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| What's the deal with timers? |
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Posted by: M.B. Kovas - 2024-08-05, 08:32 AM - Forum: Pawn Scripting
- No Replies
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Hello everyone.
I've gotten back into scripting after a long delay and was once again reminded of the issues regarding timers. I am not using any timer plugins (I'll get to that later) so this regards the native 'SetTimer' and 'SetTimerEx'. The inaccuracy of them is one thing, although there is another problem - sometimes the timers are either not calling the function or they are not starting at all. My primary assumption was that something was off with the code, but a specific test I have conducted has proven to me that this might be beyond my control.
I have set up a print/SCM message for a select few functions that timers are supposed to execute, and the proportion is something along the lines of 3-5 times out of 10 the function not being called at all. I have even tried a memory-costing alternative of setting up three timers to call the same function after the same amount of time as an insurance policy, and usually I would get 3 messages back, but sometimes I would get only 2 - one of the timers would not start/call the function. Needless to say I would rather not resort to multiplying timers for the same thing to not cause data packet overload.
Code: public OnPlayerDeath(playerid, killerid, reason)
{
SetTimerEx("TestFunction", 1000, false, "i", playerid);
SetTimerEx("TestFunction", 1000, false, "i", playerid);
SetTimerEx("TestFunction", 1000, false, "i", playerid);
return 1;
}
forward TestFunction(playerid);
public TestFunction(playerid)
{
SendClientMessage(playerid, -1, "Test");
return 1;
}
For example, this particular code above seemingly needs to return the message three times, but on some occasions it only returns it twice. This is a major obstacle for me.
My question, however, is not whether the native timers are faulty. That's a given. My question would rather be what are the most stable and reputable timer plugins and includes out there? What do you, scripters, personally like to use? This also concerns the accuracy of timers.
We can open a broader discussion from this.
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| Il reste des français sur samp ?? |
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Posted by: Lionel62300 - 2024-08-04, 06:58 AM - Forum: French/Fran?ais
- Replies (2)
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Bonjour, je suit un ancien de gta Samp ca date un peu
j'ai fait plusieurs serveur SFRP, IFRP, LACRP , jetait développeur pour la plupart ..
J'aimerais juste savoir si des personnes française joue encore a samp en 2024 ?
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SAMP and Kalcor/Kyeman |
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Posted by: Rintos - 2024-08-02, 02:45 PM - Forum: General Discussions
- Replies (3)
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Im going straight to the point, ive done some research about the history of SAMPnull and as i have research about the members of the SAMP development team (Silent, Wicko, dugi, CrazyBob) i found out that Y_Less is still somehow active (https://github.com/pawn-lang/YSI-Includes). Im wondering if he works with the Open.MP team, and also what happened to the SAMP development team, like what made them dissolve, leaving only Kalcor to add security updates to 0.3.7 and make 0.3.8 (0.3DL-R1)
Some parts of my script, its translated to english, originally this is written in Spanish as its where im from.
The development of SAMP
As soon as San Andreas came out for PC, the development of SAMP began. At first there was a lot of controversy. The developers announced that SAMP would avoid being a multiplayer experience full of Deathmatch, Roleplays and different play styles like VCMP was and would have a mode . Cooperation in which you could play with five friends, with six slots on each server. This idea was received poorly by the community and the GTANet forums were filled with hate towards the development team's decision.
About three months after this decision, Kyeman (Kalcor at the time), the head of the team, decided to abandon the project in the middle of the Cooperation mode debate, leaving all the work and code to the second in command, spooky, who changed the project name to GTA:Multiplayer.
Within about a month, Kyeman returned and decided to help out on the project, at this point the Co-op mode idea was completely scrapped and the project was renamed to SAMP (San Andreas Multiplayer).
The versions of SAMP
I am not going to talk about all versions of SAMP, rather I will focus on 0.3.7, its patches and the most important one. It was October 18, 2019 and Kalcor had declared that he had abandoned SAMP completely, at that time the latest version was 0.3.7-R4, according to Kalcor, he never moved towards 0.4 because he had the belief that four was a symbol of bad luck, he called his version rating style "kalver", the R meant a small change, a security patch, and the change in number, for example 0.2 to 0.3 meant a major update . In any case, although Kalcor abandoned the project in 2019, it was not until November 2022 that he released a new security patch, patch 0.3.7-R5. Kalcor's words. "There is an exploit in the client. It is a critical RCE vulnerability that allows server owners to execute unauthorized code on players' PCs" clarifying that the -R versions contained security patches and bug fixes, finally advising to the community. "Always use the latest version"
Please, help.
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Open.mp can be usefull in 32 bits pc? |
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Posted by: Cranjis - 2024-08-02, 12:57 AM - Forum: Questions and Suggestions
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I'm trying install open.mp in my pc (32 bits), but the program request a 64 bits system, so i dont know if the open.mp can be usefull in 32 bits. If have a any solution, or alternative, please shared with me, good night (or day)
(i accept responses in spanish and english)
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| Rogue RPG ~ in the big deal. |
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Posted by: samp.roguerpg - 2024-08-01, 09:27 PM - Forum: Turkish
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🌟 Rogue GunRP - Kapsamlı ve Eşsiz Bir Rol Oynama Deneyimi! 🌟
🚀 Hoşgeldiniz!
