destroying them. I am using SetObjectRot, BUT in version 2 (as already said in the first post) the miniguns will rotate smooth.


Hey man, thx for fixe ... works perfect :D

i need some help ... i use your INC in my RP SERVER and i need protect my admins and the COPS from the miniguns ... how i do this ?

for admins i use:
PlayerInfo[playerid][pAdmin] >= 1

and for cops i use:
PlayerInfo[playerid][pLeader] == 1 || PlayerInfo[playerid][pMember] == 1


sorry if have bad english :D


ok i'll show you. You have to change something in the include:

in line 102 you'll find:
if(!IsPlayerAdmin(i) && MinigunData[j][Activated]){

and you need to change it into:
if(PlayerInfo[playerid][pAdmin] < 1 && PlayerInfo[playerid][pLeader] != 1 && PlayerInfo[playerid][pMember] != 1 && MinigunData[j][Activated]){

Chivits
22/03/2010, 07:37 PM
Thanks man, your INC is ROX :D

biltong
24/03/2010, 04:32 PM
:IDEA: Would it be possible to put the model of a gun and then it's firing animation where the minigun is firing to simulate the gunshots?

Snoooopy
24/03/2010, 04:40 PM
omg nice ! good job

@TheShadow@
24/03/2010, 05:16 PM
:IDEA: Would it be possible to put the model of a gun and then it's firing animation where the minigun is firing to simulate the gunshots?


that's not possible in samp^^

Norn
24/03/2010, 06:14 PM
:IDEA: Would it be possible to put the model of a gun and then it's firing animation where the minigun is firing to simulate the gunshots?


that's not possible in samp^^


With objects it is.

@TheShadow@
25/03/2010, 12:01 PM
]


:IDEA: Would it be possible to put the model of a gun and then it's firing animation where the minigun is firing to simulate the gunshots?


that's not possible in samp^^


With objects it is.

You can't simulate gun shots! No chance!

xenowort
25/03/2010, 12:28 PM
this a exelent proyect!

biltong
25/03/2010, 03:03 PM
]


:IDEA: Would it be possible to put the model of a gun and then it's firing animation where the minigun is firing to simulate the gunshots?


that's not possible in samp^^


With objects it is.

You can't simulate gun shots! No chance!


I suppose if you make an NPC that fires one bullet and then loop that when it shoots MIGHT be possible but I gather that would take tons of resources.

@TheShadow@
25/03/2010, 03:27 PM
]


:IDEA: Would it be possible to put the model of a gun and then it's firing animation where the minigun is firing to simulate the gunshots?


that's not possible in samp^^


With objects it is.

You can't simulate gun shots! No chance!


I suppose if you make an NPC that fires one bullet and then loop that when it shoots MIGHT be possible but I gather that would take tons of resources.

yes i know but that would cost (as you said) tons of resources.... That's possible and i thought about it, but not really a soulution...

Brian_Furios
25/03/2010, 03:33 PM
that cool! good job

Roperr
25/03/2010, 05:18 PM
Place an NPC underground, give him a minigun in his hands, and make him shoot every now and then, or when the system starts taking nearbiest players hp down.

@TheShadow@
26/03/2010, 12:51 PM
Place an NPC underground, give him a minigun in his hands, and make him shoot every now and then, or when the system starts taking nearbiest players hp down.


what about reading ALL posts before posting???




]


:IDEA: Would it be possible to put the model of a gun and then it's firing animation where the minigun is firing to simulate the gunshots?


that's not possible in samp^^


With objects it is.

You can't simulate gun shots! No chance!


I suppose if you make an NPC that fires one bullet and then loop that when it shoots MIGHT be possible but I gather that would take tons of resources.

yes i know but that would cost (as you said) tons of resources.... That's possible and i thought about it, but not really a soulution...


understand it now?

Iceaac
26/03/2010, 01:11 PM
Very good idea! :D

biltong
26/03/2010, 03:28 PM
Place an NPC underground, give him a minigun in his hands, and make him shoot every now and then, or when the system starts taking nearbiest players hp down.

Idea steal much?

@TheShadow@
29/03/2010, 07:01 AM
Place an NPC underground, give him a minigun in his hands, and make him shoot every now and then, or when the system starts taking nearbiest players hp down.

Idea steal much?


yes sure using NPCs is not really efficient.

Had no time for Version 2 now... But i'll make a version 2 for sure!

