Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums



(Advanced Search)

Forum Statistics
» Members: 7,224
» Latest member: tiktokusa479
» Forum threads: 2,374
» Forum posts: 12,328

Full Statistics

Online Users
There are currently 115 online users.
» 0 Member(s) | 113 Guest(s)
Google, Bing

Latest Threads
Liberty City map
Forum: Pawn Scripting
Last Post: ziyadprogamer
9 hours ago
» Replies: 2
» Views: 2,109
GameText styles in open.m...
Forum: Pawn Scripting
Last Post: Miki
Yesterday, 01:25 PM
» Replies: 1
» Views: 21
Very Basic SAMP UCP
Forum: Videos and Screenshots
Last Post: bullyalina
Yesterday, 12:43 PM
» Replies: 49
» Views: 12,715
Script[gamemodes/gamemode...
Forum: Pawn Scripting
Last Post: Miki
2025-06-27, 05:08 PM
» Replies: 1
» Views: 421
NFPA 318 Guidelines for C...
Forum: Videos and Screenshots
Last Post: elvishparker277
2025-06-27, 11:05 AM
» Replies: 0
» Views: 38
Want to edit my profile n...
Forum: Chat
Last Post: Hera.
2025-06-26, 08:41 PM
» Replies: 1
» Views: 527
Farsi
Forum: Other
Last Post: acc.gangbeni
2025-06-25, 08:21 AM
» Replies: 2
» Views: 3,049
Las Venturas Gang Wars - ...
Forum: Advertisements
Last Post: lvgwgta
2025-06-22, 06:47 PM
» Replies: 0
» Views: 43
[Request] Linko Gaming Ro...
Forum: General Discussions
Last Post: JamesC
2025-06-20, 07:34 PM
» Replies: 0
» Views: 58
RevolutionX DM/Stunt/Race...
Forum: Advertisements
Last Post: DerekZ905
2025-06-18, 03:12 PM
» Replies: 0
» Views: 79

 
  PortalGun
Posted by: AbyssMorgan - 2021-04-18, 12:51 PM - Forum: Filterscripts - No Replies

Hello, I would like to present you the Portal Gun Script



Video:

https://www.youtube.com/watch?v=pHGUVNh9y3c

https://www.youtube.com/watch?v=wDBgtBY-cPs



Download:

PortalGun.inc

3DTryg.inc

ColAndreas Plugin



Installation:

Code:
#include <3DTryg>

#include <PortalGun>



Functions:

Code:
TogglePrivatePortalGun(bool:toggle);? ? ? ? ? ? //default: false

bool:IsTogglePrivatePortalGun();

ToggleUseTeamPortalGun(bool:toggle);? ? ? ? ? ? //default: false

bool:IsToggleUseTeamPortalGun();

TogglePortalGunForAll(bool:toggle);? ? ? ? ? ? //default: true

bool:IsTogglePortalGunForAll();

TogglePortalGunForPlayer(playerid,toggle);? ? ? //default: 0

IsTogglePortalGunForPlayer(playerid);

Float:GetPortalGunSpeed(playerid);

SetPortalGunSpeed(playerid,Float:speed);

Float:GetPortalGunStreamDistance();

SetPortalGunStreamDistance(Float:streamdistance);

ForceOpenPortalGunRing(playerid,portal_id,Float:ox,Float:oy,Float:oz,Float:tx,Float:ty,Float:tz,worldid,interiorid);

ForceClosePortalGunRing(playerid);



Activation:

Code:
Weapon: Country Rifle

Y - Change Ring



Notice:

Filterscript not exist because filterscripts have limits.

This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.


  Military Dynamic Mines System
Posted by: AbyssMorgan - 2021-04-18, 12:48 PM - Forum: Filterscripts - No Replies

Hello, I would like to present a dynamic system landmines.



