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| EVF |
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Posted by: AbyssMorgan - 2021-04-18, 07:41 AM - Forum: Libraries
- Replies (1)
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Include contains additional functions for vehicles.
New Extended Vehicle Functions (EVF V3)
Simple functions for GetVehicleDamageStatus, UpdateVehicleDamageStatus and more.
Code: EVF.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Contributors: Emmet_, Pottus, kvann, Hanger, Freaksken, Gammix, Yashas, Admigo, RIDE2DAY, Unrea1, Katarina Calzaghe
Website: https://adm.ct8.pl
Plugins: Streamer
Modules: None
File Version: 3.3.3
Streamer Version: 2.9.4
Functions:
IsValidVehicleModelID(modelid);
GetVehiclePanels(vehicleid,&front_left,&front_right,&rear_left,&rear_right,&windshield,&front_bumper,&rear_bumper);
SetVehiclePanels(vehicleid,front_left,front_right,rear_left,rear_right,windshield,front_bumper,rear_bumper);
GetVehicleLights(vehicleid,&front_left_light,&front_right_light,&back_lights);
SetVehicleLights(vehicleid,front_left_light,front_right_light,back_lights);
GetVehicleDoors(vehicleid,&bonnet,&boot,&driver_door,&passenger_door);
SetVehicleDoors(vehicleid,bonnet,boot,driver_door,passenger_door);
GetVehicleTires(vehicleid,&front_left,&front_right,&rear_left,&rear_right);
SetVehicleTires(vehicleid,front_left,front_right,rear_left,rear_right);
GetVehicleWindowState(vehicleid,doorid);
SetVehicleWindowState(vehicleid,doorid,window_state);
GetVehicleDoorState(vehicleid,doorid);
SetVehicleDoorState(vehicleid,doorid,door_state);
IsValidVehicleDoor(vehicleid,doorid);
GetVehicleModelDoorAmount(modelid);
GetVehicleDoorAmount(vehicleid);
SwitchVehicleEngine(vehicleid,bool:engine_status);
SwitchVehicleLight(vehicleid,bool:light_status);
SwitchVehicleAlarm(vehicleid,bool:alarm_status);
SwitchVehicleDoors(vehicleid,bool:doors_status);
SwitchVehicleBonnet(vehicleid,bool:bonnet_status);
SwitchVehicleBoot(vehicleid,bool:boot_status);
SwitchVehicleObjective(vehicleid,bool:objective_status);
GetVehicleParams(vehicleid,type);
SetVehicleParams(vehicleid,type,status,delay = 0);
GetVehicleRandomColors(modelid,&color1,&color2);
GetNearestVehicleToPos(Float:x,Float:y,Float:z,worldid=-1,interiorid=-1,Float:maxdist=0.0,bool:fast=true,except_vid=0);
GetNearestVehicleToPlayer(playerid,Float:maxdist=0.0,bool:fast=false);
GetVehicleDriver(vehicleid);
Float:GetVehicleModelTopSpeed(modelid);
Float:GetVehicleTopSpeed(vehicleid);
SetVehicleInterior(vehicleid,interiorid);
GetVehicleSeats(vehicleid);
GetVehicleModelSeats(modelid);
IsVehicleSeatOccupied(vehicleid,seatid);
IsValidVehicle(vehicleid);
RemoveVehiclePaintjob(vehicleid);
SetVehicleHorn(vehicleid,soundid);
GetVehicleHorn(vehicleid);
RestoreVehicleHorn(vehicleid);
GetVehicleBomb(vehicleid);
IsVehicleBombed(vehicleid);
RemoveVehicleBomb(vehicleid);
SetVehicleBomb(vehicleid,time = 1000);
IsVehicleBombActivated(vehicleid);
Float:EVF::GetVehicleSpeed(vehicleid);
SetVehicleSpeedCap(vehicleid,Float:maxspeed);
Float:GetVehicleSpeedCap(vehicleid);
DisableVehicleSpeedCap(vehicleid);
SetVehicleFuel(vehicleid,fuel);
GetVehicleFuel(vehicleid);
ToggleVehicleFuel(vehicleid,bool:toggle);
IsVehicleFuelToggled(vehicleid);
ToggleVehicleSticky(vehicleid,bool:toggle);
IsVehicleSticky(vehicleid);
ToggleUnoccupiedVehicleDamage(vehicleid,bool:toggle);
IsUnoccupiedDamageToggled(vehicleid);
IsVehicleDamageToggled(vehicleid,type);
ToggleVehicleDamageUpdate(vehicleid,type,toggle);
GetVehicleNextSeat(vehicleid,passenger = 1);
TeleportVehicle(vehicleid,Float:x,Float:y,Float:z,Float:angle,worldid = -1,interiorid = -1);
GetVehicleSlotAttachedObject(vehicleid,slot);
IsObjectAttachedToVehicle(objectid,vehicleid);
EVF::UpdateVehicleDamage(vehicleid,type);
EVF::UpdateVehicleDamageStatus(vehicleid,type,update);
EVF::GetVehicleDamageStatus(vehicleid,type);
SetVehicleNeonLights(vehicleid,bool:enable = true,color = RED_NEON,slotid = 0);
VehicleSupportsNeonLights(modelid);
GetVehicleNeonLightsState(vehicleid,slotid = 0);
IsToggledVehicleBulletproof(vehicleid);
ToggleVehicleBulletproof(vehicleid,bool:toggle);
GetComponentName(componentid,name[],len = sizeof(name));
GetComponentTypeName(component);
EVF::IsPlayerInModShop(playerid);
IsValidComponentForVehicle(vehicleid,componentid);
GetVehicleComponentPrice(componentid);
GetVehicleName(vehicleid);
GetVehicleModelName(modelid);
EVF::IsTrailer(vehicleid);
EVF::IsCarBlinking(vehicleid);
EVF::DisableCarBlinking(vehicleid);
EVF::SetCarBlinking(vehicleid,side,bool:skip=false);
EVF::ToggleVehicleBlinking(bool:toggle);
EVF::IsToggledVehicleBlinking();
Remote functions:
EVF_ImportVehicle(vehicleid,modelid,Float:x,Float:y,Float:z,Float:angle,color1,color2,worldid,interiorid,unoccupied_damage);
EVF_RemoveVehicle(vehicleid);
Compatible with YSF Functions:
GetVehicleColor(vehicleid,&color1,&color2);
GetVehiclePaintjob(vehicleid);
GetVehicleInterior(vehicleid);
EVF::GetVehicleSpawnInfo(vehicleid,&Float:x,&Float:y,&Float:z,&Float:rotation,&worldid,&interiorid);
EVF::SetVehicleSpawnInfo(vehicleid,Float:x,Float:y,Float:z,Float:rotation,worldid,interiorid);
IsVehicleOccupied(vehicleid);
Callbacks:
OnVehicleCreated(vehicleid);? ? ? ? ? ? ? ? ? ? ? //Called when a vehicle is created.
OnVehicleDestroyed(vehicleid);? ? ? ? ? ? ? ? ? ? //Called when a vehicle is deleted.
OnTrailerHooked(playerid,vehicleid,trailerid);? ? //Called when a trailer is hooked.
OnTrailerUnhooked(playerid,vehicleid,trailerid);? //Called when a trailer is unhooked.
OnPlayerShotVehicle(playerid,vehicleid,weaponid,Float:amount,EVF::VehicleBodyPart:bodypart);
OnVehiclePosChange(vehicleid,Float:newx,Float:newy,Float:newz,Float:newangle,Float:oldx,Float:oldy,Float:oldz,Float:oldangle);
OnVehicleVelocityChange(vehicleid,Float:newx,Float:newy,Float:newz,Float:oldx,Float:oldy,Float:oldz);
OnVehicleHealthChange(vehicleid,Float:newhealth,Float:oldhealth);
OnVehicleFuelChange(vehicleid,newfuel,oldfuel);
OnVehicleBombDeactivate(vehicleid);
OnVehicleBombExplode(vehicleid);
OnPlayerEditVehicle(playerid,vehicleid,response,Float:fX,Float:fY,Float:fZ,Float:fRotZ);
OnPlayerEditVehicleObject(playerid,vehicleid,response,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz);
OnPlayerReachSpeedCapLimit(playerid,vehicleid,Float:speed);
OnVehicleBombActivate(vehicleid);
OnVehicleModEx(playerid,vehicleid,componentid,price,illegal);
Definitions:
INVALID_SEAT_ID
INVALID_PAINTJOB_ID
VEHICLE_UPDATE_INTERVAL
MAX_VEHICLE_ATTACHED_OBJECTS
RESET_PAINTJOB_ID
MAX_VEHICLE_PARAMS
MAX_VEHICLE_MODELS
DEFAULT_VEHICLE_FUEL
VEHICLE_SPEED_MULTIPLIER
MULTIPLIER_FUEL_SYSTEM
BONNET_HEALTHY_CLOSED
BONNET_HEALTHY_OPENED
BONNET_DAMAGED_CLOSED
BONNET_DAMAGED_OPENED
BONNET_MISSING
BOOT_HEALTHY_CLOSED
BOOT_HEALTHY_OPENED
BOOT_DAMAGED_CLOSED
BOOT_DAMAGED_OPENED
BOOT_MISSING
DOOR_HEALTHY_CLOSED
DOOR_HEALTHY_OPENED
DOOR_DAMAGED_CLOSED
DOOR_DAMAGED_OPENED
DOOR_MISSING
BUMPER_HEALTHY
BUMPER_CRUSHED
BUMPER_HANGING
BUMPER_MISSING
WINDSHIELD_HEALTHY
WINDSHIELD_DAMAGED
WINDSHIELD_MISSING
LIGHT_ENABLE
LIGHT_DISABLE
TIRE_HEALTHY
TIRE_DAMAGED
DOOR_DRIVER
DOOR_PASSENGER
DOOR_BACKLEFF
DOOR_BACKRIGHT
VEHICLE_DAMAGE_PANELS
VEHICLE_DAMAGE_DOORS
VEHICLE_DAMAGE_LIGHTS
VEHICLE_DAMAGE_TIRES
RED_NEON
BLUE_NEON
GREEN_NEON
YELLOW_NEON
PINK_NEON
WHITE_NEON
EVF_CAR_BLINK_NONE
EVF_CAR_BLINK_LEFT
EVF_CAR_BLINK_RIGHT
EVF_CAR_BLINK_EMERGENCY
MIN_VEHICLE_COMPONENT_ID
MAX_VEHICLE_COMPONENT_ID
Enums:
enum 'EVF::VehicleProperties'
# e_VEHICLE_PAINTJOB
# e_VEHICLE_INTERIOR
# e_VEHICLE_COLOR_1
# e_VEHICLE_COLOR_2
# e_VEHICLE_HORN
# e_VEHICLE_SPAWN_X
# e_VEHICLE_SPAWN_Y
# e_VEHICLE_SPAWN_Z
# e_VEHICLE_SPAWN_A
# e_VEHICLE_SPAWN_VW
# e_VEHICLE_SPAWN_INT
# e_VEHICLE_SPEED_CAP
# e_VEHICLE_FUEL_USE
# e_VEHICLE_FUEL
# e_VEHICLE_STICKY
# e_VEHICLE_UNO_DAMAGE
# e_VEHICLE_EDITOR
# e_VEHICLE_DAMAGE_PANELS
# e_VEHICLE_DAMAGE_DOORS
# e_VEHICLE_DAMAGE_LIGHTS
# e_VEHICLE_DAMAGE_TIRES
# e_VEHICLE_BOMB
# e_VEHICLE_BOMB_TIMER
# e_VEHICLE_BULLETPROOF
# e_VEHICLE_STORED
enum 'EVF::VehicleBodyPart'
# VEHICLE_BODYPART_UNKNOWN
# VEHICLE_BODYPART_FL_WHEEL? ? - Front Left
# VEHICLE_BODYPART_FR_WHEEL? ? - Front Right
# VEHICLE_BODYPART_BL_WHEEL? ? - Back Left
# VEHICLE_BODYPART_BR_WHEEL? ? - Back Right
# VEHICLE_BODYPART_PETROLCAP
enum 'EVF::ParamTypes'
# VEHICLE_TYPE_ENGINE
# VEHICLE_TYPE_LIGHTS
# VEHICLE_TYPE_ALARM
# VEHICLE_TYPE_DOORS
# VEHICLE_TYPE_BONNET
# VEHICLE_TYPE_BOOT
# VEHICLE_TYPE_OBJECTIVE
Some options will only work if the player is in a vehicle.
