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  Como sera el tema de servidores? (Spanish)
Posted by: Bipper_Coldwh - 2019-04-14, 05:14 PM - Forum: Spanish/Espa?ol - Replies (5)

Bueno creo que todos sabemos que queremos ver a samphub aqui (oh a otros servidores) es posible traer servidores como samphub a esta nueva plataforma?


  Esto es samp2?/This is samp2?
Posted by: Bipper_Coldwh - 2019-04-14, 05:10 PM - Forum: General Discussions - Replies (7)

Esto es samp2?/this is samp2?



Espa?ol/ingles (aunque soy mas espa?ol xd)


Exclamation [SERVER-WEB]-[BUG] Reputation
Posted by: Mugsy - 2019-04-14, 03:51 PM - Forum: Support - Replies (9)

Good community, I wanted to report that there is an error in the WEB service, you can not give reputation in the forum, or at least in my account that I already have more than 80 messages published, thank you and inform if it is a bug or a limitation.



- Google translator


  C?mo aprendieron Pawn?
Posted by: G0NZ4L0 - 2019-04-14, 03:51 PM - Forum: Programaci?n - Replies (27)

Hola chicos, publiquen por ac? que fue los que les llevo a aprender Pawn y porque.



La m?a fue muy curiosa porque solamente lo aprend? por ayudar a un amigo porque ten?a problemas con un servidor (el cual yo administraba) y despu?s de eso me fui interesando m?s en el lenguaje y en crear cosas ?nicas.


  Discord Latinoamerica de Burgershot (NO OFICIAL)
Posted by: Glavez - 2019-04-14, 03:35 PM - Forum: Offtopic - Replies (19)

Pense que seria bueno crear un Discord para latinos y comunicarnos entre nosotros comodamente, es un Discord no oficial sientete libre de entrar si quieres (El discord esta en construccion, se a?adiran mas cosas pronto)

http://discord.me/burgershotlatinoamerica/


  Serverside sword combat [medieval server]
Posted by: dignity - 2019-04-14, 03:12 PM - Forum: Videos and Screenshots - Replies (11)

Here are a bunch of videos from combat testing sessions on the server I run.?



All videos below are made by community figures and are in no way meant to be a server advertisement.



[Image: G1w1t8P.png]? [Image: as9EtP5.png]? [Image: LxBm8Mz.png]



Enjoy!


  Welkom op het Nederlandse forum
Posted by: dignity - 2019-04-14, 03:05 PM - Forum: Dutch/Nederlands - Replies (3)

Welkom in het Nederlandse gedeelte van het forum, al is dit forum?maar tijdelijk.



Iedereen die Nederlands spreekt is welkom! Zodra de offici?le open.mp forums openen zullen we onze sectie uiteraard migreren maar dit kan nog een tijdje duren.



Algemene Regels:



1. Gedraag je / don't be a dick. Shitposten en trollen is altijd leuk maar hou het tot een minimum.

2. Volg alle open.mp / burgershot.gg regels. Dit is vanzelfsprekend.

3. Deze sectie is er voor een reden. Hou nederlandstalige gesprekken a.u.b. in deze sectie.

4. Beperk politieke / religieuze onderwerpen a.u.b. Korte gesprekken zijn geen probleem maar grote discussies en gerelateerde threads wel.



Voor het moment is er nog niet echt veel structuur op het forum dus ik zou zeggen ga gwn lekker je gang maar probeer het spammen van threads te beperken.


  Simplex Noise - Noise Generation in PAWN
Posted by: Crayder - 2019-04-14, 02:52 PM - Forum: Libraries - Replies (1)

Simplex Noise Generator!



____________________________________________________________________________________________________





Description:



This library basically adds a bunch of noise functions that you can use for various things.



So far I've converted the following functions from C to PAWN:

Code:
// Returns a 1D simplex noise

Float:noise1D(Float:x);

// Returns a 2D simplex noise

Float:noise2D(Float:x, Float:y);

// Returns a 3D simplex noise

Float:noise3D(Float:x, Float:y, Float:z);

// Returns a 4D simplex noise

Float:noise4D(Float:x, Float:y, Float:z, Float:w);



// Returns a 1D simplex ridged noise

Float:ridgedNoise1D(Float:x);

// Returns a 2D simplex ridged noise

Float:ridgedNoise2D(Float:x, Float:y);

// Returns a 3D simplex ridged noise

Float:ridgedNoise3D(Float:x, Float:y, Float:z);

// Returns a 4D simplex ridged noise

Float:ridgedNoise4D(Float:x, Float:y, Float:z, Float:w);



