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| td-notification |
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Posted by: ThePez - 2020-04-05, 06:37 PM - Forum: Libraries
- Replies (1)
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td-notification
![[Image: 68747470733a2f2f696d672e736869656c64732e...6261646765]](https://camo.githubusercontent.com/e46d54ec786003142962f31c6920939e59a13ee1/68747470733a2f2f696d672e736869656c64732e696f2f62616467652f73616d7063746c2d74642d2d6e6f74696669636174696f6e2d3266326632662e7376673f7374796c653d666f722d7468652d6261646765)
This Include allows you to create TextDraw Notifications
![[Image: 68747470733a2f2f692e6962622e636f2f704c48...382e706e67]](https://camo.githubusercontent.com/531f66ed78403e7a0c4e79e618633786801cf0b5/68747470733a2f2f692e6962622e636f2f704c48333848302f73612d6d702d3932382e706e67)
Installation
Simply install to your project:
Code: sampctl package install ThePez/td-notification
Include in your code and begin using the library:
Code: #define TDN_MODE_DEFAULT
#include <td-notification>
Usage
- MAX_TDN: set how many TextDraw will be shown in TextDraw's Notification
- TDN_POS_X: TextDraw notifications will be at the position set on the X axis
- TDN_POS_Y: TextDraw notifications will be at the position set on the Y axis
- TDN_FONT: TextDraw Notification will have the set font
- TDN_LETTER_SIZE_X: TextDraw notifications will have the set font size on the X axis
- TDN_LETTER_SIZE_Y: TextDraw notifications will have the set font size on the Y axis
- TDN_SIZE: TextDraw notifications will have the set width size
- TDN_COLOR: TextDraw notifications will have the set font color
- TDN_COLOR_BOX: TextDraw notifications will have the set box color
- TDN_PROPORTIONAL: TextDraw notifications will have the set proportional
- TDN_DISTANCE: TextDraw notifications will have the set distance
- MAX_TDN_TEXT: TextDraw notifications will have a maximum the set text
- TDN_MODE_DOWN: TextDraw notifications will scroll down
- TDN_MODE_UP: TextDraw notifications will scroll up
- TDN_TIME: TextDraw notifications will hide at the set time
- TDN_MODE_DEFAULT: TextDraw notifications will use the default settings
Function
Code: ShowTDN(playerid, const reason[], hide = -1);
Shows a textdraw with the set text- If you pass the?hide?parameter, the same thing will return (this is the id of the TextDraw)
Normal functioning: the TextDraw will be automatically hidden, with the time set in?TDN_TIME (no need to use?HideTDN)
- Returns 1, if the textdraw is shown, perfectly
- Returns 0, if the text drawing could not be displayed (there are as many TextDraws displayed as set in?MAX_TDN)
Code: HideTDN(playerid, TDN);
Hides the textdraw
You must pass the id that returned the function ShowTDN
- Returns 1, if the textdraw was hidden, perfectly
- Returns 0, if the id passed in the function was not found
Testing
To test, simply run the package:
Credits- ThePez?- Creator of the include
- NaS?- helped me gather information to make the include, also helped me somewhere in the code
- Kristo?- Creator of the?samp-td-string-width?include, it helped me to calculate the width of the TextDraw
- Y_less?- Creator of the?YSI?include
https://youtu.be/8QKCcM6X14w
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| Object disappear problem |
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Posted by: ChampDotChamp - 2020-04-04, 08:17 PM - Forum: Pawn Scripting
- Replies (5)
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I have a weird problem. Objects created by functions or commands,?not in?global?OnGameModeInit(), disappear after some period of time.?
I've tried to use default CreateObject, but it hasn't worked.