Download:
EVF.inc
Available for:
Code: SA:MP 0.3.7
SA:MP 0.3 DL
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| StreamerFunction |
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Posted by: AbyssMorgan - 2021-04-18, 07:34 AM - Forum: Libraries
- Replies (2)
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Include contain additional functions for Incognito Streamer Plugin
Code: StreamerFunction.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Contributors: Katarina Calzaghe
Website: https://adm.ct8.pl
Plugins: Streamer
Modules: None
File Version: 3.0.0
Streamer Version: 2.9.4
Compiler Options:
DISABLE_STREAMER_SPEC_CHECK? //Turn off check streamer version
ENABLE_BULLET_DYNAMIC_OBJECT //Turn on call OnPlayerWeaponShot when we shoot in a dynamic object
DISABLE_STREAMER_SPEC_FIXES? //Turn off fixes (not recommended)
Objects Functions:
GetDynamicObjectModel(objectid);
SetDynamicObjectModel(objectid,modelid);
GetDynamicObjectVW(objectid);
SetDynamicObjectVW(objectid,worldid);
GetDynamicObjectINT(objectid);
SetDynamicObjectINT(objectid,interiorid);
GetDynamicObjectSD(objectid,&Float:streamdistance);
SetDynamicObjectSD(objectid,Float:streamdistance);
GetDynamicObjectDD(objectid,&Float:drawdistance);
SetDynamicObjectDD(objectid,Float:drawdistance);
GetDynamicObjectPosAndRot(objectid,&Float:x,&Float:y,&Float:z,&Float:rx,&Float:ry,&Float:rz);
SetDynamicObjectPosAndRot(objectid,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz);
GetDynamicObjectMoveSpeed(objectid,&Float:speed);
SetDynamicObjectMoveSpeed(objectid,Float:speed);
GetDynamicObjectMovePos(objectid,&Float:x,&Float:y,&Float:z);
GetDynamicObjectMoveRot(objectid,&Float:rx,&Float:ry,&Float:rz);
GetDynamicObjectMoveTime(objectid,&objstate,&rtime=0);
SetDynamicObjectAttachSync(objectid,syncrotation);
RemoveDynamicObjectMaterial(objectid,materialindex);
RemoveDynamicObjectMaterialAll(objectid);
DeattachObjectDynamicObject(objectid);
DeattachDynamicObjectComponent(objectid,type);
DestroyDynamicObjectComponent(objectid,type);
GetDynamicObjectArea(objectid);
SetDynamicObjectArea(objectid,areaid);
GetDynamicObjectPriority(objectid);
SetDynamicObjectPriority(objectid,priority);
GetDynamicObjectDatagram(objectid,data[]);
SetDynamicObjectDatagram(objectid,data[]);
RemoveDynamicObjectDatagram(objectid);
bool:IsSetDynamicObjectDatagram(objectid);
GetDynamicObjectInvertArea(objectid);
SetDynamicObjectInvertArea(objectid,toggle);
SAMP Functions:
GetObjectPosAndRot(objectid,&Float:x,&Float:y,&Float:z,&Float:rx,&Float:ry,&Float:rz);
SetObjectPosAndRot(objectid,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz);
CountObjects();
CountPlayerObjects(playerid,bool:streamer = false);
DestroyObjects();
DestroyPlayerObjects(playerid,bool:streamer = false);
GangZoneDestroyAll();
Vehicle Functions:
CountVehicles();
DestroyVehicles();
DestroyVehicleDynamicObject(vehicleid);
DeattachVehicleDynamicObject(vehicleid);
GetVehicleDatagram(vehicleid,data[]);
SetVehicleDatagram(vehicleid,data[]);
RemoveVehicleDatagram(vehicleid);
IsSetVehicleDatagram(vehicleid);
Check Point Functions:
GetDynamicCPPos(checkpointid,&Float:x,&Float:y,&Float:z);
SetDynamicCPPos(checkpointid,Float:x,Float:y,Float:z);
GetDynamicCPSize(checkpointid,&Float:size);
SetDynamicCPSize(checkpointid,Float:size);
GetDynamicCPVW(checkpointid);
SetDynamicCPVW(checkpointid,worldid);
GetDynamicCPINT(checkpointid);
SetDynamicCPINT(checkpointid,interiorid);
GetDynamicCPSD(checkpointid,&Float:streamdistance);
SetDynamicCPSD(checkpointid,Float:streamdistance);
GetDynamicCPArea(checkpointid);
SetDynamicCPArea(checkpointid,areaid);
GetDynamicCPPriority(checkpointid);
SetDynamicCPPriority(checkpointid,priority);
GetDynamicCPDatagram(checkpointid,data[]);
SetDynamicCPDatagram(checkpointid,data[]);
RemoveDynamicCPDatagram(checkpointid);
bool:IsSetDynamicCPDatagram(checkpointid);
GetDynamicCPInvertArea(checkpointid);
SetDynamicCPInvertArea(checkpointid,toggle);
Race Check Point Functions:
GetDynamicRaceCPPos(checkpointid,&Float:x,&Float:y,&Float:z);
SetDynamicRaceCPPos(checkpointid,Float:x,Float:y,Float:z);
GetDynamicRaceCPNext(checkpointid,&Float:nextx,&Float:nexty,&Float:nextz);
SetDynamicRaceCPNext(checkpointid,Float:nextx,Float:nexty,Float:nextz);
GetDynamicRaceCPType(checkpointid);
SetDynamicRaceCPType(checkpointid,type);
GetDynamicRaceCPSize(checkpointid,&Float:size);
SetDynamicRaceCPSize(checkpointid,Float:size);
GetDynamicRaceCPVW(checkpointid);
SetDynamicRaceCPVW(checkpointid,worldid);
GetDynamicRaceCPINT(checkpointid);
SetDynamicRaceCPINT(checkpointid,interiorid);
GetDynamicRaceCPSD(checkpointid,&Float:streamdistance);
SetDynamicRaceCPSD(checkpointid,Float:streamdistance);
GetDynamicRaceCPArea(checkpointid);
SetDynamicRaceCPArea(checkpointid,areaid);
GetDynamicRaceCPPriority(checkpointid);
SetDynamicRaceCPPriority(checkpointid,priority);
GetDynamicRaceCPDatagram(checkpointid,data[]);
SetDynamicRaceCPDatagram(checkpointid,data[]);
RemoveDynamicRaceCPDatagram(checkpointid);
bool:IsSetDynamicRaceCPDatagram(checkpointid);
GetDynamicRaceCPInvertArea(checkpointid);
SetDynamicRaceCPInvertArea(checkpointid,toggle);
Player Functions:
DestroyPlayerDynamicObject(playerid);
DeattachPlayerDynamicObject(playerid);
MapIcon Functions:
GetDynamicMapIconPos(iconid,&Float:x,&Float:y,&Float:z);
SetDynamicMapIconPos(iconid,Float:x,Float:y,Float:z);
GetDynamicMapIconType(iconid);
SetDynamicMapIconType(iconid,type);
GetDynamicMapIconStyle(iconid);
SetDynamicMapIconStyle(iconid,style);
GetDynamicMapIconVW(iconid);
SetDynamicMapIconVW(iconid,worldid);
GetDynamicMapIconINT(iconid);
SetDynamicMapIconINT(iconid,interiorid);
GetDynamicMapIconSD(iconid,&Float:streamdistance);
SetDynamicMapIconSD(iconid,Float:streamdistance);
SetDynamicMapIconColor(iconid,color);
GetDynamicMapIconColor(iconid);
GetDynamicMapIconArea(iconid);
SetDynamicMapIconArea(iconid,areaid);
GetDynamicMapIconPriority(iconid);
SetDynamicMapIconPriority(iconid,priority);
GetDynamicMapIconDatagram(iconid,data[]);
SetDynamicMapIconDatagram(iconid,data[]);
RemoveDynamicMapIconDatagram(iconid);
bool:IsSetDynamicMapIconDatagram(iconid);
GetDynamicMapIconInvertArea(iconid);
SetDynamicMapIconInvertArea(iconid,toggle);
Pickup Functions:
GetDynamicPickupPos(pickupid,&Float:x,&Float:y,&Float:z);
SetDynamicPickupPos(pickupid,Float:x,Float:y,Float:z);
GetDynamicPickupModel(pickupid);
SetDynamicPickupModel(pickupid,modelid);
GetDynamicPickupVW(pickupid);
SetDynamicPickupVW(pickupid,worldid);
GetDynamicPickupINT(pickupid);
SetDynamicPickupINT(pickupid,interiorid);
GetDynamicPickupSD(pickupid,&Float:streamdistance);
SetDynamicPickupSD(pickupid,Float:streamdistance);
GetDynamicPickupType(pickupid);
SetDynamicPickupType(pickupid,type);
GetDynamicPickupArea(pickupid);
SetDynamicPickupArea(pickupid,areaid);
GetDynamicPickupPriority(pickupid);
SetDynamicPickupPriority(pickupid,priority);
GetDynamicPickupDatagram(pickupid,data[]);
SetDynamicPickupDatagram(pickupid,data[]);
RemoveDynamicPickupDatagram(pickupid);
bool:IsSetDynamicPickupDatagram(pickupid);
GetDynamicPickupInvertArea(pickupid);
SetDynamicPickupInvertArea(pickupid,toggle);
3DText Functions:
GetDynamic3DTextPos(id,&Float:x,&Float:y,&Float:z);
SetDynamic3DTextPos(id,Float:x,Float:y,Float:z);
GetDynamic3DTextDD(id,Float:drawdistance);
SetDynamic3DTextDD(id,Float:drawdistance);
