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  Noise Meter
Posted by: Pinch - 2020-08-04, 08:39 PM - Forum: Questions and Suggestions - Replies (1)

https://www.youtube.com/watch?v=d7DKVevNPoM



Basically, just add a?function that returns GTA SA world's?noise

It should be somewhere there :D


  Delete me
Posted by: Torque - 2020-08-04, 11:39 AM - Forum: Pawn Scripting - Replies (1)

Delete me. Had a newb moment


  "Attach player to player" to carry or move other user
Posted by: Javi - 2020-08-01, 01:35 PM - Forum: Questions and Suggestions - Replies (3)

What was said in the title, create a new function that allows you to move other players

Perfect to RolePlay servers.


[Image: It4pToZ.jpg]
[Image: 14044620362693_gta_sa-2014-07-04-07-10-59-42.jpg]


  Make simple entrance
Posted by: Tama - 2020-07-30, 10:08 AM - Forum: Tutorials - Replies (2)

Hello guys, today i want to teach you how to make a simple entrance, it's easy to make entrance.

All you need to do just follow my instruction, okay ;)



First, you need to download these includes below.


Then you need to extract each of that include to each folder. If you found .dll file, put it on Plugins and if you found .inc file you can put on "pawno/includes"

Okay, i assuming you have extracted the include/plugins, now let's get started.



Make a base script, like this:

PHP Code:
#define FILTERSCRIPT



#include <a_samp>

#include <sscanf2>

#include <streamer>

#include <Pawn.CMD>



public OnFilterScriptInit()?{

? ? return 
1;

}



public 
OnFilterScriptExit()?{

? ? return 
1;





Add MAX_ENTRANCE, enum (alias), and public variable like this:

PHP Code:
#define MAX_ENTRANCE 22 // maximum entrance "server" could handle/store temporarily



enum?

? ??
e_ENTRANCE_DATA {

? ? 
bool:isExists// checking if entrance exists

? ? name[24], // entrance name

? ? Float:pos[3], // outside position

? ? Float:intPos[3], // inside position

? ? int// interior id

? ? world // world id

};

new 
EntranceData[MAX_ENTRANCE][e_ENTRANCE_DATA]; 



Next step is making a command, use your word like "entrancecreate, entranceedit, entrancedelete" or anything for the command name.

And adding "security" like?IsPlayerAdmin(playerid) you can preventing people from creating a entrance.

You can do like this if you want:

PHP Code:
CMD:makeentrance(playeridparams[]) {

? ? if (!
IsPlayerAdmin(playerid)) return SendClientMessage(playerid, -1"You are not administrator");

? ? if (!
isnull(params)) return SendClientMessage(playerid, -1"/makeentrance <name>"); // tell player if "params" is null 



Inside the?cmd, you need to add this.

PHP Code:
? ?// getting the next slot with checking if isExists on "i" variable?is false

? ? for (new iMAX_ENTRANCE) if (!EntranceData[i][isExists]) {



? ? ? ? 
// storing useful data to server, this prevents for "false detection"

? ? ? ? EntranceData[i][isExists] = true;



? ? ? ??
//you can use strcat if you want, but i prefer format

? ? ? ? format(EntranceData[i][name], 24params);



? ? ? ?
// getting player position and angle for teleport/spawning pickup

? ? ? ? GetPlayerPos(playeridEntranceData[i][pos][0],?EntranceData[i][pos][1],?EntranceData[i][pos][2]);

? ? ? ? 
GetPlayerFacingAngle(playeridEntranceData[i][pos][3]);

? ? ? ?

? ? ? ? 
// spawning "dynamic pickup" on stored location

? ? ? ? EntranceData[i][text] = CreateDynamic3DTextLabel(EntranceData[i][name], -1EntranceData[i][pos][0],?EntranceData[i][pos][1],?EntranceData[i][pos][2], 4.0);

? ? ? ? 
EntranceData[i][model] = CreateDynamicPickup(modelidtypeEntranceData[i][pos][0],?EntranceData[i][pos][1],?EntranceData[i][pos][2], 00);



? ? ? ??
// and tell player if everything done

? ? ? ??SendClientMessage(playerid, -1"Successfully making a entrance");

? ? ? ? return 
1;

? ??}

? ? ?
// if MAX_ENTRANCE has reached, tell player

? ? ?SendClientMessage(playerid, -1"Server cannot handle more entrance");

? ? ?return 
1;





That?code will checking if number within "i" variable is free to use, and if is then the code will set isExists to prevent "overwriting" data/false detection.

