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GTA SA DE is the future
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X_EnEx (Interior Entrance Creator) v1.0 |
Posted by: XoMoX - 2020-09-17, 11:04 AM - Forum: Libraries
- Replies (3)
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X_EnEx by XomoX
Introduction
I'll keep this short and simple,
This is like an interior Entrance and Exit like in Crazybob's and other servers
Download:?https://github.com/CnRXoMoX/X_Enex
Creating Entrance and Exit
Code: // Note: That the angle plays an important role here you need to be in the right angle before using /save
Enex_Create(entX, entY, entZ, entAng, exiX, exiY, exiZ, exiAng, worldid, interiorid);
Functions
Code: Enex_SetIcon(id, iconid)
Enex_SetName(id, const name[]);
Enex_PlayerIn(playerid);
Enex_EnableFreeze(id, bool:status);
Enex_Disable(id, bool:status); // Note that this disables only the id of the EnEx you want to disable
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Population Sync |
Posted by: Sasino97 - 2020-09-09, 11:49 PM - Forum: Questions and Suggestions
- Replies (8)
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Population Sync
I am not sure whether this has been suggested before, however after a quick forum search I didn't find anything like this.
It would just be a great thing?to have the default?San Andreas population while playing online!
How would it work?
Every client will just let the GTA:SA default population spawning logic be, and for each ped that is spawned by it, sync it with the server. When two clients?are close to each-other, an algorithm selects the client in charge to sync the population. The peds will also be automatically transferable from a client to another based on latency and other variables.?
Basically, the client with the best conditions?(I will call it master) creates the peds, gets their info (skin, position, speed, animations, weapons, and everything), and sends that info to the server.
The other clients (I will call them?slaves) will simply get this data from the server, and create simple peds that don't follow the logic of their own game, but instead, use the received data. Every single ped will have a unique id on the server.?
In the case of ped driving vehicles, every time the client generates a vehicle for a ped to drive, it will inform the server, which will then keep track of that vehicle until the ped despawns.
TL;DR Basically, like in FiveM.
Server functions and callbacks
Notice: This is just a prototype, and functions might be incorrect?(e.g. I didn't use output/reference?params nor return tags?to simplify reading).
Code: // enable or disable the feature altogether (if disabled, peds will not be generated by the clients'?games)
TogglePopulation(bool:toggle);
// sets the density multiplier?of population for all players
// 1.0 = default (1x)
SetPopulationDensity(Float:density);
// given a certain client, gets all the peds that are streamed in for it
GetPlayerStreamedPeds(playerid);
// given a certain client, gets all the peds that are being controlled by it
GetPlayerOwnedPeds(playerid);
// will get all peds that are known to the server
GetAllPeds();
// returns whether a ped is valid
IsValidPed(Ped:ped);
// gets a ped's owner (player)
GetPedOwner(Ped:ped);
// gets the ped pool's?size
GetPedPoolSize();
// gets a ped's position
GetPedPosition(Ped:ped);
// gets a ped's facing angle
GetPedFacingAngle(Ped:ped);
// gets a ped's vehicle
GetPedVehicleId(Ped:ped);
// gets the ped's current weapon
GetPedWeapon(Ped:ped);
// returns whether a certain ped is streamed-in (visible) for a certain player
IsPedStreamedIn(Ped:ped, playerid);
// gets a ped's skin model
GetPedSkin(Ped:ped);
// gets a ped's interior
GetPedInterior(Ped:ped);
// gets a ped's health
GetPedHealth(Ped:ped);
// gets a ped's body armor
GetPedArmour(Ped:ped);
// gets a ped's [url=https://www.grandtheftwiki.com/Ped_Type]type[/url]
// eg:?CIVMALE or?COP
// could be used to check whether a ped is a cop for example
GetPedType(Ped:ped);
// gets a ped's [url=https://gtamods.com/wiki/Pedstats.dat]stats[/url]
// eg:?STAT_TOUGH_GUY or?STAT_TAXIDRIVER
GetPedStats(Ped:ped);
// gets a ped's vehicle id
GetPedVehicleId(Ped:ped);
// gets a ped's velocity
GetPedVelocity(Ped:ped);
// gets a ped's weapon skill level
GetPedSkillLevel(Ped:ped, skill);
// gets a ped's current animation index
GetPedAnimationIndex(Ped:ped);
