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  The Last of Us #Map progress
Posted by: Agus - 2020-05-14, 05:08 AM - Forum: Videos and Screenshots - Replies (5)



THE LAST OF US
MAP PROGRESS



Hi, i'm one of the mappers on the mapping team?of?the server. We still searching new mappers and modders
who wants to join to the server. If you want to talk about it, talk with Riddick#6416 (owner of the server). Or go to the server discord.




?MAP CENTER


[Image: sa-mp-004.png]


[Image: sa-mp-005.png]


[Image: sa-mp-216.png]


[Image: sa-mp-213.png]


Quote:There is a post, from the features of the server?https://www.burgershot.gg/showthread.php?tid=32?. I'm
Quimey#0808 on discord






Ganton mapping progress started (theres only 40 objects created on this moment)







  YSI 5.X on linux compiler.
Posted by: EvilShadeZ - 2020-05-12, 02:01 PM - Forum: Pawn Scripting - Replies (1)

Hello, I have encountered an issue where I can't include YSI in the script.

If I try to include it this way:

Code:
#include <YSI_Coding/y_hooks>
The include directive works just fine, but YSI returns an error:
Code:
fatal error 111: user error: Did you use `YSI/y_hooks` instead of `YSI\y_hooks`?
But if I try to include the way it wants
Code:
#include <YSI_Coding\y_hooks>

fatal error 100: cannot read from file: "YSI_Coding\y_hooks"

So linux doesn't support '\' in paths, as it is a valid file name character.

This user error basically makes YSI incompatible on Linux.
Is there an actual reason why it was done that way?


Seems like #pragma compat 1 does fix my issue.


  Per-Player Stuff
Posted by: Pinch - 2020-05-12, 07:51 AM - Forum: Questions and Suggestions - No Replies

There are many "Player"?natives and I dunno what Kye was thinking about?when creating these but some already do what I am intending to suggest?and some just have that Player prefix before the native name?and that's all...

For example, PVars are automatically set back to default values when a player disconnects
Player TextDraws are automatically destroyed too
So what about player objects and similar natives? It's literally just a word "Player" in cases like this
I think that everything related to Player (per-player) should automatically be destroyed or set to default values?on player disconnects by the API...

or -? Doesn't matter!?Just state your opinion on this, please!

EDIT: This is not just because I am lazy but because this clutters our scripts as it can be done internally by the API (faster than we'd do in pure PAWN too)...


  [MAP PACK] 5 NEW LS BUILDINGS
Posted by: Name - 2020-05-12, 05:29 AM - Forum: Videos and Screenshots - No Replies

FIVE NEW BUILDINGS AROUND LOS SANTOS AREA

Good day! Feedback is always appreciated! Much love! <3





Idlewood warehouse (covering Idlewoods gas station (no object removing)).

[Image: 7kCUKzKh.png]



[Image: sJXZNUOh.jpg]



[Image: d9LilFMh.jpg]



[Image: z066qbah.jpg]





Two round buildings around airport area.

[Image: 71O2L7fh.png]





Small bar building around Seville area.

[Image: jYDnFmeh.jpg]



[Image: c35IYNdh.png]





New gas station駧Ⅺ碜 garage around Willowfield/Idlewood area.

[Image: PBBcsHRh.jpg]



[Image: TFb5or2h.jpg]



[Image: 2lb5CDvh.jpg]



[Image: X1KYjs1h.jpg]



[Image: kkETQvIh.jpg]



[Image: bTFgVQjh.jpg]





Apartment complex and warehouse around skatepark (Glen Park) area.

[Image: AmNS39Vh.jpg]



[Image: 3EQb6Cah.png]





Alright, that is it for now haha... Much love! Leave your thoughts, opinions..?feedback is always appreciated! :33


  Collisions & Texture Transparency
Posted by: Manyula - 2020-05-11, 04:39 PM - Forum: Questions and Suggestions - Replies (1)

This is a two-part suggestion:



Part 1: Control over player collisions

SA:MP already gave us toggleable vehicle collisions. Why not have the same thing for player models?

The collision detection should include...

1. player-to-player collisions (Avoid collisions between multiple?players), and

2. bullet-to-player collisions (Allow bullets to traverse through a player)



Part 2: Texture transparency

Think of this as the visual component to collisions. You could make?a vehicle or player model semi-transparent as an indicator for turned off collisions or for the entity's?inability to interact with other players.


  How to 1v1 in SAMP!
Posted by: Lui - 2020-05-11, 02:51 PM - Forum: Videos and Screenshots - No Replies




If the video above doesn't work, you may check this link?https://www.facebook.com/136388403367388...3595164569


  Dark Maccer Skin
Posted by: Lui - 2020-05-11, 02:37 PM - Forum: Videos and Screenshots - Replies (2)

Showcasing a skin that I modified. This is good for people who like black.



[Image: 8QMPt3u.png]


  Allow RemoveBuildingForPlayer to be virtual word dependant
Posted by: Mave - 2020-05-11, 12:17 PM - Forum: Questions and Suggestions - Replies (4)

With SA-MP once you "remove a building" it's gone in every single VW.



Thanks in advance for considering this suggestion!


  Entity data manipulation
Posted by: EvilShadeZ - 2020-05-10, 07:13 AM - Forum: Questions and Suggestions - No Replies

Hi, I am pretty sure a lot of you have used data manipulation in streamer plugin and I'm sure a lot of servers rely heavily on it.



https://github.com/samp-incognito/samp-s...ipulation)



If an alternative that works similar could be (or already is) implemented would be amazing, especially if it expands over all streamed entity types.

E_STREAMER_EXTRA_ID is especially important as I'm already using it to identify objects without creating huge arrays or storing object related info into the object itself.



Even without EXTRA_ID there are things that simply can't be done without messing with the data directly, like re-setting the stream distance on the objects, setting objects to render only in specific worlds (array)?etc.


  Need suggestion / help
Posted by: Pinch - 2020-05-10, 02:18 AM - Forum: Pawn Scripting - Replies (1)

Hello Burgershot!

This is what I'm trying to create:

Let's say that I have a map with 800 objects and that map is constructed fine. Now, I want to change position of every object of that map to random(90) and after doing that I want to revert the map to her origin state via Move Dyn Object (default coordinates)

Any idea how could I do this without using many arrays as I'll have 5000 objects that'll repeat this Per-player (I'm (re)creating someone's tutorial system, this is the exact thing I want:?https://youtu.be/7RMptvUBqQw (Corelli from sa-mp forums is the creator))