GetDynamic3DTextSD(id,&Float:streamdistance);
SetDynamic3DTextSD(id,Float:streamdistance);
GetDynamic3DTextVW(id);
SetDynamic3DTextVW(id,worldid);
GetDynamic3DTextINT(id);
SetDynamic3DTextINT(id,interiorid);
GetDynamic3DTextColor(id);
SetDynamic3DTextColor(id,color);
GetDynamic3DTextArea(id);
SetDynamic3DTextArea(id,areaid);
GetDynamic3DTextPriority(id);
SetDynamic3DTextPriority(id,priority);
SetDynamic3DTextTestLos(id,testlos);
AttachDynamic3DTextToPlayer(id,attachedplayer);
AttachDynamic3DTextToVehicle(id,attachedvehicle);
GetDynamic3DTextDatagram(id,data[]);
SetDynamic3DTextDatagram(id,data[]);
RemoveDynamic3DTextDatagram(id);
bool:IsSetDynamic3DTextDatagram(id);
GetDynamic3DTextInvertArea(id);
SetDynamic3DTextInvertArea(id,toggle);
Area Functions:
GetDynamicCirclePos(areaid,&Float:x,&Float:y);
SetDynamicCirclePos(areaid,Float:x,Float:y);
GetDynamicCylinderPos(areaid,&Float:x,&Float:y,&Float:minz,&Float:maxz);
SetDynamicCylinderPos(areaid,Float:x,Float:y,Float:minz,Float:maxz);
GetDynamicSpherePos(areaid,&Float:x,&Float:y,&Float:z);
SetDynamicSpherePos(areaid,Float:x,Float:y,Float:z);
GetDynamicRectanglePos(areaid,&Float:minx,&Float:miny,&Float:maxx,&Float:maxy);
SetDynamicRectanglePos(areaid,Float:minx,Float:miny,Float:maxx,Float:maxy);
GetDynamicCubePos(areaid,&Float:minx,&Float:miny,&Float:minz,&Float:maxx,&Float:maxy,&Float:maxz);
SetDynamicCubePos(areaid,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
GetDynamicCuboidPos(areaid,&Float:minx,&Float:miny,&Float:minz,&Float:maxx,&Float:maxy,&Float:maxz);
SetDynamicCuboidPos(areaid,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
GetDynamicAreaVW(areaid);
SetDynamicAreaVW(areaid,worldid);
GetDynamicAreaINT(areaid);
SetDynamicAreaINT(areaid,interiorid);
GetDynamicAreaSize(areaid,Float:size);
SetDynamicAreaSize(areaid,Float:size);
GetDynamicAreaDatagram(areaid,data[]);
SetDynamicAreaDatagram(areaid,data[]);
RemoveDynamicAreaDatagram(areaid);
bool:IsSetDynamicAreaDatagram(areaid);
Actor Functions:
GetDynamicActorModel(actorid);
SetDynamicActorModel(actorid,modelid);
GetDynamicActorArea(actorid);
SetDynamicActorArea(actorid,areaid);
GetDynamicActorPriority(actorid);
SetDynamicActorPriority(actorid,priority);
GetDynamicActorSD(actorid,&Float:streamdistance);
SetDynamicActorSD(actorid,Float:streamdistance);
GetDynamicActorDatagram(actorid,data[]);
SetDynamicActorDatagram(actorid,data[]);
RemoveDynamicActorDatagram(actorid);
IsSetDynamicActorDatagram(actorid);
GetDynamicActorInterior(actorid);
SetDynamicActorInterior(actorid,interiorid);
DestroyAllDynamicActors();
CountDynamicActors();
GetDynamicActorInvertArea(actorid);
SetDynamicActorInvertArea(actorid,toggle);
Dynamic Vehicle Functions:
SetDynamicVehicleModel(vehicleid,modelid);
GetDynamicVehicleSiren(vehicleid);
SetDynamicVehicleSiren(vehicleid,siren);
GetDynamicVehicleRespawnTime(vehicleid);
SetDynamicVehicleRespawnTime(vehicleid,respawndelay);
GetDynamicVehicleArea(vehicleid);
SetDynamicVehicleArea(vehicleid,areaid);
GetDynamicVehiclePriority(vehicleid);
SetDynamicVehiclePriority(vehicleid,priority);
GetDynamicVehicleSD(vehicleid,&Float:streamdistance);
SetDynamicVehicleSD(vehicleid,Float:streamdistance);
GetDynamicVehicleInvertArea(vehicleid);
SetDynamicVehicleInvertArea(vehicleid,toggle);
GetDynamicVehicleDatagram(vehicleid,data[]);
SetDynamicVehicleDatagram(vehicleid,data[]);
RemoveDynamicVehicleDatagram(vehicleid);
IsSetDynamicVehicleDatagram(vehicleid);
DestroyAllDynamicVehicles();
CountDynamicVehicles();
Anti Area Functions:
IsPointInAntiArea(areaid,Float:x,Float:y,Float:z);
IsPlayerInAntiArea(playerid,areaid,recheck = 0);
IsPlayerInAnyAntiArea(playerid,recheck = 0);
IsAnyPlayerInAntiArea(areaid,recheck = 0);
IsAnyPlayerInAnyAntiArea(recheck = 0);
Anti Area Callbacks:
OnPlayerEnterAntiArea(playerid,areaid);
OnPlayerLeaveAntiArea(playerid,areaid);
Pool Size Functions:
GetDynamicObjectPoolSize();
GetDynamicPickupPoolSize();
GetDynamicCPPoolSize();
GetDynamicRaceCPPoolSize();
GetDynamicMapIconPoolSize();
GetDynamic3DTextPoolSize();
GetDynamicAreaPoolSize();
GetDynamicActorPoolSize();
GetDynamicVehiclePoolSize();
Update Functions:
UpdateAllDynamicItem(type);
UpdateAllDynamicElements();
UpdateAllDynamicObjects();
UpdateAllDynamicPickups();
UpdateAllDynamicCPs();
UpdateAllDynamicRaceCPs();
UpdateAllDynamicMapIcons();
UpdateAllDynamic3DTextLabels();
UpdateAllDynamicAreas();
UpdateAllDynamicActors();
UpdateAllDynamicVehicles();
Foreach Functions:
ForDynamicObjects(variable);
ForDynamicPickups(variable);
ForDynamicCPs(variable);
ForDynamicRaceCPs(variable);
ForDynamicMapIcons(variable);
ForDynamic3DTextLabels(variable);
ForDynamicAreas(variable);
ForDynamicActors(variable);
ForDynamicVehicles(variable);
Nearest Item Functions:
GetNearestVisibleItem(playerid,type);
GetNearestVisibleObject(playerid);
GetNearestVisiblePickup(playerid);
GetNearestVisibleCP(playerid);
GetNearestVisibleRaceCP(playerid);
GetNearestVisibleMapIcon(playerid);
GetNearestVisible3DText(playerid);
GetNearestVisibleArea(playerid);
GetNearestVisibleActor(playerid);
GetNearestVisibleVehicle(playerid);
Extended Functions:
bool:IsValidStreamer(version);
GetStreamerVersion();
GetValidStreamerVersion();
GetStreamerVersionName(name[], value = GET_STREAMER_VERSION, maxdest = sizeof name);
CheckStreamerVersion();
GetStreamerDatagram(type,itemid,data[]);
SetStreamerDatagram(type,itemid,data[]);
RemoveStreamDatagram(type,itemid);
bool:IsSetStreamerDatagram(type,itemid);
GetStreamerSpecActiveCount();
Definitions:
DEFAULT_VISIBLE_OBJECT
DEFAULT_VISIBLE_PICKUP
DEFAULT_VISIBLE_MAP_ICON
DEFAULT_VISIBLE_3D_TEXT
DEFAULT_VISIBLE_ACTOR
INVALID_DYNAMIC_OBJECT_ID
INVALID_DYNAMIC_PICKUP_ID
INVALID_DYNAMIC_CP_ID
INVALID_DYNAMIC_RACE_CP_ID
INVALID_DYNAMIC_MAP_ICON_ID
INVALID_DYNAMIC_3D_TEXT_ID
INVALID_DYNAMIC_AREA_ID
INVALID_DYNAMIC_ACTOR_ID
INVALID_DYNAMIC_VEHICLE_ID
INVALID_PICKUP_ID
INVALID_STREAMER_COMPONENT
MAX_STREAM_SIZE
Fixes:
DestroyDynamicObject? ? ? ? -> Resets the variable after the destruction of the DynamicObject.
DestroyDynamicPickup? ? ? ? -> Resets the variable after the destruction of the DynamicPickup.
DestroyDynamicCP? ? ? ? ? ? -> Resets the variable after the destruction of the DynamicCP.
DestroyDynamicRaceCP? ? ? ? -> Resets the variable after the destruction of the DynamicRaceCP.
DestroyDynamicMapIcon? ? ? ? -> Resets the variable after the destruction of the DynamicMapIcon.
DestroyDynamic3DTextLabel? ? -> Resets the variable after the destruction of the Dynamic3DTextLabel.
DestroyDynamicArea? ? ? ? ? -> Resets the variable after the destruction of the DynamicArea.
DestroyDynamicActor? ? ? ? ? -> Resets the variable after the destruction of the DynamicActor.
DestroyDynamicVehicle? ? ? ? -> Resets the variable after the destruction of the DynamicVehicle.
DestroyObject? ? ? ? ? ? ? ? -> Resets the variable after the destruction of the Object.
DestroyPlayerObject? ? ? ? ? -> Resets the variable after the destruction of the PlayerObject.
DestroyPickup? ? ? ? ? ? ? ? -> Resets the variable after the destruction of the Pickup.
Delete3DTextLabel? ? ? ? ? ? -> Resets the variable after the destruction of the 3DTextLabel.
DeletePlayer3DTextLabel? ? ? -> Resets the variable after the destruction of the Player3DTextLabel.
AttachDynamicObjectToObject? -> Changes the priority of the parent to be greater than the priority of sub-objects.
