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Host de OpenMP | SAMP & VPS SAMP |
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Posted by: nicehosting.com.br - 2024-08-31, 02:47 AM - Forum: Portuguese/Portugu?s
- No Replies
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🔹 Hospedagem de SAMP & OpenMP 🔹
🏷️ Hospedagem SAMP: Alta performance e proteção DDoS de 220Gbps para seus servidores:
👉 Host SAMP
🏷️ Hospedagem OpenMP: Desempenho otimizado com suporte especializado:
👉 Host OpenMP
🏷️ VPS SAMP: Controle total e máxima estabilidade com baixa latência:
👉 VPS SAMP
🇧🇷 Datacenter Brasileiro com Ping BR
💪 Anti-DDoS especializado em SAMP
📞 Suporte técnico especializado
🚀 Maximize seu servidor com Nice Hosting!
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| HELP Me 4 Waring undefined symbol "signLabels" |
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Posted by: nhocngu24 - 2024-08-29, 03:08 PM - Forum: Support
- Replies (1)
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ERROR
D:\caybienbao (1).pwn(25) : error 017: undefined symbol "signLabels"
D:\caybienbao (1).pwn(25) : warning 215: expression has no effect
D:\caybienbao (1).pwn(25) : error 001: expected token: ";", but found "]"
D:\caybienbao (1).pwn(25) : error 029: invalid expression, assumed zero
D:\caybienbao (1).pwn(25) : fatal error 107: too many error messages on one line
Compilation aborted.Pawn compiler 3.2.3664 Copyright © 1997-2006, ITB CompuPhase
4 Errors.
public OnGameModeInit()
{
for (new i = 0; i < MAX_SIGNS_ADMIN; i++)
{
signLabels[i] = INVALID_TEXT_LABEL; // Kh?i t?o giá tr? bi?n báo không h?p l?
}
// Kiem tra gia tri cua mang signPositions
if (signPositions[0][0] == 0.0 || signPositions[0][1] == 0.0 || signPositions[0][2] == 0.0)
{
printf("error: invalid float values!");
return 0; // Dang lai neu gia tri khôong hop le
}
return 1;
}
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Não consigo criar motos |
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Posted by: contatofelipeojustin - 2024-08-25, 02:23 PM - Forum: Pawn Scripting
- Replies (1)
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Sou novo no Open.MP e no Qawno, estou querendo fazer um servidor de fugas e pvp. Testei um sistema de criar motos bem básico, mas não estou tendo resultado na criação da moto, o sistema funciona com base no comando: /moto (utilizei a include do ZCMD), esse comando abre uma dialog que é possível escolher uma moto, mas não cria a moto. Alguém pode me ajuda? Meu Código(coloque ias partes principais):
Code: #include <open.mp>
#include <a_samp>
#include <zcmd>
new Float:PlayerX;
new Float:PlayerY;
new Float:PlayerZ;
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
if(dialogid == ESCOLHER_MOTOS)
{
if(response)
{
switch(listitem)
{
case 0:
{
// Obtém a posição e o ângulo do jogador
GetPlayerPos(playerid, PlayerX, PlayerY, PlayerZ);
new Float:PlayerAngle;
GetPlayerFacingAngle(playerid, PlayerAngle);
// Calcula a nova posição na frente do jogador
new Float:OffsetX, Float:OffsetY, Float:OffsetZ = 1.0; // Um pouco acima
OffsetX = PlayerX + (3.0 * floatsin(-PlayerAngle, degrees)); // 3 unidades na frente
OffsetY = PlayerY + (3.0 * floatcos(-PlayerAngle, degrees)); // 3 unidades na frente
// Envia uma mensagem ao jogador com as novas coordenadas
new str[128];
format(str, sizeof(str), "Nova posição para criar a moto: X: %f, Y: %f, Z: %f", OffsetX, OffsetY, PlayerZ + OffsetZ);
SendClientMessage(playerid, -1, str);
// Cria o veículo na nova posição
new vehicleid = AddStaticVehicleEx(522, OffsetX, OffsetY, PlayerZ + OffsetZ, PlayerAngle, -1, -1, 1000, false);
// Verifica se o veículo foi criado com sucesso
if(vehicleid == INVALID_VEHICLE_ID)
{
SendClientMessage(playerid, -1, "Falha ao criar a moto.");
}
else
{
SendClientMessage(playerid, -1, "Moto NRG-500 criada com sucesso.");
}
}
}
}
}
return 1;
}
CMD:moto(playerid)
{
ShowPlayerDialog(playerid, 876, DIALOG_STYLE_LIST, "Motos", "NRG-500", "Selecionar", "Cancelar");
return 1;
}
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| Compare to SA-MP or Multi Theft Auto mods |
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Posted by: henrrysa - 2024-08-23, 07:15 AM - Forum: Pawn Scripting
- No Replies
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I'm relatively new to the world of GTA:SA multiplayer mods, and I'm wondering what makes open.mp stand out compared to the competition. Some things I'm curious about:
What unique features or functionality does open.mp provide that the other mods don't?