Roperr
29/03/2010, 07:38 AM
why isn't it efficient? couldn't you place a NPC somewhere near and when you walk near the minigun and NPC starts shooting

biltong
29/03/2010, 08:49 AM
why isn't it efficient? couldn't you place a NPC somewhere near and when you walk near the minigun and NPC starts shooting

ffs why is nobody reading? That was my idea, and if you actually read the posts above, you would see that making the NPC would take way too many resources because it would have to load, connect, play one or two animations, then disconnect and then unload, and it would have to loop that until the player is dead or walks away from the gun.

Roperr
29/03/2010, 09:09 AM
Aight man.

@TheShadow@
29/03/2010, 12:57 PM
why isn't it efficient? couldn't you place a NPC somewhere near and when you walk near the minigun and NPC starts shooting

ffs why is nobody reading? That was my idea, and if you actually read the posts above, you would see that making the NPC would take way too many resources because it would have to load, connect, play one or two animations, then disconnect and then unload, and it would have to loop that until the player is dead or walks away from the gun.


yep that's it. Such a script would waste ressources... and nobody wants his server to have a NPC connecting, disconnecting and again and again...

pmk1
11/04/2010, 11:39 PM
hey can someone tell me when i add OnMinigunInit() and i compile i get a error saying onminiguninit already defined?

thanks :D

@TheShadow@
12/04/2010, 05:28 PM
you have to add it like this:

public OnGamemodeInit()
{
OnMinigunInit();
return 1;
}

pmk1
12/04/2010, 08:34 PM
wpw i don't get it, and between OnMinigunInit();
return 1;

i must add my CreateMinigun(coords); ?

i get this:
C:Program Files (x86)Rockstar gamesGta San Andreasdedicated servergamemodespmkfunserver.pwn(470) : warning 213: tag mismatch
C:Program Files (x86)Rockstar gamesGta San Andreasdedicated servergamemodespmkfunserver.pwn(470) : warning 213: tag mismatch
C:Program Files (x86)Rockstar gamesGta San Andreasdedicated servergamemodespmkfunserver.pwn(471) : warning 213: tag mismatch
C:Program Files (x86)Rockstar gamesGta San Andreasdedicated servergamemodespmkfunserver.pwn(471) : warning 213: tag mismatch
Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase


1 Error.

<<script:

public OnGameModeInit()
{
//other stuff
OnMinigunInit();
{
CreateMinigun(1483.6610,-1720.0920,6.2935,203.2655,10.0000,4,1);// blub
CreateMinigun(1490.5457,-1721.8750,7.2193,103.6028,10.0000,4,1);// blub
}
return 1;
}

EDIT:oh and when i spawn, it auto kills me, any one?

@TheShadow@
13/04/2010, 12:38 PM
public OnGameModeInit()
{
//other stuff
OnMinigunInit();
{
CreateMinigun(1483.6610,-1720.0920,6.2935,203.2655,10.0000,4,1);// blub
CreateMinigun(1490.5457,-1721.8750,7.2193,103.6028,10.0000,4,1);// blub
}
return 1;
}

no no no ....


public OnGameModeInit()
{
//other stuff
OnMinigunInit();
CreateMinigun(1483.6610,-1720.0920,6.2935,203.2655,10.0000,4,1);// blub
CreateMinigun(1490.5457,-1721.8750,7.2193,103.6028,10.0000,4,1);// blub
return 1;
}


Hm i should better name the funtion "MinigunInit" cuz it's NOT a calback!!

pmk1
13/04/2010, 08:24 PM
yea but it doesn't change anything, i still have the 4 warnings, but these make that i can be wherever on the map it still shoots me, to death.

Maybe my INC is not good? can u send me yours? thnx

@TheShadow@
14/04/2010, 12:52 PM
yea but it doesn't change anything, i still have the 4 warnings, but these make that i can be wherever on the map it still shoots me, to death.

Maybe my INC is not good? can u send me yours? thnx

ah ok i found the mistake :D sorry ^^ i fixed it now and here's the new link (also in the first post...)