Video:

https://www.youtube.com/watch?v=SXwb26E-kkU

https://www.youtube.com/watch?v=_E3tw_qYzhI



Functions:

Code:
Mines::Create(type,Float:detection_range,Float:explode_radius,Float:health,respawntime,Float:x,Float:y,Float:z,worldid,interiorid,playerid,Float:streamdistance,mine_object = MINE_OBJECT_STANDARD,teamid = ANY_TEAM,detect_type = MINE_DETECT_TYPE_ALL,byplayerid = INVALID_PLAYER_ID,Float:damage=-1.0,Float:vehicle_damage=-1.0);

type - explosion type //https://wiki.sa-mp.com/wiki/Explosion_List

Float:detection_range - detection range player/vehicle

Float:explode_radius - the explosion range (the same as in CreateExplosion)

Float:health - mine health (set MINE_INFINITY_HEALTH to be indestructible)

respawntime - respawn time in seconds

Float:x, Float:y, Float:z, worldid, interiorid, playerid, Float:streamdistance - the same as in CreateDynamicObject

mine_object - mine object

teamid - player team will be immune to detection range or destroy mine

detect_type - specify which elements are to be detected (MINE_DETECT_TYPE_ALL / MINE_DETECT_TYPE_PLAYER / MINE_DETECT_TYPE_VEHICLE)

Float:damage - player damage on explosion created

Float:vehicle_damage - vehicle damage on explosion created





Mines::CreateEx(objectid,type,Float:detection_range,Float:explode_radius,Float:health,respawntime,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,worldid,interiorid,playerid,Float:streamdistance,teamid = ANY_TEAM,detect_type = MINE_DETECT_TYPE_ALL,byplayerid = INVALID_PLAYER_ID,Float:damage=-1.0,Float:vehicle_damage=-1.0);

Mines::Destroy(mobid);

Mines::GetExplodeVisibility();

Mines::SetExplodeVisibility(Float:streamdistance);

Mines::ForceRespawn(mobid);

Mines::Count();

Mines::GetObjectID(mobid);

Mines::GetAreaID(mobid);

Mines::GetPos(mobid,&Float:x,&Float:y,&Float:z);

Mines::SetPos(mobid,Float:x,Float:y,Float:z);

Mines::GetRot(mobid,&Float:rx,&Float:ry,&Float:rz);

Mines::SetRot(mobid,Float:rx,Float:ry,Float:rz);

Mines::GetDetectionRange(mobid,&Float:detection_range);

Mines::SetDetectionRange(mobid,Float:detection_range);

Mines::GetExplodeRadius(mobid,&Float:explode_radius);

Mines::SetExplodeRadius(mobid,Float:explode_radius);

Mines::GetHealth(mobid,&Float:health);

Mines::SetHealth(mobid,Float:health);

Mines::GetMaxHealth(mobid,&Float:health);

Mines::SetMaxHealth(mobid,Float:health);

Mines::GetVirtualWorld(mobid);

Mines::SetVirtualWorld(mobid,worldid);

Mines::GetInterior(mobid);

Mines::SetInterior(mobid,interiorid);

Mines::GetStreamDistance(mobid,&Float:streamdistance);

Mines::SetStreamDistance(mobid,Float:streamdistance);

Mines::GetTeam(mobid);

Mines::SetTeam(mobid,teamid);

Mines::GetType(mobid);

Mines::SetType(mobid,type);

Mines::GetRespawnTime(mobid);

Mines::SetRespawnTime(mobid,respawntime);

Mines::GetDamage(mobid);

Mines::SetDamage(mobid,Float:damage);

Mines::GetVehicleDamage(mobid);

Mines::SetVehicleDamage(mobid,Float:damage);

Mines::Update(variable);



Extended Grenade Functions:

Mines::GetEffectVisibility();

Mines::SetEffectVisibility(Float:streamdistance);

Mines::GetSpecialWeapon(mobid);

Mines::SetSpecialWeapon(mobid,special_weaponid);

Mines::GetEffectID(mobid);

Mines::SetEffectID(mobid,effectid);

Mines::GetEffectDMG(mobid);

Mines::SetEffectDMG(mobid,Float:damage);

Mines::GetEffectVDMG(mobid);

Mines::SetEffectVDMG(mobid,Float:veh_damage);

Mines::GetEffectTime(mobid);

Mines::SetEffectTime(mobid,seconds);



Callbacks:

Code:
OnMineDestroy(mobid,Float:x,Float:y,Float:z,type,killerid,Float:radius,damagerid);



types:

MINE_DESTROY_TYPE_DETECT? //When mine has been destroyed by detection range

MINE_DESTROY_TYPE_KILL? ? //When mine has been destroyed by player shoot



Mine Object:

Code:
MINE_OBJECT_STANDARD //default

MINE_OBJECT_UNDERWATER

MINE_OBJECT_LASER

MINE_OBJECT_PIZZA



Example Pawn Code:

Code:
#include <a_samp>

#include <streamer>

#include <3DTryg>

#include <Mines>



public OnFilterScriptInit(){





/*

simply enter the coordinates of /save

AddPlayerClass(71,-0.3440,0.2275,3.1172,65.1647,0,0,0,0,0,0); //

and select other parameters

*/



// not recommended set worldid and interiorid -1





Mines::Create(MINE_TYPE_EXPLODE_HUGE, 2.0, 0.1, 200.0, 60, 10.0,0.0,3.1172, 0,0,-1, 300.0, MINE_OBJECT_STANDARD);



Mines::Create(MINE_TYPE_EXPLODE_SMALL, 1.5, 0.01, 100.0, 15, 0.0, 0.0, 3.1172, 0,0, -1, 200.0,MINE_OBJECT_PIZZA);



Mines::Create(MINE_TYPE_EXPLODE_HUGE, 6.0, 0.01, 2000.0, 120, 71.8122, 175.3036, -0.5547, 0,0,-1,200.0, MINE_OBJECT_UNDERWATER);



return 1;

}



Example Command:

Code:
CMD:addmine(playerid,params[]){

if(!IsPlayerAdmin(playerid)) return 0;



new buffer[128], type, Float:detection_range, Float:explode_radius, Float:health, respawntime,

Float:x, Float:y, Float:z, worldid, interiorid, Float:streamdistance, mine_object = MINE_OBJECT_STANDARD, teamid = ANY_TEAM;

GetPlayerPos(playerid,x,y,z);

worldid = GetPlayerVirtualWorld(playerid);

interiorid = GetPlayerInterior(playerid);

if(sscanf(params,"dfffdfD(-1)D(-1)",type,detection_range,explode_radius,health,respawntime,streamdistance,mine_object,teamid)) return SendClientMessage(playerid,-1,"/addmine <type> <detection r> <explode r> <hp> <respawn> <stream distance> [obj] [team]");



if(mine_object == -1) mine_object = MINE_OBJECT_STANDARD;

if(teamid == -1) teamid = ANY_TEAM;



new mobid = Mines::Create(type,detection_range,explode_radius,health,respawntime,x,y,z,worldid,interiorid,-1,streamdistance,mine_object,teamid);

format(buffer,sizeof buffer,"Added mine id %d",mobid);

SendClientMessage(playerid,-1,buffer);



/*

Mines::SetSpecialWeapon(mobid,GRENADE_SPECIAL_WEAPON_TEARGAS);

Mines::SetEffectID(mobid,GRENADE_EFFECT_HUGE_SMOKE_1);

Mines::SetEffectDMG(mobid,1.0);

Mines::SetEffectVDMG(mobid,0.0);

Mines::SetEffectTime(mobid,25);

*/



return 1;

}



CMD:delmine(playerid,params[]){

if(!IsPlayerAdmin(playerid)) return 0;

new buffer[128], mobid = INVALID_MINE_ID;

if(sscanf(params,"d",mobid)) return SendClientMessage(playerid,-1,"/delmine <mobid>");



if(MineComponent[mobid][mine_status] != MINE_STATUS_UNACTIVE){

Mines::Destroy(mobid);

format(buffer,sizeof buffer,"Removed mine id %d",mobid);

SendClientMessage(playerid,-1,buffer);

} else {

format(buffer,sizeof buffer,"Mine id %d not exist",mobid);

SendClientMessage(playerid,-1,buffer);

}

return 1;

}



Download:

Mines.inc

3DTryg.inc

ExtendedGrenade.inc



Notice:

Filterscript not exist because filterscripts have limits.

This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.