//-------------- callbacks ---------------
// called when a ped was created/spawned
// creatorid is the player that synced the ped for the first time
// in a subsequent step, that ped's ownership?may have been transferred to another player
OnPedSpawn(Ped:ped, creatorid);
// called when a ped has died
// killerType is either "ped" or "player" (or none), and killerid contains the id of one of those two entities
OnPedDeath(Ped:ped, killerType, killerid, reason);
// called when a ped enters a vehicle
OnPedEnterVehicle(Ped:ped, vehicleid);
// called when a ped exits a vehicle
OnPedExitVehicle(Ped:ped, vehicleid);
// called when a ped is streamed in for a player
OnPedStreamIn(Ped:ped, forplayerid);
// called when a ped is streamed out?for a player
OnPedStreamOut(Ped:ped, forplayerid);
// called when a ped gives damage to another ped or player
OnPedGiveDamage(Ped:ped, damagedType, damagedId, Float: amount, weaponid, bodypart);
// called when a ped gives damage to another ped or player
OnPedTakeDamage(Ped:ped, issuerType, issuerid, Float: amount, weaponid, bodypart);
That's pretty much everything that came to my mind at this moment. Of course more functions could be made.
What do you guys think of this suggestion? Think about how radically differents servers will be with population in them :)
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Banned from Open.MP's Discord Server |
Posted by: Zorono - 2020-09-03, 11:05 PM - Forum: Chat
- Replies (3)
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It'd be great if you unbanned me from Open.MP's Discord Server as I asked for unbanning more than 4 times through Discord's Direct-Messages but?I am getting rejected...
My Username#discriminator:?[BR]John_Magdy#8791
Reason i am banned: Sharing a link of Zyronix's leaked SAMP source code the discord server...(I just thought it might help someone!)
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PopupMessageTD |
Posted by: Logan - 2020-08-31, 06:45 PM - Forum: Libraries
- Replies (4)
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Greetings dear Burgershot members.
Intro
I made this simple, yet effective?include a year ago?ago for server I was scripting, it is very useful as an SendClientMessage Textdraw alternative, for "non-relevant" messages like errors etc that pile up player's chatbox unecessary. It is located in bottom center of the screen, and it is very appropriate for notifications.
How to install it/implement it?
It depends if you're using modular/non-modular style of coding on your gamemode.?If you're using modular, just #include it?into your main gamemode file. Else, just paste it somewhere on top of your script where you defined public functions/stocks/etc. From functions in your GM, if you want to use it, there are only TWO important functions, the others are used internally in module:
Code: SendMessage(playerid, MESSAGE_TYPE = MESSAGE_TYPE_NONE, message[])
SendFormatMessage(playerid, MESSAGE_TYPE = MESSAGE_TYPE_NONE, const message[],? va_args<>)
How it works/what does it do?
Very simple. It breaks strings passed into message string longer than 100 chars. You can find out the rest by looking at the code. It also automatically determines average reading time for passed string, depending on char count and number of words.
Download:
Hope you like it. Greetings, Logan
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Banned from SA-MP forums |
Posted by: Torque - 2020-08-28, 05:21 PM - Forum: Chat
- Replies (15)
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This is what happens when you mention OpenMP on SAMP forums:
You have been banned for the following reason:
promoting some hacked version of samp
Date the ban will be lifted: Never
Pretty pathetic, considering SAMP isn't even being developed anymore. Hurry up and release OpenMP and put everybody out of their misery lol.
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Model Preview Menus not clicking |
Posted by: Torque - 2020-08-27, 07:12 PM - Forum: Pawn Scripting
- Replies (2)
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So I've tried a couple of different plugins, test on both 0.3.7 and 0.3DL to make sure that wasn't the issue, and it's just not allowing me to click anything. The textdraws all appear normal and it lists the correct skin models etc. But clicking on models or buttons does absolutely nothing.
Most likely cause?
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