Scripting/Squirrel/Functions/Player.Immunity: Difference between revisions

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<pre>Player.Immunity = integer;</pre>
<pre>Player.Immunity = integer;</pre>


== Arguments ==
== Flags ==


1 | bulletproof
1 = bulletproof | 2 = fireproof | 4 = explosion-proof | 8 = collision-proof | 16 = melee-proof
2 | fireproof
4 | explosion-proof
8 | collision-proof
16 | melee-proof


0 means no immunity to any damage, 31 means immunity to all damage. You can add all the numbers together or use bitwise OR/AND to toggle flags.
0 means no immunity to any damage, 31 means immunity to all damage. You can add all the numbers together or use bitwise OR/AND to toggle flags.

Revision as of 19:09, 27 August 2015

This function will set a player's immunity to whatever % you type want.

Syntax

Player.Immunity = integer;

Flags

1 = bulletproof | 2 = fireproof | 4 = explosion-proof | 8 = collision-proof | 16 = melee-proof

0 means no immunity to any damage, 31 means immunity to all damage. You can add all the numbers together or use bitwise OR/AND to toggle flags.

Example

The following example will set a player's immunity to whatever % you type want.

function onPlayerCommand( player, cmd, text );
{
 if ( cmd == "im" )
 {
 if (!text) ClientMessage("/im <Nick> <Immunity>",player,255,255,0);
 else
 {
local plr = GetPlayer( GetTok( text, " ", 1 ) );
local im = GetTok( text, " ", 2, NumTok( text, " " ) );
 plr.Immunity = im.tointeger();
 ClientMessageToAll(player.Name+" has set "+plr.Name+"'s immunity to "+im+"!",198,213,0);
 }
 }
}

Notes

Call onPlayerCommand were used in this example. More info about them in the corresponding pages. Call ClientMessage were used in this example. More info about them in the corresponding pages. Call ClientMessageToAll were used in this example. More info about them in the corresponding pages.