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  [Ajuda] Jogadores mobile
Posted by: Will_33 - 2021-03-13, 01:54 AM - Forum: Portuguese/Portugu?s - Replies (2)

Fala galera, estou hosteando um servidor tdm e o primeiro problema que tive com os players que vem do android foi que estes estavam invulner?veis. Colocando lagcomp 1 resolveu o problema, mas agora muitos destes crasham direto, alguns aleat?riamente, alguns quando morrem. Existe alguma lista de scripts que causam crash dos mobile?


  Help with sampctl and Docker
Posted by: robertocaribbean - 2021-03-12, 07:28 PM - Forum: Programming - Replies (3)

Hi there,

sampctl works perfectly in my local machine, but when I try to use the power of Docker, I'm facing with an error.

Steps I followed:

  • Enable virtualization on BIOS and Hyper-v on Windows 10.
  • Install Docker Desktop
  • Add my administrator account to docker-users group.
  • Pull sampctl from docker hub.

Now, the problem is when I try to initialize a package like so:

Code:
docker run southclaws/sampctl package init

I get this error (I think is better if I share an image):
[Image: mCNzFhH.png]

Already tried:
  • Clean / Purge data from Docker Desktop.
  • Reinstall Docker Desktop.
  • Use another sampctl version, but throws that I need the last recent version.

EDIT: Well, I'm trying with a ubuntu image, downloaded sampctl and all works fine. But when I try "sampctl package build" throws an error
Code:
failed to compile package entry: exit status 255
This happens with others compiler version as well.

SOLUTION: If you've been troubled with the same error, run:
Code:
apt-get install gcc gcc-multilib make cmake


  0.3.DL connections for 0.3.7 Server
Posted by: 2PAC_ - 2021-03-12, 02:20 PM - Forum: Pawn Scripting - No Replies

How Can I allow 0.3.DL client connection to 0.37 server?

I tried?GitHub - AGraber/samp-dl-compat: Allow 0.3.DL-R1 connections to SA-MP 0.3.7 servers?but this include not work for pawn.raknet's 1.4.1? version


  Script: error 018: initialization data exceeds declared size
Posted by: RhaegarX - 2021-03-12, 01:58 PM - Forum: Pawn Scripting - Replies (4)

I am developing an event system that will have some customizations, and I started with the following data structure.

However, when the compiler is giving the following error:?(52) : error 018: initialization data exceeds declared size





Code Pawn - Pastebin.com





I am trying to find the solution, but I have no idea how to solve it.


  help convert zcmd and sscanf
Posted by: nbx2000 - 2021-03-12, 04:56 AM - Forum: Pawn Scripting - Replies (1)



can someone help me convert this command to zmcd and sscanf


Code:
[/font][/size][/color]

#include <a_samp>

#define DIALOG_DUEL 24245

new bool:InvitedDuel[MAX_PLAYERS];

new IdDuel[MAX_PLAYERS];

new bool:UsingArena;

new Counting = 5;

new CountDueling[5][5] ={"~r~1","~b~2","~p~3","~y~4","~g~5"};

forward ExecuteCount(playerid,pid);

public ExecuteCount(playerid,pid)

{

? ? if (Counting > 0)

? ? {

? ? ? ? GameTextForPlayer(playerid,CountDueling[Counting-1], 2500, 3);

? ? ? ? GameTextForPlayer(pid,CountDueling[Counting-1], 1000, 3);

? ? ? ? Counting--;

? ? ? ? SetTimerEx("GoDuel",1000,false,"ii",playerid,pid);

? ? }

? ? else

? ? {

? ? ? ? GameTextForPlayer(playerid,"~>~~g~Go~w~Go~r~Go~b~Go~<~", 2500, 3);

? ? ? ? GameTextForPlayer(pid,"~>~~g~Go~w~Go~r~Go~b~Go~<~", 2500, 3);

? ? ? ? Counting = 5;

? ? ? ? TogglePlayerControllable(playerid,true);

? ? ? ? TogglePlayerControllable(pid,true);

? ? }

? ? return 1;

}





public OnPlayerCommandText(playerid, cmdtext[])

{

? ? new cmd[128];

? ? new idx;

? ? new id;

? ? cmd = otherplayerids(cmdtext, idx);

? ? if(!strcmp("/duel", cmd, true))

? ? {

? ? ? ? new tmp[128];

? ? ? ? new string[128];

? ? ? ? tmp = otherplayerids(cmdtext, idx);

? ? ? ? id = strval(tmp);

? ? ? ? if(InvitedDuel[playerid] == true) return SendClientMessage(playerid,0xF41917AA,"??[DUEL]?? : Have you invited someone, wait Expire Invitation");

? ? ? ? if(UsingArena == true) return SendClientMessage(playerid,0xF41917AA,"??[DUEL]?? : At the time the Arena is Being Used");

? ? ? ? if(!strlen(tmp)) return SendClientMessage(playerid,0xF41917AA,"??[DUEL]?? : You must enter the ID of the player following the Way (/duel [playerid])");

