5150 Posted July 12, 2016 Share Posted July 12, 2016 so i edited this superman script a little, but i cant figure out how to make it so you can shoot while idle. i did -- on the idle animations but now it just leaves me with the flight anim when im idle. can someone help? also if you could help make it so its not for admins only, but a certain team instead local Superman = {} -- Settings local ZERO_TOLERANCE = 0.00001 local MAX_ANGLE_SPEED = 6 -- In degrees per frame local MAX_SPEED = 1.0 local EXTRA_SPEED_FACTOR = 1.85 local LOW_SPEED_FACTOR = 0.40 local ACCELERATION = 0.025 local EXTRA_ACCELERATION_FACTOR = 1.8 local LOW_ACCELERATION_FACTOR = 0.85 local TAKEOFF_VELOCITY = 1.75 local TAKEOFF_FLIGHT_DELAY = 750 local SMOKING_SPEED = 1.25 local GROUND_ZERO_TOLERANCE = 0.18 local LANDING_DISTANCE = 3.2 local FLIGHT_ANIMLIB = "swim" local FLIGHT_ANIMATION = "Swim_Dive_Under" local FLIGHT_ANIM_LOOP = false --local IDLE_ANIMLIB = "ped" --local IDLE_ANIMATION = "IDLE_HBHB" --local IDLE_ANIM_LOOP = true local MAX_Y_ROTATION = 55 local ROTATION_Y_SPEED = 3.8 -- Static global variables local thisResource = getThisResource() local rootElement = getRootElement() local localPlayer = getLocalPlayer() local serverGravity = getGravity() -- -- Utility functions -- local function isPlayerFlying(player) local data = getElementData(player, "superman:flying") if not data or data == false then return false else return true end end local function setPlayerFlying(player, state) if state == true then state = true else state = false end setElementData(player, "superman:flying", state) end local function iterateFlyingPlayers() local current = 1 local allPlayers = getElementsByType("player") return function() local player repeat player = allPlayers[current] current = current + 1 until not player or (isPlayerFlying(player) and isElementStreamedIn(player)) return player end end function Superman:restorePlayer(player) setPlayerFlying(player, false) setPedAnimation(player, false) setElementVelocity(player, 0, 0, 0) setElementRotation(player, 0, 0, 0) --setPedRotation(player, getPedRotation(player)) setElementCollisionsEnabled(player, true) self:destroySmokeGenerators(player) self.rotations[player] = nil self.previousVelocity[player] = nil end function Superman:createSmokeGenerator(player) local generator = createObject(2780, getElementPosition(player)) setElementCollisionsEnabled(generator, false) setObjectScale(generator, 0) return generator end function Superman:createSmokeGenerators(player) if not self.smokeGenerators[player] then local smokeGenerators = {} smokeGenerators[1] = self:createSmokeGenerator(player) attachElements(smokeGenerators[1], player, 0.75, -0.2, -0.4, -40, 0, 60) smokeGenerators[2] = self:createSmokeGenerator(player) attachElements(smokeGenerators[2], player, -0.75, -0.2, -0.4, -40, 0, -60) self.smokeGenerators[player] = smokeGenerators end end function Superman:destroySmokeGenerators(player) if self.smokeGenerators[player] then for k, v in ipairs(self.smokeGenerators[player]) do destroyElement(v) end self.smokeGenerators[player] = nil end end function angleDiff(angle1, angle2) angle1, angle2 = angle1 % 360, angle2 % 360 local diff = (angle1 - angle2) % 360 if diff <= 180 then return diff else return -(360 - diff) end end local function isElementInWater(ped) local pedPosition = Vector3D:new(getElementPosition(ped)) if pedPosition.z <= 0 then return true end local waterLevel = getWaterLevel(pedPosition.x, pedPosition.y, pedPosition.z) if not isElementStreamedIn(ped) or not waterLevel or waterLevel < pedPosition.z then return false else return true end end local function isnan(x) math.inf = 1/0 if x == math.inf or x == -math.inf or x ~= x then return true end return false end local function getVector2DAngle(vec) if vec.x == 0 and vec.y == 0 then return 0 end local angle = math.deg(math.atan(vec.x / vec.y)) + 90 if vec.y < 0 then angle = angle + 180 end return angle end -- -- Initialization and shutdown functions -- function Superman.Start() local self = Superman -- Register events