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Streamer question |
Posted by: omcho - 2019-11-10, 06:04 PM - Forum: Pawn Scripting
- Replies (2)
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![](https://forum.open.mp/images/default_avatar.png) |
Let's start from 0
(note that when i say create i mean streamer code)
I have a house system and a house map that is let's say over the LSPD, and my LSPD and house map are created in -1 virutalworld so it's streamed in all VW's and let's say those maps have 22.2k objects together
so over 2k objects won't be streamed in
So my server owned wanted to do the next thing:
Change LSPD to Virutalworld 0
Create every house map in a seperate virutal world (starting from 1 to let's say 1000), that would create an? insane amount of objects but I don't know if that is a problem or not since the Streamer destroy's them when none's near them
So then my LSPD map would have 12k objects( in VW 0 ) and all would be streamed in, and when a player enters his house i set his virutal world to his house id (1000 here) and then he wouldn't be able to see the LSPD map and my house map would be streamed with the remaining objects
But my main question is would that create insane lag or would that be a good idea?
Bear in mind i can't use a single VW for all the houses since all player's would be set in one VW (not a good idea, since players would see other players houses)
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Rewinding time machine |
Posted by: RogueDrifter - 2019-11-09, 11:15 PM - Forum: Libraries
- Replies (2)
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![](https://forum.open.mp/uploads/avatars/avatar_767.gif?dateline=1562938387) |
![[Image: Doctor-Who-Resized.jpg]](https://i.ibb.co/rvPf25b/Doctor-Who-Resized.jpg)
Time machine
- Updated Jan,8th 2019
Rewind
![[Image: sampctl-Rewind-2f2f2f.svg?style=for-the-badge]](https://shields.southcla.ws/badge/sampctl-Rewind-2f2f2f.svg?style=for-the-badge)
A rewind/time machine script that takes you back a few steps/actions! Includes textdraws and 3D text labels.
Github: https://github.com/RogueDrifter/Rewind
Screenshots
1-
2-
3-
Video
Epilepsy warning.
Make sure you got your sound on:
Another video without camera movements or flashes: CLICK ME
A third video without effects and with a faster rewind rate: CLICK ME settings used were 250 buffer and 10ms timer
Installation
Simply install to your project:
Code: sampctl package install RogueDrifter/Rewind
Include in your code and begin using the library (Only in one script):
Usage
There's a part newly added, now you can control the rewind times a player can go back:
Code: #define REWIND_MAXIMUM_PHASES [NUMBER] //Between 5 and 29 (Or equal to either)
#define REWIND_CHOOSING_DIALOG [NUMBER] //Dialog ID for the fast rewind you can change for whatever reason
#define REWiND_FULLY_SYNCED_TIMER [NUMBER] //This is in MS you can change it depending on how fast you want the timers to record/play, default is 100ms
#define SYNCEED_REWIND_BUFFER [NUMBER] //This is the capacity of the fast rewind cells, don't change this if you don't know what you're doing, default is 85
Callbacks:
PHP Code: public OnPlayerRewindForPlayer(playerid, forplayerid)
public OnPlayerStartRewind(playerid)
public OnPlayerFinishRewind(playerid)
public OnPlayerFastRewind(playerid)
public OnPlayerFinishFastRewind(playerid)
Functions:
PHP Code: ShowTimeMachineSynced(playerid)
HideTimeMachineSynced(playerid)
StartRewinding(playerid) //This is automated keeps recording forever which shows on the 3D text label and the textdraw bar, can be disabled by an option above. Can be controllable for how many records to keep by the definition above.
StartRecordingRewindSynced(playerid) //This is the 'fast' synced rewind that asks by request with a dialog and lasts recording if you keep moving for 10-13 seconds
bool:IsPlayerInvolvedInRewind(playerid)
bool:IsPlayerRewinding(playerid)
bool:IsPlayerFastRewinding(playerid)
ToggleRewindFlash(bool:toggle)
ToggleRewindFlashForPlayer(playerid, bool:toggle)
ToggleRewindCameraMove(bool:toggle)
ToggleRewindCameraMoveForPlayer(playerid, bool:toggle)
ToggleRewindAuto(bool:toggle)
ToggleRewindAutoForPlayer(playerid, bool:toggle)
ToggleWorldRewind(bool:toggle) // This one and the one after it control the ability for when one rewinds with the automated feature does everyone around him also gets a forced rewind as well or not
ToggleWorldRewindForPlayer(playerid, bool:toggle)
Keep in mind all of the above are 'true' for disable and 'false' for enable that's how they're all enabled by default.