And storing player position and angle is useful for teleporting and "spawning" pickup on that positon.



After making command for creating entrance, now you need to make another command for storing interior position, so you can enter/exit.

For example, i will make "entrancepos" instead "entranceedit" because i want to make things simpler.

PHP Code:
CMD:interiorentrance(playeridparams[]) {

? ??

? ? 
// make local variable first to avoid warning/error

? ??new entId;

? ??

? ?
// check if player not input anything or if player input is NaN

? ? if (sscanf(params"i"entId))

? ? ? ? return 
SendClientMessage(playerid, -1"/nteriorentrance<entrance ID>"); // then tell player to do like this.

??

? ? 
// check again if entrance is valid, using this method will avoid any warning like "Array out of bonds"

? ? if ((entId || entId >= MAX_ENTRANCE) && (!EntranceData[entId][isExists]))

? ? ? ? return 
SendClientMessage(playerid, -1"Invalid entrance ID"); // if is, tell player that ID is not exists.



? ? // if things are clear, now we can safely store our position to Entrance Data.

? ? GetPlayerPos(playeridEntranceData[entId][pos][0],?EntranceData[entId][pos][1],?EntranceData[entId][pos][2]);

? ? 
GetPlayerFacingAngle(playeridEntranceData[entId][pos][3]);

?

? ? 
EntranceData[entId][int] = GetPlayerInterior(playerid);

? ? 
EntranceData[entId][world] = GetPlayerVirtualWorld(playerid);

? ??

? ? 
// tell player if script successfully storing data.

? ? SendClientMessage(playerid, -1"Successfully editing Entrance Interior");

? ? return 
1;





We're finish making those command, now the last but not least.. Making a delete command.

PHP Code:
CMD:deleteentrance(playeridparams[]) {

? ? 
// make local variable first to avoid warning/error

? ??new entId;

? ??

? ?
// check if player not input anything or if player input is NaN

? ? if (sscanf(params"i"entId))

? ? ? ? return 
SendClientMessage(playerid, -1"/deleteentrance <entrance ID>"); // then tell player to do like this.

??

? ? 
// check again if entrance is valid, using this method will avoid any warning like "Array out of bonds"

? ? if ((entId || entId >= MAX_ENTRANCE) && (!EntranceData[entId][isExists]))

? ? ? ? return 
SendClientMessage(playerid, -1"Invalid entrance ID"); // if is, tell player that ID is not exists.



? ? // okay?first, we gonna kick people if they are inside of what we want to destroy/delete.

? ? for (new iGetPlayerPoolSize(); j) if (PlayerInEntrance[i] == entId) {



? ? ? ? 
SetPlayerPos(playeridEntranceData[entId][pos][0],?EntranceData[entId][pos][1],?EntranceData[entId][pos][2]);

? ? ? ? 
SetPlayerFacingAngle(playeridEntranceData[entId][pos][3]);

?

? ? ? ? 
SetPlayerInterior(playerid0);

? ? ? ? 
SetPlayerVirtualWorld(playerid0);



? ? ? ? 
PlayerInEntrance[playerid] = -1;

? ? }



? ? 
// and?let's destroy entrance pickup and text.

? ??if (IsValidDynamic3DTextLabel(EntranceData[entId][text]))

? ? ? ? 
DestroyDynamic3DTextLabel(EntranceData[entId][text]);



? ? if (
IsValidDynamicPickup(EntranceData[entId][model]))

? ? ? ? 
DestroyDynamicPickup(EntranceData[entId][model]);



? ? 
// if things are clear, now we can safely reset?Entrance Data.

? ? new tmpReset[e_ENTRANCE_DATA];

? ? 
EntranceData[entId]?= tmpReset;

? ? 
EntranceData[entId][isExists] = false;

? ? return 
1;





Now we're done with command, lets go to the next step.