  Stingers (Cops and Robbers)
Posted by: AbyssMorgan - 2021-04-18, 12:42 PM - Forum: Filterscripts - No Replies

Hello, I would like to present you the Stingers Script (Cops and Robbers)



Video:

https://www.youtube.com/watch?v=nslVT5RC3J0



Download:

Stingers.inc

3DTryg.inc



Installation:

Code:
#include <3DTryg>

#include <Stingers>



Functions:

Code:
CreateDynamicStinger(type,Float:x,Float:y,Float:z,Float:rx,Float:ty,Float:rz,worldid=-1,interiorid=-1,playerid=-1,Float:streamdistance=100.0,teamid=ANY_TEAM,byplayerid=INVALID_PLAYER_ID);

DestroyDynamicStinger(mobid);



bool:IsDynamicStingerActive(mobid);

GetDynamicStingerObjectID(mobid);

GetDynamicStingerTeam(mobid);

SetDynamicStingerTeam(mobid,teamid);

GetDynamicStingerPlayerID(mobid);

SetDynamicStingerPlayerID(mobid,byplayerid);

GetPlayerActiveDynamicStinger(playerid);

ToggleDynamicStingerDamage(mobid,bool:toggle);



Callbacks:

Code:
//called on vehicle damage updated by stinger

OnVehicleDamageByStinger(playerid,killerid,mobid,old_tires,new_tires);



Definitions:

Code:
STINGER_TYPE_SMALL //Object: 2899

STINGER_TYPE_BIG? //Object: 2892



Example code:

Code:
public OnVehicleDamageByStinger(playerid,killerid,mobid,old_tires,new_tires){

if(killerid != INVALID_PLAYER_ID){

new p_name[MAX_PLAYER_NAME],string[144];

GetPlayerName(killerid,p_name,sizeof(p_name));

format(string,sizeof(string),"{00AAFF}Your vehicle has been damaged by {00FF00}%s {00AAFF}stinger.",p_name);

SendClientMessage(playerid,-1,string);

}

return 1;

}



new StingerObj[MAX_PLAYERS];



public OnPlayerDisconnect(playerid,reason){

if(StingerObj[playerid] != 0){

DestroyDynamicStinger(StingerObj[playerid]);

StingerObj[playerid] = 0;

}

return 1;

}



CMD:stinger(playerid,params[]){

if(!strcmp(params,"destroy",true)){

DestroyDynamicStinger(StingerObj[playerid]);

StingerObj[playerid] = 0;

return SendClientMessage(playerid,-1,"Stinger Destroyed");

}

if(IsPlayerInAnyVehicle(playerid)) return SendClientMessage(playerid,-1,"First get out of the vehicle");

if(GetPlayerActiveDynamicStinger(playerid)) return SendClientMessage(playerid,-1,"You are near another stinger");

new type;

if(!strcmp(params,"big",true)){

type = STINGER_TYPE_BIG;

} else if(!strcmp(params,"small",true)){

type = STINGER_TYPE_SMALL;

} else {

if(!IsGM(playerid)){

return SendClientMessage(playerid,-1,"Usage /stinger <big/small/destroy>");

} else {

return SendClientMessage(playerid,-1,"Usage /stinger <big/small/destroy>");

}

}



new Float:x,Float:y,Float:z,Float:z_angle;

GetPlayerPos(playerid,x,y,z);

GetPlayerFacingAngle(playerid,z_angle);

DestroyDynamicStinger(StingerObj[playerid]);

StingerObj[playerid] = CreateDynamicStinger(type,x,y,z-0.9,0.0,0.0,CompRotationFloat(z_angle.0),-1,-1,-1,100.0,ANY_TEAM,playerid);

return SendClientMessage(playerid,-1,"Stinger added");

}



Issues:

- Stinger can not be located near to another stinger



Notice:

Filterscript not exist because filterscripts have limits.

This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.


  Los Santos Gang Graffiti
Posted by: AbyssMorgan - 2021-04-18, 12:30 PM - Forum: Filterscripts - No Replies

Hello, I would like to present you the Los Santos Gang Graffiti.



Video:

[Image: c0RgnwW.gif]



Installation:

Code:
#include <streamer>

#include <3DTryg>



//#define GRAFFITI_DEFAULT_GANG 0

//#define GRAFFITI_DEFAULT_COLOR 0x003D00FF

//#define GRAFFITI_DEFAULT_NAME "Sekhmete Axion Rush"



#include <Graffiti>



public OnGameModeInit(){

//...load gang meta before init Graffiti

Graffiti::Init();

return 1;

}



public Graffiti::GetPlayerGang(playerid){

return PlayerData[playerid][gang]; //your variable returning gangid

}



//called after player change graffiti tag

public OnGraffitiTagChanged(mobid,playerid,gangid,old_gangid){

new buffer[32];

format(buffer,sizeof(buffer),"~w~Tag painted ~n~%d of %d",Graffiti::CountGangTags(gangid),MAX_GRAFFITI);

