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Moving Objects from Vice City ? |
Posted by: IndependentGaming - 2019-05-05, 02:25 PM - Forum: Pawn Scripting
- No Replies
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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 ?
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VisualTexture |
Posted by: MrHind - 2019-05-05, 06:41 AM - Forum: Releases
- Replies (8)
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Introduction
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:
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crashdetect on server end prints |
Posted by: hastlaking - 2019-05-04, 05:54 PM - Forum: Support
- Replies (1)
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debug report from crashdetect! any idea what are these?
v4.19.4
PHP Code: [19:50:59] [debug] Server received interrupt signal
[19:50:59] [debug] Native 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
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YSI and const correctness warnings from the community compiler |
Posted by: Metro - 2019-05-04, 05:39 PM - Forum: Pawn Scripting
- Replies (6)
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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
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
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Calling a function from another module using a dialog? |
Posted by: Metro - 2019-05-04, 05:15 PM - Forum: Pawn Scripting
- Replies (1)
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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
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