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| Advanced lights control |
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Posted by: RogueDrifter - 2019-11-09, 11:08 PM - Forum: Libraries
- No Replies
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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 |
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Posted by: Serj - 2019-11-09, 11:07 AM - Forum: Questions and Suggestions
- Replies (3)
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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 |
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Posted by: RogueDrifter - 2019-11-08, 04:19 AM - Forum: Libraries
- No Replies
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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 |
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Posted by: CesarePasiotti - 2019-11-07, 07:46 PM - Forum: Videos and Screenshots
- No Replies
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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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| fatal error 111 |
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Posted by: Viola - 2019-11-07, 09:41 AM - Forum: Pawn Scripting
- Replies (6)
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- I upgraded the old pawn YSI with the new YSI 5x and shows me this:
PHP Code: pawno\include\YSI\y_hooks.inc(73) : fatal error 111: user error: Use `#include <YSI_Coding\y_hooks>`
- I added but it shows again?
-My include in gamemod:
PHP Code: #pragma dynamic 500000
#include <a_samp>
#include <sscanf2>
#include <streamer>
#include <YSI_Storage\y_ini>
#include <YSI_Data\y_iterate>
#include <zcmd>
//#include <YSI_Coding\y_hooks>
//
#include <mSelection>
//#include <mapandreas>
#include <progress2>
#include <dof2>
#include <a_actor>
#undef MAX_PLAYERS ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
#define MAX_PLAYERS ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?100
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| Invalid expression |
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Posted by: Viola - 2019-11-06, 10:18 PM - Forum: Pawn Scripting
- Replies (1)
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I have a problem when converting FS:
PHP Code: filterscripts\vc_minimap.pwn(52) : error 029: invalid expression, assumed zero
That's this line:
PHP Code: PlayerText:pVcMinimapTextdraws[MAX_PLAYERS][3] = ?{{ PlayerText:INVALID_TEXT_DRAW, ...}, ...},
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