GameTextForPlayer(playerid,buffer,3000,4);



//Graffiti::SetGangName(mobid,0xDBDE1FFF,"Grove Street");

return 1;

}



//called after server init

public OnGraffitiTagCreated(mobid,gangid){



//Graffiti::SetGangName(mobid,0xDBDE1FFF,"Grove Street");

return 1;

}



Download:

Graffiti.inc

graffiti.bin (put in /scriptfiles)

3DTryg.inc



Notice:

Filterscript not exist because filterscripts have limits.

This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.


  Magic Wand
Posted by: AbyssMorgan - 2021-04-18, 12:28 PM - Forum: Filterscripts - Replies (1)

Hello, I would like to present you the Magic Wand Script



Video:

https://www.youtube.com/watch?v=aaHfVz-UxR8



Download:

Magic.inc

3DTryg.inc

ColAndreas Plugin



Installation:

Code:
#include <colandreas>

#include <3DTryg>

#include <Magic>



Functions:

Code:
Magic::ToggleUseTeam(bool:toggle);            //default: false

Magic::IsToggleUseTeam();

Magic::ToggleForAll(bool:toggle);             //default: false

Magic::IsToggleForAll();

Magic::ToggleForPlayer(playerid,bool:toggle); //default: false

Magic::IsToggleForPlayer(playerid);

Magic::GetDamage(playerid);

Magic::SetDamage(playerid,Float:amount);

Magic::GetSpeed(playerid);

Magic::SetSpeed(playerid,Float:speed);

Magic::GetRange(playerid);

Magic::SetRange(playerid,Float:range);

Magic::GetAmmo(playerid);

Magic::SetAmmo(playerid,ammo);

Magic::TogglePoisoning(playerid,bool:toggle);

Magic::IsTogglePoisoning(playerid);

Magic::GetPoisoningTime(playerid);

Magic::SetPoisoningTime(playerid,seconds);

Magic::GetPoisoningDamage(playerid);

Magic::SetPoisoningDamage(playerid,Float:damage);

Magic::SetProjectile(playerid,modelid=18693,Float:rx=90.0,Float:ry=0.0,Float:rz=0.0,Float:offx=0.0,Float:offy=0.0,Float:offz=0.0);

Magic::GetProjectile(playerid,&modelid,&Float:rx=0.0,&Float:ry=0.0,&Float:rz=0.0,&Float:offx=0.0,&Float:offy=0.0,&Float:offz=0.0);



Callbacks:

Code:
OnPlayerRequestMagicShot(playerid,targetid); //return 0 - prevent to use magic shoot (this callback is called also if ammo is 0)



Definitions:

Code:
MAGIC_SPEED

MAGIC_MAX_RADIUS

MAGIC_REFRESH_ACTION

MAGIC_DAMAGE

MAGIC_DOT_POISONING

MAGIC_POISONING_TIME

MAGIC_WEAPON_AMMO_INFINITY



WEAPON_MAGIC_BULLET

WEAPON_MAGIC_POISONING



Activation:

Code:
Weapon: Fist

Left Mouse Button



Notice:

Filterscript not exist because filterscripts have limits.

This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.


  Knife Shot / Throwing knife
Posted by: AbyssMorgan - 2021-04-18, 12:23 PM - Forum: Filterscripts - No Replies

Hello, I would like to present you the Knife Shot Script



Video:

https://www.youtube.com/watch?v=WJZCn3XXRHY

https://www.youtube.com/watch?v=PSfgKwm3Mc8



Download:

Knife.inc

3DTryg.inc

ColAndreas Plugin



Installation:

Code:
#include <colandreas>

#include <3DTryg>

#include <Knife>



Functions:

Code:
Knife::ToggleUseTeam(bool:toggle);            //default: false

Knife::IsToggleUseTeam();

Knife::ToggleForAll(bool:toggle);             //default: false

Knife::IsToggleForAll();

Knife::ToggleForPlayer(playerid,bool:toggle); //default: false

Knife::IsToggleForPlayer(playerid);

Knife::GetDamage(playerid);

Knife::SetDamage(playerid,Float:amount);

Knife::GetSpeed(playerid);

