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Latest Threads |
Developer for Hire – Syst...
Forum: Pawn Scripting
Last Post: ejtamovic
Today, 08:35 AM
» Replies: 0
» Views: 22
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Liberty City map
Forum: Pawn Scripting
Last Post: ziyadprogamer
2025-06-28, 04:55 PM
» Replies: 2
» Views: 2,160
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GameText styles in open.m...
Forum: Pawn Scripting
Last Post: Miki
2025-06-28, 01:25 PM
» Replies: 1
» Views: 51
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Script[gamemodes/gamemode...
Forum: Pawn Scripting
Last Post: Miki
2025-06-27, 05:08 PM
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Want to edit my profile n...
Forum: Chat
Last Post: Hera.
2025-06-26, 08:41 PM
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Farsi
Forum: Other
Last Post: acc.gangbeni
2025-06-25, 08:21 AM
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Las Venturas Gang Wars - ...
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2025-06-22, 06:47 PM
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[Request] Linko Gaming Ro...
Forum: General Discussions
Last Post: JamesC
2025-06-20, 07:34 PM
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RevolutionX DM/Stunt/Race...
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2025-06-18, 03:12 PM
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samp-cef
Forum: Questions and Suggestions
Last Post: jamespssamp
2025-06-18, 11:36 AM
» Replies: 0
» Views: 83
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DISCORD Chat - SERVER Chat |
Posted by: Sean17 - 2020-05-16, 08:55 AM - Forum: Pawn Scripting
- Replies (4)
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I'l trying to make a Discord - Server chat here's my code:
Code: public DCC_OnChannelMessage(DCC_Channel:channel, DCC_User:author, const message[])
{
new channel_name[100 1];
if(!DCC_GetChannelName(channel, channel_name))
return 0;
new user_name[32 1];
if (!DCC_GetUserName(author, user_name))
return 0;
new userid1[20];
DCC_GetUserId(author, userid1);
if(!strcmp(userid1, CHANNEL_ID)) return 0;
? ? if(channel != BotChannel) return 0;
new str[145];
format(str, sizeof str, "{667aca}[Discord] %s:{ffffff} %s", user_name, message);
? ? for(new i = 0; i < MAX_PLAYERS; i) {
? ? SendClientMessage(i, -1, str); }
? ? return 1;
?}
It dosn't work and also don't have errors...
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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)
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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
Quimey#0808 on discord
Ganton mapping progress started (theres only 40 objects created on this moment)
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YSI 5.X on linux compiler. |
Posted by: EvilShadeZ - 2020-05-12, 02:01 PM - Forum: Pawn Scripting
- Replies (1)
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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.
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Per-Player Stuff |
Posted by: Pinch - 2020-05-12, 07:51 AM - Forum: Questions and Suggestions
- No Replies
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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
- No Replies
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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
- No Replies
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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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