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  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 - Replies (1)

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))


  Duda VPS Windows
Posted by: Jonkie - 2020-05-08, 07:14 PM - Forum: Spanish/Espa?ol - Replies (2)

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.

[Image: 15889651548148c84.png]