History
Updates:
Code: 1- Included interior, virtual world and angles of both cars and players in the rewind
2- Simplified code (Well actually more complicated but more self-independent) Which led to:
3- You can now choose how many steps you can go back! through the REWIND_MAXIMUM_PHASES part above in the usage
4- More screenshots added #3 above
5- Now the audio stream will loop itself every time the rewind happens to make sure the sound keeps going!
6- 3D Text label will go green when the player breaches the 3 bars limit
7- Fixed code errors and added fast rewind with more functions/callbacks and a video display
8- Added another video, 2 more features to control the fast rewind and further explanations in comments
Testing
To test, simply run the package:
Extras
1- A timer that rolls over to sync all player's ability to rewind.
2- Textdraws that define the rewind ability.
3- 3D Text labels to mark for other players your ability to rewind.
Do know that if someone rewinds, every streamed-in player will be forced to go back and rewind as well, that's how it works, which is also controllable by the functions above.
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Demo recorder |
Posted by: RogueDrifter - 2019-11-09, 11:10 PM - Forum: Libraries
- No Replies
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![](https://forum.open.mp/uploads/avatars/avatar_767.gif?dateline=1562938387) |
Demo-Recorder
![[Image: cassette-512.png]](https://cdn2.iconfinder.com/data/icons/electronics-technology-2/33/cassette-512.png)
![[Image: sampctl-Demo--Recorder-2f2f2f.svg?style=for-the-badge]](https://shields.southcla.ws/badge/sampctl-Demo--Recorder-2f2f2f.svg?style=for-the-badge)
Github: https://github.com/RogueDrifter/Demo-recorder
Installation
Simply install to your project:
Code: sampctl package install RogueDrifter/Demo-recorder
Include in your code and begin using the library:[pawn]
#include <DemoRecorder>[/pawn]
Testing
To test, simply run the package:
Purpose of this is just as a fallback if you wanna confirm someone cheated or anything, concept is very easy as well just include it in your gamemode and everything is done on its own, check for the saved NPC files in your server folder with the player name starting with DEMO_ and ending with either _VEHICLE or _FOOT
FAQ:
1- So this catches all cheaters? No because it overwrites so things will go missing.
2- Will this fill up my space with recorded files? No because it overwrites the files per-player
3- So how does it work? Once someone connects a file is set under their name on foot, that changes every time they get in/out of a car and it gets overwritten, so every player can only have 2 files, one inside of a car and one on-foot.
4- How do i play it? If you've ever used NPCs you'll know how to get it done, just spectate the NPC once you play the recorded file if you wanna check for anything.
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Advanced lights control |
Posted by: RogueDrifter - 2019-11-09, 11:08 PM - Forum: Libraries
- No Replies
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![](https://forum.open.mp/uploads/avatars/avatar_767.gif?dateline=1562938387) |
Tech-Lights
![[Image: b0365c8ae3.jpg]](https://steemitimages.com/640x0/https://i.imgsafe.org/b0365c8ae3.jpg)
![[Image: sampctl-Tech_Lights-2f2f2f.svg?style=for-the-badge]](https://shields.southcla.ws/badge/sampctl-Tech_Lights-2f2f2f.svg?style=for-the-badge)
Github: https://github.com/RogueDrifter/Tech_Lights
Read this >>>:
This is an include that allows you to manipulate lights better, this creates lights that only light up when someone is near them within a range you can control.
I would've added a video but i really don't have the time, i created this almost a year ago but deleted it for a reason which i can't remember but it is very helpful, the functions which i love the most are 'BlinkLights' because it gives you the ability to create lights that blink in the streets for an example.
'PointLights' is also very good makes it so easy to have the lights look up/down/left/right, the 'DanceLights' function is fun too because you can have lights moving right/left just like the ones at any party.
'BlinkToDestroy' could also be used to have lights blink until they are broken i guess? And of course the main purpose of why i created this is lights that only light up whenever a player is near them (Can be controlled by functions such as 'KeepLightsOn')
That's why i loved creating this include cuz it just gives you the ability to do so much, hope it is as helpful for you.
