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?????? ?? ?????? ????-???????????? |
Posted by: ApostolDMITRY - 2020-11-05, 07:38 PM - Forum: Russian/???????
- Replies (2)
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? ????? ???? ??????, ????? ??? ?????? ?? ?????. ???? ??????, ? ????? ?? ????-???????????? ? ?????? ?????????? ?? ???. ?????? ? ??? ?????????? ????? ??? ? ????? ?? ???????? ??????????? ????? ????????? ?? ????? ???? ?? ?????, ??????? ????? ????? ??????? ?????????? ????? ? ??.
?? ?????? ?????? ????? ????????? ???????? ??????? ???? ? ?????, ??? ?????? ? ?????? ?????????????? ??????. ?? ? ??????? ??????? ????? ?????.
? ??? ?? ?????? ??????. ?????? ?? open.mp ???????? ?? 64 ?????? ??????? ??? ?????????? 32 ??????.
?????? ??????, ????? ?? ????? ???? ????, ? ????? ?? ?? ??????!
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Problema con un warning. |
Posted by: nittro - 2020-11-05, 04:31 PM - Forum: Programaci?n
- Replies (2)
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?Que quiere decir este warning?
PHP Code: warning 235: public function lacks forward declaration (symbol "GuardarCuentas")
C?digo.PHP Code: public GuardarCuentas()
{
for(new i=0;i<MAX_PLAYERS;i)
{
if(IsPlayerConnected(i))
{
GuardarCuenta(i);
}
}
return 1;
}
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Help with race |
Posted by: FeNiixX - 2020-11-05, 07:30 AM - Forum: Pawn Scripting
- Replies (8)
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Hello everyone, I have the following question ...
How can I achieve that if a player types /enter and if a race is already in progress that the player is put in spectator mode of some user who is in the current race and if he presses enter, specifies another user and so on until that the current race ends and he enters the race ...
The other thing is that if there is no race in progress and the user types /enter the race start and the user enters the race automatically ...
Thanks
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Server crash (INI_AddToBuffer) and Packet was modified problem |
Posted by: Godfather - 2020-11-04, 08:58 PM - Forum: Pawn Scripting
- No Replies
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I have this on online linux server and I'm getting errors for local files which is strange.
I guess he is trying to find .ini file of the user on?OnPlayerDisconnect but fails to process it somehow.
Code: [debug] Server crashed while executing script.amx
[debug] AMX backtrace:
[debug] #0 00000035 in INI_AddToBuffer (INI:file=52, name[]=@00000000 "", data[]=@01d43894 "0000001600676554") at <unknown file>:0
[debug] #1 000147f0 in ?? (... <13 arguments>) at C:\Users\test\Desktop\sampserver\pawno\include\YSI\y_ini.inc:1076
[debug] #2 00000035 in public OnPlayerDisconnect () at <unknown file>:0
Also other problem that I have sometimes on other server is people get reconnected. Here is an example of the log:
Code: Packet was modified, sent by id: *id*, ip: *ip*
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Kyosaur's Plugin Development Guide |
Posted by: Bee - 2020-11-03, 06:19 PM - Forum: Tutorials
- Replies (1)
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Hey everyone,
I recently started learning about plugin development for SA:MP. I asked around for a good tutorial and a super awesome guy in Discord suggested me to take a look at Kyosaur's Plugin Development Guide. I read it and it is pretty amazing. He also suggested that someone should port over the guide to burgershot.gg. So here it is.
View in Github
Is it exactly the same?
The content is 99.9% same. 99.9% because some threads were removed and I couldn't link it. It was broken even in the original post. I updated the existing links and made some formatting changes while converting it into Markdown.
Why is it in Markdown?
I tried use the BB Code in Burgershot. It was messed up and insanely buggy. I kept losing content and had to start over again and again. Also, Why not in Markdown?
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Discord Connector invalid message author. |
Posted by: XeroX - 2020-11-03, 04:47 PM - Forum: Pawn Scripting
- Replies (4)
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Hi,
it's been sometime since I last scritped for sa-mp. Anyway my problem is that DCC_GetMessageAuthor returns an invalid user and I'm not entirely sure why.
Plugin version is 0.3.3
PHP Code: public DCC_OnMessageCreate(DCC_Message:message)
{
new DCC_Channel:msgChannel;
DCC_GetMessageChannel(message, msgChannel);
new channelName[128];
DCC_GetChannelName(msgChannel, channelName, sizeof(channelName));
printf("channelName: %s", channelName);
if(strcmp(channelName, "sa-mp", true, 5) == 0)
{
new DCC_User:author;
DCC_GetMessageAuthor(message, author); // This always fails
if(author == DCC_INVALID_USER)
{
print("Invalid User");
return;
}
new bool:IsBot, bool:IsVerified;
DCC_IsUserBot(author, IsBot);
DCC_IsUserVerified(author, IsVerified);
new authorName[DCC_USERNAME_SIZE];
DCC_GetUserName(author, authorName, sizeof(authorName));
printf("Author: %s | IsBot: %d | IsVerified: %d", authorName, IsBot, IsVerified );
if(!IsBot && IsVerified)
{
new string[128];
new authorMessage[128];
DCC_GetMessageContent(message, authorMessage, sizeof(authorMessage));
format(string, sizeof(string), "[Discord/%s]: %s", authorName, authorMessage);
SendClientMessageToAll(0x00C7FFAA, string);
}
}
}
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OnServerCrashes callback? |
Posted by: Turk - 2020-11-03, 01:32 PM - Forum: Pawn Scripting
- Replies (1)
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Hello, OnGameModeExit callback note says that: (This callback will NOT be called if the server crashes or the process is killed by other means?pressing the close-button on the Windows console.) So how can I detect when server is crashes or has been killed? Is there a callback like?OnGamemodeCrashes or smth like that?
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