| Welcome, Guest |
You have to register before you can post on our site.
|
| Online Users |
There are currently 403 online users. » 1 Member(s) | 399 Guest(s) Google, Bing, Baidu, BrightNestK
|
| Latest Threads |
undefined symbol
Forum: Portuguese/Portugu?s
Last Post: leobradoks
2025-10-25, 08:58 PM
» Replies: 1
» Views: 1,586
|
SA:MP Custom Character Li...
Forum: General Discussions
Last Post: Dilshad
2025-10-22, 04:15 PM
» Replies: 0
» Views: 56
|
Anyone got old rp scripts...
Forum: General Discussions
Last Post: Bilal
2025-10-21, 01:02 PM
» Replies: 5
» Views: 5,257
|
Anyone has the SARP Gamem...
Forum: Gamemodes
Last Post: Bilal
2025-10-21, 12:59 PM
» Replies: 0
» Views: 96
|
SARP Gamemode
Forum: Releases
Last Post: Bilal
2025-10-21, 12:58 PM
» Replies: 0
» Views: 65
|
Need To Hire Pawno Coder....
Forum: General Discussions
Last Post: Dilshad
2025-10-21, 06:20 AM
» Replies: 1
» Views: 801
|
Original Godfather
Forum: Pawn Scripting
Last Post: NmE
2025-10-20, 11:48 AM
» Replies: 3
» Views: 273
|
What would you start?
Forum: Life
Last Post: vuongtrungnu13
2025-10-20, 01:55 AM
» Replies: 4
» Views: 9,854
|
People who have one of th...
Forum: Tech
Last Post: vuongtrungnu13
2025-10-20, 01:39 AM
» Replies: 2
» Views: 5,191
|
After School Community
Forum: Advertisements
Last Post: cosminupgaming
2025-10-19, 12:42 PM
» Replies: 0
» Views: 128
|
|
|
AttachVehicleToVehicle |
|
Posted by: aguadecoco1301 - 2024-01-20, 12:53 AM - Forum: Pawn Scripting
- Replies (1)
|
 |
Hello everyone. I am programming a server in Pawn, and I would like to know if there is any function or plugin that allows to attach two vehicles and have them move at the same time, as it happens for example in the "Cop Wheels" mission where HPV1000 are hooked to the vehicle transporter truck.
This is something I've wanted to do for a long time and never found anything, I only remember once finding a post in the official forum about it only being possible with a plugin, but I never found any that allowed it.
I also add that I know you can teleport the vehicle for each update, but this looks ugly and causes collisions.
I also know that in Sanny Builder for programming in cleos there is such a function.
Does anyone know a way to do it?
|
|
|
|
| discord ban?? |
|
Posted by: CJ101 - 2024-01-19, 08:05 PM - Forum: Chat
- No Replies
|
 |
I seem to be banned from the SA-MP OpenMp discord. how would i go about appealing that?
|
|
|
|
| issue with forEach |
|
Posted by: CJ101 - 2024-01-19, 12:16 AM - Forum: Pawn Scripting
- Replies (2)
|
 |
Does open.mp not work with foreach? I get the error:
C:\Users\jdawg\OneDrive\Documents\RXDM\gamemodes\rxdm-sql.pwn(4887) : error 017: undefined symbol "Rows@YSII_Ag"
Here's part of my code, the error is on the foreach() line
Code: mysql_query(rxdm,"SELECT * FROM `props`");
new Rows = cache_num_rows();
new tmp[35];
if(Rows > 0)
{
foreach (new row:Rows)
{
|
|
|
|
| Connecting and disconnecting the server |
|
Posted by: iyat.asagy3 - 2024-01-18, 09:07 PM - Forum: Support
- No Replies
|
 |
Hello, how long has it been when I go to a server, after about 10 to 12 minutes the server restarts for me and sometimes I need to exit the game in all servers, how can I solve this problem?
|
|
|
|
Parallel for missing iterations? |
|
Posted by: visibleonbush1 - 2024-01-18, 07:00 PM - Forum: Questions and Suggestions
- Replies (2)
|
 |
Hi, I'm working on optimizing a piece of code, the code performs well for smaller values of 'n' (e.g., 10,000), but when 'n' is significantly larger (e.g., 100,000), it seems to skip a considerable number of iterations. Specifically, I've tested it with 'n' set to 100,000, and it only executes 1,410,065,408 iterations out of the expected 10,000,000,000., im asking here because if n is not so big (10k) he is perfectly fine, am i missing anything (thank you in advance).
Code: int compute_forces( void )
{
int n_intersections = 0;
int nThread = omp_get_num_threads();
int *nit = calloc(8, sizeof(int));
long long asdf = 0;
// Parallelized the outer function, because the internal would have a lot more overhead
#pragma omp parallel for collapse(2) default(none) shared(ncircles, circles, EPSILON, K, nit) schedule(static, ncircles) reduction(+:n_intersections) reduction(+:asdf)
for (int i=0; i<ncircles; i++) {
for (int j=0; j<ncircles; j++) {
//nit[omp_get_thread_num()]++;
asdf++;
if (j <= i) {
continue;
}
const float deltax = circles[j].x - circles[i].x;
const float deltay = circles[j].y - circles[i].y;
const float dist = hypotf(deltax, deltay);
const float Rsum = circles[i].r + circles[j].r;
if (dist < Rsum - EPSILON) {
n_intersections++;
const float overlap = Rsum - dist;
assert(overlap > 0.0);
const float overlap_tmp = overlap / (dist + EPSILON);
const float overlap_x = overlap_tmp * deltax;
const float overlap_y = overlap_tmp * deltay;
#pragma omp atomic
circles[i].dx -= overlap_x;
#pragma omp atomic
circles[i].dy -= overlap_y;
#pragma omp atomic
circles[j].dx += overlap_x;
#pragma omp atomic
circles[j].dy += overlap_y;
}
}
}
|
|
|
|
| JSON Gamemode Base |
|
Posted by: Dev86 - 2024-01-16, 01:52 PM - Forum: Gamemodes
- No Replies
|
 |
JSON Gamemode Base
An OpenMP gamemode that stores player data in a JSON Object using samp-json.
Example of a player object:
Code: {
"id": 0,
"name": "Davorin_Adler",
"password": "<password-hash-goes-here>"
}
All columns on your MySQL Database will be loaded into your JSON Object.
NOTE:
I have written this initially for a gamemode I was personally going to be working on. However, it turned out to be more of a hassle to work with than anything.
I would recommend you base your new gamemode with this if you are a martyr.
DEPENDENCIES:
pawn-json
MySQL R41-4 by pBlueG
YSI 5.x
- y_inline
- y_inline_mysql
- y_inline_bcrypt
- y_dialog
INSTALL:
https://github.com/sampdevi/samp-json-auth
no sampctl support (yet) I'm too lazy zzzzzz
|
|
|
|
|