CreateMinigun(1483.6610,-1720.0920,6.2935,203.2655,10,4,true);// blub
CreateMinigun(1490.5457,-1721.8750,7.2193,103.6028,10,4,true);// blub

that's how the code should be... i made a mistake with the savetofile function... the 10.0000 has to be turned into a 10 and the 1 at the end into true.

here's the link:
Click me hard! I'm a link :o (http://pastebin.com/6KRL13gS)

pmk1
14/04/2010, 09:01 PM
alright it's fixed :D the only thing which would be nice would be fire coming out from it :\ but i don't think it's possible.

DeadalusNetwork
14/04/2010, 10:01 PM
Made something similar to yours for my gamemode , but my doesn't shoot , my throws out flames (Won't release it though). Anyone can make it but include me in the credits for the ideas ^^.

@TheShadow@
15/04/2010, 12:00 PM
Made something similar to yours for my gamemode , but my doesn't shoot , my throws out flames (Won't release it though). Anyone can make it but include me in the credits for the ideas ^^.

using an npc with flame thrower or a flame object?^^

knight01
15/05/2010, 04:49 AM
I,m cunfused with this please help :-[

IanDaCJ
15/05/2010, 07:46 AM
404 - Attachment Not Found

@TheShadow@
16/05/2010, 12:12 PM
404 - Attachment Not Found

there's a pastebin link, too.

knight01
17/05/2010, 08:43 AM
I DONT KNOW HOW TO DO THIS PLEASE EXPLAIN MORE!!!! GOD DO I HAVE TO USE CAPS TO GET UR DAMN ATTION

smallo
17/05/2010, 01:48 PM
I DONT KNOW HOW TO DO THIS PLEASE EXPLAIN MORE!!!! GOD DO I HAVE TO USE CAPS TO GET UR DAMN ATTION


There has been enough explaining, it's not his job to answer everyone's questions and seriously I wouldn't want to answer your question if you treated me like that.

Ontopic: I love the script thinking about attaching it to a vehicle somehow for a portable killing machine :P

knight01
17/05/2010, 02:03 PM
well i dont want to do caps but no one will freaking answer me

vitalij931
19/05/2010, 10:59 AM
Very handy for admin bases :) Nice job ;)
BTW
Create a textdraw and if a player 100 m away from the minigun make a sound or another textdraw "WARNING!"

stich
20/05/2010, 06:25 PM
By all hi. Make please code, what when I entered /minigun, he occurred near to me :)

stich
20/05/2010, 06:40 PM
Who speaks on Russian?

Chrisspartan
21/05/2010, 10:31 AM
Cool script,thanks!

biltong
07/06/2010, 04:14 PM
I DONT KNOW HOW TO DO THIS PLEASE EXPLAIN MORE!!!! GOD DO I HAVE TO USE CAPS TO GET UR DAMN ATTION


Well, since your first post was
I,m cunfused with this please help :-[


That doesn't describe ANYTHING about what you're confused about.
I personally hope he doesn't answer you for your attitude, tell us what you need help with politely and maybe, just maybe you'll get a helpful answer.

cuvip
11/06/2010, 06:46 AM
well, i don't know a damn thing about scripting, can someone help me out?

DJDhan
11/06/2010, 09:10 AM
WOW at last, but wonder if it was actually shooting at us when we are near it. Sigh, nvm You did a great job and I am gonna use this.

Although, I'd like for you to have commands for the creation of miniguns in-game near the player's position. :)

@TheShadow@
17/06/2010, 03:06 PM
WOW at last, but wonder if it was actually shooting at us when we are near it. Sigh, nvm You did a great job and I am gonna use this.

Although, I'd like for you to have commands for the creation of miniguns in-game near the player's position. :)

*cough* it's there *cough*

cyber01
17/06/2010, 07:38 PM
How to adapt this script for 0.2x?
Replacement IsPlayerInRangeOfPoint on PlayerToPoint not help. Minigun appears but does not react to my presence. Can detailed instructions on how to run the 0.2x and correctly create Minigun?

billiout
30/07/2010, 06:12 PM
how i can make not effective on classe with gteam? i use the previous solution chivits but says error 017: undefined symbol "gTeam". pls help!!!

billiout
31/07/2010, 07:48 AM
also i have another problem. when i load your include i cant spawn.i press the spawn and the im going on class selection again.

Ace_Menace
31/07/2010, 08:18 AM
Haha, Awesome!

