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  0.3DL compatible
Posted by: eakwarp - 2019-10-21, 09:26 AM - Forum: Questions and Suggestions - Replies (3)

Hi, small question, the current development goes towards the functional 0.3.7, will there be development towards 0.3 DL and if so, when?


  Turfs (formerly gangzones) module
Posted by: Josh - 2019-10-19, 04:20 PM - Forum: Development Updates - Replies (13)

Hello!



I have just finished our Turf implementation into the server and I thought of posting a overview of this module and to show we haven't quit or anything!



PHP Code:
// Creates a Turf. A playerid can be passed in order to make it a player turf.

native Turf:Turf_Create(Float:minxFloat:minyFloat:maxxFloat:maxyPlayer:owner INVALID_PLAYER_ID);



// Destroys a turf.

native Turf_Destroy(Turf:turf);



// Shows a Turf to a player or players.

// Will send to all players if playerid = INVALID_PLAYER_ID.

native Turf_Show(Turf:turfcolourPlayer:playerid INVALID_PLAYER_ID);



// Hides a Turf from a player or players.

// Will send to all players if playerid = INVALID_PLAYER_ID.

native Turf_Hide(Turf:turfPlayer:playerid INVALID_PLAYER_ID);



// Flashes a Turf for a player or players.

// Will send to all players if ?playerid = INVALID_PLAYER_ID.

native Turf_Flash(Turf:turfcolourPlayer:playerid INVALID_PLAYER_ID);



// Stops a Turf from flashing for player(s).

// Will send to all players if playerid = INVALID_PLAYER_ID.

native Turf_StopFlashing(Turf:turfPlayer:playerid INVALID_PLAYER_ID); 



This is obviously different from the traditional API, but not to worry, there will be wrappers in place for this kind of stuff to make sure a normal script can be recompiled with no issues and without edits.

Another important fact that you may want to know is that every turf is in the same pool and there's a maximum of 4,294,967,295 turfs to be created from the script.

However, the client can only handle 1024 turfs at one time.


  C'? nessuno?
Posted by: Deviant - 2019-10-17, 10:21 AM - Forum: Italian/Italiano - Replies (4)

Sapete se il progetto sta andando avanti o no? Perch? gli ultimi update risalgono a Maggio :/


  fixes.inc 2019 help?
Posted by: rooky - 2019-10-09, 02:12 PM - Forum: Pawn Scripting - Replies (2)

@Y-Less, i try your new fixes include but i got some error



i include this, after <a_samp>



Code:
#define FIXES_Single 1

#define FIXES_EnableAll

#define FIXES_EnableDeprecated

#include < fixes >

#include < other >



and i got this error

Code:
fixes.inc(5737)?error 017: undefined symbol "fopen"



fixes.inc(5737) error 017: undefined symbol "io_read"



can you help me please?

https://github.com/Open-GTO/sa-mp-fixes


  Very specific problem regarding file functions and y_hooks
Posted by: Plastikmensch - 2019-10-09, 10:35 AM - Forum: Pawn Scripting - No Replies

So... I don't really know if it is even script related or a bug with samp, y_hooks or sampctl.

TL;DR: hook of CreateMenu doesn't get called when file functions (fwrite, fread etc..) are also hooked

Problem description:

Setup: 2 local Servers, only difference: server 1 uses sampctl, server 2 doesn't

Exact same code:
include file:

Code:
#include <a_samp>
#include <YSI_Coding\y_hooks>

hook function fclose(File:handle)
{
? ?if(handle) return continue(handle);
? ?printf("Invalid handle passed to fclose!");
? ?return ~0;
}

hook function fwrite(File:handle, const string[])
{
? ?if(handle) return continue(handle, string);
? ?printf("Invalid handle passed to fwrite!");
? ?return ~0;
}

hook function fread(File:handle, string[], size = sizeof string, bool:pack = false)
{
? ?if(handle) return continue(handle, string, size, pack);
? ?printf("Invalid handle passed to fread!");
? ?return ~0;
}

hook function fputchar(File: handle, value, bool: utf8 = true)
{
? ?if(handle) return continue(handle, value, utf8);
? ?printf("Invalid handle passed to fputchar!");
? ?return ~0;
}

hook function fgetchar(File: handle, value, bool: utf8 = true)
{
? ?if(handle) return continue(handle, value, utf8);
? ?printf("Invalid handle passed to fgetchar!");
? ?return ~EOF;
}

hook function fblockwrite(File: handle, const buffer[], size = sizeof buffer)
{
? ?if(handle) return continue(handle, buffer, size);
? ?printf("Invalid handle passed to fblockwrite!");
? ?return ~0;
}

hook function fblockread(File: handle, buffer[], size = sizeof buffer)
{
? ?if(handle) return continue(handle, buffer, size);
? ?printf("Invalid handle passed to fblockread!");
? ?return ~0;
}

hook function fseek(File: handle, position = 0, seek_whence:whence = seek_start)
{
? ?if(handle) return continue(handle, position, whence);
? ?printf("Invalid handle passed to fseek!");
? ?return ~0;
}

hook function flength(File: handle)
{
? ?if(handle) return continue(handle);
? ?printf("Invalid handle passed to flength!");
? ?return ~0;
}

hook function CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0)
{
? ?print("hook called");
}
Gamemode:
Code:
#include <a_samp>
#include <test>

main()
{

}

public OnGameModeInit()
{
? ?new Menu:test = CreateMenu("Your Menu", 2, 200.0, 100.0, 150.0, 150.0);
? ?return 1;
}

Result server 1: nothing
Result server 2: hook called

When I delete (or comment out) the file hooks in server 1, it prints, but only then.
It doesn't make any difference in server 2.