Download:
StreamerFunction.inc
Available for:
Code: SA:MP 0.3.7
SA:MP 0.3 DL
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Posted by: AbyssMorgan - 2021-04-18, 07:24 AM - Forum: Libraries
- Replies (11)
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Include contain professional functions for manipulating (coordinates / rotations / vectors / arc / areas / offset) supported (2D / 3D)
Videos:
- Knife Shoot
- EngineV6
- EngineX
- Missile Launch
- Vehicle Missile Launch (ColAndreas Version)
- GetGroundRotation
- GetPlayerCollisionFlags (ColAndreas)
- Marica Mortar V1
- Heavy Marica Mortar
- Acid Renia (FCNPC)
- Beta Interceptor (FCNPC)
- GoToPlayerOnGroundCol (FCNPC)
- IsElementOnPlayerScreen (ColAndreas)
- Arc Points
- Missile Launcher Aim Player
- GetRandomPointOnSphericalSector
- Vehicle Missile Congreve Rocket
- Magic Wand
- Vehicle Parachute
- Portal Gun #1
- Portal Gun #2
- Marica Mortar V2
- Stingers (Cops and Robbers)
- NPC Driver Eye
- PET SAR v1.0
- Vehicle Speed Control
- Prototype Grenade Detection
Code: 3DTryg.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Contributors: Crayder, IllidanS4, Nero_3D, RyDeR, Zoutdaxv, hesambia, Neil Lamoureux, Ivan_Ino, Ralfie, Unrea1, Katarina Calzaghe, $continue$
Mr.Reus
Website: https://adm.ct8.pl
Plugins: ColAndreas, YSF, Streamer, FCNPC, VehicleStreamer
Internal Modules: Actor, VehicleCollision, PlayerCollision, ActorCollision, Draw3D, CatchItems, GrenadeDetection
File Version: 5.3.0
ColAndreas Version: 1.5.0
YSF Version: R19 (kurta999)
Streamer Version: 2.9.5
VehicleStreamer Version: 2.9.4
FCNPC Version: 2.0.0
Foreach Types:
1. FoxForeach
2. StandaloneForeach
3. YSI Foreach
4. GetPlayerPoolSize
Compiler Options:
DISABLE_3D_TRYG_INIT //Use before 3DTryg.inc for disable ColAndreas Auto Init
DISABLE_3D_TRYG_ACTOR //Use before 3DTryg.inc for disable Actors Module
DISABLE_3D_TRYG_FOREACH_FOX //Use before 3DTryg.inc for disable FoxForeach Module
DISABLE_3D_TRYG_FOREACH_STAND //Use before 3DTryg.inc for disable StandaloneForeach Module
DISABLE_3D_TRYG_FOREACH_YSI //Use before 3DTryg.inc for disable YSI Foreach Module
DISABLE_3D_TRYG_COLANDREAS //Use before 3DTryg.inc for disable ColAndreas Module
DISABLE_3D_TRYG_YSF //Use before 3DTryg.inc for disable YSF Module
DISABLE_3D_TRYG_STREAMER //Use before 3DTryg.inc for disable Streamer Module
DISABLE_3D_TRYG_FCNPC //Use before 3DTryg.inc for disable FCNPC Module
DISABLE_3D_TRYG_VEHSTREAMER //Use before 3DTryg.inc for disable VehicleStreamer Module
ENABLE_3D_TRYG_YSI_SUPPORT //Use before 3DTryg.inc for enable YSI Support (use only when 3DTryg say error for this)
ENABLE_3D_TRYG_DRAW3D //Use before 3DTryg.inc for enable Draw3D Module
ENABLE_3D_TRYG_CATCH_ITEMS //Use before 3DTryg.inc for enable CatchItems Module
ENABLE_3D_TRYG_GRENADEDETECTION //Use before 3DTryg.inc for enable GrenadeDetection Module
ENABLE_3D_TRYG_VEHICLECOL //Use before 3DTryg.inc for enable VehicleCollision Module
ENABLE_3D_TRYG_PLAYERCOL //Use before 3DTryg.inc for enable PlayerCollision Module
ENABLE_3D_TRYG_ACTORCOL //Use before 3DTryg.inc for enable ActorCollision Module
Complementary Functions:
Float:sqrtN(Float:value,Float:exponent);
abs(value);
Float:fabs(Float:value);
power(value,Float:exponent);
IsEven(value);
Float:Tryg3D::RandomFloat(Float:min,Float:max,accuracy=4);
Internal Functions:
single_clock(max,id); //For Random::PointOnClock parameter rz
even_clock(max,id); //For Random::PointOnClock parameter rz
uneven_clock(max,id); //For Random::PointOnClock parameter rz
NLTZ(value); //NotLessThanZero
NMTZ(value); //NotMoreThanZero
NLTZF(Float:value); //NotLessThanZeroFloat
NMTZF(Float:value); //NotMoreThanZeroFloat
NLTV(value,min); //NotLessThanValue
NMTV(value,max); //NotMoreThanValue
NLTVF(Float:value,Float:min); //NotLessThanValueFloat
NMTVF(Float:value,Float:max); //NotMoreThanValueFloat
Tryg3D::CompressRotation(Float:rotation);
Tryg3D::DeCompressRotation(Float:rotation);
Tryg3D::IsRotationTest(Float:rotation,Float:r_min,Float:r_max);
Tryg3D::GivePlayerDamage(targetid,Float:amount,playerid,weaponid,bodypart);
Tryg3D::GetWeaponDamage(weaponid);
Tryg3D::SwapInt(variable1,variable2);
Tryg3D::IsPlayerSpawned(playerid);
Tryg3D::GetActiveTime();
General Functions:
CountPlayers(bool:isplayer=true,bool:isnpc=true);
CountActors();
CountVisibleActors(playerid);
CountVisibleVehicles(playerid);
CountVisiblePlayers(playerid,bool:isplayer=true,bool:isnpc=true);
RecoilFloat(Float:value,Float:recoil);
RecoilVector(&Float:vx,&Float:vy,&Float:vz,Float:sx,Float:sy,Float:sz);
Float:ShiftDegreeToRadian(Float:deg);
Float:ShiftDegreeToRadianEx(Float:deg);
Float:ShiftDegreeToGrades(Float:deg);
Float:ShiftRadianToDegree(Float:rad);
Float:ShiftRadianToDegreeEx(Float:rad);
Float:ShiftRadianToGrades(Float:rad);
Float:ShiftGradesToDegree(Float:grad);
Float:ShiftGradesToRadian(Float:grad);
GetRandomHit(Float:x,Float:y,Float:z,range,&Float:tx,&Float:ty,&Float:tz);
Float:GetDistanceBetweenPoints1D(Float:x1,Float:x2);
Float:GetDistanceBetweenPoints2D(Float:x1,Float:y1,Float:x2,Float:y2);
Float:GetDistanceBetweenPoints3D(Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2);
GetPointInFront2D(Float:x,Float:y,Float:rz,Float:radius,&Float:tx,&Float:ty);
GetPointInFront3D(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
GetPointInFront3DEx(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Float:GetPointInFrontOfPlayer(playerid,&Float:tx,&Float:ty,Float:radius);
Float:GetPointInFrontOfCamera2D(playerid,&Float:tx,&Float:ty,Float:radius);
GetPointInFrontOfCamera3D(playerid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
GetRotationFor2Point2D(Float:x,Float:y,Float:tx,Float:ty,&Float:rz);
GetRotationFor2Point3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,&Float:rx,&Float:rz);
GetMoveTime(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:speed,&rtime=0);
GetSpeedForMoveTime(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,&Float:speed,rtime);
GetVehicleRotation(vehicleid,&Float:rx,&Float:ry,&Float:rz);
Float:GetPointInFrontOfVehicle2D(vehicleid,&Float:tx,&Float:ty,Float:radius);
GetPointInFrontOfVehicle3D(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
GetPlayerCameraRotation(playerid,&Float:rx,&Float:rz);
Float:GetPlayerCameraZAngle(playerid,&Float:rz=0.0);
GetPointFor2Point2D(Float:x1,Float:y1,Float:x2,Float:y2,Float:percent_size,&Float:tx,&Float:ty);
GetPointFor2Point3D(Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2,Float:percent_size,&Float:tx,&Float:ty,&Float:tz);
GetPointFor2Point2DEx(Float:x1,Float:y1,Float:x2,Float:y2,Float:distance,&Float:tx,&Float:ty);
GetPointFor2Point3DEx(Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2,Float:distance,&Float:tx,&Float:ty,&Float:tz);
ShiftVectorToRotation(Float:vx,Float:vy,Float:vz,&Float:rx,&Float:rz);
ShiftRotationToVector(Float:rx,Float:rz,&Float:vx,&Float:vy,&Float:vz);
GetPointToPointVector(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,&Float:vx,&Float:vy,&Float:vz);
IsPointBetween2Points2D(Float:px,Float:py,Float:xA,Float:yA,Float:xB,Float:yB);
IsPointBetween2Points3D(Float:px,Float:py,Float:pz,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB);
IsProbable(chance);
IsProbableEx(chance,poolsize); //by default IsProbable using 100
Float:CalculatePercent(Float:value,Float:maxvalue);
Float:GetPlayerTargetAngle(playerid,Float:x,Float:y,&Float:rz=0.0);
Float:SetPlayerTargetAngle(playerid,Float:x,Float:y,&Float:rz=0.0);
Float:GetPlayerTargetPlayerAngle(playerid,targetid,&Float:rz=0.0);
Float:SetPlayerTargetPlayerAngle(playerid,targetid,&Float:rz=0.0);
Float:GetVehicleSpeed(vehicleid);
SetVehicleSpeed(vehicleid,Float:speed);
Float:GetPlayerSpeed(playerid);
GetVehicleFlags(vehicleid);
GetVehicleDefaultFlagsByModel(modelid);
GetVehicleFlagsByModel(modelid);
SetVehicleFlagsByModel(modelid,value);
ToggleVehicleModelFlag(modelid,flag,bool:toggle);
IsVehicleFlag(value,flag);
GetWeaponShotPos(playerid,hittype,&Float:fx,&Float:fy,&Float:fz);
GetPlayerCameraLookAt(playerid,&Float:x,&Float:y,&Float:z);
IsPlayerLookAtSky(playerid);
GetQuatUpVector(Float:qw,Float:qx,Float:qy,Float:qz,&Float:vx,&Float:vy,&Float:vz);
Float:GetLineSize2D(Float:points[][2],maxpoints=sizeof(points));
Float:GetLineSize3D(Float:points[][3],maxpoints=sizeof(points));
IsVehicleInRangeOfPoint(vehicleid,Float:range,Float:x,Float:y,Float:z);
IsActorInRangeOfPoint(actorid,Float:range,Float:x,Float:y,Float:z);
ShiftLineRotation(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,Float:rx,Float:ry,Float:rz,&Float:nX,&Float:nY,&Float:nZ);
ShiftLineRotationVector(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,Float:rx,Float:ry,Float:rz,&Float:nX,&Float:nY,&Float:nZ);
Float:GetEllipseRadius(Float:x,Float:y,Float:angle);
GetArcPoints3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:ry,Float:height,Float:points[][3],max_points=sizeof(points));
Float:GetDistanceFromPointToLine(Float:px,Float:py,Float:pz,Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:iX=0.0,&Float:iY=0.0,&Float:iZ=0.0);
Float:GetDistanceFromPointToLineEx(Float:px,Float:py,Float:pz,Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:iX=0.0,&Float:iY=0.0,&Float:iZ=0.0);