WillyP
09/08/2010, 02:20 PM
hmm

i do exactly what you say to put them into youre gm, but i get a error sayin tht OnMinigunInit is already defined; when theres only one OnMinigunInit in my whole gm :/

sergio_xd
09/08/2010, 05:31 PM
They can shoot? In the video does not show that

WillyP
09/08/2010, 05:32 PM
watch his health go down

lewismichaelbbc
13/08/2010, 04:07 PM
where can i find the file that i put in the includes folder... i know it is not the paste bin because it is not a .inc file

Thanks for the help!

doodle210
02/10/2010, 04:58 PM
hey can u make one where people can use the miniguns?????
u know only the mounted ones not the ones where u walk around cuz i wouldnt have had 2 ask dis question

Basicz
03/10/2010, 03:55 AM
Great work. :)

GNGification
02/03/2011, 08:06 PM
what is the command/way to get the minigun on use? (ingame)

Dex007HLH
02/03/2011, 08:18 PM
Awesome! Why you dont use the new 0.3C effects to simulate bullets and smoke, that would be epic!

[ProX]BlueFire
02/03/2011, 08:41 PM
it doesnt work can u give me the include plz?
and an exmple if u can :)

Michael@Belgium
03/03/2011, 08:47 AM
Yeah :D going to test it ... tonight ! xp

[DR]Reaper[GEARS]
03/03/2011, 09:10 AM
Ya its ok but
you should add sounds
PlayerPlayerSound(...
and choose the Weapon shoot sound ;D

GNGification
03/03/2011, 12:05 PM
Need for include + how we can spawn this minigun ingame?

[ProX]BlueFire
03/03/2011, 12:24 PM
thets what did i say!
lol

jordy.kiesebrink
22/03/2011, 07:01 PM
hey Great script i only miss a sound or a effect out of the minigun who is attack you.
can you make a function where i can turn on and turn of the miniguns like switching my miniguns


CreateMinigun(2786.7858,3877.0761,2.0431,231.2356, 20,24,true);// blub
CreateMinigun(2752.7819,3870.5058,1.9100,285.2977, 20,24,true);// blub
CreateMinigun(2736.2980,3881.3149,1.8945,221.2321, 20,24,true);// blub
CreateMinigun(2738.9235,3915.6486,1.9100,112.0461, 20,24,true);// blub
CreateMinigun(2828.1975,3884.3395,1.9100,232.3438, 20,24,true);// blub
CreateMinigun(2782.6704,3884.1252,1.9100,182.1865, 20,24,true);// blub
CreateMinigun(2762.2531,3879.5524,1.9058,47.4755,2 0,24,true);// blub
CreateMinigun(2883.3693,4006.0043,1.9100,269.4980, 20,24,true);// blub
CreateMinigun(2858.0136,4006.9187,1.9100,90.2189,2 0,24,true);// blub
CreateMinigun(2881.9567,3942.3823,1.9100,31.7934,2 0,24,true);// blub
CreateMinigun(2878.3798,3907.3264,5.3810,210.2034, 20,24,true);// blub
CreateMinigun(2838.8806,3901.1420,5.5817,138.7626, 20,24,true);// blub
CreateMinigun(2839.0839,3934.6076,5.5090,5.5947,20 ,24,true);// blub
CreateMinigun(2877.9804,3934.9165,5.3274,302.3008, 20,24,true);// blub
CreateMinigun(2760.3977,4084.0078,2.1541,142.6997, 20,24,true);// blub
CreateMinigun(2760.2131,4100.2915,2.3977,354.4916, 20,24,true);// blub
CreateMinigun(2721.8510,4101.7949,2.4202,94.1326,2 0,24,true);// blub
CreateMinigun(2721.7106,4085.4426,2.1756,174.6600, 20,24,true);// blub

from true to false so the avtiviti will stop..

Dutchmen0031
22/03/2011, 07:38 PM
nice

GangsTa_
01/05/2011, 06:54 AM
How you made it?

cruising
04/07/2011, 08:41 PM
when i use this. players keeps loosing healt all the time :S even if they would be on the moon :S

Ballu Miaa
22/12/2011, 02:12 AM
Allright so i made that command , /miniguncreate and added a feature where it gets created InGame.

When noone is using Minigun , and i come in front of it. It aims at me?? and keeps on decreasing my health?
What is this? I thought we could shoot with this?

xRandomGuy
22/12/2011, 02:19 AM
thats cool, but it could be so much better if it was actually shooting them like this tank minigun someone published awhile ago, instead of just lowering their armour or hp