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| Latest Threads |
Client issue with object
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San Andreas Police Pursui...
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[Include] OpenGate (Abrir...
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OpenGate (Open Proximity ...
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LS City Hall
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Crime Base
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GTA SA-MP Scripting: Issu...
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is it worth creating a se...
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Looking for an English De...
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Awakeninga an old server.
Forum: Support
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PopupMessageTD |
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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 |
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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 |
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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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| [Help] Can't change avatar |
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Posted by: robertocaribbean - 2020-08-27, 12:32 AM - Forum: Chat
- Replies (4)
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I get the following error when tried to upload an image file in the user panel: "The file upload failed. Please choose a valid file and try again."
I tried:
- Upload images in .jpg, .png, .gif, .bmp
- Resize/Compress images manually.
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| Best server OS/Hardware |
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Posted by: Pinch - 2020-08-23, 05:00 PM - Forum: General Discussions
- Replies (5)
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As the title says, I need the stablest server OS (for example Ubuntu 14 is Stabler than 18.04) and the best server hardware (i7-7700K is "better performing" than i9-9900k(less tickrate but it's at least playable)
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| Dynamic Polygon Street Names |
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Posted by: Torque - 2020-08-21, 09:11 PM - Forum: Pawn Scripting
- Replies (9)
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Good evening all,
I'm currently setting up polygon areas for street names. Currently, I have it set as follows:
Code: new area_StreetName;
new Float:Array_StreetName[] =
{
x, y,
x, y,
x, y
};
I have about 20 of these so far, and to me, this seems really inefficient.
What I would like, is a float which contains the street name, and county, and then the points, like so...
Code: new Float:StreetNames[][StreetInfo]
{ "StreetName", "TownName, CountyName", POINTS },
Code: enum StreetInfo {
StreetName_1[64],
StreetName_2[64],
Float:POINTS
};
Perhaps using an enum to store that information. But because the amount of points for a given street could be anything from 4 to 25 points, how would I go about storing this into an enum?
Thanks
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