Installation
You just include it in the script you want to use the lights in and use the functions as simple as that.
Simply install to your project:
Code: sampctl package install RogueDrifter/Tech_Lights
Include in your code and begin using the library:
Code: #include <Tech_Lights>
Testing
Version: 3.0
All can be done through the test.pwn folder which already
contains the include and a simple test use of the functions.
To test, simply run the package:
Usage
To get the coords for the lights you can do so using any map editor and the modelid for the object is 18656
https://dev.prineside.com/en/gtasa_samp_...BeamWhite/ is a link of that object's preview.
Picture:
![[Image: 18656_b.jpg]](https://files.prineside.com/gtasa_samp_model_id/blue/18656_b.jpg)
So as you can see within the functions there are 2 parameters, LightID and LightType
The first one (LightID) is put to define the light object in order to destroy it later, so say you created a light using the function CreateLights using id 0, in order to destroy it using DestroyLights you'll need to use the same ID (0) to destroy that light, simple?
The maximum amount of lights to be created is a 100 by default which you can control by using:
Code: #define MAX_RTLIGHTS (NUMBER)
So yeah make sure your LightID is never below 0 or above the MAX_RTLIGHTS
The second one (LightType) there are currently 3 types and the 4th one will be released soon, the current three ones (ranging from 0 to 2 as in 0,1,2) are white lights, red lights and blue lights in this respective order.
Code: LightType:
0- Normal white lights
1- Colored lights red
2- Colored lights blue
Almost all of the functions are self explanatory so the last thing here is:
Code: #define RTL_MAX_PLAYER_RANGE (RANGE)
Which as it says defines the range the player needs to be within the position of the light in order to 'trigger' as in lighten it up.
Quick example (included in test.pwn):
Code: // generated by "sampctl package generate"
#include "Tech_Lights.inc"
main() {
?? ?CreateLights (0, 0, 0.0, 0.0, 10.0, 0.0, 0.0, 0.0);
}
Contained functions:
Code: CreateLights (LightType, LightID, Float:PosX, Float:PosY, Float:PosZ, Float:PosRX, Float:PosRY, Float:PosRZ, Float:DrawDistance = 0.0);
DestroyLights (LightID, LightType);
DestroyAllLights (LightType);
HideLights (LightID, LightType);
ShowLights (LightID, LightType);
BlinkLights (LightID, LightType, Toggle);
KeepLightsOn (LightID, LightType, Toggle);
KeepAllLightsOn (LightType, Toggle);
IsLightKeptOn (LightID, LightType);
IsLightValid (LightID, LightType);
IsLightBlinking (LightID, LightType);
IsLightOn (LightID, LightType);
IsPlayerTriggeringLight (playerid, LightID, LightType);
ToggleLightForPlayer (playerid, LightID, LightType, Toggle);
PointLights(LightID, LightType, Direction);
ShowAllLights (LightType);
HideAllLights (LightType);
BlinkToDestroyLights (LightID, LightType); ?
GetLightObjectID(LightID, LightType);
DanceLights(LightID, LightTyp); ?
MoveLights (LightID, LightType, Float:ToX, Float:ToY, Float:ToZ, Float:ToRX, Float:ToRY, Float:ToRZ);
Callbacks:
Code: OnPlayerTriggerLight(playerid, LightID, LightType);
OnLightGoOff(LightID, LightType);
Updating:
Simply open your project and run the code:
Code: sampctl package ensure
Example of usage:
Lights_Event: https://github.com/RogueDrifter/Lights_Event
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General Languages |
Posted by: Serj - 2019-11-09, 11:07 AM - Forum: Questions and Suggestions
- Replies (3)
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![](https://forum.open.mp/uploads/avatars/avatar_1807.jpg?dateline=1573296220) |
I had a question for the past three years in SAMP,?I was thinking about why it doesn't support Arabic??We can not write it?in chat or even make scripts showing Arabic language on a panel or something
My question is, will the Open.MP become supportive of Arabic?
Arabic community will be glad to make servers in the open.mp :)
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Rogue Anti cheat |
Posted by: RogueDrifter - 2019-11-08, 04:19 AM - Forum: Libraries
- No Replies
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![](https://forum.open.mp/uploads/avatars/avatar_767.gif?dateline=1562938387) |
Dears, i present to you my polished anti cheat that I've been working on for almost 2 years so far.
