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  Moving Objects from Vice City ?
Posted by: IndependentGaming - 2019-05-05, 02:25 PM - Forum: Pawn Scripting - No Replies

Greetings, so I'm been looking around but since 9 of the 10 objects from Vice City are custom it doesn't load in the editor.

is there a way to move all the objects closer to main land for example closer to LV ?



If so how can I do that ?


  ????????? ??????: open-mp.com, open-rp.ru
Posted by: Liser_x - 2019-05-05, 02:17 PM - Forum: Russian/??????? - Replies (25)

[Image: Screenshot-3.jpg]



??? ?? ??? ??????, ?????? ????? ??????????? ????? ??????????? Open.mp - ???????????? SA-MP (https://open.mp). ?? ?????????? ????????? ???? ? ?????????? ???????? ????? ??? ?????? ???????? ??????? ??? ???????.



?????? ? ???????:



open-mp.com - 400$

open-rp.ru - 250$



??????:



Bitcoin



[Image: Bitcoin.png]



????????:



E-mail - [email protected]



VK - https://vk.com/antonmarkov82


  VisualTexture
Posted by: MrHind - 2019-05-05, 06:41 AM - Forum: Releases - Replies (8)

Introduction





[Image: FcNbH8q.png]



VisualTexture is a tool which I had created with the intention of helping people who did not have Internet connection in emerging situations, for example, people who use laptops and need to consult textures or animations, could use this tool, or also to consult colors which are used in the of SAMP hexadecimal format.



Currently the tool will have certain updates every so often, due to lack of time and help, in any case, I will try to finish some things which are a little incomplete so far.



Credits to: Me(Kaizer),?Fedenet, Alebhor,?JaTochNietDan, LorenC, Zume.



Download:




Required Libraries:




Source:





  Errors with YSI
Posted by: Filiq_ - 2019-05-05, 03:40 AM - Forum: Pawn Scripting - Replies (4)

I have that errors at YSI?http://prntscr.com/nkjijp



I use?https://github.com/pawn-lang/compiler/releases? 3.10.7?I tried any version of compiler and it s same, i tried latest YSI version and i recevied more warnings and errors.





Sry for my english


  Repositories held for ransom by using valid credentials
Posted by: Gravityfalls - 2019-05-04, 07:14 PM - Forum: Tech - Replies (6)

https://about.gitlab.com/2019/05/03/susp...ty-update/


  crashdetect on server end prints
Posted by: hastlaking - 2019-05-04, 05:54 PM - Forum: Support - Replies (1)

debug report from crashdetect! any idea what are these?



v4.19.4



PHP Code:
[19:50:59] [debugServer received interrupt signal

[19:50:59] [debugNative backtrace:

[
19:50:59] [debug#0 77d507ec in ?? () in C:\WINDOWS\SYSTEM32\ntdll.dll

[19:50:59] [debug#1 777cdbdf in ?? () in C:\WINDOWS\System32\KERNELBASE.dll

[19:50:59] [debug#2 0048d55c in ?? () in samp-server.exe

[19:50:59] [debug#3 0049b591 in ?? () in samp-server.exe

[19:50:59] [debug#4 0049b5a1 in ?? () in samp-server.exe 


  YSI and const correctness warnings from the community compiler
Posted by: Metro - 2019-05-04, 05:39 PM - Forum: Pawn Scripting - Replies (6)

So I've installed the latest version of the pawn compiler and surely enough tons of const correctness warnings started popping up when compiling, most of them from ysi libraries



I took it upon myself to fix most of them, however there is one I don't know how to fix



Here's the compiler warning



Code:
INFO: Compiling C:\Users\nonso\Desktop\WaveLS\gamemodes\crimewave.pwn with compiler version 3.10.9



C:\Users\nonso\Desktop\WaveLS\dependencies\YSI-Includes\YSI_Internal\y_funcinc.inc:112 (warning) literal array/string passed to a non-const parameter



And this is the code the error refers to



Code:
memset("", 0, 0);



inside



Code:
public _@_y_funcinc_@_()

{

? yadda yadda...

}



It seems that the code is calling the memset?function which has a non-const parameter, however because of how vast and complex ysi's libraries are for a novice like me I'm not really sure where to find it and how to fix it



Could anyone help with that? ty


  Calling a function from another module using a dialog?
Posted by: Metro - 2019-05-04, 05:15 PM - Forum: Pawn Scripting - Replies (1)

While working on my gamemode I wanted to create a provisional control panel that would let the player do stuff that they would previously have to do through commands

However, since I've split my gamemode into modules and I don't want it to become a jumbled mess (if it isn't one already), I thought I should create a separate file for this control panel that I've called pControlPanel. The feature operates through a list dialog that presents the player with options, and it so happens that one of those options is supposed to call a function located inside another file called pvp_system.
Here's my file structure:

Code:
- gamemodes
? ?- crimewave.pwn
? ?
? ?- crimewave
? ? ? ?- gui
? ? ? ? ? ?- pControlPanel.inc
? ? ? ?- player
? ? ? ? ? ?- pvp_system.inc

And inside crimewave.pwn the files are included as follows

Code:
#include "crimewave/gui/pControlPanel.inc"
#include "crimewave/player/pvp_system.inc"

This is the dialog inside pControlPanel.inc made with easyDialog

Code:
Dialog:pControlPanel(playerid, response, listitem, inputtext[])
{
if(response)
? ?{
? ? ? ?switch(listitem)
? ? ? ?{
? ? ? ? ? ?case 0: ShowWeaponDialog(playerid);
? ? ? ? ? ?case 1: return 1;
? ? ? ? ? ?case 2: SetPlayerHealth(playerid, 0.0);
? ? ? ?}
? ?}
? ?return 1;
}

And this is the function inside pvp_system.inc?

Code:
ShowWeaponDialog(playerid)
{
? ?ShowPlayerDialog(yadda yadda...);
}

Now if I tried to compile that code I would get a "symbol is already defined"?on the line where i'm calling ShowWeaponDialog from the dialog function.?
To fix that I've tried using CallLocalFunction which lets the script compile but for some reason ShowWeaponDialog won't be called on runtime.?

As a last effort I tried making ShowWeaponDialog public and using CallRemoteFunction instead which makes the script work as intended, however I'm not sure that's the best solution because as far as I've been told ShowWeaponDialog should be called regardless of whether it's used in CallLocalFunction or CallRemoteFunction, in which case the code would be more complex than needs be

I'm very confused because afaik the #include directive practically joins files into one for the compiler so I'm really not sure why I'd have to use CallRemoteFunction for it to work

Anyone help? Ty


Thumbs Up Add easy ways to add voice chat in all servers.
Posted by: MatiasBernardez - 2019-05-04, 01:50 AM - Forum: Questions and Suggestions - Replies (6)

It would be good if you guys can add a sistem that make easier put voice chat on all the servers. Im sure that it will? get more players and its a sistem that can revive our community and help to got a realistic roleplaying. Thanks for reading.


  Can you add Sampcac as a default plugin?
Posted by: ThePez - 2019-05-03, 09:57 PM - Forum: Questions and Suggestions - Replies (2)

doing some research I came across sampcac and I like it.





This would be great Sampcac is an anticheat, detects most of the hacks.

Also has a client, there is a server option that only accepts those who have the client installed.



Some options



https://sampcac.xyz/docs/