addEventHandler("onClientResourceStop", getResourceRootElement(thisResource), Superman.Stop, false) addEventHandler("onPlayerJoin", rootElement, Superman.onJoin) addEventHandler("onPlayerQuit", rootElement, Superman.onQuit) addEventHandler("onClientRender", rootElement, Superman.processControls) addEventHandler("onClientRender", rootElement, Superman.processFlight) addEventHandler("onClientPlayerDamage", localPlayer, Superman.onDamage, false) addEventHandler("onClientElementDataChange", rootElement, Superman.onDataChange) addEventHandler("onClientElementStreamIn", rootElement, Superman.onStreamIn) addEventHandler("onClientElementStreamOut", rootElement, Superman.onStreamOut) -- Bind keys bindKey("jump", "down", Superman.onJump) -- Register commands addCommandHandler("s", Superman.cmdSuperman) -- Initializate attributes self.smokeGenerators = {} self.rotations = {} self.previousVelocity = {} end addEventHandler("onClientResourceStart", getResourceRootElement(thisResource), Superman.Start, false) function Superman.Stop() local self = Superman setGravity(serverGravity) -- Restore all players animations, collisions, etc for player in iterateFlyingPlayers() do self:restorePlayer(player) end end -- -- Join/Quit -- function Superman.onJoin(player) local self = Superman local player = player or source setPlayerFlying(player, false) end function Superman.onQuit(reason, player) local self = Superman local player = player or source if isPlayerFlying(player) then self:restorePlayer(player) end end -- -- onDamage: superman is invulnerable -- --function Superman.onDamage() -- local self = Superman -- if isPlayerFlying(localPlayer) then -- cancelEvent() --end --end -- -- onStreamIn: Reset rotation attribute for player -- function Superman.onStreamIn() local self = Superman end function Superman.onStreamOut() local self = Superman if source and isElement(source) and getElementType(source) == "player" and isPlayerFlying(source) then self.rotations[source] = nil self.previousVelocity[source] = nil end end -- -- onDataChange: Check if somebody who is out of stream stops being superman -- function Superman.onDataChange(dataName, oldValue) local self = Superman if dataName == "superman:flying" and isElement(source) and getElementType(source) == "player" and oldValue ~= getElementData(source, dataName) and oldValue == true and getElementData(source, dataName) == false then self:restorePlayer(source) end end -- Link to comment
G-Stefan Posted July 13, 2016 Share Posted July 13, 2016 Try to create an invisible object under the player Link to comment
5150 Posted July 15, 2016 Author Share Posted July 15, 2016 Try to create an invisible object under the player it wouldnt work. try the script and see what i mean Link to comment
G-Stefan Posted July 16, 2016 Share Posted July 16, 2016 This is a very complex script with alot of math and shits.I would like to help you but is complicated af(especially the math behind the script) A hard solution is to create it by yourself or when the player press the right mouse button it will create an object under him and cancel the fly. Link to comment
Captain Cody Posted July 16, 2016 Share Posted July 16, 2016 Usually animations do not allow you to shoot while the animation is going. But you could remove the animation and just set the player frozen Link to comment
5150 Posted July 21, 2016 Author Share Posted July 21, 2016 Usually animations do not allow you to shoot while the animation is going. But you could remove the animation and just set the player frozen thats what ive been trying to do. i want to remove the animation while idle, so he can shoot but i dont know how to cancel the flight anim when he stops. im not the best scripter Link to comment
Captain Cody Posted July 21, 2016 Share Posted July 21, 2016 This is the variable you need to change. local FLIGHT_ANIMLIB = "swim" Link to comment
shaio Posted July 22, 2016 Share Posted July 22, 2016 I don't think this is possible, because even if you freeze the player in the air, it will automatically do the falling anim. Not sure if there is a way to work around that. Link to comment
Captain Cody Posted July 22, 2016 Share Posted July 22, 2016 As the person above was saying, add something below him that's invisible. Link to comment
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