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Duplicate CallBack call |
Posted by: RhaegarX - 2021-03-19, 04:45 PM - Forum: Support
- Replies (9)
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In my gamemode I use mysql as a data saving system. Most of the player data I will save the moment it is changed to avoid problems in case of server crash or crash, and I also save the player data when restarting the server (/ gmx).
PHP Code: public OnPlayerDisconnect() { Player_DestroyAllVehicles(playerid); Player_SaveRanking(playerid); Player_SaveConfig(playerid); Player_SaveMoney(playerid); ? ? Player_SaveData(playerid); ? ? Player_ClearVars(playerid); Player_ClearAcessories(playerid); Player_ClearInfo(playerid); Inventory_Reset(playerid); }
PHP Code: public OnGameModeExit() { foreach(new i : Player) { Player_DestroyAllVehicles(i); Player_SaveRanking(i); Player_SaveConfig(i); Player_SaveMoney(i); Player_SaveData(i); Player_ClearVars(i); Player_ClearAcessories(i); Player_ClearInfo(i); Inventory_Reset(i); } DestroyAllDynamicMapIcons(); DestroyAllDynamic3DTextLabels(); DestroyAllDynamicPickups(); mysql_close(ConexaoSQL); return 1; }
What I noticed is that when I restart the server, OnGameModeExit is saved and OnPlayerDisconnect is saved, doubling each player's save. For example: when I restart the server (/ gmx) the player's money is saved in OnGameModeExit and OnPlayerDisconnect, being saved 2 times without need.
How do I avoid this duplication of calls? Do I need to save player data on OnGameModeExit or just OnPlayerDisconnect?
Is OnPlayerDisconnect called by default by OnGameModeExit?
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Sound ID isn't working |
Posted by: robertocaribbean - 2021-03-18, 10:47 PM - Forum: Pawn Scripting
- Replies (4)
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Hi there,
I want to place in my script, a death sound when a player dies. I looked in the folder "data/audioevents.txt" and found the sound I was looking for:
SOUND_PED_DEATH_CRUNCH 1189.
But unfortunately, that id doesn't play any sound. I tried with other ids and they work perfectly.
Code (I'm using weapon-config):
Code: public OnPlayerDamageDone(playerid, Float:amount, issuerid, weapon, bodypart) {
? ? if (amount == 0.0) {
? ? ? ? PlayerPlaySound(playerid, 1189, 0.0, 0.0, 0.0);
? ? ? ? SendClientMessage(playerid, -1, "Death");
? ? }
? ? return 1;
}
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Unknown Gamemode |
Posted by: Snow - 2021-03-18, 03:32 AM - Forum: Pawn Scripting
- Replies (16)
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My gamemode for some unknown reason fails to work. All plugins load, MySQL connection is successful, but number of vehicle models is 0 and the gamemode shows unknown in the client. Nativechecker fails to point out anything. However this mysterious thing might be the reason but I can't seem to fix it.
Code: *** YSI Error: y_malloc with JIT requires "#define YSI_NO_HEAP_MALLOC"
*** YSI Warning: JIT disabled
[jit] Compilation was disabled
I tried putting?"#define YSI_NO_HEAP_MALLOC" in the script but this wont go anyway. What could be possibly wrong??
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Dual monitors with San Andreas |
Posted by: GospodinX - 2021-03-17, 08:15 PM - Forum: Tech
- Replies (6)
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Hi guys
Does anyone use dual monitors for GTA?
Is possible to use one monitor for GTA and second for other things(scripting,reading forum, facebook etc)
I have problem with it.When I switch to second monitor my GTA freeze.
Thanks
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Compile stack size |
Posted by: Paulthas01 - 2021-03-17, 11:39 AM - Forum: Support
- Replies (14)
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I would like to understand what that means, it is appearing outside the -d3 compilation parameters.
As far as I know, it shouldn't happen.
Pawn compiler 3.10.10 Copyright © 1997-2006, ITB CompuPhase
Header size: 58400 bytes
Code size: 5920252 bytes
Data size: 25992156 bytes
Stack/heap size: 16384 bytes; estimated max. usage=130285 cells (521140 bytes)
Total requirements:31987192 bytes
[Finished in 7.2s]
In my gamemode, I use a lot of 2d / 3d arrays, the size of the .amx is 26MB.
Does this affect server performance? Causes shutdown?
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Car Tuning Menu |
Posted by: helion_prime - 2021-03-16, 11:31 PM - Forum: Filterscripts
- Replies (4)
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Car Tuning Menu V.2.3
By HeLiOn PrImE
Please give a fair rating, after you load the script in game!
Customize every car, anywhere with the command /tune.
Based on the car tuning menu?1.1 menu by Rsts [Lucas].
New features:
1. Select Add sound for:
- Respraying;
- Part installation.