// Returns a 1D simplex noise with analytical derivative.

dnoise1D(Float:x, &Float:rx, &Float:ry)

// Returns a 2D simplex noise with analytical derivatives.

dnoise2D(Float:x, Float:y, &Float:rx, &Float:ry, &Float:rz)

// Returns a 3D simplex noise with analytical derivatives.

dnoise3D(Float:x, Float:y, Float:z, &Float:rx, &Float:ry, &Float:rz, &Float:rw)



// Returns a 2D simplex cellular/worley noise

Float:worleyNoise2D(Float:x, Float:y)

// Returns a 3D simplex cellular/worley noise

Float:worleyNoise3D(Float:x, Float:y, Float:z)

// Returns a 2D simplex smooth cellular/worley noise

Float:worleyNoise2D_F(Float:x, Float:y, Float:falloff)

// Returns a 3D simplex smooth cellular/worley noise

Float:worleyNoise3D_F(Float:x, Float:y, Float:z, Float:falloff)



[Image: NoiseGallery.jpg]



I used parts of this for my forest generator.?I generated multiple forests over a 3000 unit radius, so it covers all of SA. It has random clearings, camp areas, and rubbish areas. It also has various trees in their own areas (kind of like biomes), bushes, and rocks;



[Image: plants.bmp]

____________________________________________________________________________________________________





Examples:



Code:
main() {

? ? printf("noise1D: %f", noise1D(-45.1231));

? ? printf("noise2D: %f", noise2D(-45.1231, 10.9453));

? ? printf("noise3D: %f", noise3D(-45.1231, 10.9453, 32.3621));

? ? printf("noise4D: %f", noise4D(-45.1231, 10.9453, 32.3621, 100.6343));

? ??

? ? printf("ridgedNoise1D: %f", ridgedNoise1D(-45.1231));

? ? printf("ridgedNoise2D: %f", ridgedNoise2D(-45.1231, 10.9453));

? ? printf("ridgedNoise3D: %f", ridgedNoise3D(-45.1231, 10.9453, 32.3621));

? ? printf("ridgedNoise4D: %f", ridgedNoise4D(-45.1231, 10.9453, 32.3621, 100.6343));

? ??

? ? new Float:rx, Float:ry, Float:rz, Float:rw;

? ? dnoise1D(100.5, rx, ry);

? ? printf("dnoise1D: %f, %f", rx, ry);

? ? dnoise2D(110.53, -20.5, rx, ry, rz);

? ? printf("dnoise2D: %f, %f, %f", rx, ry, rz);

? ? dnoise3D(110.53, -20.85, 9.12, rx, ry, rz, rw);

? ? printf("dnoise3D: %f, %f, %f, %f", rx, ry, rz, rw);

? ??

? ? printf("worleyNoise2D: %f", worleyNoise2D(13.0, -34.1));

? ? printf("worleyNoise3D: %f", worleyNoise3D(13.52321, -34.1, -34.4));

? ? printf("worleyNoise2D_F: %f", worleyNoise2D_F(13.0, -34.1, 10.0));

? ? printf("worleyNoise3D_F: %f", worleyNoise3D_F(13.52321, -34.1, -34.4, 10.0));

}



Output:
Quote:noise1D: 0.117055

noise2D: -0.613689

noise3D: 0.060025

noise4D: -0.237536

ridgedNoise1D: 0.882944

ridgedNoise2D: 0.386310

ridgedNoise3D: 0.939974

ridgedNoise4D: 0.762463

dnoise1D: -0.875976, 9.531250

dnoise2D: 0.325981, -2.015559, -1.042779

dnoise3D: -0.662052, 1.085515, 0.660695, 1.227718

worleyNoise2D: 0.640313

worleyNoise3D: 0.412964

worleyNoise2D_F: 0.238459

worleyNoise3D_F: 0.173266

____________________________________________________________________________________________________





Credits:



simongeilfus for the original library in C : https://github.com/simongeilfus/SimplexNoise

____________________________________________________________________________________________________?







Downloads:



https://github.com/Crayder/SimplexNoise


  Model Sizes Plus - Object Model Size Database
Posted by: Crayder - 2019-04-14, 02:45 PM - Forum: Libraries - No Replies

Model Sizes Plus!



Basically said, this is just the better version of the old one.

____________________________________________________________________________________________________



Major Points:


  • Contains SA-MP objects.

  • Extreme precision (see picture below for comparison).

  • Exact offsets.

