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  HELP!
Posted by: mouiz - 2019-05-25, 08:14 PM - Forum: Pawn Scripting - Replies (4)

I am using ColAndreas for raycasting.

I have 2 points, for instance (0, 0, 0) and (100, 100, 20)

It will cast a really long ray but i want to cast a small ray from one?point?in the 'direction' of the other but a smaller ray (like 4.0 to?5.0 meters or whatever measurement unit is used in this game).

It can be done by finding the coords between these two points. Any math genius here ?


  Tattoo and change clothes
Posted by: SamuelJ - 2019-05-25, 04:41 PM - Forum: Questions and Suggestions - Replies (2)

After a 30-minute registration, I can finally offer my idea.

My idea is that the character can be tattooed or change clothes in a standard GTA.


  Visual Studio Code - Updated Pawn Tools for vscode
Posted by: Graber - 2019-05-25, 12:46 PM - Forum: Releases - Replies (1)

vscode-pawn



Pawn tools for vscode.



Currently this is a port of the Sublime Text package which includes proper Pawn syntax highlighting, autocompletions for the standard library and some popular libraries.



If you like development tools that speed up your workflow and increase productivity, check out sampctl!



This post was originally from Southclaws, I managed to rescue it from the deleted SA-MP forums thread thanks to the post still being in Google's cache.



Installation



Just search for ?Pawn Tools? in the vscode extensions and install it.



Alternatively, you can check out the source code or view the marketplace page:





Installation



To actually compile after you?ve set up the tasks.json below, press CTRL䨘龷 (Windows) or CMD䨘龷 (Mac), or alternatively open up the command palette with CTRL䨘龷 (Windows) or CMD䨘龷 (Mac) and type Run Task, hit enter and select build-normal.



If you use sampctl it?s the same process except you?ll have four options in the Run Task list:
  • build only - build the package

  • build watcher - build the package on every file change

  • run tests - run the package

  • run tests watcher - run the package on every file change




It is recommended that you set a PawnPlus version explicitely on your pawn.json (preferibly the latest) to avoid always downloading the latest one.



If you don?t use sampctl, just download the pp-mysql.inc include and drop it to your includes/ folder, and then download the PawnPlus plugin and include from here.



With sampctl package init



If you?re using sampctl, the sampctl package init command will automatically generate a vscode tasks.json if you selected vscode in the editor part of the setup menu.[/font]



If you?ve already got a package but you didn?t do this, you can simply download the tasks.json from the Pawn Package template repo.



Once you?ve done that, there?s no more setup needed!



Creating tasks.json



Code uses a method called ?Tasks? to run compilers and build tools. All you need to do is create a folder named .vscode in your project?s directory and in there, create a file named tasks.json



[img=https://i.imgur.com/ywElfTy.gif][/img]



Then paste this into that file:



PHP Code:
{

 
"version""2.0.0",

 
"tasks": [

   {

     
"label""build-normal",

     
"type""shell",

     
"command""${workspaceRoot}/pawno/pawncc.exe",

     
"args": ["${file}""-Dgamemodes""-;""-(""-d3"],

     
"group": {

       
"kind""build",

       
"isDefault"true

     
},

     
"isBackground"false,

     
"presentation": {

       
"reveal""silent",

       
"panel""dedicated"

     
},

     
"problemMatcher""$pawncc"

   
}

 ]





Explanation





"command": "${workspaceRoot}/pawno/pawncc.exe", is the important bit here, this is the path to your Pawn compiler and I?ve assumed most of you have a left-over pawno folder from that long dead text editor! This folder not only contains Pawno but also the Pawn code compiler (pawncc.exe). You can safely delete pawno.exe forever.



"args": [...], is also important, this is where you define the arguments passed to the compiler. Pawno also did this but you might not have known. The defaults have always been -; to force semicolon usage and -( to force brackets in statements.



If you store your Pawn compiler elsewhere, just replace the entire command setting with the full path to your compiler.



Also, if you want to disable debug symbols (you won?t be able to use crashdetect) just remove -d3 from "args".



problemMatcher is the part that allows recognising the Pawn compiler output and presenting it in the problems panel of the editor. This doesn?t work well with external includes because the paths change from relative to absolute. sampctl fortunately fixes this (and a lot of other annoying things).