So... can someone confirm this issue and/or has any solution or any idea why this happens?
I'm out of ideas.
Can provide more information if needed.

(btw. are code tags broken when using formatting?)

//Update:
It works in server 1 when the CreateMenu hook is placed before the file hooks. Still don't know why this happens...
But didn't test yet, if the file hooks are called when switched place.
Will do more tests, after I finish the include, but seems like this isn't a scripting related problem.
If someone wants to move this thread to the appropriate section, I'd be thankful.
On a side note: if(handle) should be if(handle > 0). It's very unlikely a negative handle is passed by accident, but would still crash.

//Update2:
After adding some more hooks, CreateMenu wasn't called again.
I commented out the hook right after it (in this case DestroyMenu) and it got called again.
Oh, and tested file functions and none of them gets called.
So... I still don't know why, but it seems it has nothing to do with the script or hooks itself.
Also should add that I added a print to the gamemode in the meantime to print menuid and it is printing -2 now, which is very odd.

//Update3:
I give up. I can't find out why this happens.
Creating a third server using sampctl, running code works, still not in server 1 (Again same code).
Also it seems random which hook doesn't get called depending on where it's placed.
Can be more precise, but I don't see the point anymore.
Only assumption I can make is that it doesn't even matter what is hooked.
Solved the return of -2: I returned the menuid of created menu and used "return ~menuid", remove "~" and it returns the correct value.


  Centos 7 screen help
Posted by: Salesman - 2019-10-08, 06:26 PM - Forum: Support - Replies (1)

Hello, I try to run my SA-MP server on Centos 7 with screen command but when I try it just says screen terminated it worked before but I had trouble with libstdc but now it doesn't start the server like it should have.


  Esto esta vivo?
Posted by: Soichiro - 2019-10-05, 01:16 AM - Forum: Spanish/Espa?ol - Replies (3)

El proyecto sigue todav?a? ha pasado ya bastante tiempo y nadie tiene noticias de esto.


  [MAP] Spawn Point, Las Venturas.
Posted by: pokerface - 2019-10-03, 10:24 AM - Forum: Videos and Screenshots - Replies (4)

///Edit in progress


  MySQL Weapon save custom
Posted by: Zow - 2019-09-30, 04:17 PM - Forum: Pawn Scripting - Replies (1)

They saved every weapon from the server after disconnected

But I wants them to custom save

exam: /getgun from the gang = not save

/weapon = save

sorry for my bad explain I don't know how to explain to be clear



PHP Code:
public OnPlayerDisconnect(playeridreason)

{

for (new 
0<= 12i)

{

? ?
GetPlayerWeaponData(playeridiweapons1[i][0], weapons1[i][1]);

? ?if(!
weapons1[i][0]) continue; // don't insert if there's no weapon in this slot

mysql_format(dbConquerysizeof(query), "INSERT INTO `WeaponData` (ID, WeaponID, Ammo) VALUES (%d, %d, %d) ON DUPLICATE KEY UPDATE `Ammo` = `Ammo`  %d"PlayerInfo[playerid][pSQLID], weapons1[i][0], weapons1[i][1], weapons1[i][1]);

mysql_query(dbConquery);

printf("weapon: %d, ammo: %d"weapons1[i][0], weapons1[i][1]);

}

return 
1;





PHP Code:
?if(strcmp(cmd"/weapon"true) == 0)

?{

???? 
GivePlayerWeapon(playerid24500);

???? 
GivePlayerWeapon(playerid30500);

???? 
GivePlayerWeapon(playerid81);

?} 

PHP Code:
?if(strcmp(cmd"/getgun"true) == 0)

?{

???? 
GivePlayerWeapon(playerid24500);

???? 
GivePlayerWeapon(playerid30500);

???? 
GivePlayerWeapon(playerid81);

?} 


Information Block/reject queries with opcode 'c' using iptables
Posted by: AdrianBZG - 2019-09-27, 09:03 AM - Forum: Support - No Replies

Hi,



I have seen some servers that even tho they have less than 100 players, the players are not listed in the server browser. This is obviously a measure against UDP query flood to the server.



I was wondering if someone could help me or tell me how to do the exact same thing.



Does this require to block SAMP UDP packets with a specific opcode using iptables, e.g. opcode 63 (flag c), which is the one that gives the players info? See?https://wiki.sa-mp.com/wiki/Query_Mechanism#Opcodes?for info about opcodes.



I tried with this iptables rules, but it's not working, I still get the server info in the server browser:



iptables -I INPUT -p udp --dport 7777 -m string --algo kmp --hex-string '|53414d50|' -m string --algo kmp --hex-string '|611e63|' -j DROP



I'm not sure how to do that, please help.



Thanks.