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| Animation manipulating? |
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Posted by: Caledonite - 2019-05-21, 03:08 PM - Forum: Questions and Suggestions
- Replies (1)
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Hi.
Since I've always wondered how would the hand holding exactly work in GTA SA, as seen on this picture:
![[Image: qIBOjCb.jpg]](http://i.imgur.com/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?
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| Some sort of unique id for vehicles |
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Posted by: XeroX - 2019-05-21, 10:52 AM - Forum: Questions and Suggestions
- Replies (1)
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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.
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| samp-precise-timers ?: A timer plugin written in Rust |
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Posted by: bmisiak - 2019-05-21, 05:36 AM - Forum: Plugins
- Replies (16)
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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!
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