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| SAMP Custom weapon script |
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Posted by: vodanghoang1999 - 2024-11-28, 07:13 AM - Forum: Filterscripts
- No Replies
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Hey, does anybody know how to hidden the default models of weapon on GTA San Andreas. We're trying to make a custom weapon system on a SAMP server but when we equip it on player, it show both skin of the mod and the default of GTA SA
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| Command does not work in-game |
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Posted by: PANZEHIR_ - 2024-11-23, 06:36 PM - Forum: Pawn Scripting
- No Replies
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Hello, i made a simple /explode <playername/playerid> <explosion type> command.
I dont get any compile errors, but the explosion type does not work in-game, so i can not explode other player with different explosion types... i dont understand why.
Quote:CMD:explode(playerid, params[])
{
new string[128], bombid, Float:x, Float:y, Float:z, Float:type;
if(sscanf(params, "ui", bombid, type)) SendClientMessage(playerid, 0xff0004AA, "Usage: /explode <playername/playerid> <explosion type>");
else if(!IsPlayerConnected(bombid)) SendClientMessage(playerid, 0xff0004AA, "ERROR: This player is not connected.");
else
{
new name[MAX_PLAYER_NAME], targetname[MAX_PLAYER_NAME], id;
GetPlayerName(playerid, name, MAX_PLAYER_NAME);
GetPlayerName(id, targetname, MAX_PLAYER_NAME);
GetPlayerPos(bombid, x, y, z);
CreateExplosion(x, y, z, bombid, 10.00);
format(string, 128, "* You have exploded %s (ID:%d)", name, playerid);
SendClientMessage(playerid, 0x43ff0fAA, string);
format(string, 128, "* %s (ID:%d) exploded %s (ID:%d) with explosion type %i", name, playerid, targetname, id, type);
SendClientMessageToAll(0xffea00AA, string);
}
return 1;
}
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White Screen |
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Posted by: Phat202146_real - 2024-11-21, 02:50 PM - Forum: Support
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So I was getting the multiplayer, and then I saw a white screen. If I click the new game, it just crashes the game. How do I fix that?
(just bad english)
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| I get error 021 using y_hooks |
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Posted by: daniscript18 - 2024-11-18, 11:34 PM - Forum: Pawn Scripting
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Code: Pawn compiler 3.10.10 Copyright (c) 1997-2006, ITB CompuPhase
Modules/Worlds/Code.pwn(3) : error 021: symbol already defined: "_@yHOnDialogResponse@000"
Modules/Worlds/Code.pwn(3) : error 021: symbol already defined: "@yH_OnDialogResponse@000"
Modules/Worlds/Code.pwn(3) : error 021: symbol already defined: "@yH_OnDialogResponse@000"
Modules/Worlds/Code.pwn(3) : fatal error 107: too many error messages on one line
Compilation aborted.
I am developing a modular code that requires quite a few files, I wanted to simplify things further by using y_hooks since after reading the documentation I knew that was what I needed.
However I'm getting these errors, I've searched for information on some forums and in the y_hooks documentation, I've tried everything I can but this is the first time I've developed modular code of this style and used y_hooks on this scale, so I really don't know what I'm doing wrong.
I preferred to share this code where I replicate the problem so as not to extend myself so much talking.
- gamemodes/GM.pwn (Main file)
Code: #include <a_samp>
#include "Modules/Codes.pwn"
main() {
return true;
}
- gamemodes/Modules/Codes.pwn
Code: #include "Modules/Users/Code.pwn"
#include "Modules/Worlds/Code.pwn"
- gamemodes/Modules/Users/Code.pwn
Code: #include <YSI_Coding/y_hooks>
hook OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) {
return true;
}
- gamemodes/Modules/Worlds/Code.pwn
Code: #include <YSI_Coding/y_hooks>
hook OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) {
return true;
}
- I tried including y_hooks at the end of all Code.pwn files.
- I tried including y_hooks only in the main file after including Codes.pwn.
- I tried including y_hooks in Codes.pwn and in all Code.pwn files (at the end and at the beginning of the files)
- I tried including y_hooks only in Codes.pwn (at the end and at the beginning of the file).
I think I also tried other ways of including y_hooks but it took me a few hours until I gave up and decided to turn to you guys... I hope you can help me solve the problem and I will appreciate if I can figure this out and learn more about y_hooks.
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| Run time error 19: "File or function is not found" |
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Posted by: Rexey - 2024-11-14, 03:50 AM - Forum: Pawn Scripting
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Hello I am having problems in the development of my SAMP server, at the time of running the samp-server.exe throws me error 19, this is all it puts in server-log.txt
(im using translator, excuse me if you misunderstood)
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Loaded log file: "server_log.txt".
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SA-MP Dedicated Server
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v0.3.7-R2, ©2005-2015 SA-MP Team
Server Plugins
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Loaded 0 plugins.
Ban list
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Loaded: samp.ban
Started server on port: 7777, with maxplayers: 50 lanmode is OFF.
Filterscripts
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Loading filterscript 'gl_actions.amx'...
Loading filterscript 'gl_realtime.amx'...
Loading filterscript 'gl_property.amx'...
-----------------------------------
Grand Larceny Property Filterscript
-----------------------------------
Loading filterscript 'gl_mapicon.amx'...
Loading filterscript 'ls_elevator.amx'...
Loading filterscript 'attachments.amx'...
Loading filterscript 'skinchanger.amx'...
--Admin Player Skin Changer Loaded
Loading filterscript 'vspawner.amx'...
--Admin Vehicle Spawner Loaded
Loading filterscript 'ls_mall.amx'...
Loading filterscript 'ls_beachside.amx'...
|---------------------------------------------------
|--- LS BeachSide Filterscript
|-- Script v1.03
|-- 19th April 2015
|---------------------------------------------------
|-- LS BeachSide Building Elevator created
|---------------------------------------------------
Loaded 10 filterscripts.
Reading File: blank
Reading File: properties/houses.txt
Reading File: properties/businesses.txt
Reading File: properties/banks.txt
Reading File: properties/police.txt
Script[gamemodes/cubaDM.amx]: Run time error 19: "File or function is not found"
Number of vehicle models: 0
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Checkpoint visibility |
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Posted by: simitter99 - 2024-11-05, 02:46 PM - Forum: Pawn Scripting
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I am using incognito streamer, I want a checkpoint to be invisible but still existent. Couldn't find a way to achieve that, thanks for any help!
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