GetNearest2DPointOnPolygon(const Float:polygon_points[],Float:x,Float:y,&Float:tx,&Float:ty,maxpoints = sizeof(polygon_points));
ShiftOffsetToPosition(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:offset_x,Float:offset_y,Float:offset_z,&Float:tx,&Float:ty,&Float:tz);
ShiftPositionToOffset(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,&Float:offset_x,&Float:offset_y,&Float:offset_z,Float:tx,Float:ty,Float:tz);
Tryg3D::EulerToQuat(Float:rx,Float:ry,Float:rz,&Float:qw,&Float:qx,&Float:qy,&Float:qz);
Tryg3D::QuatToEuler(&Float:rx,&Float:ry,&Float:rz,Float:qw,Float:qx,Float:qy,Float:qz);
ShiftVectorRotation(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,&Float:tx,&Float:ty,&Float:tz);
GetCube3DPoint(OrientationCube3D:orientation,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z,&Float:tx,&Float:ty,&Float:tz);
IsPlayerFakeSpectating(playerid,bool:force_disable=true);
GenerateGangZone(Float:x,Float:y,Float:radius,&Float:minx,&Float:miny,&Float:maxx,&Float:maxy);
Float:GetCameraTargetDistance(Float:CamX,Float:CamY,Float:CamZ,Float:ObjX,Float:ObjY,Float:ObjZ,Float:FrX,Float:FrY,Float:FrZ);
IsPlayerAimingAt(playerid,Float:x,Float:y,Float:z,Float:radius);
IPL_CreateObject(modelid,Float:x,Float:y,Float:z,Float:qx,Float:qy,Float:qz,Float:qw,Float:drawdistance=0.0);
bool:IsPolygonClosed(const Float:points[],maxpoints = sizeof(points));
bool:IsValidPolygon(const Float:points[],maxpoints = sizeof(points));
Tryg3D::GetOrientation(Float:angle);
Tryg3D::GetOrientationName(orientation_name[],Float:angle,bool:as_compass=false,maxdest = sizeof(orientation_name));
Cast3D functions:
Cast3D::Explosion(Float:x,Float:y,Float:z,type,Float:radius,worldid=-1,interiorid=-1,playerid=-1,Float:distance=200.0);
Cast3D::ExplosionDMG(Float:x,Float:y,Float:z,type,Float:radius,worldid=-1,interiorid=-1,playerid=-1,Float:distance=200.0,Float:damage=82.5,Float:vehicle_damage=82.5,byplayerid=INVALID_PLAYER_ID,ignore_vehicle = INVALID_VEHICLE_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_NONE);
Cast3D::ExplosionRangeDMG(Float:x,Float:y,Float:z,type,Float:radius,worldid = -1,interiorid = -1,playerid = -1,Float:distance = 200.0,Float:min_damage=10.0,Float:max_damage=82.5,Float:min_vehicle_damage=50.0,Float:max_vehicle_damage=250.0,byplayerid=INVALID_PLAYER_ID,ignore_vehicle = INVALID_VEHICLE_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_NONE);
Cast3D::Damage(weaponid,bodypart,Float:damage,Float:vehicle_damage,Float:x,Float:y,Float:z,Float:radius,worldid=-1,interiorid=-1,playerid=-1,byplayerid=INVALID_PLAYER_ID);
Cast3D::Gravity(Float:x,Float:y,Float:z,Float:radius,Float:power = 1.0,worldid = -1,interiorid = -1,playerid = -1,byplayerid = INVALID_PLAYER_ID);
Area check functions:
Area::PointInCircle(Float:px,Float:py,Float:x,Float:y,Float:radius);
Area::PointInCylinder2D(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:minz,Float:maxz,Float:radius);
Area::PointInCylinder3D(Float:px,Float:py,Float:pz,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius);
Area::PointInSphere(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:radius);
Area::PointInRectangle(Float:x,Float:y,Float:minx,Float:miny,Float:maxx,Float:maxy);
Area::PointInCube(Float:x,Float:y,Float:z,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
Area::PointInPolygon(Float:x,Float:y,Float:points[],maxpoints=sizeof(points));
Area::PointInCircularSector(Float:px,Float:py,Float:x,Float:y,Float:rz,Float:radius,Float:view_angle);
Area::PointInSphericalSector(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz);
Area::PointInCone2D(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:minz,Float:maxz,Float:radius_a,Float:radius_b);
Area::PointInCone3D(Float:px,Float:py,Float:pz,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius_a,Float:radius_b);
Area::PointInCube3D(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z);
Area::PointInEllipse(Float:px,Float:py,Float:cx,Float:cy,Float:size_x,Float:size_y);
Area::PointInEllipticalCylinder(Float:px,Float:py,Float:pz,Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y);
Area::PointInSphericalSectorEx(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_OBJECT);
Area get random point functions (IN)
Random::PointInCircle(Float:x,Float:y,Float:radius,&Float:tx,&Float:ty);
Random::PointInCylinder2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Random::PointInCylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Random::PointInSphere(Float:x,Float:y,Float:z,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Random::PointInRectangle(Float:minx,Float:miny,Float:maxx,Float:maxy,&Float:tx,&Float:ty);
Random::PointInCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,&Float:tx,&Float:ty,&Float:tz);
Random::PointInPolygon(Float:points[],&Float:tx,&Float:ty,maxpoints = sizeof(points), max_iterations = 10000);
Random::PointInCircularSector(Float:x,Float:y,Float:rz,Float:radius,Float:view_angle,&Float:tx,&Float:ty);
Random::PointInSphericalSector(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,&Float:tx,&Float:ty,&Float:tz);
Random::PointInCone2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius_a,Float:radius_b,&Float:tx,&Float:ty,&Float:tz)
Random::PointInCone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius_a,Float:radius_b,&Float:tx,&Float:ty,&Float:tz);
Random::PointInCube3D(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z,&Float:tx,&Float:ty,&Float:tz);
Random::PointInEllipse(Float:cx,Float:cy,Float:size_x,Float:size_y,&Float:tx,&Float:ty);
Random::PointInEllipticalCyl2D(Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y,&Float:tx,&Float:ty,&Float:tz);
Area get random point functions (ON)
Random::PointOnCircle(Float:x,Float:y,Float:radius,&Float:tx,&Float:ty);
Random::PointOnCylinder2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnCylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnSphere(Float:x,Float:y,Float:z,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnRectangle(Float:minx,Float:miny,Float:maxx,Float:maxy,&Float:tx,&Float:ty);
Random::PointOnCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnCircularSector(Float:x,Float:y,Float:rz,Float:radius,Float:view_angle,&Float:tx,&Float:ty);
Random::PointOnSphericalSector(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnCone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius_a,Float:radius_b,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnCube3D(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnEllipse(Float:cx,Float:cy,Float:size_x,Float:size_y,&Float:tx,&Float:ty);
Random::PointOnEllipticalCyl2D(Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnClock(Float:x,Float:y,Float:radius,&Float:tx,&Float:ty,&Float:trz,Float:rz=INVALID_ROTATION);
Universal Functions:
Item::GetInvalidID(Item3D_Type:item_type);
Item::GetPos(elementid,Item3D_Type:element_type,&Float:x,&Float:y,&Float:z);
Item::GetVirtualWorld(elementid,Item3D_Type:element_type);
Item::GetInterior(elementid,Item3D_Type:element_type);
Item::GetRotationQuat(elementid,Item3D_Type:element_type,&Float:qw,&Float:qx,&Float:qy,&Float:qz);
Item::GetUpVector(elementid,Item3D_Type:element_type,&Float:vx,&Float:vy,&Float:vz);
Item::GetUpPos(elementid,Item3D_Type:element_type,Float:radius,&Float:x,&Float:y,&Float:z,bool:reverse=false);
Item::GetDistance(elementid,Item3D_Type:element_type,targetid,Item3D_Type:target_type);
Item::GetDistanceFromPoint(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z);
Item::GetToPointVector(elementid,Item3D_Type:element_type,Float:tx,Float:ty,Float:tz,&Float:vx,&Float:vy,&Float:vz);
Item::GetRotatedVector(elementid,Item3D_Type:element_type,Float:tx,Float:ty,Float:tz,&Float:vx,&Float:vy,&Float:vz,bool:return_vector=true,Float:rx=0.0,Float:ry=0.0,Float:rz=0.0);
Item::GetOrientationPos(elementid,Item3D_Type:element_type,element_orientation:orientation,Float:distance,&Float:tx,&Float:ty,&Float:tz);
Item::OnPlayerScreen(playerid,targetid,Item3D_Type:target_type=item_player,element_orientation:orientation=o_front,Float:rx=INVALID_ROTATION,Float:rz=INVALID_ROTATION,Float:vrx=VERTICAL_CAMERA_RADIUS,Float:vrz=HORIZONTAL_CAMERA_RADIUS,bool:testVW=true,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_OBJECT);
Item::OnFakeScreen(Float:x,Float:y,Float:z,targetid,Item3D_Type:target_type,Float:rx,Float:rz,Float:vrx=VERTICAL_CAMERA_RADIUS,Float:vrz=HORIZONTAL_CAMERA_RADIUS,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_OBJECT);
Item::InCircle(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:radius);
Item::InCylinder3D(elementid,Item3D_Type:element_type,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius);
Item::InCylinder2D(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:minz,Float:maxz,Float:radius);
Item::InSphere(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z,Float:radius);
Item::InRectangle(elementid,Item3D_Type:element_type,Float:minx,Float:miny,Float:maxx,Float:maxy);
Item::InCube(elementid,Item3D_Type:element_type,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
