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  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.


  samp-precise-timers ?: A timer plugin written in Rust
Posted by: bmisiak - 2019-05-21, 05:36 AM - Forum: Plugins - Replies (16)

samp-precise-timers ?
github.com/bmisiak/samp-precise-timers


Briefly
Developed for net4game.com (RolePlay), this plugin provides precise timers for the server. It is written in Rust, a memory-safe language.

Why rewrite timers?
I had a lot of safety concerns with some of the existing solutions. They weren't written with data integrity, memory safety or preventing server crashes in mind and seemed to have quite a few bugs. As privacy and safety is our primary concern at net4game, I wrote this in Rust, which combines high-level ergonomics with the performance of a low-level language. ?

Please check out the code to see the benefits. You might like Rust a lot. The code is much simpler than C equivalents, especially the ones which still use *char, free() and delete[] instead of modern C idioms such as std::unique_ptr, but as Rust has no runtime, there is no overhead ??

We would like your help! ??
Oh, and if you enjoy working on servers, we are looking for a team to help our international expansion. ??? net4game has been around for a decade as the biggest Polish server. We introduced a lot of innovations over the years and we are almost ready to become international. Shoot me an e-mail at [email=bm犇@net4game.com]bm犇@net4game.com[/email] if you're interested.

Downloads on GitHub
Also available on sampctl as

Code:
bmisiak/samp-precise-timers

On top of all of the above, I would love to help with?developing?open.mp!


Exclamation Sohbet Konusu
Posted by: sweezy - 2019-05-21, 01:06 AM - Forum: Turkish - Replies (103)

Selam.?[Image: 35.png]


  Please fix font and color codes
Posted by: Metro - 2019-05-20, 05:58 PM - Forum: Questions and Suggestions - Replies (2)

They broken


  Creador de TextLabels y Dialog v?a web
Posted by: Eply - 2019-05-19, 11:50 PM - Forum: Programaci?n - Replies (1)

Hola comunidad lo que vengo a presentarles es un creador de TextLabels y Dialog por web,?tambien nos permite ver como va quedando cr?ditos?al creador _Zume.

Algunas Im?genes


[Image: nlxv7OK.png]


[Image: nlxv7OK.png]


Web:?http://pawn.2al.ru/?lang=es


Video OpenBull - Bullworth Town [SA:MP]
Posted by: MrHind - 2019-05-19, 11:06 PM - Forum: Videos and Screenshots - Replies (15)

[Image: Sin_titulo-1.png]



[Image: main_post_content.png?raw=1]

Quote:Most people here know "Bullworth Town", and have played this great game, but hey, that is not the important thing in this thread.


I discovered that some people wanted to launch the map of this game on their servers, but the conversion for sa: mp did not exist, some servers work to convert this map and others doknow how to do it. I am doing this conversion, since I am possibly going to publish it at the end of the month (June), this is for people who are interested in using this place.



If you want to have more information about the conversion of this map, you can access my Discord.

I don't?know what other information to provide, but hey, I'll be adding updates to this thread over time.



Quote:NOTE: In addition to making the conversion, I will carry out a maintenance on this map, that is, I will repair collisions, models and I will also cover the holes that are on top of the houses.



[Image: file#]



[Image: 123.gif]









Original thread:




Credits:



? Rockstar Games.?

??nWo51289 - Conversion Gta SA.

??Kaizerhind - Conversion SA:MP.

??cj2000 -??R* Col Converter, R* Texture Converter.

??fastman92 -?fprocessor, IMG Limit Adjuster.

??DK22Pac - MagicTXD.

??LINK/2012 - Modloader.

??ZAZ - Clean main.scm???.

Discord: Kaizer#2694

[Image: widget.png?style=banner2]


  Got a question about Discord Rich Presence for o:mp
Posted by: MR.GHOST - 2019-05-19, 07:28 PM - Forum: Questions and Suggestions - Replies (2)

Will o:mp be featured in?Discord Rich Presence ? So we can say like wich server we are on and server infos and some other infos?


  YSI acting up
Posted by: Metro - 2019-05-19, 06:15 PM - Forum: Pawn Scripting - Replies (6)

I've installed the 5.x branch of the YSI library to get rid of the pesky const correctness warnings and followed the instruction of changing the syntax to include y_hooks in all my files and this was the result



Code:
C:\Users\nonso\Desktop\WaveLS\dependencies\YSI-includes\YSI_Data\y_iterate.inc:108 (fatal) user error: Could not find y_iterate



Build encountered fatal error



Wht's goin on


  y_hooks v4(ish)
Posted by: Y_Less - 2019-05-19, 02:57 PM - Forum: Pawn Scripting - Replies (10)

Right, so I've been thinking about y_hooks.