Eğer siz de dinamik ve sürükleyici bir rol oynamak istiyorsanız adım atmak istiyorsanız, doğru yerdesiniz! Rogue GunRP, size kapsamlı ve zengin bir RP deneyimi sunarak, sanal dünyada gerçek bir karakter yaşamı yaşama fırsatı sunuyor.
🔫 Neden Rogue GunRP?
Özgün İçerikler: Tamamen özgün senaryolar ve karakter arka planları ile benzersiz bir RP deneyimi.
Gerçekçi Sistemler: Detaylı ekonomi ve sosyal sistemler ile gerçekleştirilebilir bir oyun deneyimi.
Topluluk Odakli: Aktif ve yardımsever bir topluluk, dağıtıma anında yanıt verir.
Yatırım Yapılmış İnovasyon: Sürekli güncellenen ve iyileştirilmiş sistemler, yeni özellikler.
🌐 Katılın ve Başlayın!
Hemen üye olun ve Rogue GunRP'den bir adım atın! Karakterinizi birleştirin, rolünüzü seçin ve fantastik bir sürüme başlayın!
Rogue GunRP hakkında en güncel bilgiler ve topluluk gelişmelerini forumumuzdan takip edebilir, diğer oyuncularla destekleyebilir!
💬 Sorularınız mı Var?
Herhangi bir sorunuz varsa, bize ulaşmaktan çekinmeyin! Boyut eşitliği olmadan özgürlük duyarlılığınız.
Rogue GunRP - Yola Çıkın İçin Gerçek Bir Rol Yapma Deneyimi!
Anlaşmazlık: discord.gg/roguerpg
İp Adresi: 185.160.30.237:7777 / Kilitli
[/alıntı]
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| color bug (all black) [mapper] |
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Posted by: MG0 - 2024-07-31, 03:50 AM - Forum: General Discussions
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Oooluu
I have a problem when changing the color of an object, it doesn't happen with everyone.
But particularly with some if I try to change the color, the object just turns completely black. Even if you have only selected a single part to change the color, it will turn black in its entirety
I'm currently using Texture Studio, but it seems like a general problem
Any solution?
example
Example: 14485
exampl
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| [mappeos] |
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Posted by: MG0 - 2024-07-31, 03:43 AM - Forum: Programaci?n
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Oooluu
Tengo un problema a la hora de cambiar el color a un objecto, no sucede con todos.
Pero particularmente con algunos si intento cambiarles el color, simplemente el objeto se vuelve totalmente negro. Por más que solo haya seleccionado una sola parte para cambiar el color se volverá negro en su totalidad
Actualmente estoy usando Texture Studio,, pero parece un problema general
¿Alguna solución?
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| Selectable TEXT_DRAW_ALIGN_LEFT problem |
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Posted by: LASEE - 2024-07-28, 10:14 PM - Forum: Support
- Replies (1)
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So i was making a register system with textdraw. The textdraw would be Selectable. The problem here is when the PlayerTextDrawAlignment is set to TEXT_DRAW_ALIGN_CENTER then the textdraw can be selected and everything works fine but when is changed to TEXT_DRAW_ALIGN_LEFT then the button is not selectable anymore. Using left or right this problem is happening but using center its working fine. Im using the omp version btw. I was told but also saw(saw on some server) on version 037 even if its ALIGN_LEFT OR RIGHT you can select the textdraw.
My question is, is that some type of bug on omp or something else?
Here is the code:
RegisterTD[playerid][18] = CreatePlayerTextDraw(playerid, 326.000000, 393.000000, "REGISTER NOW");
PlayerTextDrawFont(playerid, RegisterTD[playerid][18], TEXT_DRAW_FONT_2);
PlayerTextDrawLetterSize(playerid, RegisterTD[playerid][18], 0.258332, 1.500000);
PlayerTextDrawTextSize(playerid, RegisterTD[playerid][18], 16.500000, 75.500000);
PlayerTextDrawSetOutline(playerid, RegisterTD[playerid][18], 0);
PlayerTextDrawSetShadow(playerid, RegisterTD[playerid][18], 0);
PlayerTextDrawAlignment(playerid, RegisterTD[playerid][18], TEXT_DRAW_ALIGN_CENTER);
PlayerTextDrawColour(playerid, RegisterTD[playerid][18], -1);
PlayerTextDrawBackgroundColour(playerid, RegisterTD[playerid][18], 255);
PlayerTextDrawBoxColour(playerid, RegisterTD[playerid][18], 200);
PlayerTextDrawUseBox(playerid, RegisterTD[playerid][18], false);
PlayerTextDrawSetProportional(playerid, RegisterTD[playerid][18], true);
PlayerTextDrawSetSelectable(playerid, RegisterTD[playerid][18], true);
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