Item::InPolygon(elementid,Item3D_Type:element_type,Float:points[],maxpoints=sizeof(points));
Item::InCircularSector(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:rz,Float:radius,Float:view_angle);
Item::InSphericalSector(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz);
Item::InCone2D(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:minz,Float:maxz,Float:radius_a,Float:radius_b);
Item::InCone3D(elementid,Item3D_Type:element_type,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius_a,Float:radius_b);
Item::InCube3D(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z);
Item::InEllipse(elementid,Item3D_Type:element_type,Float:cx,Float:cy,Float:size_x,Float:size_y);
Item::InEllipticalCylinder2D(elementid,Item3D_Type:element_type,Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y);
Item::InRangeOfPoint(Float:x,Float:y,Float:z,Float:range,targetid,Item3D_Type:target_type=item_player,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_NONE);
Item::IsPlayerInRange(playerid,Float:range,targetid,Item3D_Type:target_type=item_player,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_NONE);
Item::InRangeOfItem(elementid,Item3D_Type:element_type,Float:range,targetid,Item3D_Type:target_type=item_player,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_NONE);
Universal Functions (ColAndreas):
Item::ToItemIsWall(elementid,Item3D_Type:element_type,targetid,Item3D_Type:target_type);
Item::ToPointIsWall(Float:x,Float:y,Float:z,targetid,Item3D_Type:target_type);
Item::GetCollisionFlags(elementid,Item3D_Type:element_type);
Item::GetOrientationPosCol(elementid,Item3D_Type:element_type,element_orientation:orientation,Float:distance,&Float:tx,&Float:ty,&Float:tz);
Item::IsPointInWaterOrient(elementid,Item3D_Type:element_type,Float:radius,element_orientation:orientation=o_front);
Item::CollisionToPoint(Float:x,Float:y,Float:z,targetid,Item3D_Type:target_type,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_ALL);
Item::CollisionToItem(elementid,Item3D_Type:element_type,targetid,Item3D_Type:target_type,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_ALL);
Universal Functions (Streamer):
Item::InDynamicArea(elementid,Item3D_Type:element_type,STREAMER_TAG_AREA:areaid);
Item::GetInDynamicArea(STREAMER_TAG_AREA:areaid,Item3D_Type:element_type,element_list[],max_element=sizeof(element_list));
Draw3D Module functions:
Draw3D::Circle3D(Float:x,Float:y,Float:z,Float:radius,Float:points[][3],max_sector = 36,Float:rx = 90.0,Float:ry = 0.0,max_points = sizeof(points));
Draw3D::Cylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,Float:points[][3],max_sector = 36,max_circles = 5,max_points = sizeof(points));
Draw3D::Sphere(Float:x,Float:y,Float:z,Float:radius,Float:points[][3],max_sector = 36,max_circles = 5,max_points = sizeof(points));
Draw3D::Cone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,Float:points[][3],max_sector = 36,max_circles = 5,max_points = sizeof(points));
Draw3D::Rectangle2D(Float:minx,Float:miny,Float:maxx,Float:maxy,Float:points[][2],points_per_wall = 36,max_points = sizeof(points));
Draw3D::Cube2D(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,Float:points[][3],points_per_wall = 36,max_points = sizeof(points));
Draw3D::Polygon2D(const Float:polygon_points[],Float:points[][2],points_per_line = 36,max_polygon_points = sizeof(polygon_points),max_points = sizeof(points));
Catch Module functions:
CatchItems::Circle(Float:x,Float:y,Float:radius,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Cylinder2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Cylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Sphere(Float:x,Float:y,Float:z,Float:radius,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Rectangle(Float:minx,Float:miny,Float:maxx,Float:maxy,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::StreamCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Polygon(const Float:points[],Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list),maxpoints = sizeof(points));
CatchItems::CircularSector(Float:x,Float:y,Float:rz,Float:radius,Float:view_angle,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::SphericalSector(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Cone2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius_a,Float:radius_b,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Cone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:pointA_radius,Float:pointB_radius,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Cube3D(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Ellipse(Float:cx,Float:cy,Float:size_x,Float:size_y,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::EllipticalCylinder2D(Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::SphericalSectorEx(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,Item3D_Type:element_type,element_list[],ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_OBJECT,worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::PointInStream(Float:x,Float:y,Float:z,const Stream:AreaData[Stream3D]);
CatchItems::InStream(TRYG3D_ELEMENT_TAG:elementid,Item3D_Type:element_type,const Stream:AreaData[Stream3D],worldid = -1,interiorid = -1);
CatchItems::GetInStream(const Stream:AreaData[Stream3D],Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::GetStreamType(Stream:data);
CatchItems::IsValidStream(Stream:data);
ScreenToWorld Functions:
ScreenToWorld(playerid,Float:screenX,Float:screenY,&Float:vX,&Float:vY,&Float:vZ);
WorldToScreen(playerid,Float:x,Float:y,Float:z,&Float:screenX,&Float:screenY);
ScreenToWorldCol(playerid,Float:distance,Float:screenX,Float:screenY,&Float:vX,&Float:vY,&Float:vZ);
Tryg3D::NormCrossProduct(&Float:x,&Float:y,&Float:z,Float:v1x,Float:v1y,Float:v1z,Float:v2x,Float:v2y,Float:v2z);
Nero_3D Rotations Functions:
Tryg3D::GetRotationMatrixEuler(Float:matrix[][],Float:rx,Float:ry,Float:rz);
Tryg3D::GetRotationMatrixEulerEx(Float:matrix[][],Float:rx,Float:ry,Float:rz,T3D:eulermode:mode=T3D:euler_default);
Tryg3D::MatrixRotate(Float:matrix[][],Float:oX,Float:oY,Float:oZ,&Float:x,&Float:y,&Float:z);
Tryg3D::QuatRotate(Float:qw,Float:qx,Float:qy,Float:qz,Float:oX,Float:oY,Float:oZ,&Float:tx,&Float:ty,&Float:tz);
Tryg3D::GetQuatFromEuler(Float:rx,Float:ry,Float:rz,&Float:qw,&Float:qx,&Float:qy,&Float:qz,T3D:eulermode:mode=T3D:euler_default);
Tryg3D::EulerRotate(Float:rX,Float:rY,Float:rZ,Float:oX,Float:oY,Float:oZ,&Float:tx,&Float:ty,&Float:tz);
Tryg3D::EulerRotateEx(Float:rX,Float:rY,Float:rZ,Float:oX,Float:oY,Float:oZ,&Float:tx,&Float:ty,&Float:tz,T3D:eulermode:mode=T3D:euler_default);
VehiclePartPosition Functions:
GetVehiclePartPos(vehicleid,partid,&Float:tx,&Float:ty,&Float:tz,Float:offset_x=0.0,Float:offset_y=0.0,Float:offset_z=0.0);
GetDynamicVehiclePartPos(vehicleid,partid,&Float:tx,&Float:ty,&Float:tz,Float:offset_x=0.0,Float:offset_y=0.0,Float:offset_z=0.0);
VehicleCollision Functions:
IsVehicleCollisionEnabled();
Tryg3D::InitVehicleCollision(); //OnGameModeInit / OnFilterScriptInit
Tryg3D::ExitVehicleCollision();
Tryg3D::SyncVehicleCollision(vehicleid); //EVF -> OnVehicleCreated
IsToggledVehicleCollision(vehicleid);
ToggleVehicleCollision(vehicleid,bool:toggle);
PlayerCollision Functions:
IsPlayerCollisionEnabled();
Tryg3D::InitPlayerCollision(); //OnGameModeInit / OnFilterScriptInit
Tryg3D::ExitPlayerCollision();
Tryg3D::SyncPlayerCollision(playerid); //auto called after player spawn
IsToggledPlayerCollision(playerid);
TogglePlayerCollision(playerid,bool:toggle);
ActorCollision Functions:
IsActorCollisionEnabled();
Tryg3D::InitActorCollision(); //OnGameModeInit / OnFilterScriptInit
Tryg3D::ExitActorCollision();
Tryg3D::SyncActorCollision(actorid); //After create/change actor position
IsToggledActorCollision(actorid);
ToggleActorCollision(actorid,bool:toggle);
Extended Functions:
randomex(min,max);
Tryg3D::GetErrorCount();
Tryg3D::ResetErrorCount();
Tryg3D::SetStreamDistance(Float:streamdistance); //default 300.0
Tryg3D::GetStreamDistance();
Tryg3D::GetActiveCount();
Tryg3D::GetVersion(value);
Tryg3D::KeyPressed(key);
Tryg3D::KeyReleased(key);
Tryg3D::KeyHolding(key);
Tryg3D::SecToTimeDay(second); //Use: %d:%02d:%02d:%02d
Tryg3D::MSToTimeDay(millisecond); //Use: %d:%02d:%02d:%02d
Tryg3D::SecToTime(second); //Use: %02d:%02d:%02d
Tryg3D::MSToTime(millisecond); //Use: %02d:%02d:%02d
Tryg3D::SecToTimeMini(second); //Use: %02d:%02d
Tryg3D::MSToTimeMini(millisecond); //Use: %02d:%02d
Animation Functions:
Animation::IsPlayerSkydiving(playerid);
Animation::IsPlayerUsingParachute(playerid);
Animation::IsPlayerAiming(playerid);
Animation::IsPlayerStay(playerid);
Animation::IsPlayerRunning(playerid);
Animation::IsPlayerSwim(playerid);
Animation::IsPlayerJump(playerid);
Animation::IsPlayerParaFall(playerid);
Animation::IsPlayerParaGlide(playerid);
Animation::IsPlayerFall(playerid);
Streamer Functions:
SetPlayerAbsolutePosition(playerid,Float:x,Float:y,Float:z,Float:angle,worldid=-1,interiorid=-1,compensatedtime=-1,freezeplayer=1);
SetPlayerAbsolutePositionVeh(playerid,Float:x,Float:y,Float:z,Float:angle,worldid=-1,interiorid=-1,compensatedtime=-1,freezeplayer=1);