This is the current syntax:

PHP Code:
hook OnWhatever()
{


Chaining is implicit - the only control you get is returning `~0` instead `0` to stop the next hook being called. ?Only `0` or `1` can be returned; and only public functions can be hooked.

A while ago I came up with an extension:

PHP Code:
hook public OnWhatever()
{
}

hook stock MyFunc()
{
}

hook native SendCommand()
{


I don't like using `stock` in this context, as it reinforces the idea that so-called "stocks" are functions, and vice-versa, but any more accurate keyword would mean introducing additional new ones, which I don't want to do. ?Using the old `hook` syntax would continue to work in exactly the way it does now. ?For the new syntax, I may as well fix all the issues at once - return values as well. ?This means adding an explicit method of chaining:

PHP Code:
hook public OnPlayerConnect(playerid)
{
    if (
<= playerid MAX_PLAYERS)
    {
        return 
CallNextHook("OnPlayerConnect""i"playerid);
    }
    return 
0;
}

hook native random(max)
{
    if (
max 0)
    {
        return -
CallNextHook("random""i", -max);
    }
    if (
max 0)
    {
        return 
CallNextHook("random""i"max);
    }
    return 
cellmin;


I'd like some slightly nicer syntax for the chain call, and this is where I'm looking for feedback. ?There are several options:

  1. Exactly what's above, just an obvious function call. ?This has several downsides - verbose, variable parameters, string argument specifier (error-prone), string function name; and only one upside - not custom syntax.

  2. Using indirection.inc with the hook name:

    PHP Code:
    return @.OnPlayerConnect(playerid); 

    Advantages: Established syntax, compile-time specifier determination (can be part of the `hook whatever` line, don't worry about that), less verbose, more clear.

    Disadvantages: Still no compile-time parameter checking, but none of the proposals have that.

  3. Using indirection.inc with the `hook` keyword:

    PHP Code:
    return @.hook(playerid); 

    Basically the same as option "2", but more consistent across all hooks, and less likely to conflict with other variables. ?As for specifiers, there are two options - 1) none, which is not good, but means that the chaining is no longer tied to the hook function:

    PHP Code:
    Other(a)
    {
        return @.
    hook(a);
    }

    hook stock MyFunc(a)
    {
        return 
    Other(a);


    Or the other option is just make `hook` a local in exactly the same way as would be done in option "2a".

  4. `continue`.

    I like this for one reason - it is quite clear on meaning:

    PHP Code:
    hook stock MyFunc(a)
    {
        new 
    = continue(a  5);
        return 
    5;


    `continue()` cannot conflict with `continue`, so this is a completely unambiguous overload of an existing keyword.

  5. `hook continue`.

    Like "4", but using slightly more verbose, less confusing, syntax:

    PHP Code:
    hook stock MyFunc(a)
    {
        new 
    hook continue(a  5);
        return 
    5;


  6. `yield continue`.

    Again, like "4" and "5", but reusing the `yield` keyword, already existant in YSI. ?`y_iterate` uses `yield return`, so this would provide meaning to `yield continue` as well:

    PHP Code:
    hook stock MyFunc(a)
    {
        new 
    = yield continue(a  5);
        return 
    5;


  7. Completely custom syntax:

    PHP Code:
    hook stock MyFunc(a)
    {
        
    // Example custom syntax, probably not this, maybe `next()`.
        
    new next_hook::MyFunc<>!!!(a  5);
        return 
    5;


  8. Something I've not thought of.

My personal preference is actually for `continue()`. ?It is quite clear, unambiguous in usage (the normal use can't have brackets), and actually allows for slightly better code than that which would be run by using any of the indirection.inc options. ?However, they have the advantage of established practice. ?So my choices in order of preference would be: 4, 3, 5/6, 2, 1, 7. ?Unless, of course, someone has a better option 8.

Explicit chaining implicitly solves the return values problem - any value can be returned, and you don't need `~0` and `~1` reserved for chaining control because you now say exactly when the next function is called. ?You can also use the return of the next chained call.


  Suggestion for Burgetshot logo redesign
Posted by: MR.GHOST - 2019-05-19, 01:38 PM - Forum: General Discussions - No Replies

Well i done this?
[Image: received_1095766637273095.png]

It isnt that great but just to give some ideas
Well i can explain what it stands for
The burger u know the burger and a scope aim for shot so burgetshot

Tried to do something like this
[Image: Screenshot_20190519-084156.png]
Burgershot old school