  • Easy to update with new versions of SA-MP (new objects).

  • Adds exact bounding boxes.

  • Adds exact dimensions.

  • Database version has major speed improvement!

____________________________________________________________________________________________________





Note:



Don't use this if you already have ColAndreas! Just simply implement the following:
Code:
stock Float:GetColSphereRadius(objectmodel)

{

new Float:tmp, rad;

if(0 <= objectmodel <= 19999)

{

CA_GetModelBoundingSphere(objectmodel, tmp, tmp, tmp, rad);

return rad;

}

return 0.0;

}



stock GetColSphereOffset(objectmodel, &Float:x, &Float:y, &Float:z)

{

new Float:tmp;

if(0 <= objectmodel <= 19999)

{

CA_GetModelBoundingSphere(objectmodel, x, y, z, tmp);

return 1;

}

return 0;

}



Precision difference - Object Model 3511:

[Image: VRB9NNb.png?1]



Many (most) other objects are affected also. Many even have differences over 100, A couple have differences over 200! Kalcor can't be blamed for these faults though, he extracted the data directly form the game files.

____________________________________________________________________________________________________





Functions:



Code:
GetColSphereRadius(objectmodel);[/pacoden]This gets the radius of the collision spheres for all the GTA objects used in SA (including the SA:MP objects); except skins, vehicles, and weapons. The collision sphere entirely encompases the object (for example to set the view distance accordingly). Returns 0.0 on invalid models.



[code]GetColSphereOffset(objectmodel, &Float:x, &Float:y, &Float:z);
This gets the offsets of the collision sphere for all objects. This information is kept in a separate array as it is generally less useful than the sphere radius. It indicates where the centre of the collision sphere is relative to the centre of the object, a position set to minimise the size of the sphere relative to the object. Note that you can't accurately calculate the exact center of the collision sphere without the quaternion rotation of the object, that is why this is a separate "stock" array - so it isn't included in the compiled code if not used.



Code:
GetModelBoundingBox(objectmodel, &Float:MinX, &Float:MinY, &Float:MinZ, &Float:MaxX, &Float:MaxY, &Float:MaxZ)
This gets the minimum and maximum points of all objects' collision boxes.



Code:
GetModelColDimensions(objectmodel, &Float:l, &Float:w, &Float:h)
This gets the dimensions of all objects.



Code:
GetColCount();
Gets the total number of models for which collision data is stored.



Usage is VERY simple. For model IDs up to 19999, simply use that number as an index in to the data, any other IDs don't exist (but return 0.0):
Code:
for (new i, c = GetColCount(); i != c; )

{

printf("%f", GetColSphereRadius(i));

new Float:x, Float:y, Float:z;

GetColSphereOffset(i, x, y, z);

printf("%f %f %f", x, y, z);

}

____________________________________________________________________________________________________





Credits:



Thanks to Y-Less and Kalcor for the original release. It got us by for years!

Thanks to Pottus, Chris, and Slice for ColAndreas. Bullet phyiscs' getBoundingSphere function makes this new version possible.

____________________________________________________________________________________________________





Downloads and Links:



For database mode go here! (RECOMMENDED FOR SPEED)

For regular, advanced version go here!



Table of extreme range differences (only above 1).


  ColAndreas - Collision Detection and Raytracing
Posted by: Crayder - 2019-04-14, 02:38 PM - Forum: Plugins - Replies (8)

[Image: in7FgoQ.gif]

____________________________________________________________________________________________________



Developers:



Initial Developers:

[uL]Slice

[uL]Chris420

[uL]Pottus

Latest Developers:

uint32 (new developer ?) (Where'd ya go?) - This guy fixed some major shit, including the initial SA-MP object thing.

Crayder

Codectile

____________________________________________________________________________________________________



Download today!

____________________________________________________________________________________________________



Installation Instructions:

  1. Navigate to the github repository's release section (link above) and download the latest version.

  2. If you don't need the source just download the wizard, the plugin, and include.

  3. Run the binary builder application. This will generate a binary in which ColAndreas load data from.

  4. Create a folder in your scriptfiles called "colandreas" and place the binary file there.

  5. Add ColAndreas to your server.cfg.

____________________________________________________________________________________________________



Current Functions:

Code:
CA_ContactTest(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz)

CA_CreateDynamicObject_DC(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, vw = -1, interior = -1, playerid = -1, Float:streamdist = 300.0, Float:drawdist = 300.0)

CA_CreateDynamicObject_SC(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, vw = -1, interior = -1, playerid = -1, Float:streamdist = 300.0, Float:drawdist = 300.0)

