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  Script: error 018: initialization data exceeds declared size
Posted by: RhaegarX - 2021-03-12, 01:58 PM - Forum: Pawn Scripting - Replies (4)

I am developing an event system that will have some customizations, and I started with the following data structure.

However, when the compiler is giving the following error:?(52) : error 018: initialization data exceeds declared size





Code Pawn - Pastebin.com





I am trying to find the solution, but I have no idea how to solve it.


  help convert zcmd and sscanf
Posted by: nbx2000 - 2021-03-12, 04:56 AM - Forum: Pawn Scripting - Replies (1)



can someone help me convert this command to zmcd and sscanf


Code:
[/font][/size][/color]

#include <a_samp>

#define DIALOG_DUEL 24245

new bool:InvitedDuel[MAX_PLAYERS];

new IdDuel[MAX_PLAYERS];

new bool:UsingArena;

new Counting = 5;

new CountDueling[5][5] ={"~r~1","~b~2","~p~3","~y~4","~g~5"};

forward ExecuteCount(playerid,pid);

public ExecuteCount(playerid,pid)

{

? ? if (Counting > 0)

? ? {

? ? ? ? GameTextForPlayer(playerid,CountDueling[Counting-1], 2500, 3);

? ? ? ? GameTextForPlayer(pid,CountDueling[Counting-1], 1000, 3);

? ? ? ? Counting--;

? ? ? ? SetTimerEx("GoDuel",1000,false,"ii",playerid,pid);

? ? }

? ? else

? ? {

? ? ? ? GameTextForPlayer(playerid,"~>~~g~Go~w~Go~r~Go~b~Go~<~", 2500, 3);

? ? ? ? GameTextForPlayer(pid,"~>~~g~Go~w~Go~r~Go~b~Go~<~", 2500, 3);

? ? ? ? Counting = 5;

? ? ? ? TogglePlayerControllable(playerid,true);

? ? ? ? TogglePlayerControllable(pid,true);

? ? }

? ? return 1;

}





public OnPlayerCommandText(playerid, cmdtext[])

{

? ? new cmd[128];

? ? new idx;

? ? new id;

? ? cmd = otherplayerids(cmdtext, idx);

? ? if(!strcmp("/duel", cmd, true))

? ? {

? ? ? ? new tmp[128];

? ? ? ? new string[128];

? ? ? ? tmp = otherplayerids(cmdtext, idx);

? ? ? ? id = strval(tmp);

? ? ? ? if(InvitedDuel[playerid] == true) return SendClientMessage(playerid,0xF41917AA,"??[DUEL]?? : Have you invited someone, wait Expire Invitation");

? ? ? ? if(UsingArena == true) return SendClientMessage(playerid,0xF41917AA,"??[DUEL]?? : At the time the Arena is Being Used");

? ? ? ? if(!strlen(tmp)) return SendClientMessage(playerid,0xF41917AA,"??[DUEL]?? : You must enter the ID of the player following the Way (/duel [playerid])");

? ? ? ? if(id == playerid) return SendClientMessage(playerid,0xF41917AA,"??[DUEL]?? : You can not invite the Self");

? ? ? ? if(InvitedDuel[id] == true) return SendClientMessage(playerid,0xF41917AA,"??[DUEL]?? : Currently the player is in a Duel, wait..");

? ? ? ? new name[MAX_PLAYER_NAME];

? ? ? ? GetPlayerName(playerid, name, sizeof(name));

? ? ? ? format(string, sizeof(string), "??[DUEL]?? : %s This inviting you to a \n Duel Runing (Press Accept to Accept Duel)",name);

? ? ? ? ShowPlayerDialog(id,DIALOG_DUEL,DIALOG_STYLE_MSGBOX,"??[DUEL]?? :",string,"Accept", "No");

? ? ? ? GameTextForPlayer(id,"~r~DUE~w~LO !", 2500, 3);

? ? ? ? InvitedDuel[id] = true;

? ? ? ? IdDuel[id] = playerid;

? ? ? ? SetTimerEx("ExpireDuel",15000,false,"ii",id,playerid);

? ? ? ? return 1;

? ? }

? ? return 0;

}





forward GoDuel(playerid,pid);

public GoDuel(playerid,pid)

{

? ? //-> Go To? X1 <-//

? ? //SetPlayerPos

? ? //SetPlayerArmor

? ? //SetPlayerHealth



? ? //-> Functions for Count x1<-//

? ? TogglePlayerControllable(playerid,false);

? ? TogglePlayerControllable(pid,false);

? ? ExecuteCount(playerid,pid);

? ? return 1;

}





forward ExpireDuel(playerid,pid);

public ExpireDuel(playerid,pid)

{

? ? if(UsingArena == false)

? ? {

? ? ? ? SendClientMessage(pid,0x1DF6F6AA,"??[DUEL]?? : Expired challenge, He Refused");

? ? ? ? SendClientMessage(playerid,0x1DF6F6AA,"??[DUEL]?? : Expired challenge, you automatically refuse");