How does the performance, stability, and server/client experience differ between the mods?
Are there any major differences in terms of the mod's development, community, or support?
What are the key considerations someone should take into account when choosing which mod to use for their GTA:SA multiplayer experience?
I'd love to hear from experienced open.mp users about why they've chosen this particular mod and what benefits it offers. Any insights would be greatly appreciated as I explore the world of GTA:SA multiplayer!
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| Help me |
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Posted by: tuankhanqsamp - 2024-08-21, 09:36 AM - Forum: Pawn Scripting
- Replies (1)
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[113064] Warning 209 : 209: function should return a valu
//safezone
forward LoadPlayer();
public LoadPlayer()
{
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i))
{
if(Loaded[i] == 1)
{
TogglePlayerControllable(i,true);
Loaded[i] = 0;
return 1;
}
}
}
}
[116252] Warning 202: number of arguments does not match definition
CMD:laytoado(playerid, params[])
{
new string[128];
new tstring[50];
new Float:x, Float:y, Float:z;
GetPlayerPos(playerid, x, y, z);
format(string, sizeof(string), "%0.2f, %0.2f, %0.2f", x, y, z);
format(tstring, sizeof(tstring), "-------------------------");
Log("logs/toado.log", string, tstring);
SendClientMessage(playerid, COLOR_WHITE, "Ban Da Lay Toa Do Vao (( Sciptfile>logs>an vao file toado.log de lay toa do nhe )).");
return 1;
}
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| SAMP VOICE PORT |
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Posted by: Kamarova - 2024-08-19, 10:20 PM - Forum: Support
- Replies (2)
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Hi
I Have VPS ( FireWall On , i open only port 7777 of my server )
AND I OPEN A SAMP SERVER but the samp voice is not working in game
but when i disable the firewall , the samp voice working good in game
so i think need find port of samp voice
any one can help me ?
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| SAMP VOICE PORT |
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Posted by: Kamarova - 2024-08-19, 10:19 PM - Forum: Support
- No Replies
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Hi
I Have VPS ( FireWall On , i open only port 7777 of my server )
AND I OPEN A SAMP SERVER but the samp voice is not working in game
but when i disable the firewall , the samp voice working good in game
so i think need find port of samp voice
any one can help me ?
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| Offensive-Core: TDM |
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Posted by: NikitaFoxze - 2024-08-15, 11:22 AM - Forum: Gamemodes
- Replies (3)
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Offensive-Core - is a large project combining a multifunctional game mode and accompanying files written in the Pawn language for servers in SA-MP and open.mp. Based on the implemented methods, you can create absolutely favorite modes and submodes for them. The code can be easily upgraded and expanded for your needs. The project presents the following modes: TDM, DM and Room.