IsDynamicActorInRangeOfPoint(actorid,Float:range,Float:x,Float:y,Float:z);
IsVehicleFullyInDynamicArea(vehicleid,areaid);
Random::PointInDynamicArea(STREAMER_TAG_AREA:areaid,&Float:tx,&Float:ty,&Float:tz);
IPL_CreateDynamicObject(modelid,Float:x,Float:y,Float:z,Float:qx,Float:qy,Float:qz,Float:qw,worldid=-1,interiorid=-1,playerid=-1,Float:streamdistance=STREAMER_OBJECT_SD,Float:drawdistance=STREAMER_OBJECT_DD,STREAMER_TAG_AREA:areaid=STREAMER_TAG_AREA:-1,priority=0);
ColAndreas Functions:
MovePointCol(Float:StartX,Float:StartY,Float:StartZ,Float:EndX,Float:EndY,Float:EndZ,&Float:x,&Float:y,&Float:z);
MovePointColCutLine(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:x,&Float:y,&Float:z,Float:cut_size=0.0);
MovePointColCutLineEx(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:x,&Float:y,&Float:z,Float:cut_size=0.0);
GetPointInFront3DCol(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
GetPointInFront3DColEx(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Float:GetPointInFrontOfPlayerCol(playerid,&Float:tx,&Float:ty,Float:radius);
Float:GetPointInFrontOfCamera2DCol(playerid,&Float:tx,&Float:ty,Float:radius);
GetPointInFrontOfCamera3DCol(playerid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
Float:GetPointInFrontOfVehicle2DCol(vehicleid,&Float:tx,&Float:ty,Float:radius);
GetPointInFrontOfVehicle3DCol(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
GetGroundRotation(Float:x,Float:y,Float:size,&Float:rx,&Float:ry);
GetPointCollisionFlags(Float:x,Float:y,Float:z,interiorid=0);
IsCollisionFlag(value,flag);
UndergroundFindZ(Float:x,Float:y,&Float:z);
InteriorFindZ(Float:px,Float:py,Float:pz,Float:size=2.0,&Float:z=0.0);
IsPointInWater(Float:x,Float:y,Float:z=0.0);
IsPointInUnderwater(Float:x,Float:y,Float:z);
IsPointInUnderground(Float:x,Float:y,Float:z);
IsPointInAir(Float:x,Float:y,Float:z,bool:interior=false,Float:max_distance=2.2);
IsPointInGround(Float:x,Float:y,Float:z,bool:interior=false,Float:max_distance=2.2);
IsBetweenPlayersIsWall(playerid,targetid);
IsBetweenPlayerToPointIsWall(playerid,Float:x,Float:y,Float:z);
GetPointInWallForPoint(Float:x,Float:y,Float:z,Float:radius,&Float:tx,&Float:ty,&Float:tz,Float:sector=90.0);
SetPlayerCameraDirectionLookAt(playerid,Float:x,Float:y,Float:z,Float:distance = 5.0,Float:rx=20.0,Float:sector=90.0);
GetWallRotation(Float:sx,Float:sy,Float:sz,Float:ex,Float:ey,Float:ez,&Float:rx,&Float:rz,&Float:px=0.0,&Float:py=0.0,&Float:pz=0.0,Float:size=1.0,Float:cut_size=0.0);
ColAndreas::FindGroundZ(Float:x,Float:y,Float:z,&Float:gZ);
Tryg3D::CollisionCheck(Float:StartX,Float:StartY,Float:StartZ,Float:EndX,Float:EndY,Float:EndZ,&Float:x,&Float:y,&Float:z,&Item3D_Type:item_type=Item3D_Type:0,&element_id=0,Float:cut_size=0.0,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_ALL);
ColAndreas Extended Functions:
Tryg3D::IsColAndreasInit();
Tryg3D::SafeColAndreasInit();
ColAndreas Callbacks:
OnColAndreasRemoveBuilding();
Grenade Detection Callbacks (ColAndreas):
OnPlayerDroppingGrenade(playerid,weaponid,Float:x,Float:y,Float:z);
YSF Functions:
Float:GetPlayerHydraReactorRX(playerid);
IsPlayerHydraReactorBoost(playerid);
GetPlayerRotation(playerid,&Float:rx,&Float:ry,&Float:rz);
CountTextDraw();
CountPlayerTextDraw(playerid);
CountVisibleTextDraw(playerid);
CountVisiblePlayerTextDraw(playerid);
CountGangZone();
CountVisibleGangZone(playerid);
CountPlayerGangZone(playerid);
CountVisiblePlayerGangZone(playerid);
IsVehicleOnSpawn(vehicleid,Float:check_radius=1.0);
IsPlayerOnSpawn(playerid,Float:check_radius=1.0);
Random::PointInGangZone(zoneid,&Float:tx,&Float:ty);
Random::PointInPlayerGangZone(playerid,zoneid,&Float:tx,&Float:ty);
FCNPC Functions:
FCNPC::GetPointInFront(npcid,&Float:tx,&Float:ty,Float:radius);
FCNPC::InRangeOfPoint(npcid,Float:range,Float:x,Float:y,Float:z);
FCNPC::GetTargetAngle(npcid,Float:x,Float:y,&Float:rz=0.0);
FCNPC::SetTargetAngle(npcid,Float:x,Float:y,&Float:rz=0.0);
FCNPC::SetVehicleRotation(npcid,Float:rx,Float:ry,Float:rz);
FCNPC::SetVehicleTargetRotation(npcid,Float:tx,Float:ty,Float:tz,Float:ry=0.0);
FCNPC::GoToAir(npcid,Float:x,Float:y,Float:z,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,Float:min_distance=0.0,stopdelay=250);
FCNPC Functions (ColAndreas):
FCNPC::GetPointInFrontCol(npcid,&Float:tx,&Float:ty,Float:radius);
FCNPC::GoToCol(npcid,Float:x,Float:y,Float:z,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=0.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
FCNPC::GoToPlayerCol(npcid,playerid,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=0.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
FCNPC::GoToPlayerOnGroundCol(npcid,playerid,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=1.0,Float:climbing=2.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
FCNPC::GoToPlayerOnGroundColVeh(npcid,playerid,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=1.0,Float:climbing=2.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
FCNPC::GoToAirCol(npcid,Float:x,Float:y,Float:z,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,Float:cut_size=0.0,Float:min_distance=0.0,stopdelay=250);
FCNPC::RandomMoveInDynamicArea(npcid,STREAMER_TAG_AREA:areaid,Float:climbing=2.0,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
FCNPC::SetAbsolutePosition(npcid,Float:x,Float:y,Float:z,Float:angle,worldid=-1,interiorid=-1,compensatedtime=-1,freezeplayer=1);
FCNPC::SetFloorPos(npcid);
VehicleStreamer Functions:
GetDynamicVehicleFlags(vehicleid);
Float:GetDynamicVehicleSpeed(vehicleid);
Float:GetPointInFrontOfDynVeh2D(vehicleid,&Float:tx,&Float:ty,Float:radius);
GetPointInFrontOfDynVeh3D(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
IsDynVehInRangeOfPoint(vehicleid,Float:range,Float:x,Float:y,Float:z);
IsDynVehFullyInDynamicArea(vehicleid,areaid);
Float:GetPointInFrontOfDynVeh2DCol(vehicleid,&Float:tx,&Float:ty,Float:radius);
GetPointInFrontOfDynVeh3DCol(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
IsDynamicVehicleOnSpawn(vehicleid,Float:check_radius=1.0);
GetDynamicVehicleRotation(vehicleid,&Float:rx,&Float:ry,&Float:rz);
Deprecated Functions:
GetDistanceBetweenPoints -> GetDistanceBetweenPoints3D
GetPlayersDistance -> Item::GetDistance
GetVehiclesDistance -> Item::GetDistance
GetObjectsDistance -> Item::GetDistance
GetActorDistanceFromPoint -> Item::GetDistanceFromPoint
GetDistanceBetweenPlayers -> Item::GetDistance
GetDistanceBetweenVehicles -> Item::GetDistance
GetDistanceBetweenObjects -> Item::GetDistance
GetPlayerActorDistance -> Item::GetDistance
GetPlayerVehicleDistance -> Item::GetDistance
GetPlayerObjectDistance -> Item::GetDistance
IsPlayerInCircle -> Item::In...
IsPlayerInSphere -> Item::In...
IsPlayerInRectangle -> Item::In...
IsPlayerInCube -> Item::In...
IsPlayerInPolygon -> Item::In...
GetPlayerCollisionFlags -> Item::GetCollisionFlags
GetVehicleCollisionFlags -> Item::GetCollisionFlags
IsPointInWaterFrontOfPlayer -> Item::IsPointInWaterOrient
MovePointColWithVehicle -> Tryg3D::CollisionCheck
MovePointColWithVehicleCut -> Tryg3D::CollisionCheck
Item::ToPointIsVeh -> Item::CollisionToPoint
Item::ToItemIsVeh -> Item::CollisionToItem
Symbols:
FLOAT_PI - pi constant value
FLOAT_EULER - Euler number
FLOAT_NAN - Float NaN
FLOAT_DEFECT - Float defect (Arc Test)
FLOAT_INFINITY - Float Infinity
VBTP - Value Bigger Than Possible
VLTP - Value Lower Than Possible
Definitions:
VERTICAL_CAMERA_RADIUS - (modifiable)
HORIZONTAL_CAMERA_RADIUS - (modifiable)
INVALID_ROTATION - (modifiable)
MAX_POLYGON_POINTS - (modifiable)
VEHICLE_SPEED_MULTIPLIER - (modifiable)
PLAYER_SPEED_MULTIPLIER - (modifiable)
INVALID_MOVE_TIME - (modifiable)
INVALID_MOVE_SPEED - (modifiable)
INVALID_VIRTUAL_WORLD - (modifiable)
CHARACTER_GROUND_Z_DIFF - (modifiable)
TRYG3D_MAX_AREA_CHECK - Define area check limit when using Vehicle/Player/Actor collision system (modifiable)
TRYG3D_RANDOM_MAX_ANGLE
WEAPON_DYNAMIC_EXPLOSION_DMG - deatch reason by using Cast3D::ExplosionDMG
WEAPON_DYNAMIC_EXPLOSION_RANGE - deatch reason by using Cast3D::ExplosionRangeDMG
Position Flags:
POSITION_FLAG_WORLD
POSITION_FLAG_INTERIOR
POSITION_FLAG_AIR
POSITION_FLAG_GROUND
POSITION_FLAG_WATER
POSITION_FLAG_UNDERWATER
POSITION_FLAG_UNDERGROUND
Tryg3D::CollisionCheck Flags:
TRYG3D_COLLISION_FLAG_NONE
TRYG3D_COLLISION_FLAG_OBJECT
TRYG3D_COLLISION_FLAG_VEHICLE
TRYG3D_COLLISION_FLAG_PLAYER
TRYG3D_COLLISION_FLAG_ACTOR
TRYG3D_COLLISION_FLAG_ALL
Vehicle Flags:
VF_STREET VF_AIRBORNE VF_NATATORIAL VF_MILITARY VF_TRAIN VF_RC VF_CARRIAGE
VF_AIRPLANE VF_HELICOPTER VF_BIKES VF_TRAILER VF_TOWABLE VF_POLICE
Vehicle Parts:
VEHICLE_PART_RFTIRE - Right Front tire
VEHICLE_PART_LFTIRE - Left Front tire
VEHICLE_PART_RRTIRE - Right Rear tire
VEHICLE_PART_LRTIRE - Left Rear tire
VEHICLE_PART_HOOD - In Front
VEHICLE_PART_TRUNK - Behind
VEHICLE_PART_ROOF - Roof
VEHICLE_PART_CHASSIS - Chassis
VEHICLE_PART_PETROLCAP - Petrolcap
enum 'element_orientation'