? ? ? ? InvitedDuel[pid] = false;

? ? ? ? InvitedDuel[playerid] = false;

? ? ? ? IdDuel[playerid] = playerid;

? ? ? ? IdDuel[pid] = pid;

? ? }

? ? return 1;

}





otherplayerids(const string[], &index)

{

? ? new length = strlen(string);

? ? while ((index < length) && (string[index] <= ' '))

? ? {

? ? ? ? index;

? ? }

? ? new offset = index;

? ? new result[20];

? ? while ((index < length) && (string[index] > ' ') && ((index - offset) < (sizeof(result) - 1)))

? ? {

? ? ? ? result[index - offset] = string[index];

? ? ? ? index;

? ? }

? ? result[index - offset] = EOS;

? ? return result;

}





public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])

{

? ? if(dialogid == DIALOG_DUEL)

? ? {

? ? ? ? if(!response) return ExpireDuel(playerid,IdDuel[playerid]);

? ? ? ? if(response)

? ? ? ? {

? ? ? ? ? ? UsingArena = true;

? ? ? ? ? ? new name[MAX_PLAYER_NAME], string[44];

? ? ? ? ? ? GetPlayerName(playerid, name, sizeof(name));

? ? ? ? ? ? format(string, sizeof(string), "??[DUEL]?? : %s accepted the challenge, wait 8 seconds to go to Duel.",name);

? ? ? ? ? ? SendClientMessage(IdDuel[playerid],0xF6F600AA,string);

? ? ? ? ? ? SendClientMessage(playerid,0xF6F600AA,"??[DUEL]?? : You accepted the Duel Wait 8 seconds to process your Data");

? ? ? ? ? ? SetTimerEx("GoDuel",8000,false,"ii",playerid,IdDuel[playerid]);

? ? ? ? }

? ? ? ? return 1;

? ? }

? ? return 1;

}





public OnPlayerDeath(playerid, killerid, reason)

{

? ? if(InvitedDuel[killerid] == true)

? ? {

? ? ? ? new Float:healthkiller;

? ? ? ? new namekiller[24],namedeather[24],string[44];

? ? ? ? GetPlayerName(killerid, namekiller, 24);

? ? ? ? GetPlayerName(playerid, namedeather, 24);

? ? ? ? GetPlayerHealth(killerid,healthkiller);

? ? ? ? format(string, sizeof(string), "??[DUELO]?? : %s Wins Duel of %s how %0.0f off Armour and Health",namekiller,namedeather,healthkiller);

? ? ? ? SendClientMessageToAll(0xF600F6AA, string);

? ? ? ? InvitedDuel[killerid] = false;

? ? ? ? InvitedDuel[playerid] = false;

? ? ? ? IdDuel[playerid] = playerid;

? ? ? ? IdDuel[killerid] = killerid;

? ? ? ? UsingArena = false;

? ? ? ? healthkiller = 0;

? ? ? ? SpawnPlayer(killerid);

? ? }

? ? return 1;

}

[color=#000000][size=small][font=Monaco, Consolas, Courier, monospace]


  GTA:SA's mission passed sound ID?
Posted by: 2PAC_ - 2021-03-11, 07:46 PM - Forum: Pawn Scripting - Replies (1)

Does anyone knows GTA:SA's mission passed sound ID?



I need this.


  Problem with OnPlayerDeath
Posted by: destiezk - 2021-03-11, 06:44 PM - Forum: Support - Replies (4)

Dear everyone,



I've been facing this issue for almost 2-3 months which I can NOT solve by myself.

The problem is that OnPlayerDeath is not really running correctly. I have a modified hitbox on my server which modifies the damage, and idk if it could be the problem.

The problem is: Randomly when you die, an irritating bug appears which is after you die, your character can stand up and shoot finely for like 1-2 seconds, and then dies, but the funniest is that my code at OnPlayerDeath runs correctly, just suddenly this appears.

I tried to solve it multiple ways, like putting a check if the player is ONFOOT at the end of OnPlayerDeath, but didn't seem to fix my issue, and been stuck with this as I already mentioned for months.

Anyone faced this before?



Thank you in advance!


  Problem with GetTickCount
Posted by: RhaegarX - 2021-03-11, 12:55 PM - Forum: Support - Replies (21)

I made an anti flood command script for my gamemode, in which the player can only type commands every 2 seconds. Everything worked fine, until yesterday I realized that this script had bugged, any command typed by the player regardless of the time between them is classified as spam.

[Image: xr701iO.png]

So I decided to do a type of debugging, to see what value the GetTickCount was returning, and it is returning very large negative values.
[Image: Palr2LS.png]

The amazing thing about this problem is that it only occurs on my computer, on my notebook and on the gamemode host this problem does not occur everything works correctly. Does anyone have any idea what this is? Maybe some problem with some windows dll? I do not believe it is a gamemode problem, because as I mentioned in other places it works normally, only on my computer this problem occurs.

