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Optimization in pawno. |
Posted by: AsteriskRin - 2020-12-03, 04:34 AM - Forum: Pawn Scripting
- Replies (4)
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Hello. I am still new at pawno. Could you tell me which one is more efficient from these code? These code has the same purpose.
First Code
Code: forward test();
public test();
{
? ? new rows;
? ? for(new i = 0; i < rows; i) {
? ? ? ? new string[128];
? ? ? ? format(string, sizeof string, "%d is printed.", i);
? ? ? ? SendClientMessage(0, 0xFFFFFFFF, string);
? ? }
}
Second Code
Code: forward test();
public test();
{
? ? new rows;
? ? new string[128];
? ? for(new i = 0; i < rows; i) {
? ? ? ? format(string, sizeof string, "%d is printed.", i);
? ? ? ? SendClientMessage(0, 0xFFFFFFFF, string);
? ? }
}
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Advanced Model Selection Menu (eSelection) |
Posted by: TommyB - 2020-12-02, 12:50 PM - Forum: Libraries
- Replies (3)
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eSelection
![[Image: sampctl-eSelection-2f2f2f.svg?style=for-the-badge]](https://img.shields.io/badge/sampctl-eSelection-2f2f2f.svg?style=for-the-badge)
This library adds the ability to create dynamic model selection menus in your SA-MP gamemodes. It's an edit of the original eSelection include created by the developers of the Interactive Roleplay SA-MP server back in 2013. I've been using it in my own server for many years and made countless adjustments, fixes, optimizations and feature changes to it. After a bit of consideration, I decided to open source the changes I've made.
This edit (well, it's closer to a rewrite) makes use of dynamic PawnPlus containers, adds in an improved API, descriptive text per model preview and also adds the ability to call task-based menu responses, which will be demonstrated below.
![[Image: kvkg8t8.png]](https://i.imgur.com/kvkg8t8.png)
Installation
Simply install to your project:
Code: sampctl package install TommyB123/eSelection
Include in your code and begin using the library:
Functions
Adds a new model to a model selection list. Descriptive text and preview rotations are supported as optional arguments.
PHP Code: AddModelMenuItem(List:menulist, modelid, const text[] = "", bool:usingrotation = false, Float:rotx = 0.0, Float:roty = 0.0, Float:rotz = 0.0, Float:zoom = 1.0)
Shows a model selection menu to a player. OnModelSelectionResponse will be called when using this function.
PHP Code: ShowModelSelectionMenu(playerid, const header[], extraid, List:items)
Shows a model selection menu to a player. Requires waiting for a PawnPlus task to receive the response results.
PHP Code: Task:ShowAsyncModelSelectionMenu(playerid, const header[], List:items)
Non-task-based model selection menu responses are handled via the callback below.
PHP Code: public OnModelSelectionResponse(playerid, extraid, index, modelid, response)
extraid is the ID of the model menu provided in ShowModelSelectionMenu. This functionality is similar to the dialog ID argument in ShowPlayerDialog.
index is the list index of the model that was clicked. If the first model in a menu is clicked, index will 0. If the second model is clicked, index will be 1. You get the point, I hope.
modelid is the model ID that was clicked. If a player clicks on skin ID 5 in a model menu, this variable would also be 5.
Relevant constants
MODEL_RESPONSE_CANCEL - Response value when a player cancels a model menu.
MODEL_RESPONSE_SELECT - Response value when a player clicks on a model inside of a model menu.
The following constants are used in the array response when handling a task-based model menu response.
E_MODEL_SELECTION_RESPONSE - The response value to be compared with the constants described above. Equiavelent to the response argument in OnModelSelectionResponse
E_MODEL_SELECTION_INDEX - The index of the model selection menu response. Equivalent to the index argument in OnModelSelectionResponse
E_MODEL_SELECTION_MODELID - The model ID of the model selection menu response. Equivalent to the modelid argument in OnModelSelectionResponse
Usage
Example of a traditional model selection response when using ShowModelSelectionMenu
PHP Code: // define an ID for the model selection menu below
#define MODEL_SELECTION_SKIN_MENU (0)
ShowSkinModelMenu(playerid)
{
? ? // create a dynamic PawnPlus list to populate with models.
? ? // you don't need to worry about deleting this list, it's handled by the include once it's passed to it
? ? new List:skins = list_new();
? ? // add skin IDs 0, 1, 29 and 60 with "cool people only" text above skin ID 29.
? ? AddModelMenuItem(skins, 0);
? ? AddModelMenuItem(skins, 1);
? ? AddModelMenuItem(skins, 29, "Cool people only");
? ? AddModelMenuItem(skins, 60);
? ? // show the menu to the player
? ? ShowModelSelectionMenu(playerid, "Skins", MODEL_SELECTION_SKIN_MENU, skins);
}
// model selection response
public OnModelSelectionResponse(playerid, extraid, index, modelid, response)
{
? ? // make sure the extraid matches the skin menu ID
? ? if(extraid == MODEL_SELECTION_SKIN_MENU)
? ? {
? ? ? ? // make sure the player actually clicked on a model and not the close button
? ? ? ? if(response == MODEL_RESPONSE_SELECT)
? ? ? ? {
? ? ? ? ? ? // assign the player the skin of their choosing
? ? ? ? ? ? SetPlayerSkin(playerid, modelid);
? ? ? ? ? ? return 1;
? ? ? ? }
? ? }
}
Example of waiting for a task-based model selection menu response with ShowAsyncModelSelectionMenu
PHP Code: // enable the "await" syntax from PawnPlus before including it
#define PP_SYNTAX_AWAIT
ShowSkinModelMenu(playerid)
{
? ? // create a dynamic PawnPlus list to populate with models.
