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shooting while moving


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why i can't move while shooting? what is the problem

function shootingWhileMoving()
setWeaponProperty(23, "poor", "flag_move_and_aim", true ) 
setWeaponProperty( 24, "poor", "flag_move_and_aim",true) 
setWeaponProperty( 25, "poor", "flag_move_and_aim",true ) 
setWeaponProperty( 26, "poor", "flag_move_and_aim",true) 
setWeaponProperty( 27, "poor", "flag_move_and_aim", true ) 
setWeaponProperty( 29, "poor", "flag_move_and_aim", true ) 
setWeaponProperty( 30, "poor", "flag_move_and_aim", true ) 
setWeaponProperty( 31, "poor", "flag_move_and_aim",true ) 
setWeaponProperty( 33, "poor", "flag_move_and_aim", true) 
setWeaponProperty( 34, "poor", "flag_move_and_aim", true )
setWeaponProperty(23, "poor", "flag_move_and_shoot", true ) 
setWeaponProperty( 24, "poor", "flag_move_and_shoot",true) 
setWeaponProperty( 25, "poor", "flag_move_and_shoot",true ) 
setWeaponProperty( 26, "poor", "flag_move_and_shoot",true) 
setWeaponProperty( 27, "poor", "flag_move_and_shoot", true ) 
setWeaponProperty( 29, "poor", "flag_move_and_shoot", true ) 
setWeaponProperty( 30, "poor", "flag_move_and_shoot", true ) 
setWeaponProperty( 31, "poor", "flag_move_and_shoot",true ) 
setWeaponProperty( 33, "poor", "flag_move_and_shoot", true) 
setWeaponProperty( 34, "poor", "flag_move_and_shoot", true )
end
addEventHandler("onResourceStart",root,shootingWhileMoving)

 

Link to comment
7 minutes ago, ZoRRoM said:

Is your skill state poor?

idk 

 

maybe there is a problem with this?

addEventHandler("onPlayerJoin",root,
function()
    setPedStat ( source, 70, 999 )
    setPedStat ( source, 71, 999 )
    setPedStat ( source, 72, 999 )
    setPedStat ( source, 74, 999 )
    setPedStat ( source, 76, 999 )
    setPedStat ( source, 77, 999 )
    setPedStat ( source, 78, 999 )
    setPedStat ( source, 79, 999 )
end
)

 

Edited by Avagard
Link to comment

You can use gedPedStat for get your stat.

For sawnoff; If your stat is in 0-200 you are poor, 200-999 std, 999 pro.

 

 

You can use it for all levels.

local properties = {
    weapons = {23,24,25,26,27,29,30,31,33,34},
    levels = {"poor", "std", "pro"}
}
function shootingWhileMoving()
    for _, id in pairs(properties.weapons) do
        for _, level in pairs(properties.levels) do
            setWeaponProperty(id, levels, "flag_move_and_aim", true)
            setWeaponProperty(id, levels, "flag_move_and_shoot", true)
        end
    end
end

 

Edited by ZoRRoM
Link to comment
4 hours ago, ZoRRoM said:

You can use gedPedStat for get your stat.

For sawnoff; If your stat is in 0-200 you are poor, 200-999 std, 999 pro.

 

 

You can use it for all levels.


local properties = {
    weapons = {23,24,25,26,27,29,30,31,33,34},
    levels = {"poor", "std", "pro"}
}
function shootingWhileMoving()
    for _, id in pairs(properties.weapons) do
        for _, level in pairs(properties.levels) do
            setWeaponProperty(id, levels, "flag_move_and_aim", true)
            setWeaponProperty(id, levels, "flag_move_and_shoot", true)
        end
    end
end

 

this is better way to write it, less code required.

function shootingWhileMoving()
    for i=23,34 do
        for _,level in pairs({"poor", "std", "pro"}) do
            setWeaponProperty(i, level, "flag_move_and_aim", true)
            setWeaponProperty(i, level, "flag_move_and_shoot", true)
        end
    end
end

 