# o_left - Orientation Left
# o_right - Orientation Right
# o_up - Orientation Up
# o_down - Orientation Down
# o_front - Orientation Front
# o_back - Orientation Back
# o_front_left - Orientation Front left (diagonal)
# o_front_right - Orientation Front right (diagonal)
# o_back_left - Orientation Back left (diagonal)
# o_back_right - Orientation Back right (diagonal)
enum 'Item3D_Type'
# item_player
# item_npc
# item_actor
# item_object
# item_vehicle
# item_dynamic_object
# item_dynamic_pickup
# item_dynamic_cp
# item_dynamic_racecp
# item_dynamic_mapicon
# item_dynamic_3dtext
# item_dynamic_actor
# item_dynamic_vehicle
# item_fcnpc
enum 'StreamType'
# s_invalid
# s_circle
# s_cylinder2d
# s_cylinder3d
# s_sphere
# s_rectangle
# s_cube2d
# s_cube3d
# s_polygon
# s_circularsector
# s_sphericalsector
# s_cone2d
# s_cone3d
# s_ellipse
# s_ellipticalcyl2d
# a_sphericalsectorex
enum 'Vectors3D'
# Float: T3D:X - Position X
# Float: T3D:Y - Position Y
# Float: T3D:Z - Position Z
# Float: T3D:A - Angle
enum 'Float3D'
# Float: T3D:X - Position X
# Float: T3D:Y - Position Y
# Float: T3D:Z - Position Z
# Float: T3D:rX - Rotation X
# Float: T3D:rY - Rotation Y
# Float: T3D:rZ - Rotation Z
# Float: T3D:tX - Target Position X
# Float: T3D:tY - Target Position Y
# Float: T3D:tZ - Target Position Z
# T3D:VW - Virtual World ID
# T3D:INT - Interior ID
# Float: T3D:SPEED - Speed
enum 'LongFloat3D'
# Float: T3D:X - Position X
# Float: T3D:Y - Position Y
# Float: T3D:Z - Position Z
# Float: T3D:rX - Rotation X
# Float: T3D:rY - Rotation Y
# Float: T3D:rZ - Rotation Z
# Float: T3D:tX - Target Position X
# Float: T3D:tY - Target Position Y
# Float: T3D:tZ - Target Position Z
# Float: T3D:trX - Target Rotation X
# Float: T3D:trY - Target Rotation Y
# Float: T3D:trZ - Target Rotation Z
# Float: T3D:VecX - Vector Position X
# Float: T3D:VecY - Vector Position Y
# Float: T3D:VecZ - Vector Position Z
# T3D:VW - Virtual World ID
# T3D:INT - Interior ID
# Float: T3D:SPEED - Speed
enum 'OrientationCube3D'
# o_left_back_down
# o_right_back_down
# o_right_front_down
# o_left_front_down
# o_left_back_up
# o_right_back_up
# o_right_front_up
# o_left_front_up
enum 'T3D:eulermode'
# T3D:euler_xzx - Proper / Classic Euler angles
# T3D:euler_xyx - Proper / Classic Euler angles
# T3D:euler_yxy - Proper / Classic Euler angles
# T3D:euler_yzy - Proper / Classic Euler angles
# T3D:euler_zyz - Proper / Classic Euler angles
# T3D:euler_zxz - Proper / Classic Euler angles
# T3D:euler_xzy - Tait-Bryan angles
# T3D:euler_xyz - Tait-Bryan angles
# T3D:euler_yxz - Tait-Bryan angles
# T3D:euler_yzx - Tait-Bryan angles
# T3D:euler_zyx - pitch roll yaw
# T3D:euler_zxy - sa-mp
Download:
3DTryg.inc
More functions available with plugins:
ColAndreas (Recommended 1GB RAM for server by using this plugin)
YSF
Streamer
FCNPC
VehicleStreamer
Compatibility includes:
rotation.inc by Nero_3D
i_quat.inc by IllidanS4
YSI Libraries (with #define ENABLE_3D_TRYG_YSI_SUPPORT if you got error)
Supported elements:
1. Character Elements:
- Player's
- NPC's
- Actor's
- FCNPC's
2. Static Elements:
- Object's
- Vehicle's
- GangZone's
3. Dynamic Elements:
- DynamicObject's
- DynamicPickup's
- DynamicCP's
- DynamicRaceCP's
- DynamicMapIcon's
- Dynamic3DText's
- DynamicActor's
- DynamicVehicles's
4. Areas 2D / 3D:
a) Geometric Figures:
- Circle
- Rectangle
- Polygon
- CircularSector
- Ellipse
- Cone2D
b) Chunk:
- Cylinder2D
- Sphere
- Cube
- EllipticalCylinder2D
c) Rotated Chunk:
- Cylinder3D
- SphericalSector
- Cube3D
- Cone3D
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| Help! How hidden the skin select button when the player will spawn ? |
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Posted by: PutuSuhartawan - 2021-04-18, 04:52 AM - Forum: Pawn Scripting
- Replies (1)
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i have problem with this function
Code: public OnPlayerRequestSpawn(playerid)
{
if(IsPlayerNPC(playerid)) return 1;
? SEM(playerid, "OnPlayerRequestSpawn");
if(!IsPlayerNPC(playerid))
{
? ? TogglePlayerSpectating(playerid, 1);
//return cmd_spawn(playerid);
SendClientMessage(playerid, -1, "You are detect was not an NPC sir");
if(!PLAYER_STATE_SPAWNED)
{
SpawnPlayer(playerid);
return cmd_rumahsakit(playerid);
}
return cmd_rumahsakit(playerid);
}
}
Code: public OnPlayerRequestClass(playerid, classid)
{
? StatusBaruLogin[playerid] = 1;
if(IsPlayerNPC(playerid)) return 1;
? TogglePlayerSpectating(playerid, 1);
? SpawnPlayer(playerid);
? /*
? SetSpawnInfo(0, 0, 0, 0.0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 0, 0);
? SetPlayerCameraPos(playerid, Float:1494.7446, Float:-2293.4832, Float:18.2991);
? SetPlayerCameraLookAt(playerid, Float:1494.7446, Float:-3763.4832, Float:12.29911557, CAMERA_MOVE);
? */
?
?
? cmd_rumahsakit(playerid);
? SEM(playerid, "OnPlayerRequestClass");
if(!PLAYER_STATE_SPAWNED)
{
? ?
SpawnPlayer(playerid);
return 1;
}
How to remove select player class or skin system on player will spawn?
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| [SOLVED] How users can fishing anywhere as long as there is water everywhere. |
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Posted by: PutuSuhartawan - 2021-04-18, 04:43 AM - Forum: Pawn Scripting
- Replies (11)
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SOLUTION with?Radical?Pinch?AbyssMorgan?arber:
?Code: #include <progress2>
[/font][/size][/color]
#include <foreach>// color with string
#include <3DTryg>
#include <colandreas>
// the variabel meaning of water object
#define? ? ? ? FISH_THRESHOLD? ? ? ? ? ? 3.0
#define? ? ? ? WATER_CHECK_RADIUS? ? ? ? 15.0
IsPlayerNearWater(playerid)
{
? ? new
Float:x,
Float:y,
Float:z,
Float:cx,
Float:cy,
Float:cz,
Float:angle;
? ? GetPlayerPos(playerid, x, y, z);
? ? // Will not work near the dam
? ? if(z > 0.0 && z < FISH_THRESHOLD)
? ? {
? ? ? ? for(new i = 0; i < 4; i)
? ? ? ? {
? ? ? ? ? ? cx = x (WATER_CHECK_RADIUS * floatsin(-angle, degrees));
? ? ? ? ? ? cy = y (WATER_CHECK_RADIUS * floatcos(-angle, degrees));
? ? ? ? ? ? angle = 90.0;
? ? ? ? ? ? CA_FindZ_For2DCoord(cx, cy, cz);
? ? ? ? ? ? // Doesn't work under bridges
? ? ? ? ? ? if(cz == 0.0) return 1;
? ? ? ? }
? ? }
? ? return 0;
}
CMD:fish(playerid, params[])
{
if (IsPlayerNearWater(playerid))
//if(IsPlayerInRangeOfPoint(playerid, 100.0, 1062.4270,-2567.9729,-0.5079)) // lokasi mancing
{
? ? ? ? if(WormAttached[playerid] < 1) return SendClientMessage(playerid, COLOR_LIGHTRED, ""COL_LIGHTBLUE"FISH: "COL_WHITE"Sir sorry you need to have a bait worm attached to the fishing rod to fish with"COL_YELLOW"'/attachworm'");
? ? ? ? if(FishingEquipped[playerid] == 0) return SendClientMessage(playerid, COLOR_LIGHTRED, "You need to have your fishing rod equipped.");
? ? ? ? if(Fishing[playerid] == true) return SendClientMessage(playerid, COLOR_LIGHTRED, "You are already fishing.");
? ? ? ? if(pInfo[playerid][pFishes] > 5)
? ? {
? ? SendClientMessage(playerid, COLOR_LGREEN, ""COL_LIGHTBLUE"FISH: "COL_WHITE"Please the fish the on sale first with "COL_YELLOW"'/sellfish'");
? ? cmd_fishingrod(playerid);
? ? ApplyAnimation(playerid, "PED", "idle_taxi", 4.0, 0, 1, 1, 1, -1, 1);
? ? return 1;
? ? }
? new string[140];
format(string, sizeof(string), "* %s begins to fish with his fishing rod.", GetRPName(playerid));
LocalMessage(ACTION_DISTANCE, playerid, ACTION_COLOR, string);
? fish[playerid] = 2; //change it with the timer time
? new Float:BBCoord[4];
? ? GetPlayerPos(playerid, BBCoord[0], BBCoord[1], BBCoord[2]);
? ? GetPlayerFacingAngle(playerid, BBCoord[3]);
EfekPancingan[playerid] = SpawnObject_InfrontOfPlayer(playerid, 18717);
//CreateDynamicObject(18717, BBCoord[0], BBCoord[1], BBCoord[2]-2.4, 0.0, 0.0, 0.0, 0,? 0);
? ? TimerFish[playerid] = SetTimerEx("timerFish", 1000, 1, "i", playerid);
? ? TogglePlayerControllable(playerid, 0);
? ? WormAttached[playerid] = 0;
? ? ApplyAnimation(playerid, "ped", "ARRESTgun", 4.0, 0, 1, 1, 1, -1, 1);
? ? Fishing[playerid] = true;
?
?
}
else return SendClientMessage(playerid, COLOR_RED, "You can't sir fishing here with out river .");
? return 1;
}
THE PROBLEM:
Code: i just know IsPlayerInRangeOfPoint,
if (IsPlayerInRangeOfPoint(playerid, 7.0, 2695.6880, -1704.6300, 11.8438))
? ? {
? ? ? ? SendClientMessage(playerid,0xFFFFFFFF,"Need around water area to fishing");
? ? }
[color=#333333][size=small][font=Tahoma, Verdana, Arial, sans-serif][color=#333333][size=small][font=Tahoma, Verdana, Arial, sans-serif]
[/font][/size][/color]
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| Server economy ideas? |
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Posted by: Snow - 2021-04-16, 11:06 PM - Forum: General Discussions
- Replies (2)
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So I am running a freeroam server and I'm pretty much stuck at server economy. There are not much uses of money atm. Right now, money can be used for buying houses, adding objects in the house, attaching objects on the skin and buying weapons. Not to forget a little amount that gets deducted on death. I think its not much for a freeroam server but then again, its freeroam so limiting things such as vehicles to money will be bad for server aswell. So what are your suggestions?
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