Features



Currently just syntax highlighting and completions from the Sublime project.



Once the Pawn-Parser project reaches a workable state, this extension will feature more language features such as intellisense support, go-to-definition, view-all-references, etc?



Here?s what the problems panel looks like when the tasks.json is set up properly:


  ?????????? / Ukrainian
Posted by: Archivarius - 2019-05-25, 09:10 AM - Forum: Other - Replies (2)

? ??? ????? ?????? ?? ??????? ? ???????? :D



??????? ? ??????.


  Pawn en VSCode
Posted by: Juance - 2019-05-24, 10:54 PM - Forum: Spanish/Espa?ol - Replies (2)

Buenas a todos, hace unos d?as quer?a dejar el t?pico editor pawn para cambiarme a Visual Studio Code que es el que utilizo en todos mis trabajos y quisiera integrar pawn a ?l. ?Alguien tiene una manera de hacerlo? instale un plugin que hace el autocompletado y dem?s, pero me falla el compilador.



Si alguien tiene alguna gu?a, le agradecer?a mucho.


  Modeller wanted
Posted by: Y_Less - 2019-05-24, 02:33 PM - Forum: Development Updates - Replies (9)

We need a modeller for something; just one thing specifically to begin with. It isn't even a complex model TBH, we just don't have a modeller on the team right now.



Further down the line we'll want to start producing our own library of models to be distributed with the mod, as SA:MP does now, but you need not sign up to all that right now.



Thanks,



Y_Less


  Add to OpenMP - Criminal Russia
Posted by: Feelestyle - 2019-05-24, 01:48 PM - Forum: Questions and Suggestions - Replies (6)

Quote:This is the thought of one person who is serovno, what others will say besides the developers :)




Hi, my nickname?is Feelestyle and your multiplayer will play the most Russian users, why not add Russia to your project? "CRMP"

Naturally, the San Andreas engine will not be able to pull all of Russia, but add part of Russia to the Moscow Region. It would be interesting to see how it turned out.



There is also such a question:



??Is it possible to get a team to play the role of tester of your multiplayer and what do you need for this?








  PawnDoc to Markdown Documentation
Posted by: Ahmad45123 - 2019-05-24, 02:52 AM - Forum: Releases - No Replies

Hello,

Not sure if anyone will find this useful but this parses for PAWN documentation in any pawn files and then create markdown files that is usable in GitHub Wiki. The tool was originally made by me to parse YSI for all the docs and create a kind of?proper wiki.

How to use:
Basically just select the files you want to parse for pawn doc and then select an output folder and click that button and ta da.. You have a complete wiki.

Examples:
YSI by Y_Less - https://github.com/pawn-lang/YSI-Includes/wiki
Dynamic Doors by Crayder - https://github.com/Crayder/Dynamic-Doors...amic-doors

Download:
Download Binary Only
Github Source


Exclamation ?? ???? ????? ?? ????? ??? ???
Posted by: zenderlyproj - 2019-05-24, 01:53 AM - Forum: Russian/??????? - Replies (3)

????????? ????? ??????, ????????????????? ?? ??????, ???????? ????.

????? ???????? ??????? ???????, ???????? ??????????? ?? ??????? ????????, ???????

???????? ????????, ???? ???:

[Image: image.png]



???????? ??? ??? ????? ???? ????????? ???????? ????????, ??????? ?? ???????? ??? IP


  Camera Manipulation
Posted by: Pinch - 2019-05-23, 01:48 PM - Forum: Questions and Suggestions - No Replies

Hello Community, I came with great idea about Camera Manipulation!?

Code:
native CreatePlayerCamera(playerid, Float:X, Float:Y, Float:Size);
- playerid = Who's camera to be created?
- X, Y = 2D Coords for UI (like textdraw)
- Size = Size of UI
I also recommend to just Copy-Paste TextDraw UI and edit it to works with Cameras cuz every argument we need like size, outline, shadow is there...?

Code:
native AttachPlayerCameraToPlayer(playerid, targetid);
Show playerid's camera to targetid as UI

Also attaching cameras to objects will be great thing!