? ? ? ? if(id == playerid) return SendClientMessage(playerid,0xF41917AA,"??[DUEL]?? : You can not invite the Self");

? ? ? ? if(InvitedDuel[id] == true) return SendClientMessage(playerid,0xF41917AA,"??[DUEL]?? : Currently the player is in a Duel, wait..");

? ? ? ? new name[MAX_PLAYER_NAME];

? ? ? ? GetPlayerName(playerid, name, sizeof(name));

? ? ? ? format(string, sizeof(string), "??[DUEL]?? : %s This inviting you to a \n Duel Runing (Press Accept to Accept Duel)",name);

? ? ? ? ShowPlayerDialog(id,DIALOG_DUEL,DIALOG_STYLE_MSGBOX,"??[DUEL]?? :",string,"Accept", "No");

? ? ? ? GameTextForPlayer(id,"~r~DUE~w~LO !", 2500, 3);

? ? ? ? InvitedDuel[id] = true;

? ? ? ? IdDuel[id] = playerid;

? ? ? ? SetTimerEx("ExpireDuel",15000,false,"ii",id,playerid);

? ? ? ? return 1;

? ? }

? ? return 0;

}





forward GoDuel(playerid,pid);

public GoDuel(playerid,pid)

{

? ? //-> Go To? X1 <-//

? ? //SetPlayerPos

? ? //SetPlayerArmor

? ? //SetPlayerHealth



? ? //-> Functions for Count x1<-//

? ? TogglePlayerControllable(playerid,false);

? ? TogglePlayerControllable(pid,false);

? ? ExecuteCount(playerid,pid);

? ? return 1;

}





forward ExpireDuel(playerid,pid);

public ExpireDuel(playerid,pid)

{

? ? if(UsingArena == false)

? ? {

? ? ? ? SendClientMessage(pid,0x1DF6F6AA,"??[DUEL]?? : Expired challenge, He Refused");

? ? ? ? SendClientMessage(playerid,0x1DF6F6AA,"??[DUEL]?? : Expired challenge, you automatically refuse");

? ? ? ? InvitedDuel[pid] = false;

? ? ? ? InvitedDuel[playerid] = false;

? ? ? ? IdDuel[playerid] = playerid;

? ? ? ? IdDuel[pid] = pid;

? ? }

? ? return 1;

}





otherplayerids(const string[], &index)

{

? ? new length = strlen(string);

? ? while ((index < length) && (string[index] <= ' '))

? ? {

? ? ? ? index;

? ? }

? ? new offset = index;

? ? new result[20];

? ? while ((index < length) && (string[index] > ' ') && ((index - offset) < (sizeof(result) - 1)))

? ? {

? ? ? ? result[index - offset] = string[index];

? ? ? ? index;

? ? }

? ? result[index - offset] = EOS;

? ? return result;

}





public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])

{

? ? if(dialogid == DIALOG_DUEL)

? ? {

? ? ? ? if(!response) return ExpireDuel(playerid,IdDuel[playerid]);

? ? ? ? if(response)

? ? ? ? {

? ? ? ? ? ? UsingArena = true;

? ? ? ? ? ? new name[MAX_PLAYER_NAME], string[44];

? ? ? ? ? ? GetPlayerName(playerid, name, sizeof(name));

? ? ? ? ? ? format(string, sizeof(string), "??[DUEL]?? : %s accepted the challenge, wait 8 seconds to go to Duel.",name);

? ? ? ? ? ? SendClientMessage(IdDuel[playerid],0xF6F600AA,string);

? ? ? ? ? ? SendClientMessage(playerid,0xF6F600AA,"??[DUEL]?? : You accepted the Duel Wait 8 seconds to process your Data");

? ? ? ? ? ? SetTimerEx("GoDuel",8000,false,"ii",playerid,IdDuel[playerid]);

? ? ? ? }

? ? ? ? return 1;

? ? }

? ? return 1;

}





public OnPlayerDeath(playerid, killerid, reason)

{

? ? if(InvitedDuel[killerid] == true)

? ? {

? ? ? ? new Float:healthkiller;

? ? ? ? new namekiller[24],namedeather[24],string[44];

? ? ? ? GetPlayerName(killerid, namekiller, 24);

? ? ? ? GetPlayerName(playerid, namedeather, 24);

? ? ? ? GetPlayerHealth(killerid,healthkiller);

? ? ? ? format(string, sizeof(string), "??[DUELO]?? : %s Wins Duel of %s how %0.0f off Armour and Health",namekiller,namedeather,healthkiller);

? ? ? ? SendClientMessageToAll(0xF600F6AA, string);

? ? ? ? InvitedDuel[killerid] = false;

? ? ? ? InvitedDuel[playerid] = false;

? ? ? ? IdDuel[playerid] = playerid;

? ? ? ? IdDuel[killerid] = killerid;

? ? ? ? UsingArena = false;

? ? ? ? healthkiller = 0;

? ? ? ? SpawnPlayer(killerid);

? ? }

? ? return 1;

}

[color=#000000][size=small][font=Monaco, Consolas, Courier, monospace]


  GTA:SA's mission passed sound ID?
Posted by: 2PAC_ - 2021-03-11, 07:46 PM - Forum: Pawn Scripting - Replies (1)

Does anyone knows GTA:SA's mission passed sound ID?