2. Fixed issues.
- Uranus body parts;
- Mourning Roof Scoops;
- Slamin front bumper for Slamvan.
All elements can be added to any vehicle as long as they're compatible.
With this update, I am pleased to say that there are no more known bug-scripts from earlier versions.
There is a problem with the client: Dialog is fixed in the center of the screen making the player tune the car almost blind
What does this script do? Basically, this script allows you to customize any car you want.
Vehicle List: Just Open Pwn and Find Line Number 135. Add Vehicle ID there.
All the IDs for ground vehicles are present there. Other vehicles can be added, but tuning them can cause the game to crash.
The command /tune can only be used in a vehicle.
Restrictions:
1. Do not try to add a plane or a boat. The server will crash if you try to upgrade them.
2. Special vehicles that can be added. They can be fitted only with hydraulic bass boost, wheels, paint and nitrous.
Warning:
You can modify or optimize this script the way you like it for your own server. But you are not allowed to release it under your name! Please give some respect and give credit as they are!
Version: 2.2 credit:
- Rsts [Lucas]: He created the original script;
- kaisersouse: He cleaned up indentations and permanent sub-issues.
- Helion Prime (Me): I have rebuilt it entirely using dialogs instead of menus, added support for Transfender cars, added select sounds and did some other minor fixes (check above).
Version: 2.3:
- The script was updated and compiled for the open.mp server.
- There are no new features with this release.
Download Link: https://github.com/HeLiOn--PrImE/SAMP-Car-Tuning-Menu
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Blake Island |
Posted by: helion_prime - 2021-03-16, 10:54 PM - Forum: Maps
- Replies (1)
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BLAKE ISLAND v1.1
by HeLiOn PrImE
Please give a fair rate, after you check the map in game!
ATTENTION:
Objects were retextured for this map.
The banner only represents the island's shape from above and size.
Before you rate this map, make sure you successfully load it and explore it!
Location:
South of Whetstone, in the middle of the ocean.
Contents:
- large forest areas
- a mountain
- beach
- warehouses
- shipwrecks
- ruins
- ghost town
- airport
- cabins.
Overview:
This is basically my first project made entirely from scratch. The making of this map very much consisted of me switching between 3 mapping tools and constantly converting everything I made.
The image above shows the island without the textures. In game you will notice that all the areas are green. It's not perfect, but if some of you can do a better job, let me know and be my guest!
This Island has 1/3 the surface of Los Santos and it's consisted of 707 objects. It's pretty big and has I designed it for manhunt/survival events.
Scripting such an event over this map is my next step, but I really am curious of what you guys can come up with.
I advise, using foggy weather and setting a low streaming/draw distance. Plus, if you're gonna throw players in those conditions, you should hide their name tags to make them invisible on the map.
Hiding and planing ambushes will be easier and more fun.
Below you have a set of pictures and a download link.
Install steps:
- place streamer.dll or streamer.so in the plugins folder
- add "plugins streamer.so" (or streamer.dll) in your server.cfg
- place the script in the filterscripts folder
- add "BlakeIsland" on the filterscripts line in server.cfg
- run the server
Update Notes:
- Added a ghost town south-west of the main island.
- Added an abandoned airfield north west of the main island.
- Added more trees, so the forests are a bit larger.
- Added one more lighthouse north of the main island.
- Added bridges that connect all the island areas.
- Added a cabin in the northern forest.
- Remade all the textures. All the island parts now fit nicely into each-other
- Blake Island now has 707 objects and it's 1/3 the size of Los Santos.
Note:
This map is coded for the use with Incognito's Streamer Plugin.
The draw/streaming distances are defined in the first lines of the script. They are currently set to 350.0.
The teleport command is /blake. You will be spawned at the ruins in the island core.
You are allowed to modify this map to best suit your server, but you are NOT allowed to release it
under your own name. If you release scripts based on this map, you are required to mention me in the credits.
Download Link: https://github.com/HeLiOn--PrImE/SAMP-Blake-Island
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Function Get ID by name |
Posted by: GospodinX - 2021-03-16, 01:34 PM - Forum: Pawn Scripting
- Replies (6)
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I have a function IDByName, as the name of the function says I want to get id by player name.
Function:
Code: IdByName(const name[])
{
new iPlayer,names[MAX_PLAYER_NAME];
iPlayer = 999;
foreach(new i : Player)
{
? ? GetPlayerName(i, names, sizeof(names));
? ? if(!strcmp(name, names, true))
? ? {
? ? ? ? iPlayer = i;
}
}
return iPlayer;
}
Example:
Code: ? new oie = IdByName(name);
if(IsPlayerConnected(oie)) //player is online and oie is his ID
{
//code
}
else //player is not online
{
//code
}
The function was work perfectly for me for a long time. But now when I have 200 players on my server function get bugged and many times when a player is connected function can't found them..
Have anyone ideas why it happened and how I can improve my function?
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