Okay, we need to make a code so people can enter a entrance with "F" or whatever key you'll use.

Lets say i want to make "F" for enter/exit the entrance.

PHP Code:
public OnPlayerKeyStatechange(playeridnewkeysoldkeys) {



? ? 
// this code?is detecting if player pressed KEY_FIRE (F/Enter/LMB/TAB)

? ? if ((newkeys KEY_FIRE) && !(oldkeys KEY_FIRE)) {



? ? ? ??
//making local variabel for storing entrance ID

? ? ? ? new entId;



? ? ? ? 
// we need to make a function which detects if player is nearing any

? ? ? ? // entrance within radius 2.5, if does?then script?returning a entrance ID.

? ? ? ? if ((entId GetNearestEntrance(playerid2.5)) != -1) {



? ? ? ? ? ? 
// after that, teleport player to inside?of nearest entrance

? ? ? ? ? ? SetPlayerPos(playeridEntranceData[entId][intPos][0],?EntranceData[entId][intPos][1],?EntranceData[entId][intPos][2]);

? ? ? ? ? ? 
SetPlayerFacingAngle(playeridEntranceData[entId][intPos][3]);

?

? ? ? ? ? ? 
SetPlayerInterior(playeridEntranceData[entId][int]);

? ? ? ? ? ? 
SetPlayerVirtualWorld(playeridEntranceData[entId][world]);



? ? ? ? ? ? 
// storing entrance ID to player variable, so we can use that later.

? ? ? ? ? ? PlayerInEntrance[playerid] = entId;

? ? ? ? }?



? ? ? ? 
// this code checking player if they pressed "F"/KEY_FIRE and player in near exit  player inside a entrance.

? ? ? ? if ((entId =?PlayerInEntrance[playerid] != -1)?&& IsPlayerInRangeOfPoint(playerid2.5,?EntranceData[entId][intPos][0],?EntranceData[entId][intPos][1],?EntranceData[entId][intPos][2])) {

? ? ? ? ? ? 
// after that, teleport player to outside?of nearest entrance

? ? ? ? ? ? SetPlayerPos(playeridEntranceData[entId][pos][0],?EntranceData[entId][pos][1],?EntranceData[entId][pos][2]);

? ? ? ? ? ? 
SetPlayerFacingAngle(playeridEntranceData[entId][pos][3]);

?

? ? ? ? ? ? 
SetPlayerInterior(playerid0);

? ? ? ? ? ? 
SetPlayerVirtualWorld(playerid0);



? ? ? ? ? ? 
// change?player variable to -1 to avoid false detection.

? ? ? ? ? ? PlayerInEntrance[playerid] = -1;

? ? ? ? }

? ? }

? ? return 
1;





Last but not least, we're gonna make "function" to check is player near any entrance?

and returning entrance ID if that entrance is closest to player than any entrance.



PHP Code:
GetNearestEntrance(playeridFloat:radius 4.0) {

? ? for (new 
iMAX_ENTRANCE) if (IsPlayerInRangeOfPoint(playerid2.5,?EntranceData[entId][pos][0],?EntranceData[entId][pos][1],?EntranceData[entId][pos][2])) {

? ? ? ? return 
i;? ??

? ??}

? ? return -
1;





Yaay, we finish making Entrance System, if you don't understand please reply so i/other people can give you proper way to make you understand.

Sorry if my bad english hehe ~



Oh yeah, btw here is the full code:

PHP Code:
#define FILTERSCRIPT



#include <a_samp>

#include <sscanf2>

#include <streamer>

#include <Pawn.CMD>



public OnFilterScriptInit()?{

? ? return 
1;

}



public 
OnFilterScriptExit()?{

? ? return 
1;

}



CMD:makeentrance(playeridparams[]) {

? ? if (!
IsPlayerAdmin(playerid)) return SendClientMessage(playerid, -1"You are not administrator");

? ? if (!
isnull(params)) return SendClientMessage(playerid, -1"/makeentrance <name>"); // tell player if "params" is null



? ?// getting the next slot with checking if isExists on "i" variable?is false

? ? for (new iMAX_ENTRANCE) if (!EntranceData[i][isExists]) {



? ? ? ? 
// storing useful data to server, this prevents for "false detection"

? ? ? ? EntranceData[i][isExists] = true;



? ? ? ??
//you can use strcat if you want, but i prefer format

? ? ? ? format(EntranceData[i][name], 24params);



? ? ? ?
// getting player position and angle for teleport/spawning pickup

? ? ? ? GetPlayerPos(playeridEntranceData[i][pos][0],?EntranceData[i][pos][1],?EntranceData[i][pos][2]);

? ? ? ? 
GetPlayerFacingAngle(playeridEntranceData[i][pos][3]);

? ? ? ?