I need this.


  Problem with OnPlayerDeath
Posted by: destiezk - 2021-03-11, 06:44 PM - Forum: Support - Replies (4)

Dear everyone,



I've been facing this issue for almost 2-3 months which I can NOT solve by myself.

The problem is that OnPlayerDeath is not really running correctly. I have a modified hitbox on my server which modifies the damage, and idk if it could be the problem.

The problem is: Randomly when you die, an irritating bug appears which is after you die, your character can stand up and shoot finely for like 1-2 seconds, and then dies, but the funniest is that my code at OnPlayerDeath runs correctly, just suddenly this appears.

I tried to solve it multiple ways, like putting a check if the player is ONFOOT at the end of OnPlayerDeath, but didn't seem to fix my issue, and been stuck with this as I already mentioned for months.

Anyone faced this before?



Thank you in advance!


  Problem with GetTickCount
Posted by: RhaegarX - 2021-03-11, 12:55 PM - Forum: Support - Replies (21)

I made an anti flood command script for my gamemode, in which the player can only type commands every 2 seconds. Everything worked fine, until yesterday I realized that this script had bugged, any command typed by the player regardless of the time between them is classified as spam.

[Image: xr701iO.png]

So I decided to do a type of debugging, to see what value the GetTickCount was returning, and it is returning very large negative values.
[Image: Palr2LS.png]

The amazing thing about this problem is that it only occurs on my computer, on my notebook and on the gamemode host this problem does not occur everything works correctly. Does anyone have any idea what this is? Maybe some problem with some windows dll? I do not believe it is a gamemode problem, because as I mentioned in other places it works normally, only on my computer this problem occurs.

Here are the plugins / includes I use and the anti flood code snippet

PHP Code:
#include? ? <a_samp>
#define FIXES_Single 1
#define FIXES_ServerVarMsg 0
#define LOCAL_HOST true
// Redefini??es antes da Fixes
#if? ? ? defined MAX_PLAYERS
#undef? ? MAX_PLAYERS
#if LOCAL_HOST == true
#define? MAX_PLAYERS? (100)
#else
#define? MAX_PLAYERS? (30)
#endif
#endif
//
#include <fixes>
#include <crashdetect>
#include? ? <timerfix>
#include? ? <a_mysql>
#include? ? <foreach>
#include? ? <izcmd>
#include? ? <sscanf2>
#include? ? <MV_Youtube>
#include? ? <streamer>
#include? ? <callbacks>
#include? ? <mSelection>
#define AUTO_SETUP
#include? ? <gmtime>


public OnPlayerCommandReceived(playeridcmdtext[])
{
? ? if (!
IsPlayerConnected(playerid) || playerid == INVALID_PLAYER_ID)
{
return 
SendClientMessage(playeridCOLOR_INVALID"You are not connected."), false;
}
if (
GetTickCount() - timeUsedCommand[playerid] < 2000)
? ? {
return 
SendClientMessage(playeridCOLOR_GRAD1"Wait 2 seconds to retype a command!"), false;
? ? }
timeUsedCommand[playerid] = GetTickCount();
? ? return 
1;


plugins crashdetect fixchars sscanf mysql streamer timerfix gmtime SAMPSON

And this problem has occurred with any code that uses the native GetTickCount.


  Compiling on Linux
Posted by: Smyle - 2021-03-10, 09:37 PM - Forum: Pawn Scripting - Replies (5)

Heyo.



So... In a while ago i just moved into Linux (Ubuntu/Debian)?for other development purposes and i didnt want to stop all my SAMP projects because of Torvalds. My issue is with compiling. Does anyone knows how am i going to be able to compile in this OS? Or do something else so it can work??



Thank you. As yall can notice i am not an expert (not even close to an amateur) on using linux, so... I'm kinda lost here.


  Any way to show custom models in class selection?
Posted by: RoBy41 - 2021-03-10, 06:32 PM - Forum: Pawn Scripting - No Replies

So I added Sweet, Ryder and Big Smoke in a class selection for Grove Street Families. I decided to replace their models with their beta versions (mods), so I did that. But if I replace their ids in the AddPlayerClass (for example Sweet which is 271, with the id of the new model), when I go on the server, in the class selection Sweet shows up as CJ instead of the custom model.

As a temporary fix, I decided to add the vanilla skins (Sweet, Ryder, BS) in the class selection and make it switch the player's skin from Sweet to BETA Sweet upon spawning for example, but I want it to be visible in the class selection too.

So is there any way to fix this? I think most of you will tell me to use mSelection or something like that, but I think it's hard to remake the whole class selection or at least very time consuming.