? ? // you don't need to worry about deleting this list, it's handled by the include once it's passed to it
? ? new List:skins = list_new();
? ? // add skin IDs 0, 1, 29 and 60 with "cool people only" text above skin ID 29.
? ? AddModelMenuItem(skins, 0);
? ? AddModelMenuItem(skins, 1);
? ? AddModelMenuItem(skins, 29, "Cool people only");
? ? AddModelMenuItem(skins, 60);
? ? // declare an array that will be populated with the model selection menu response data
? ? new response[E_MODEL_SELECTION_INFO];
? ? // use await_arr and set the response array to the model selection menu result
? ? await_arr(response) ShowAsyncModelSelectionMenu(playerid, "Skins", skins);
? ? // make sure the player actually clicked on a model and not the close button
? ? if(response[E_MODEL_SELECTION_RESPONSE] == MODEL_RESPONSE_SELECT)
? ? {
? ? ? ? // assign the player the skin of their choosing
? ? ? ? SetPlayerSkin(playerid, response[E_MODEL_SELECTION_MODELID]);
? ? }
}
Credits
Interactive Roleplay Developer(s) - Original authors of this library
Me - Numerous feature updates, housekeeping, etc
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[Ajuda] Formata??o de Cronometro |
Posted by: ztioluh - 2020-12-02, 11:20 AM - Forum: Portuguese/Portugu?s
- Replies (2)
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Estou criando um sistema de pris?o do zero que j? esta tudo ok por?m eu queria deixar o tempo exibido na textdraw no estilo "00:00:00".. atualmente fica "0:0:0".. E como n?o tenho experi?ncia o suficiente fiquei travado nisso.. Poderiam me ajudar a formatar dessa forma? Desde j? agrade?o.
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samp-async-objects | Edit an object with pawnplus tasks! |
Posted by: Mergevos - 2020-12-01, 11:42 PM - Forum: Libraries
- No Replies
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Redirect to github:?
![[Image: Mergevos-samp--async--objects-2f2f2f.svg...-the-badge]](https://img.shields.io/badge/Mergevos-samp--async--objects-2f2f2f.svg?style=for-the-badge)
Installation
Simply install to your project:
Code: sampctl package install Mergevos/samp-async-objects
Include in your code and begin using the library:
Code: #include <async-objects>
Usage
Let's look at the following example:
Code: YCMD:test(playerid, params[], help)
{
? ? if(help) {
? ? ? ? return 0;
? ? }
? ? SelectObject(playerid);
? ? return 1;
}
public OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ)
{
? ? new obj_res[e_OBJECT_INFO];
? ? await_arr(obj_res) AsyncObject_Edit(playerid, objectid);
? ? print("Response awaited");
? ? if(obj_res[E_OBJECT_Response] == EDIT_RESPONSE_FINAL) {
? ? ? ? print("Response final, player clicked on save icon.");
? ? } else if(obj_res[E_OBJECT_Response] == EDIT_RESPONSE_CANCEL) {
? ? ? ? print("Canceled");
? ? }
? ? return 1;
}
The /test?command executes the SelectObject function which allows you to select an object you would like to edit. When you select the object it calls OnPlayerSelectObject, GUI is going to show up and allows you to edit, move, rotate and save the object changes. If you hit a cancel or the save button, it awaits task response and when it finishes, it returns task results in an array, thus, you can check, save and modify the object. In the code above, that array way obj_res, which is abbreviation of object_response, also, we've checked if player hit save button, a.k.a EDIT_RESPONSE_FINAL?or cancel button with obviously EDIT_RESPONSE_FINAL?and then we simply output a message. If, for some reason, messages didn't get output, then there's most likely a problem.
The functions you're going to use are:
Code: Task: AsyncObject_Edit(playerid, objectid)
The params are obvious, the function also has a wrapper. By defining `ASYNC_OBJECT_SYNTAX_EDIT` you allow yourself to use it:
Code: Task: EditObjectAsync(playerid, objectid)
Note: You've to put `OnPlayerEditObject` callback in your script.*
Testing
To test, simply run the package, connect to a server and then execute /test:
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Fusez Map Editor not loading... |
Posted by: cristixxh - 2020-12-01, 07:25 PM - Forum: Support
- Replies (1)
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Hi there! I got Fusez Map Editor, and I have a hosted server especially for this. I got the editor files in the server files, i put "filterscripts mapedit" into server.cfg, and there is nothing. It should normally show me the controls when joining the server, but it's working just as the simple bare gamemode. Any help, please?
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Texture Studio |
Posted by: Sprwok - 2020-11-30, 07:02 PM - Forum: Support
- No Replies
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Hi, I have a problem with texture studio. I don't know why he shows me this error:
[debug] Run time error 8: "Heap underflow"
[debug]? Heap pointer (HEA) is 0x2525C50, heap bottom (HLW) is 0x2BF8B5C
[debug] AMX backtrace:
I need some help with that, thank's.
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