The project is not a modification of other game modes. It is written and thought out completely from scratch.
Screenshots from the game on the server can be viewed here.
📌 Main systems- Modes: TDM, DM, Room
- Inventory
- Trading platform
- Quests
- Premium account
- Promo codes
- Functionality for admins
- Dina assistant
⚽ Mode TDM
In this mode, players fight as a team. Depending on the game mode (sub-mode), players need to capture dots, flags, hack computers, etc.
To spawn, the player can choose another player from his squad, either at a point or base.
There are 4 classes open to the player: Stormtrooper, Medic, engineer and Scout. Each class is upgraded individually.
Weapons, ammo, abilities, etc. are purchased using the internal currency. The maximum number of teams is 4.
⚾ Mode Room
The Room mode is slightly similar to the TDM mode. This is a custom mode in which the player creates their own session with their own parameters. To play it, you need at least 2 players, and a maximum of 10.
Players in a team also fight in this mode. Depending on the game mode (sub-mode), players need to capture points, hack computers, etc.
The player can only choose a base to spawn. There are no classes. The player can select the time, location, weapon, mode, etc. in the session parameters.
🔨 Logic of operation of all modes
The modes are in their own folders and have their own systems. They are like separate "worlds".
In the root of almost every mode there is a folder "locations". It contains a file with various functionality for manipulating
locations. The locations themselves are also placed in their folders.
When the server is started, all modes and their startup sessions are initialized.
When a location is changed in the mode, all created components (pickups, objects, etc.) on the location are deleted
and new ones are created for the new location.
This method of creating and deleting locations has many advantages.
The modes can be divided into several sessions, so you need to think about the limits of SA-MP,
and more specifically about the limits on the creation of transport, the rest of the components
by type of pickups are created dynamically.
The modes can be activated and deactivated, as well as sessions can be managed in them.
All modes are combined by the file "modes_main.pwn" in the "modes" folder.
📑 Architecture
The architecture of the project has been reduced to maximum simplification and ease of use.
As mentioned above, each mode has its own folder, just like the rest of the systems.
All systems are connected in the "offensive-core.pwn" file.
The server systems are located in the "sources" folder. The external files are in the "library" folder.
The distribution of systems by files was logical, because storing tens of thousands of lines of code in one file was already quite difficult to edit anything.
📄 Files
> name_head.inc - contains basic macros, functions, ...
> name_td.inc - contains all TextDraw's systems.
> name_main.pwn - contains all the functionality of the system.
🚀 Powerful TDM mode
The highlight of all of the above is the TDM mode.
For each location, you can create different individual moments and situations in it, for example,
in the Desert location, you can drop a nuclear bomb on the opposing team.
To do this, you need to capture the "Communication Point", then blow up the door next to it and launch the satellite.
Next, get access codes with the /accode command and get on the submarine and launch a nuclear missile there, which will fly to the enemy base.
With existing systems specifically for TDM mode, this is already easily implemented directly in the Desert location file.
At the same time, it is easy for everyone to manipulate various components through the code,
and the created components will be automatically deleted when the location is changed and resumed again!
This works in different sessions and they are not related to each other.
📖 Wiki
Much more information can be found in the Wiki section
🔧 Dependencies
The project uses several popular plug-ins and files of the latest versions for improved work with the code and their capabilities.
Plugins:
Files:
💣 Download
Github
Google Drive
Yandex Drive
♥️ Thanks
NexiusTailer - great help on various topics
Neutralneu (Neuty) - implementation of the system for bots
Roberto_Coluccio, Artem_Gorden, Danil_Marciface, VanilaSW, Dima_Rendi, Fix_Unvardo, Itsuki_Yorimoto,
Flatt_Delx, Fredorico_Viton, Demetrio_Santini, Maks_Anurov, Kocmoc, Vladislav_Barsov,
Doni_Visage, DELIVER, Richi_Klay, Sebastian_Undeground - assistance in testing
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