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| FCNPC created in 0 vw and interior when it shouldn't |
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Posted by: Fairuz - 2020-04-01, 07:02 PM - Forum: Support
- No Replies
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Code: stock CreateCivilianNpc( name[ ], skinId[ ], clerkId, animlib[ 16 ], animname[ 16 ], const Float: position[ 4 ], worldid = -1, interior = -1, bool: hostile = true, numSkins = sizeof( skinId ) )
{
new
szBotName[ MAX_PLAYER_NAME ];
format( szBotName, sizeof( szBotName ), "%s", name );
strreplacechar( szBotName, ' ', '\0' );
strreplacechar( szBotName, '/', '\0' );
new
civilianid = Iter_Free(CivilianNpc);
if ( civilianid != ITER_NONE )
{
new
randomSkin = random( numSkins );
Iter_Add(CivilianNpc, civilianid);
format( g_civilianNpcData[ civilianid ] [ E_ANIM_LIB ], 16, "%s", animlib );
format( g_civilianNpcData[ civilianid ] [ E_ANIM_NAME ], 16, "%s", animname );
format( g_civilianNpcData[ civilianid ] [ E_NPC_NAME ], MAX_PLAYER_NAME, "%s", name );
CreateDynamic3DTextLabel( sprintf( "%s", name ), 0xFFFFFF25, position[ 0 ], position[ 1 ], position[ 2 ], 25.0, INVALID_PLAYER_ID, INVALID_VEHICLE_ID, .testlos = 0, .worldid = worldid );
g_civilianNpcData[ civilianid ] [ E_NPC_ID ] = FCNPC_Create( worldid != -1 ? sprintf( "[BOT]%s%d", szBotName, civilianid ) : sprintf( "[BOT]%s", szBotName ) );
//g_civilianNpcData[ civilianid ] [ E_WORLD ] = worldid == -1 ? 0 : worldid;
//g_civilianNpcData[ civilianid ] [ E_INTERIOR ] = interior == -1 ? 0 : interior;
g_civilianNpcData[ civilianid ] [ E_WORLD ] = worldid;
g_civilianNpcData[ civilianid ] [ E_INTERIOR ] = interior;
g_civilianNpcData[ civilianid ] [ E_CLERK_ID ] = clerkId;
g_civilianNpcData[ civilianid ] [ E_HOSTILE ] = hostile;
FCNPC_Spawn( g_civilianNpcData[ civilianid ] [ E_NPC_ID ], skinId[ randomSkin ], position[ 0 ], position[ 1 ], position[ 2 ] );
FCNPC_SetAngle( g_civilianNpcData[ civilianid ] [ E_NPC_ID ], ( g_civilianNpcData[ civilianid ] [ E_RZ ] = position[ 3 ] ) );
}
else print( "[ERROR] Civilian cannot be added due to small limit, please raise." );
}
Quote:
CreateCivilianNpc( "Triad", { 117, 118, 121, 122, 123 }, clerkid, "INT_HOUSE", "wash_up", drugDealerPositions[ 0 ] [ random( sizeof( drugDealerPositions[ ] ) ) ], worldid, .interior = 6 );
Quote:
FCNPC_SetVirtualWorld( npcid, g_civilianNpcData[ civilianid ] [ E_WORLD ] );
FCNPC_SetInterior( npcid, g_civilianNpcData[ civilianid ] [ E_INTERIOR ] );
The value is zero, why ? how do I fix this?
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| GetPlayerResolution() |
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Posted by: Sauron - 2020-03-27, 01:08 AM - Forum: Questions and Suggestions
- No Replies
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Hello!
Can you please include that feature of Hual here:?https://github.com/Hual/SA-MP-Plus/wiki/GetPlayerResolution
It would be useful for showing the correct textdraw size depending on the player'?game resolution.
A big thanks if it gets accepted!
Sincerely Sauron!
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| Next and back button for dialogs. |
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Posted by: Stefhan - 2020-03-24, 05:51 PM - Forum: Pawn Scripting
- Replies (4)
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I have been trying to add a next/back button?to this dialog for every 10 results. So far, I haven't managed to do it, hence I reverted the code back to the version without that.
Can anyone help me figure this out? There's really no good guide on this.
