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| [Solved] Send a message on multiple lines [text length more than 144] |
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Posted by: Radical - 2021-06-08, 01:05 PM - Forum: Pawn Scripting
- Replies (1)
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I'm looking for that function, if the text length is more than 144 letters, Send it in two messages.
Thanks
SOLUTION:
(2021-06-09, 08:48 AM)Pinch Wrote: https://www.burgershot.gg/showthread.php?tid=748
I maked this function but it does not work as I wanted.?
This separates the word between strings 144
burgershot >>
burg ..
.. ershot
Code: SendClientMessageToAllEx(color, const text[]) {
? ? new
? ? ? ? message[144];
? ?
? ? strcat(message, text);
? ? new
? ? ? ? lentgh = strlen(message);
? ? if (lentgh >= 143) {
? ? ? ? new
? ? ? ? ? ? message_2[144];
? ? ? ? format(message_2, sizeof message_2, ".. %s", message[139]);
? ? ? ? strdel(message, 139, lentgh);
? ? ? ? strcat(message, " ..");
? ? ? ? SendClientMessageToAll(color, message);
? ? ? ? SendClientMessageToAll(color, message_2);
? ? } else
? ? ? ? SendClientMessageToAll(color, message);
? ? return 1;
}
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| [SUGGESTION] IPv6 support? |
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Posted by: Jyottabyte - 2021-06-06, 10:39 AM - Forum: General Discussions
- Replies (1)
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I tried to add a random IPv6 address to 0.3.7?SA-MP client but it does not recognize the IP because ":" is detected as the port symbol, which is not the case in IPv6 addresses. I did not try with a hostname, but looks like IPv6 support isn't baked in.
Suggestion to consider adding IPv6 support to Open MP client.
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| In-Game teleport creation tool |
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Posted by: BrycieBoi - 2021-06-06, 10:17 AM - Forum: Releases
- No Replies
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Hi, new member here.
Wrote a simple in-game teleport creation tool. Currently /savetele is not limited to admins, but this can be added easily.
How to use:
/savetele <name> : Saves a teleport location to scriptfiles/Custom Teles.
/teles : Displays a list dialog of all saved teleports. Selecting one will teleport the player to it's location (with vehicle if applicable).
/tele <name> : Teleports player to saved teleport with <name> (shortcut version of '/teles').
Dependencies:
Dini
zcmd
sscanf2
Installation:
1) Compile CustomTeleports.pwn and add CustomTeleports to filterscripts in server.cfg
2) Create a directory named 'Custom Teles' inside the scriptfiles directory
Download
Feel free to make any changes you like.
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| 'inject' Modes to gta_sa/SA-MP?? |
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Posted by: redex - 2021-06-06, 06:26 AM - Forum: Programming
- Replies (2)
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hi, i am working on a custom SA-MP launcher for my server, its an anti cheat now i want to do something more, i want to add some modes and stuff, like skins or other modes, now i want to it only load when user is opening gta_sa with my launcher, so i dont want to just put some stuff in game folder , how can i do something like injecting that files ? for example i just downloaded a mode that have 2 files , tff and dff (if i got that right) how can i inject this model files to game? or another example i just downloaded a radar mode, it said i should replace the IMG files to gta3.img , how can i do that ONLY when user opening game with launcher?
i seen this thing in other servers so i guess its possible, by the way i used C# for the launcher
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| QUESTION about MYSQL |
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Posted by: redex - 2021-06-05, 11:35 AM - Forum: Pawn Scripting
- Replies (2)
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hi , i was wonder which one is better to use for getting player data from database when he logged-in , i have about user in my data base and i have to select user from this amount of users , currently i use something like this :
pInfo[playerid][score] = mysql_get ...
pInfo[playerid][skinid] = mysql_get ...
pInfo[playerid][money] = mysql_get ...
i mean i have 1 query per item! and i think this will make server LAG , should i get all items in a SELECT * query and then put them in variables? does it make any diffrent to avoid lag ? sorry i know my english is AWFUL but i guess i made my point!
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| Opinion on PVars |
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Posted by: Pinch - 2021-06-05, 09:16 AM - Forum: Pawn Scripting
- Replies (3)
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Hi everyone, I've gotten bored so I started writing a gamemode for fun, I want it to be a RolePlay gamemode with all of the stuff (like the NG-RP) but I want it to be smooth on bigger player base too..
I ran some tests and those were the results
Code: Timing "PawnPlus list"...
Mean = 480.00ns
Mode = 475.00ns
Median = 477.00ns
Range = 5.00ns
Timing "Normal var"...
Mean = 200.00ns
Mode = 199.00ns
Median = 200.00ns
Range = 3.00ns
Timing "Pvar timings"...
Mean = 483.00ns
Mode = 481.00ns
Median = 483.00ns
Range = 4.00ns
The code I used:
Code: new List:pp_list[1000];
enum E_PLAYER_DATA {
E_PLAYER_SOME_VAR,
E_PLAYER_SOME_VAR_2,
E_PLAYER_SOME_VAR_3
};
new PlayerData[1000][E_PLAYER_DATA];
hook OnScriptInit()
{
for(new i = 0; i < 1000; ) {
pp_list[i] = list_new();
list_resize_var(pp_list[i], 3, VAR_NULL);
}
return Y_HOOKS_CONTINUE_RETURN_1;
}
public OnPlayerConnect(playerid)
{
wait_ms(5000);
print("A");
RUN_TIMING("PawnPlus list")
{
list_set(pp_list[playerid], 0, 10000000);
list_set(pp_list[playerid], 1, 10000000);
list_set(pp_list[playerid], 2, 10000000);
}
RUN_TIMING("Normal var")
{
PlayerData[playerid][E_PLAYER_SOME_VAR] = 10000000;
PlayerData[playerid][E_PLAYER_SOME_VAR_2] = 10000000;
PlayerData[playerid][E_PLAYER_SOME_VAR_3] = 10000000;
}
RUN_TIMING("Pvar timings")
{
SetPVarInt(playerid, "key1", 10000000);
SetPVarInt(playerid, "key2", 10000000);
SetPVarInt(playerid, "key3", 10000000);
}
return 1;
}
So, is it worth it?
Should I use PVars/PP lists? Does it even matter that much when the diff is 200ns?
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| Overpass Signs Not Loading? |
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Posted by: Schoenherr - 2021-06-05, 03:04 AM - Forum: Support
- No Replies
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Hey guys. So I'm back in the scripting game (played back in 7th grade lol), and working on a new server. I'm attempting to set up a nice view for the player while they're logging in / registering. For some reason, however, I noticed that for whatever reason that the overpass signs just don't load, and you see the white text floating in the air.
Is this just an issue on my machine? Is this a limitation in San Andreas or SAMP? Any ideas?
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