CA_CreateDynamicObjectEx_DC(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:drawdistance = 0.0, Float:streamdistance = 200.0, worlds[] = { -1 }, interiors[] = { -1 }, players[] = { -1 }, maxworlds = sizeof worlds, maxinteriors = sizeof interiors, maxplayers = sizeof players)

CA_CreateDynamicObjectEx_SC(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:drawdistance = 0.0, Float:streamdistance = 200.0, worlds[] = { -1 }, interiors[] = { -1 }, players[] = { -1 }, maxworlds = sizeof worlds, maxinteriors = sizeof interiors, maxplayers = sizeof players)

CA_CreateObject(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, bool:add = false)

CA_CreateObject_DC(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:drawdistance = 300.0)

CA_CreateObject_SC(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:drawdistance = 300.0)

CA_DestroyAllObjects_DC()

CA_DestroyObject(index)

CA_DestroyObject_DC(index)

CA_EulerToQuat(Float:rx, Float:ry, Float:rz, &Float:x, &Float:y, &Float:z, &Float:w)

CA_FindZ_For2DCoord(Float:x, Float:y, &Float:z)

CA_GetModelBoundingBox(modelid, &Float:minx, &Float:miny, &Float:minz, &Float:maxx, &Float:maxy, &Float:maxz)

CA_GetModelBoundingSphere(modelid, &Float:offx, &Float:offy, &Float:offz, &Float:radius)

CA_GetObjectExtraID(index, type)

CA_Init()

CA_IsPlayerBlocked(playerid, Float:dist=1.5, Float:height=0.5)

CA_IsPlayerInWater(playerid, &Float:depth, &Float:playerdepth)

CA_IsPlayerNearWater(playerid, Float:dist=3.0, Float:height=3.0)

CA_IsPlayerOnSurface(playerid, Float:tolerance=1.5)

CA_QuatToEuler(Float:x, Float:y, Float:z, Float:w, &Float:rx, &Float:ry, &Float:rz)

CA_RayCastLine(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z)

CA_RayCastLineAngle(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z, &Float:rx, &Float:ry, &Float:rz)

CA_RayCastLineAngleEx(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z, &Float:rx, &Float:ry, &Float:rz, &Float:ocx, &Float:ocy, &Float:ocz, &Float:orx, &Float:ory, &Float:orz)

CA_RayCastLineExtraID(type, Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z)

CA_RayCastLineEx(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z, &Float:rx, &Float:ry, &Float:rz, &Float:rw, &Float:cx, &Float:cy, &Float:cz)

CA_RayCastLineID(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z)

CA_RayCastLineNormal(Float:startx, Float:starty, Float:startz, Float:endx, Float:endy, Float:endz, &Float:x, &Float:y, &Float:z, &Float:nx, &Float:ny, &Float:nz)

CA_RayCastMultiLine(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, Float:retx[], Float:rety[], Float:retz[], Float:retdist[], ModelIDs[], size = sizeof(retx))

CA_RayCastReflectionVector(Float:startx, Float:starty, Float:startz, Float:endx, Float:endy, Float:endz, &Float:x, &Float:y, &Float:z, &Float:nx, &Float:ny, &Float:nz)

CA_RemoveBarriers()

CA_RemoveBreakableBuildings()

CA_RemoveBuilding(modelid, Float:x, Float:y, Float:z, Float:radius)

CA_SetObjectExtraID(index, type, data)

CA_SetObjectPos(index, Float:x, Float:y, Float:z)

CA_SetObjectPos_DC(index, Float:x, Float:y, Float:z)

CA_SetObjectRot(index, Float:rx, Float:ry, Float:rz)

CA_SetObjectRot_DC(index, Float:rx, Float:ry, Float:rz)

Float:CA_GetRoomHeight(Float:x, Float:y, Float:z)

____________________________________________________________________________________________________



Loading ColAndreas:



We recommend using a filterscript to help organize your objects. There is a specific order of operations required to load successfully.



Code:
public OnFilterScriptInit()

{

// Add any remove buildings (This only works once)

CA_RemoveBuilding();



// Initialize the collision world (This creates San Andreas, the entire map, excluding removed buildings)

CA_Init();



// Create objects

CA_CreateDynamicObject_SC();



return 1;

}

____________________________________________________________________________________________________



Capability Demo:

[Video: http://www.youtube.com/watch?v=aSabQWqQBkI]

____________________________________________________________________________________________________



Known Issues:
  • There is no virtual world / interior support (there may never be).