![]() |
#21 |
Big Clucker
![]() ![]() Join Date: Jul 2012
Location: CA - IR
Posts: 192
Reputation: -7
|
![]()
Can you provide example code of MissileLaunchAimPlayer ?
|
![]() |
![]() |
![]() |
#22 |
Banned
![]() Join Date: Apr 2015
Location: Poland
Posts: 1,213
Reputation: 352
|
![]() PHP Code:
|
![]() |
![]() |
![]() |
#23 |
Big Clucker
![]() ![]() Join Date: Jul 2012
Location: CA - IR
Posts: 192
Reputation: -7
|
![]()
I dont understand tx ty tz when there is a targetid
|
![]() |
![]() |
![]() |
#24 |
Banned
![]() Join Date: Apr 2015
Location: Poland
Posts: 1,213
Reputation: 352
|
![]()
x,y,z - start position
tx,ty,tz - first target position After missile moving to tx,ty,tz moving to targetid. In my example the missile flies first up 100 meters and then flies to the target. ![]() |
![]() |
![]() |
![]() |
#25 |
Banned
![]() Join Date: Apr 2015
Location: Poland
Posts: 1,213
Reputation: 352
|
![]()
Update v1.9.0:
- Auto disable all player missiles aim after player death. - Added function: PHP Code:
PHP Code:
![]() |
![]() |
![]() |
![]() |
#26 |
Banned
![]() Join Date: Apr 2015
Location: Poland
Posts: 1,213
Reputation: 352
|
![]()
Update v2.0.0:
- Update Arc System for Real Ellipse Arc. - Updated function: Code:
MissileLaunch(type,Float:detection_range,Float:explode_radius,Float:speed,Float:x,Float:y,Float:z,worldid,interiorid,playerid, Float:streamdistance,missile_object,Float:tx,Float:ty,Float:tz,byplayerid=INVALID_PLAYER_ID,teamid=ANY_TEAM, bool:remote=false,remote_count=MAX_MISSILE_REMOTE_TARGET,remote_height=1.0,Float:arc_roll=0.0); |
![]() |
![]() |
![]() |
#27 |
Banned
![]() Join Date: Apr 2015
Location: Poland
Posts: 1,213
Reputation: 352
|
![]()
Update v2.1.0:
- Added callback: PHP Code:
|
![]() |
![]() |
![]() |
#28 |
Banned
![]() Join Date: Apr 2015
Location: Poland
Posts: 1,213
Reputation: 352
|
![]()
Update v2.2.0:
- Added support for CreateDynamicExplosionDMG (now missile auto detect player death) - Added support for damage NPC - Added support for Streamer Tags - Updated functions: Code:
MissileLaunch(type,Float:detection_range,Float:explode_radius,Float:speed,Float:x,Float:y,Float:z,worldid,interiorid,playerid, Float:streamdistance,missile_object,Float:tx,Float:ty,Float:tz,byplayerid=INVALID_PLAYER_ID,teamid=ANY_TEAM, bool:remote=false,remote_count=MAX_MISSILE_REMOTE_TARGET,remote_height=1.0,Float:arc_roll=0.0, Float:damage=-1.0,Float:vehicle_damage=-1.0); MissileLaunchAimPlayer(targetid,type,Float:detection_range,Float:explode_radius,Float:speed,Float:x,Float:y,Float:z, worldid,interiorid,playerid,Float:streamdistance,missile_object,Float:tx,Float:ty,Float:tz, byplayerid=INVALID_PLAYER_ID,teamid=ANY_TEAM,Float:damage=-1.0,Float:vehicle_damage=-1.0); //if damage is -1 mine generated standard DynamicExplosion without DMG system //if vehicle damage is -1 and damage is not -1, vehicle damage now is 750 |
![]() |
![]() |
![]() |
#29 |
Banned
![]() Join Date: Apr 2015
Location: Poland
Posts: 1,213
Reputation: 352
|
![]()
Update v2.3.0:
- Renamed functions: PHP Code:
- Added definition MISSILE_TYPE_EXPLODE_NONE If you using MISSILE_OBJECT_BULLET with MISSILE_TYPE_EXPLODE_NONE and custom damage, you got bullet without any explosion but player's/vehicle's take damage Bullet example: PHP Code:
https://www.youtube.com/watch?v=qQ1T2NszDkc |
![]() |
![]() |
![]() |
#30 |
Banned
![]() Join Date: Apr 2015
Location: Poland
Posts: 1,213
Reputation: 352
|
![]()
Update v2.3.1:
- Fixed Collisions - Added support for NO_TEAM - Added ColAndreas as required lib |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Missile Object | PCheriyan007 | Help Archive | 4 | 31/05/2011 04:49 PM |