Link to comment
5 hours ago, Avagard said:

for some reason its still not working... nothing on debug

you used my example? Try this then

function shootingWhileMoving()
    for i=23,34 do
    	local wepid = i;
        for _,level in pairs({"poor", "std", "pro"}) do
            setWeaponProperty(wepid, level, "flag_move_and_aim", true)
            setWeaponProperty(wepid, level, "flag_move_and_shoot", true)
        end
    end
end

 

Link to comment
8 hours ago, Fist said:

this is better way to write it, less code required.


function shootingWhileMoving()
    for i=23,34 do
        for _,level in pairs({"poor", "std", "pro"}) do
            setWeaponProperty(i, level, "flag_move_and_aim", true)
            setWeaponProperty(i, level, "flag_move_and_shoot", true)
        end
    end
end

 

Avagard is not use 28 id.

 

------

 

local properties = {
    weapons = {23,24,25,26,27,29,30,31,33,34},
    levels = {"poor", "std", "pro"}
}
function shootingWhileMoving()
    for _, id in pairs(properties.weapons) do
        for _, level in pairs(properties.levels) do
            setWeaponProperty(id, levels, "flags", 0x000010)
            setWeaponProperty(id, levels, "flags", 0x000020)
        end
    end
end

Try it.

Edited by ZoRRoM
Link to comment
1 minute ago, ZoRRoM said:

Avagard is not use 28 id.

 

------

 


local properties = {
    weapons = {23,24,25,26,27,29,30,31,33,34},
    levels = {"poor", "std", "pro"}
}
function shootingWhileMoving()
    for _, id in pairs(properties.weapons) do
        for _, level in pairs(properties.levels) do
            setWeaponProperty(id, levels, "flags", 0x000010)
            setWeaponProperty(id, levels, "flags", 0x000020)
        end
    end
end

Try it.

You still can add extra check variable like this

function shootingWhileMoving()
    for i=23,34 do
    	if (i ~= 28) then
            local wepid = i;
            for _,level in pairs({"poor", "std", "pro"}) do
                setWeaponProperty(wepid, level, "flag_move_and_aim", true)
                setWeaponProperty(wepid, level, "flag_move_and_shoot", true)
            end
      	end
    end
end

but agreed, in this case would better just to use table. :D

Link to comment
2 minutes ago, Fist said:

You still can add extra check variable like this


function shootingWhileMoving()    for i=23,34 do    	if (i ~= 28) then            local wepid = i;            for _,level in pairs({"poor", "std", "pro"}) do                setWeaponProperty(wepid, level, "flag_move_and_aim", true)                setWeaponProperty(wepid, level, "flag_move_and_shoot", true)            end      	end    endend

but agreed, in this case would better just to use table. :D

:)

Link to comment
1 hour ago, ThatsMe said:

You can also do the same as you did at the start , except that copy everything and change "poor" to "std" then again copy it and change "std" to "pro"

tried it didn't work..

full code

addEventHandler("onPlayerJoin",root,
function()
    setPedStat ( source, 70, 999 )
    setPedStat ( source, 71, 999 )
    setPedStat ( source, 72, 999 )
    setPedStat ( source, 74, 999 )
    setPedStat ( source, 76, 999 )
    setPedStat ( source, 77, 999 )
    setPedStat ( source, 78, 999 )
    setPedStat ( source, 79, 999 )
end
)

