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  Unicode and Emoji support
Posted by: Haterly - 2024-12-04, 06:36 AM - Forum: Questions and Suggestions - No Replies

Hi. I want Unicode and Emoji support.


  How to save gangzones?
Posted by: vuckooo_ - 2024-12-03, 07:11 PM - Forum: Pawn Scripting - Replies (1)

I have an Gangwar gamemode and captured gangzones don't save when the server shuts down, they still have default owners. If anyone can help me with gangzone saving, please do!


  How to save gangzones?
Posted by: vuckooo_ - 2024-12-03, 06:56 PM - Forum: Tutorials - Replies (1)

I have an Gangwar gamemode and captured gangzones don't save when the server shuts down, they still have default owners. If anyone can help me with gangzone saving, please do!


  A nod to biggest projects
Posted by: Himmenting - 2024-11-30, 08:54 AM - Forum: Questions and Suggestions - No Replies

A simple suggestion as a nod to biggest projects

because sa-mp's players?limit is the theoretical limit


  SAMP Custom weapon script
Posted by: vodanghoang1999 - 2024-11-28, 07:13 AM - Forum: Filterscripts - No Replies

Hey, does anybody know how to hidden the default models of weapon on GTA San Andreas. We're trying to make a custom weapon system on a SAMP server but when we equip it on player, it show both skin of the mod and the default of GTA SA


  Command does not work in-game
Posted by: PANZEHIR_ - 2024-11-23, 06:36 PM - Forum: Pawn Scripting - No Replies

Hello, i made a simple /explode <playername/playerid> <explosion type> command.
I dont get any compile errors, but the explosion type does not work in-game, so i can not explode other player with different explosion types... i dont understand why.

Quote:CMD:explode(playerid, params[])
{
new string[128], bombid, Float:x, Float:y, Float:z, Float:type;
if(sscanf(params, "ui", bombid, type)) SendClientMessage(playerid, 0xff0004AA, "Usage: /explode <playername/playerid> <explosion type>");
else if(!IsPlayerConnected(bombid)) SendClientMessage(playerid, 0xff0004AA, "ERROR: This player is not connected.");
else
{
new name[MAX_PLAYER_NAME], targetname[MAX_PLAYER_NAME], id;
GetPlayerName(playerid, name, MAX_PLAYER_NAME);
GetPlayerName(id, targetname, MAX_PLAYER_NAME);
GetPlayerPos(bombid, x, y, z);
CreateExplosion(x, y, z, bombid, 10.00);
format(string, 128, "* You have exploded %s (ID:%d)", name, playerid);
SendClientMessage(playerid, 0x43ff0fAA, string);
format(string, 128, "* %s (ID:%d) exploded %s (ID:%d) with explosion type %i", name, playerid, targetname, id, type);
SendClientMessageToAll(0xffea00AA, string);

}
return 1;
}


Exclamation White Screen
Posted by: Phat202146_real - 2024-11-21, 02:50 PM - Forum: Support - No Replies

So I was getting the multiplayer, and then I saw a white screen. If I click the new game, it just crashes the game. How do I fix that?

(just bad english)


  I get error 021 using y_hooks
Posted by: daniscript18 - 2024-11-18, 11:34 PM - Forum: Pawn Scripting - No Replies

Code:
Pawn compiler 3.10.10                  Copyright (c) 1997-2006, ITB CompuPhase

Modules/Worlds/Code.pwn(3) : error 021: symbol already defined: "_@yHOnDialogResponse@000"
Modules/Worlds/Code.pwn(3) : error 021: symbol already defined: "@yH_OnDialogResponse@000"
Modules/Worlds/Code.pwn(3) : error 021: symbol already defined: "@yH_OnDialogResponse@000"
Modules/Worlds/Code.pwn(3) : fatal error 107: too many error messages on one line

Compilation aborted.


I am developing a modular code that requires quite a few files, I wanted to simplify things further by using y_hooks since after reading the documentation I knew that was what I needed.

However I'm getting these errors, I've searched for information on some forums and in the y_hooks documentation, I've tried everything I can but this is the first time I've developed modular code of this style and used y_hooks on this scale, so I really don't know what I'm doing wrong.

I preferred to share this code where I replicate the problem so as not to extend myself so much talking.

  • gamemodes/GM.pwn (Main file)

Code:
#include <a_samp>

#include "Modules/Codes.pwn"

main() {
    return true;
}

  • gamemodes/Modules/Codes.pwn

Code:
#include "Modules/Users/Code.pwn"
#include "Modules/Worlds/Code.pwn"

  • gamemodes/Modules/Users/Code.pwn

Code:
#include <YSI_Coding/y_hooks>

hook OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) {
    return true;
}

  • gamemodes/Modules/Worlds/Code.pwn

Code:
#include <YSI_Coding/y_hooks>

hook OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) {
    return true;
}

  • I tried including y_hooks at the end of all Code.pwn files.
  • I tried including y_hooks only in the main file after including Codes.pwn.
  • I tried including y_hooks in Codes.pwn and in all Code.pwn files (at the end and at the beginning of the files)
  • I tried including y_hooks only in Codes.pwn (at the end and at the beginning of the file).

I think I also tried other ways of including y_hooks but it took me a few hours until I gave up and decided to turn to you guys... I hope you can help me solve the problem and I will appreciate if I can figure this out and learn more about y_hooks.


Photo Object creation issues
Posted by: K1271 - 2024-11-15, 11:51 PM - Forum: Support - No Replies

I have a question about Object creation.
I created a Green House Object, but it was small.
Like[Image: 6737de0d09378.png]
How can I change the size?
Please help me!


Shocked Is the SAMP Hosting the same for OpenMG ?
Posted by: OperaGX - 2024-11-14, 09:33 PM - Forum: General Discussions - Replies (1)

The title is self explanatory, I was wondering if the regulars SAMP hosts are able to run an Open MG server OR it is necessary some kind of adaption to run it ? If not, so, is necessary a Host compatibility targeting Open MG nor SAMP anymore?