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Per-Player Stuff |
Posted by: Pinch - 2020-05-12, 07:51 AM - Forum: Questions and Suggestions
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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)...
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[MAP PACK] 5 NEW LS BUILDINGS |
Posted by: Name - 2020-05-12, 05:29 AM - Forum: Videos and Screenshots
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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)).
Two round buildings around airport area.
Small bar building around Seville area.
New gas station駧Ⅺ碜 garage around Willowfield/Idlewood area.
Apartment complex and warehouse around skatepark (Glen Park) area.
Alright, that is it for now haha... Much love! Leave your thoughts, opinions..?feedback is always appreciated! :33
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Collisions & Texture Transparency |
Posted by: Manyula - 2020-05-11, 04:39 PM - Forum: Questions and Suggestions
- Replies (1)
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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.
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Entity data manipulation |
Posted by: EvilShadeZ - 2020-05-10, 07:13 AM - Forum: Questions and Suggestions
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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.
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Need suggestion / help |
Posted by: Pinch - 2020-05-10, 02:18 AM - Forum: Pawn Scripting
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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))
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Duda VPS Windows |
Posted by: Jonkie - 2020-05-08, 07:14 PM - Forum: Spanish/Espa?ol
- Replies (2)
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Buenas he arrendado un VPS con windows incluido, he tenido algunos problemas y dudas al usarlo.
El primer error es este, que sucede que no carga el streamer.
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