? ? ? ? 
// spawning "dynamic pickup" on stored location

? ? ? ? EntranceData[i][text] = CreateDynamic3DTextLabel(EntranceData[i][name], -1EntranceData[i][pos][0],?EntranceData[i][pos][1],?EntranceData[i][pos][2], 4.0);

? ? ? ? 
EntranceData[i][model] = CreateDynamicPickup(modelidtypeEntranceData[i][pos][0],?EntranceData[i][pos][1],?EntranceData[i][pos][2], 00);



? ? ? ??
// and tell player if everything done

? ? ? ??SendClientMessage(playerid, -1"Successfully making a entrance");

? ? ? ? return 
1;

? ??}

? ? ?
// if MAX_ENTRANCE has reached, tell player

? ? ?SendClientMessage(playerid, -1"Server cannot handle more entrance");

? ? ?return 
1;

}



CMD:interiorentrance(playeridparams[]) {

? ??

? ? 
// make local variable first to avoid warning/error

? ??new entId;

? ??

? ?
// check if player not input anything or if player input is NaN

? ? if (sscanf(params"i"entId))

? ? ? ? return 
SendClientMessage(playerid, -1"/nteriorentrance<entrance ID>"); // then tell player to do like this.

??

? ? 
// check again if entrance is valid, using this method will avoid any warning like "Array out of bonds"

? ? if ((entId || entId >= MAX_ENTRANCE) && (!EntranceData[entId][isExists]))

? ? ? ? return 
SendClientMessage(playerid, -1"Invalid entrance ID"); // if is, tell player that ID is not exists.



? ? // if things are clear, now we can safely store our position to Entrance Data.

? ? GetPlayerPos(playeridEntranceData[entId][pos][0],?EntranceData[entId][pos][1],?EntranceData[entId][pos][2]);

? ? 
GetPlayerFacingAngle(playeridEntranceData[entId][pos][3]);

?

? ? 
EntranceData[entId][int] = GetPlayerInterior(playerid);

? ? 
EntranceData[entId][world] = GetPlayerVirtualWorld(playerid);

? ??

? ? 
// tell player if script successfully storing data.

? ? SendClientMessage(playerid, -1"Successfully editing Entrance Interior");

? ? return 
1;

}



CMD:deleteentrance(playeridparams[]) {

? ? 
// make local variable first to avoid warning/error

? ??new entId;

? ??

? ?
// check if player not input anything or if player input is NaN

? ? if (sscanf(params"i"entId))

? ? ? ? return 
SendClientMessage(playerid, -1"/deleteentrance <entrance ID>"); // then tell player to do like this.

??

? ? 
// check again if entrance is valid, using this method will avoid any warning like "Array out of bonds"

? ? if ((entId || entId >= MAX_ENTRANCE) && (!EntranceData[entId][isExists]))

? ? ? ? return 
SendClientMessage(playerid, -1"Invalid entrance ID"); // if is, tell player that ID is not exists.



? ? // okay?first, we gonna kick people if they are inside of what we want to destroy/delete.

? ? for (new iGetPlayerPoolSize(); j) if (PlayerInEntrance[i] == entId) {



? ? ? ? 
SetPlayerPos(playeridEntranceData[entId][pos][0],?EntranceData[entId][pos][1],?EntranceData[entId][pos][2]);

? ? ? ? 
SetPlayerFacingAngle(playeridEntranceData[entId][pos][3]);

?

? ? ? ? 
SetPlayerInterior(playerid0);

? ? ? ? 
SetPlayerVirtualWorld(playerid0);



? ? ? ? 
PlayerInEntrance[playerid] = -1;

? ? }



? ? 
// and?let's destroy entrance pickup and text.