function shootingWhileMoving()
setWeaponProperty(23, "poor", "flag_move_and_aim", true ) 
setWeaponProperty( 24, "poor", "flag_move_and_aim",true) 
setWeaponProperty( 25, "poor", "flag_move_and_aim",true ) 
setWeaponProperty( 26, "poor", "flag_move_and_aim",true) 
setWeaponProperty( 27, "poor", "flag_move_and_aim", true ) 
setWeaponProperty( 29, "poor", "flag_move_and_aim", true ) 
setWeaponProperty( 30, "poor", "flag_move_and_aim", true ) 
setWeaponProperty( 31, "poor", "flag_move_and_aim",true ) 
setWeaponProperty( 33, "poor", "flag_move_and_aim", true) 
setWeaponProperty( 34, "poor", "flag_move_and_aim", true )
setWeaponProperty(23, "poor", "flag_move_and_shoot", true ) 
setWeaponProperty( 24, "poor", "flag_move_and_shoot",true) 
setWeaponProperty( 25, "poor", "flag_move_and_shoot",true ) 
setWeaponProperty( 26, "poor", "flag_move_and_shoot",true) 
setWeaponProperty( 27, "poor", "flag_move_and_shoot", true ) 
setWeaponProperty( 29, "poor", "flag_move_and_shoot", true ) 
setWeaponProperty( 30, "poor", "flag_move_and_shoot", true ) 
setWeaponProperty( 31, "poor", "flag_move_and_shoot",true ) 
setWeaponProperty( 33, "poor", "flag_move_and_shoot", true) 
setWeaponProperty( 34, "poor", "flag_move_and_shoot", true )
---
setWeaponProperty(23, "std", "flag_move_and_aim", true ) 
setWeaponProperty( 24, "std", "flag_move_and_aim",true) 
setWeaponProperty( 25, "std", "flag_move_and_aim",true ) 
setWeaponProperty( 26, "std", "flag_move_and_aim",true) 
setWeaponProperty( 27, "std", "flag_move_and_aim", true ) 
setWeaponProperty( 29, "std", "flag_move_and_aim", true ) 
setWeaponProperty( 30, "std", "flag_move_and_aim", true ) 
setWeaponProperty( 31, "std", "flag_move_and_aim",true ) 
setWeaponProperty( 33, "std", "flag_move_and_aim", true) 
setWeaponProperty( 34, "std", "flag_move_and_aim", true )
setWeaponProperty(23, "std", "flag_move_and_shoot", true ) 
setWeaponProperty( 24, "std", "flag_move_and_shoot",true) 
setWeaponProperty( 25, "std", "flag_move_and_shoot",true ) 
setWeaponProperty( 26, "std", "flag_move_and_shoot",true) 
setWeaponProperty( 27, "std", "flag_move_and_shoot", true ) 
setWeaponProperty( 29, "std", "flag_move_and_shoot", true ) 
setWeaponProperty( 30, "std", "flag_move_and_shoot", true ) 
setWeaponProperty( 31, "std", "flag_move_and_shoot",true ) 
setWeaponProperty( 33, "std", "flag_move_and_shoot", true) 
setWeaponProperty( 34, "std", "flag_move_and_shoot", true )
---
setWeaponProperty(23, "pro", "flag_move_and_aim", true ) 
setWeaponProperty( 24, "pro", "flag_move_and_aim",true) 
setWeaponProperty( 25, "pro", "flag_move_and_aim",true ) 
setWeaponProperty( 26, "pro", "flag_move_and_aim",true) 
setWeaponProperty( 27, "pro", "flag_move_and_aim", true ) 
setWeaponProperty( 29, "pro", "flag_move_and_aim", true ) 
setWeaponProperty( 30, "pro", "flag_move_and_aim", true ) 
setWeaponProperty( 31, "pro", "flag_move_and_aim",true ) 
setWeaponProperty( 33, "pro", "flag_move_and_aim", true) 
setWeaponProperty( 34, "pro", "flag_move_and_aim", true )
setWeaponProperty(23, "pro", "flag_move_and_shoot", true ) 
setWeaponProperty( 24, "pro", "flag_move_and_shoot",true) 
setWeaponProperty( 25, "pro", "flag_move_and_shoot",true ) 
setWeaponProperty( 26, "pro", "flag_move_and_shoot",true) 
setWeaponProperty( 27, "pro", "flag_move_and_shoot", true ) 
setWeaponProperty( 29, "pro", "flag_move_and_shoot", true ) 
setWeaponProperty( 30, "pro", "flag_move_and_shoot", true ) 
setWeaponProperty( 31, "pro", "flag_move_and_shoot",true ) 
setWeaponProperty( 33, "pro", "flag_move_and_shoot", true) 
setWeaponProperty( 34, "pro", "flag_move_and_shoot", true )
end

 

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