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| Camera Manipulation |
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Posted by: Pinch - 2019-05-23, 01:48 PM - Forum: Questions and Suggestions
- No Replies
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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!
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| The Language Thread |
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Posted by: Sasino97 - 2019-05-23, 11:36 AM - Forum: Life
- Replies (24)
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Hi guys! This is a thread about languages!
Feel free to answer a few or all of the following questions; I will answer them first:
What languages do you speak?? - Italian (native)
- English (good)
- Spanish (Latin America) (good)
What languages did you partially learn?- French (basic skills)
- Japanese (read슸 hiragana, katakana, ~150 kanji,?basic conversation)
- Arabic (read슸 the alphabet, pronunciation of words)
- Wolof (simple everyday conversation)
What languages are you learning now??- Portuguese (Brazil) (beginner)
- Mandarin Chinese (beginner)
(update: no longer learning them now)
What languages would you like to learn in the future?
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| Custom Modifications on the Server |
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Posted by: Yurs - 2019-05-22, 05:13 PM - Forum: General Discussions
- Replies (1)
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I do not know if it's too early to talk about it, but come on.
I am currently creating a server in the version of SA-MP 0.3-DL and to see openMP I was very interested, however the following question is: Will you have custom modifications like 0.3-DL or not? And what do you think of that?
I particularly think much of the time,
my server simulates Brazil and being so I can put changes of the police and such, giving a more Brazilian aspect to all the players, objects too!
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| Players Count |
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Posted by: Trox - 2019-05-22, 04:35 PM - Forum: General Discussions
- Replies (2)
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yo guys .. today i was googling some news about samp and i discovered this website -?samp-servers.net . What do you know about it ? i mean i saw that?the number of players increased enormous but at the same time it has duplicated servers [ ip dns ].[url=https://samp-servers.net/][/url]
I mean , i heard smt that sa-mp.com doesnt count really good the number of players ... so in the end whats the truth , whats the real number of players?
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| Attach players to objects/vehicles |
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Posted by: Caledonite - 2019-05-22, 04:02 PM - Forum: Questions and Suggestions
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Hi.
I'm suggesting the ability to attach players/peds to the vehicles, which means they can't like fall off and are basically "stuck" to the vehicle. For the objects, there could be such thing like walking on the wall side, with being 90 degrees rotated towards left or right. Not certain if that's possible, but it'd be a nice thing.
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| Timers module |
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Posted by: Y_Less - 2019-05-22, 03:15 PM - Forum: Development Updates
- Replies (32)
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This is a sneak-peek at one of the improved modules we've done, for timers in open.mp:
PHP Code: native SetTimer(const func[], msInterval, bool:repeat) = SetTimerEx; native SetTimerEx(const func[], msInterval, bool:repeat, const params[], GLOBAL_TAG_TYPES:...); native KillTimer(timer) = Timer_Kill;
// CreateTimer native Timer:Timer_Create(const func[], usDelay, usInterval, repeatCount, const params[] = "", GLOBAL_TAG_TYPES:...);
// KillTimer native bool:Timer_Kill(Timer:timer);
// Return time till next call. native Timer_GetTimeRemaining(Timer:timer);
// Get number of calls left to make (0 for unlimited). native Timer_GetCallsRemaining(Timer:timer);
// Get `repeatCount` parameter. native Timer_GetTotalCalls(Timer:timer);
// ?Get `usInterval` parameter. native Timer_GetInterval(Timer:timer);
// Reset time remaining till next call to `usInterval`. native bool:Timer_Restart(Timer:timer);
The first two are just for backwards-compatibility, the rest are the improved API:
PHP Code: native Timer:Timer_Create(const func[], usDelay, usInterval, repeatCount, const params[] = "", GLOBAL_TAG_TYPES:...);
- `func` - Fairly obvious; what to call.
- `usDelay` - Again obvious, the delay before the call (in microseconds).
- `usInterval` - What to reset `usDelay` to after the first call. ?So if you wanted a timer on the hour every hour, but it was 8:47am right now, the call would be `Timer_Create("OnTheHour", 780 SECONDS, 3600 SECONDS, 0);`
- `repeatCount` - Unlike the old functions, which are just "once" or "forever", this instead takes the number of times to call the function. ?"once" would be `1`, `500` would stop after 500 calls, and (backwards from the old API) `0` means "forever".
- `GLOBAL_TAG_TYPES` - Like `{Float, ...}`, but with more tags.
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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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