Code: ? ? ? ?case E_WARP_DIALOG_EXTS:
? ? ? ?{
? ? ? ? ? ?new warpstr[2000];
? ? ? ? ? ?format(warpstr, sizeof warpstr, INLINE[COLOR_SPOPT]"ID\t" INLINE[COLOR_SPOPT]"Name\n");
? ? ? ? ? ?for(new i = 0; i < MAX_WARPS; i)
? ? ? ? ? ?{
? ? ? ? ? ? ? ?if(!g_WarpsInfo[i][E_WARP_EXISTS])
? ? ? ? ? ? ? ? ? ?continue;
? ? ? ? ? ? ? ?if(g_WarpsInfo[i][E_WARP_CATEGORY] != 1) // 1 is the category ID for exteriors
? ? ? ? ? ? ? ? ? ?continue;
? ? ? ? ? ? ? ?else
? ? ? ? ? ? ? ? ? ?format(warpstr, sizeof(warpstr), "%s" INLINE[COLOR_OPTION] "#%d\t" INLINE[COLOR_OPTION] "%s\t\n", warpstr, i, g_WarpsInfo[i][E_WARP_NAME]);
? ? ? ? ? ?}
? ? ? ? ? ?inline DialogResponse_2(_playerid, dialogid, response, listitem, inputtext[])
? ? ? ? ? ?{
? ? ? ? ? ? ? ?#pragma unused dialogid, listitem
? ? ? ? ? ? ? ?if(!response)
? ? ? ? ? ? ? ?{
? ? ? ? ? ? ? ? ? ?WARPS_TeleportList(_playerid, E_WARP_DIALOG_MAIN);
? ? ? ? ? ? ? ?}
? ? ? ? ? ? ? ?if(response)
? ? ? ? ? ? ? ?{
? ? ? ? ? ? ? ? ? ?new str[256], warp_id;
? ? ? ? ? ? ? ? ? ?sscanf(inputtext[1],"d",warp_id);
? ? ? ? ? ? ? ? ? ?DelayedTeleport(playerid, g_TeleportDelay, g_WarpsInfo[warp_id][E_WARP_POS][0], g_WarpsInfo[warp_id][E_WARP_POS][1], g_WarpsInfo[warp_id][E_WARP_POS][2]\
? ? ? ? ? ? ? ? ? ?,?g_WarpsInfo[warp_id][E_WARP_POS][3], g_WarpsInfo[warp_id][E_WARP_WORLD], g_WarpsInfo[warp_id][E_WARP_INT]);
? ? ? ? ? ? ? ? ? ?format(str, sizeof(str), "%s %s(%d) has warped to %s(%d).", ReturnStaffLevel(playerid), ReturnICName(playerid), playerid, g_WarpsInfo[warp_id][E_WARP_NAME], warp_id);
? ? ? ? ? ? ? ? ? ?ABroadCast(COLOR[COLOR_SADMIN], str, 1);
? ? ? ? ? ? ? ?}
? ? ? ? ? ?}
? ? ? ? ? ?Dialog_ShowCallback(playerid, using inline DialogResponse_2, DIALOG_STYLE_TABLIST_HEADERS, INLINE[COLOR_HEADER] "Exterior Warps", warpstr, "Teleport", "Return");
? ? ? ?}
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| textdraw editors |
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Posted by: Metro - 2020-03-15, 01:40 PM - Forum: Pawn Scripting
- Replies (1)
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how do people create textdraws nowadays? I have the full sampctl setup and all that but trying to install textdraw editors makes me kill myself because they don't even compile due to standard library conflicts and whatnot
is there anyone here who uses textdraw editors using sampctl who could help? i've had no luck so far
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[Dudas] |
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Posted by: whislire - 2020-03-12, 05:08 AM - Forum: Spanish/Español
- Replies (1)
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Buenas noches a todos mi consulta es al siguiente he comenzado a editar una gamemode que trabaja con m?dulos es necesario compilar con un programa aparte (?)
desde ya muchas gracias :D
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| Coronavirus thread |
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Posted by: Metro - 2020-03-11, 08:34 AM - Forum: Chat
- Replies (11)
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So we all know what the deal is
How are you guys holding up?
Over here in Italy it's pretty bad, some regions are in quarantine and since a few days ago the whole country's been on lockdown. Most businesses are closed, I haven't been to school in weeks now and in some places there's even police patrols going around with megaphones telling people to stay inside
pretty spooky stuff, but i've taken the occasion to get some dust off my samp scripting
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