Knife::SetSpeed(playerid,Float:speed);

Knife::GetRange(playerid);

Knife::SetRange(playerid,Float:range);

Knife::GetAmmo(playerid);

Knife::SetAmmo(playerid,ammo);

Knife::TogglePoisoning(playerid,bool:toggle);

Knife::IsTogglePoisoning(playerid);

Knife::GetPoisoningTime(playerid);

Knife::SetPoisoningTime(playerid,seconds);

Knife::GetPoisoningDamage(playerid);

Knife::SetPoisoningDamage(playerid,Float:damage);



Callbacks:

Code:
OnPlayerRequestKnifeShot(playerid,targetid); //return 0 - prevent to use knife shoot (this callback is called also if ammo is 0)



Definitions:

Code:
KNIFE_SPEED

KNIFE_MAX_RADIUS

KNIFE_REFRESH_ACTION

KNIFE_REFRESH_MISS

KNIFE_DAMAGE

KNIFE_WEAPON_AMMO_INFINITY

KNIFE_DOT_POISONING

KNIFE_POISONING_TIME



WEAPON_KNIFE_THROWN

WEAPON_KNIFE_POISONING



Activation:

Code:
Weapon: Knife



Step 1: Right Mouse Button

Step 2: Left Mouse Button



Notice:

Filterscript not exist because filterscripts have limits.

This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.


  VehPara (Vehicle parachute)
Posted by: AbyssMorgan - 2021-04-18, 12:14 PM - Forum: Filterscripts - Replies (4)

Hello, I would like to present you the Vehicle Parachute Script



Video:

https://www.youtube.com/watch?v=TrxYkMeBtsU



Download:

VehPara.inc

3DTryg.inc

ColAndreas Plugin



Installation:

Code:
#include <ColAndreas>

#include <3DTryg>

#include <VehPara>



Functions:

Code:
bool:IsPlayerUsingVehPara(playerid);

bool:IsToggleVehicleParachute(vehicleid);

ToggleVehicleParachute(vehicleid,bool:toggle);

SetVehicleParachuteKey(key);



Callbacks:

Code:
OnVehicleParachuteThrown(playerid,vehicleid);

OnVehicleParachuteOpened(playerid,vehicleid);

OnVehicleParachuteOpenFail(playerid,vehicleid);



Activation:

Code:
H - Open/thrown parachute



Example Code:

Code:
CMD:vehpara(playerid){



new vid = GetPlayerVehicleID(playerid);

if(IsToggleVehicleParachute(vid)) return SendClientMessage(playerid,0xCC0000FF,"Your vehicle already has a parachute");

if(!IsVehicleFlag(GetVehicleFlags(vid),VF_STREET)) return SendClientMessage(playerid,0xCC0000FF,"For this vehicle can not be mounted parachute");



ToggleVehicleParachute(vid,true);

return 1;

}



//Callbacks:

public OnVehicleParachuteThrown(playerid,vehicleid){

GameTextForPlayer(playerid,"~g~Parachute has been thrown",2500,3);

return 1;

}



public OnVehicleParachuteOpened(playerid,vehicleid){

GameTextForPlayer(playerid,"~g~Parachute has been opened",2500,3);

return 1;

}



public OnVehicleParachuteOpenFail(playerid,vehicleid){

GameTextForPlayer(playerid,"~g~Cannot use parachute",2500,3);

return 1;

}



Notice:

Filterscript not exist because filterscripts have limits.

This has been replaced by include, having automatic installation, efficient GameMode/FilterScript.


  ExtendedGrenade
Posted by: AbyssMorgan - 2021-04-18, 12:11 PM - Forum: Libraries - No Replies

Hello, I would like to present you the Extended Granade.