?
Rogue-AC
![[Image: sampctl-Anti_cheat_pack-2f2f2f.svg?style=for-the-badge]](https://shields.southcla.ws/badge/sampctl-Anti_cheat_pack-2f2f2f.svg?style=for-the-badge)
Github: Click here
This is a combination of all my encounters with cheats that i observed and tried to block on my server, a progress of approximately 2 years of work.
Installation: The Rogue-AC file needs to be included in your gamemode and in all filterscripts, function(s) is/are to be used only within the gamemode.
Version: 8.0
Simply install to your project:
PHP Code: sampctl package install RogueDrifter/Anti_cheat_pack
Include in your code and begin using the library:
Usage:
Use the callbacks provided to you by the includes depending on the type of it. ?
If you're including the pack as a whole you'll need to only use the callback OnPlayerViolate
Details for callback:
PHP Code: OnPlayerViolate(playerid, severity, violationCode, const violationName[]);
Whereas:?
PHP Code: playerid = cheater player id.
severity = how bad cheating is,
types:
#define SEVERITY_CASE_ONE 0 ?? ?//Warn then kick
#define SEVERITY_CASE_TWO 1?? ??? ?//Kick
#define SEVERITY_CASE_THREE 2?? ?//Ban
violationcode: which callback was triggered (codes can be found below in the #CONTAINS section.
violationName: basically a string for the cheat name which makes it easier to write a string.
If you use separate includes you can use the respective callbacks in the test.pwn file.?
If you want to disable any anti cheat when using the Rogue-AC file, you can put this line before the include:?
PHP Code: #define DISABLE_[anti cheat file name]
For example:
and so on. ?
Note: If you don't use the callback, my include will do all the work for you. ?
Testing:
Use the test.pwn file and check the server for client messages/log for printed messages.
Simply run the package:
Contains:
PHP Code: #define VIOLATION_CODE_BUGATTEMPT 0
#define VIOLATION_CODE_LAGOUT 1
#define VIOLATION_CODE_SLIDEBUG 2
#define VIOLATION_CODE_INVALIDMODS 3
#define VIOLATION_CODE_PARTICLESPAM 4
#define VIOLATION_CODE_CARSWING 5
#define VIOLATION_CODE_MONEYHACK 6
#define VIOLATION_CODE_CARTROLL 7
#define VIOLATION_CODE_CARSPAM 8
#define VIOLATION_CODE_AIRBRAKE 9
#define VIOLATION_CODE_SPEEDING 10
#define VIOLATION_CODE_CHATSPAM 11
#define VIOLATION_CODE_JETPACK 12
#define VIOLATION_CODE_FAKECONNECT 13
#define VIOLATION_CODE_FAKEKILL 14
#define VIOLATION_CODE_GODMODE 15
#define VIOLATION_CODE_WEPHACKS 16
How to update:
Simply open your project and run the code:
I haven't changed the repository name due to the fact that people still search it so yeah, this all started when i was posting my separate includes everywhere until Pottus suggested i grouped everything, so here you go.
Haven't added any debug tools inside either but i plan to do so inside the includes even if it just prints out to your console log the parameters for each callback (Exactly as you can see in the test.pwn file).
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[MAP] Major Los Santos changes |
Posted by: CesarePasiotti - 2019-11-07, 07:46 PM - Forum: Videos and Screenshots
- No Replies
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![](https://forum.open.mp/uploads/avatars/avatar_1782.png?dateline=1573153162) |
Hello. According to preliminary data, such major changes are almost not subjected to Los Santos, because not all mappers are willing to spend a lot of time to create interesting and quite creative mapping. In General, I tried to remake 50% of Los Santos, why not all?
/// Why haven't I completely changed?
* Take care of users who visit your game server not with a powerful computer, most use a laptop, in this regard, I decided not to change the game card completely. The map was created by me, it took literally two weeks to develop this project. The main concept is open businesses. That is, You will not need to get up on the pickup and teleport into the interior, you just need to enter the open interior and that's it. Shared with friends, all idea itself has gone.
[Video: https://youtu.be/q4Rtm4_sTCc]
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