? ??if (IsValidDynamic3DTextLabel(EntranceData[entId][text]))

? ? ? ? 
DestroyDynamic3DTextLabel(EntranceData[entId][text]);



? ? if (
IsValidDynamicPickup(EntranceData[entId][model]))

? ? ? ? 
DestroyDynamicPickup(EntranceData[entId][model]);



? ? 
// if things are clear, now we can safely reset?Entrance Data.

? ? new tmpReset[e_ENTRANCE_DATA];

? ? 
EntranceData[entId]?= tmpReset;

? ? 
EntranceData[entId][isExists] = false;

? ? return 
1;

}



public 
OnPlayerKeyStatechange(playeridnewkeysoldkeys) {



? ? 
// this code?is detecting if player pressed KEY_FIRE (F/Enter/LMB/TAB)

? ? if ((newkeys KEY_FIRE) && !(oldkeys KEY_FIRE)) {



? ? ? ??
//making local variabel for storing entrance ID

? ? ? ? new entId;



? ? ? ? 
// we need to make a function which detects if player is nearing any

? ? ? ? // entrance within radius 2.5, if does?then script?returning a entrance ID.

? ? ? ? if ((entId GetNearestEntrance(playerid2.5)) != -1) {



? ? ? ? ? ? 
// after that, teleport player to inside?of nearest entrance

? ? ? ? ? ? SetPlayerPos(playeridEntranceData[entId][intPos][0],?EntranceData[entId][intPos][1],?EntranceData[entId][intPos][2]);

? ? ? ? ? ? 
SetPlayerFacingAngle(playeridEntranceData[entId][intPos][3]);

?

? ? ? ? ? ? 
SetPlayerInterior(playeridEntranceData[entId][int]);

? ? ? ? ? ? 
SetPlayerVirtualWorld(playeridEntranceData[entId][world]);



? ? ? ? ? ? 
// storing entrance ID to player variable, so we can use that later.

? ? ? ? ? ? PlayerInEntrance[playerid] = entId;

? ? ? ? }?



? ? ? ? 
// this code checking player if they pressed "F"/KEY_FIRE and player in near exit  player inside a entrance.

? ? ? ? if ((entId =?PlayerInEntrance[playerid] != -1)?&& IsPlayerInRangeOfPoint(playerid2.5,?EntranceData[entId][intPos][0],?EntranceData[entId][intPos][1],?EntranceData[entId][intPos][2])) {

? ? ? ? ? ? 
// after that, teleport player to outside?of nearest entrance

? ? ? ? ? ? SetPlayerPos(playeridEntranceData[entId][pos][0],?EntranceData[entId][pos][1],?EntranceData[entId][pos][2]);

? ? ? ? ? ? 
SetPlayerFacingAngle(playeridEntranceData[entId][pos][3]);

?

? ? ? ? ? ? 
SetPlayerInterior(playerid0);

? ? ? ? ? ? 
SetPlayerVirtualWorld(playerid0);



? ? ? ? ? ? 
// change?player variable to -1 to avoid false detection.

? ? ? ? ? ? PlayerInEntrance[playerid] = -1;

? ? ? ? }

? ? }

? ? return 
1;

}



GetNearestEntrance(playeridFloat:radius 4.0) {

? ? for (new 
iMAX_ENTRANCE) if (IsPlayerInRangeOfPoint(playerid2.5,?EntranceData[entId][pos][0],?EntranceData[entId][pos][1],?EntranceData[entId][pos][2])) {

? ? ? ? return 
i;? ??

? ??}

? ? return -
1;



  cusCMD - Custom Command
Posted by: Tama - 2020-07-30, 09:50 AM - Forum: Libraries - No Replies

Yeah i know it may be useless for you who reliable to speed like Pawn.CMD, but i managed to porting izcmd to this.
You can change prefix or sensitive char....