Here are the plugins / includes I use and the anti flood code snippet

PHP Code:
#include? ? <a_samp>
#define FIXES_Single 1
#define FIXES_ServerVarMsg 0
#define LOCAL_HOST true
// Redefini??es antes da Fixes
#if? ? ? defined MAX_PLAYERS
#undef? ? MAX_PLAYERS
#if LOCAL_HOST == true
#define? MAX_PLAYERS? (100)
#else
#define? MAX_PLAYERS? (30)
#endif
#endif
//
#include <fixes>
#include <crashdetect>
#include? ? <timerfix>
#include? ? <a_mysql>
#include? ? <foreach>
#include? ? <izcmd>
#include? ? <sscanf2>
#include? ? <MV_Youtube>
#include? ? <streamer>
#include? ? <callbacks>
#include? ? <mSelection>
#define AUTO_SETUP
#include? ? <gmtime>


public OnPlayerCommandReceived(playeridcmdtext[])
{
? ? if (!
IsPlayerConnected(playerid) || playerid == INVALID_PLAYER_ID)
{
return 
SendClientMessage(playeridCOLOR_INVALID"You are not connected."), false;
}
if (
GetTickCount() - timeUsedCommand[playerid] < 2000)
? ? {
return 
SendClientMessage(playeridCOLOR_GRAD1"Wait 2 seconds to retype a command!"), false;
? ? }
timeUsedCommand[playerid] = GetTickCount();
? ? return 
1;


plugins crashdetect fixchars sscanf mysql streamer timerfix gmtime SAMPSON

And this problem has occurred with any code that uses the native GetTickCount.


  Compiling on Linux
Posted by: Smyle - 2021-03-10, 09:37 PM - Forum: Pawn Scripting - Replies (5)

Heyo.



So... In a while ago i just moved into Linux (Ubuntu/Debian)?for other development purposes and i didnt want to stop all my SAMP projects because of Torvalds. My issue is with compiling. Does anyone knows how am i going to be able to compile in this OS? Or do something else so it can work??



Thank you. As yall can notice i am not an expert (not even close to an amateur) on using linux, so... I'm kinda lost here.


  Any way to show custom models in class selection?
Posted by: RoBy41 - 2021-03-10, 06:32 PM - Forum: Pawn Scripting - No Replies

So I added Sweet, Ryder and Big Smoke in a class selection for Grove Street Families. I decided to replace their models with their beta versions (mods), so I did that. But if I replace their ids in the AddPlayerClass (for example Sweet which is 271, with the id of the new model), when I go on the server, in the class selection Sweet shows up as CJ instead of the custom model.

As a temporary fix, I decided to add the vanilla skins (Sweet, Ryder, BS) in the class selection and make it switch the player's skin from Sweet to BETA Sweet upon spawning for example, but I want it to be visible in the class selection too.

So is there any way to fix this? I think most of you will tell me to use mSelection or something like that, but I think it's hard to remake the whole class selection or at least very time consuming.


  [MAP] Hotel "Dubrovnik"
Posted by: Muksinjo - 2021-03-10, 05:44 PM - Forum: Videos and Screenshots - Replies (1)

Hello, this is my new map, it's Hotel called "Dubrovnik". Hope you like it! :D

https://imgur.com/a/wv6wfnv


Rainbow Add color gradient textdraws
Posted by: Radical - 2021-03-10, 05:07 PM - Forum: Questions and Suggestions - Replies (4)

As mentioned in the subtitle, adding this feature in Open.mp?to beautify Textdraws is very fantastic ??



https://wikipedia.org/wiki/Color_gradient

https://www.w3schools.com/colors/colors_gradient.asp

[Image: How-To-Design-a-Gradient-Logo-01-1024x611-1.png]


  [DA-RP: Dark Ages: Medieval Roleplay] Winter Update!
Posted by: Wolfgang - 2021-03-10, 04:49 PM - Forum: Videos and Screenshots - Replies (1)

"Audio Streaming"


Quote:
? A novel audio system was implemented to enrichen the ambientance and server's atmosphere

? In-game audio streams were severely limited because they couldn't support more than one audio playing simultaneously and there was no 3D spatialization based on player position.

? In this new system the player opens a webpage which automatically connects to the server through a socket; this possibilitates multiple overlapping audio streams with 3D responsiveness (i.e if a player gets closer to a sound source the audio gets increasingly louder).

? For those curious about the technicalities: it was made using the howler.JS API on the frontend and a websocket server on node.js, which is responsible to track and coordinate all sounds broadcasted in-game to each client.








"Look At"

[Video: https://www.youtube.com/watch?v=NV5NOvypqz0]



Quote:? Since the minimap is hidden and there are no player blips it makes it harder to locate points of interest; although this is softened with the new audio system, a "look at" framework was implemented to let characters know the general direction of a certain source of sound.



"Hunting"


Quote:? This system has left the experimental stage and was developed further; there was progress in adding classes of animals (aerial &?terrestrial).

? A per-animal loot system was implemented (different animals have a base loot preset with item type & drop probability).

? Projectiles can be used to hunt animals (once sheets are fully implemented hunting will follow WOD mechanics automatically).