Video:

https://www.youtube.com/watch?v=wlFEwpE0j7k



Functions:

Code:
Grenade::IsWeaponEnable(playerid,special_weaponid);

Grenade::WeaponEnable(playerid,special_weaponid,bool:enable);

Grenade::GetSpecialAmmo(playerid,special_weaponid);

Grenade::SetSpecialAmmo(playerid,special_weaponid,ammo);

Grenade::GetEffectID(playerid,special_weaponid);

Grenade::SetEffectID(playerid,special_weaponid,effectid);

Grenade::GetDamage(playerid,special_weaponid);

Grenade::SetDamage(playerid,special_weaponid,Float:damage);

Grenade::GetVehicleDamage(playerid,special_weaponid);

Grenade::SetVehicleDamage(playerid,special_weaponid,Float:damage);

Grenade::GetTime(playerid,special_weaponid);

Grenade::SetTime(playerid,special_weaponid,seconds);

Grenade::IsToggleGasMask(playerid);

Grenade::ToggleGasMask(playerid,bool:toggle);

Grenade::GetSpecialWeaponID(weaponid);

Grenade::GrenadeEffectByPlayer(playerid,special_weaponid,Float:x,Float:y,Float:z);

Grenade::CreateGrenadeEffect(special_weaponid,effectid,Float:x,Float:y,Float:z,worldid,interiorid,playerid,Float:streamdistance,Float:damage,Float:veh_damage,active_time=25,byplayerid=INVALID_PLAYER_ID);

Grenade::DestroyEffect(mobid);



Definitions:

Code:
MAX_GRENADE_EFFECT



GRENADE_DOT_TEAR_GAS

GRENADE_DOT_FIRE



GRENADE_EFFECT_TIME



GRENADE_DEFAULT_PLAYER_DAMAGE

GRENADE_DEFAULT_VEHICLE_DAMAGE



INVALID_GRENADE_ID



//death reason

WEAPON_SUFFOCATION

WEAPON_NAPALM



GRENADE_MAX_SPECIAL_WEAPON



GRENADE_SPECIAL_WEAPON_NONE

GRENADE_SPECIAL_WEAPON_GRENADE

GRENADE_SPECIAL_WEAPON_TEARGAS

GRENADE_SPECIAL_WEAPON_MOLTOV



GRENADE_EFFECT_NONE



GRENADE_EFFECT_CLUSTER_BOMB_1

GRENADE_EFFECT_CLUSTER_BOMB_2

GRENADE_EFFECT_CLUSTER_BOMB_3

GRENADE_EFFECT_CLUSTER_BOMB_4

GRENADE_EFFECT_BANG_GRENADE



GRENADE_EFFECT_SMALL_SMOKE

GRENADE_EFFECT_HUGE_SMOKE_1

GRENADE_EFFECT_HUGE_SMOKE_2

GRENADE_EFFECT_HUGE_SMOKE_3



GRENADE_EFFECT_NAPALM



Download:

ExtendedGrenade.inc

3DTryg.inc

ColAndreas Plugin


  vnpc (Visible FCNPC HP Bar)
Posted by: AbyssMorgan - 2021-04-18, 12:02 PM - Forum: Libraries - Replies (6)

This include allowing to enable/disable FCNPC HP Nick Bars



Screen:

https://i.imgur.com/BEyhX5d.png



Functions:

Code:
ShowNPCInTabList(npcid);

HideNPCInTabList(npcid);



Issues:

- Sometimes, npc need respawn after visible toggling.



Notice:

- This function don't display an NPC on player list in SA:MP application.



Download:

vnpc.inc


  #hashtag
Posted by: AbyssMorgan - 2021-04-18, 12:00 PM - Forum: Libraries - Replies (1)

Include contain function for chat #hashtag system



Code:
hashtag.inc

Copyright ? 2021 Abyss Morgan. All rights reserved.

Contributors: None



Website: https://adm.ct8.pl



Plugins: SScanf

Modules: RGB



File Version: 1.2.1



Functions:

GetHashTag(playerid,text[],hashtag_color=0xCC0000FF,back_color=0xFFFFFFFF,max_len=sizeof(text));

GetAllowedHashTag();

SetAllowedHashTag(number);

HashTag::name(playerid);



Callbacks:

OnHashTagPresented(hashtag[]);



Example:

Code:
//I want #suicide now :D

HashTag::suicide(playerid){

    SetPlayerHealth(playerid,0.0);

    return 1;

}



HashTag::banned(playerid){

    PlayAudioStreamForPlayer(playerid,"example.com");

    return 1;

}



public OnPlayerText(playerid,text[]){

    GetHashTag(playerid,text,0xCC0000FF,0x00AA00FF,2048); //back_color the same as first chat color

    SendClientMessageToAll(0x00AA00FF,text);

    return 0;

}



Download:

hashtag.inc

RGB.inc

DataConvert.inc