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  Players Count
Posted by: Trox - 2019-05-22, 04:35 PM - Forum: General Discussions - Replies (2)

yo guys .. today i was googling some news about samp and i discovered this website -?samp-servers.net . What do you know about it ? i mean i saw that?the number of players increased enormous but at the same time it has duplicated servers [ ip dns ].[url=https://samp-servers.net/][/url]



I mean , i heard smt that sa-mp.com doesnt count really good the number of players ... so in the end whats the truth , whats the real number of players?


  [SHW][MODDING] El Corona Streets v0.0.1 ALPHA
Posted by: Freeze - 2019-05-22, 04:24 PM - Forum: Videos and Screenshots - Replies (3)

I'm starting a map in El Corona, creating a new street in place of the existing (and useless) shed, and joining what used to be a cul-de-sac to alhambra street.




  Attach players to objects/vehicles
Posted by: Caledonite - 2019-05-22, 04:02 PM - Forum: Questions and Suggestions - No Replies

Hi.



I'm suggesting the ability to attach players/peds to the vehicles, which means they can't like fall off and are basically "stuck" to the vehicle. For the objects, there could be such thing like walking on the wall side, with being 90 degrees rotated towards left or right. Not certain if that's possible, but it'd be a nice thing.


  Timers module
Posted by: Y_Less - 2019-05-22, 03:15 PM - Forum: Development Updates - Replies (32)

This is a sneak-peek at one of the improved modules we've done, for timers in open.mp:

PHP Code:
native SetTimer(const func[], msIntervalbool:repeat) = SetTimerEx;
native SetTimerEx(const func[], msIntervalbool:repeat, const params[], GLOBAL_TAG_TYPES:...);
native KillTimer(timer) = Timer_Kill;

// CreateTimer
native Timer:Timer_Create(const func[], usDelayusIntervalrepeatCount, const params[] = ""GLOBAL_TAG_TYPES:...);

// KillTimer
native bool:Timer_Kill(Timer:timer);

// Return time till next call.
native Timer_GetTimeRemaining(Timer:timer);

// Get number of calls left to make (0 for unlimited).
native Timer_GetCallsRemaining(Timer:timer);

// Get `repeatCount` parameter.
native Timer_GetTotalCalls(Timer:timer);

// ?Get `usInterval` parameter.
native Timer_GetInterval(Timer:timer);

// Reset time remaining till next call to `usInterval`.
native bool:Timer_Restart(Timer:timer); 

The first two are just for backwards-compatibility, the rest are the improved API:

PHP Code:
native Timer:Timer_Create(const func[], usDelayusIntervalrepeatCount, const params[] = ""GLOBAL_TAG_TYPES:...); 
  • `func` - Fairly obvious; what to call.
  • `usDelay` - Again obvious, the delay before the call (in microseconds).
  • `usInterval` - What to reset `usDelay` to after the first call. ?So if you wanted a timer on the hour every hour, but it was 8:47am right now, the call would be `Timer_Create("OnTheHour", 780 SECONDS, 3600 SECONDS, 0);`
  • `repeatCount` - Unlike the old functions, which are just "once" or "forever", this instead takes the number of times to call the function. ?"once" would be `1`, `500` would stop after 500 calls, and (backwards from the old API) `0` means "forever".
  • `GLOBAL_TAG_TYPES` - Like `{Float, ...}`, but with more tags.


  deleted
Posted by: Atom - 2019-05-21, 03:59 PM - Forum: Chat - Replies (11)

deleted


  Animation manipulating?
Posted by: Caledonite - 2019-05-21, 03:08 PM - Forum: Questions and Suggestions - Replies (1)

Hi.



Since I've always wondered how would the hand holding exactly work in GTA SA, as seen on this picture:

[Image: qIBOjCb.jpg]

(curse the Google!)



This also includes how it is possible for peds to back up slowly while shooting (this includes backing up while crouching).?



I think this should be possible to be in multiplayer scripting as well. Pretty sure there are more animations that "aren't in libraries", for example hand holding (I have never seen this in any anim library, but maybe I'm wrong).



Thoughts, questions, comments?


  Weapon data editing
Posted by: Caledonite - 2019-05-21, 03:03 PM - Forum: Questions and Suggestions - Replies (5)

Hi.

As far as I'm aware, a lot people have been wishing for years to have ability to shoot guns with cop animation wise and gang shooting animations. This is working only, if weapon.dat has been edited as far as I know.?

[Image: 1420548931_gallery15.jpg]
[Image: beaaeUw.jpg]

This is the examples. Pretty sure there could be more wide opinions included for weapon data editing?than just this thing.


  Espa?ol
Posted by: Roth - 2019-05-21, 01:09 PM - Forum: Other - Replies (1)

Error, sorry.



Delete post please.


Lightbulb Burgershot (Suggestion)
Posted by: Roth - 2019-05-21, 11:22 AM - Forum: Art - Replies (24)

Greetings community



It is a pleasure to apply my knowledge to suggest the logo of Burgetshot, I hope that they are more sincere opinions, thanks for entering the post.



[Image: 0LC4EOL.png]


  Some sort of unique id for vehicles
Posted by: XeroX - 2019-05-21, 10:52 AM - Forum: Questions and Suggestions - Replies (1)

hi,

so currently in samp you have vehicle ids the problem is that they could potentionally change and another vehicle takes over that id which may not be wanted. So im suggesting some sort of unique id for vehicles that will always (unless DestroyVehicle, FS /GM Unload happens) "point" to that specific vehicle no matter what happens. This could be added in the /dl command and with GetVehicleUID you could retrieve it.