PHP Code:
#define CUSTOM_CMD "."
#define CMD_SENSITIVE false
#include <cusCMD> 

For command processing you'll changing CMD: to Process:

Here's example code:
PHP Code:
#include <a_samp>

#define CMD_PREFIX ">"
#define CMD_SENSTIVE false

#include <cusCMD>

// Output: >help
Process:help(playeridparams[]) {
? ? 
SendClientMessage(playerid, -1"Yay!");
? ? return 
0;

NOTE: use only special char, otherwise it won't work ( maybe ?\_(?)_/? )

?If you're interested, you can download and test it yourself.
https://pastebin.com/JqeHAGmQ


Heart So I created SAMP app redesign in Figma
Posted by: dayew - 2020-07-28, 02:21 PM - Forum: Art - Replies (16)

I played SAMP about 7 years (maybe less) and all time in my head was question: Why SAMP interface?has not any progress?

I dont speak about custom models from servers - maybe it's too hard to realize, but interface - it is first, what sees user after installing, and it's need to be upgraded.

I worked on this project about week in Figma, and created this minimalistic, and user-frendly interface, so what do you guys think?



[Image: be7481101492745.5f202c8624087.png]


  samp-advanced-kicks
Posted by: Mergevos - 2020-07-27, 12:24 AM - Forum: Libraries - Replies (4)

samp-delayed-kick



[Image: sampctl-samp--advanced--kick-2f2f2f.svg?...-the-badge]





?Installation



Simply?install?to?your?project:



Code:
sampctl?package?install?Mergevos/samp-advanced-kick



Include?in?your?code?and?begin?using?the?library:



Code:
#include?<m_kicks>



Usage



To?use?this?include,?simply?include?it.?There's?no?need?for?fixing?kick?and?SendClientMessage(etc...)?due?to?its?problems.

There're?a?few?functions.?

Code:
Kick(playerid)

Very?famous?function,?already?known.

Code:
KickEx(playerid,?string:?reason[],?bool:usecallback=false)??
?

Sister?function?of?famous?Kick.?You?may?now?kick?with?reason,?that's?going?to?be?send?like?a?message??

Code:
AdvancedKick(playerid,?targetid,?string:?reason[],?time);??

This?function?will?check?whether?the?playerid?or?targetid?are?connected,?returning?a?`OnPlayerKicked`?callback.?Allowing?you?to?choose?interval?after?which?will?player?get?kicked.??

Code:
public?OnlayerKicked(playerid,?kickerid,?string:?reason[],?time,?responselevel)

Allows?player?to?choose?and?create?their?own?response?if?the?either?player?or?target's?not?connected??



Code:
enum?{

????KICK_SUCCESS?=?1,?//?Kick's?successful??

????KICK_KICKEROFFLINE,?//?Player?offline,?target?id?not?player?id??

????KICK_TARGETOFFLINE?//?Target?offline,?player?id?not?kicker?id??

}

Theese're?the?response?levels?used?by?a?responselevel?param?in?OnPlayerKicked?callback





Testing



To?test,?simply?run?the?package:



Code:
sampctl?package?run




Other



I don't know why I've just?had published this


  Search web developer
Posted by: RogelioMorales - 2020-07-25, 07:32 PM - Forum: General Discussions - No Replies

I am looking for a web developer to create / modify a user control panel. (UCP)



Integrate MyBB / phpBB to the UCP.



Payments by PayPal.


  Map location for player
Posted by: Godfather - 2020-07-22, 08:59 AM - Forum: Questions and Suggestions - Replies (2)

On roleplay servers there can be properties and enterable buildings that teleports you to some interior. These interiors often throw player somewhere to the desert/LV/SF/Montgomery.



It would be cool if we can set like map location of that player so when the player opens the map from pause menu?he will be shown there where we set the x and y.


Sad Can anyone give me the full archive of Y_Less tutorials?
Posted by: justinnn - 2020-07-20, 08:51 AM - Forum: General Discussions - Replies (1)

After I've read Y_Less' code optimization tutorial: https://forum.sa-mp.com/showthread.php?t=57018

I feel like I want more. It is old but its literally gold. Has anyone has a list of tutorials that Y_Less made on SAMP Forums? Link is enough given that it can be accessed it web.archive but I cant find more because some pages of samp forums are broken.

It really helps me alot especially this quarantine wherein schools are closed. It gives me something to read that I have interest into. I know you'll tell me go learn newer language instead of pawn but Im just at senior high and its long way ahead. I just want to practice my C lang skills on a game that I really love.