• 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[Pawn] Map Markers new
#1
Lightbulb 
🎯 [RELEASE] Per-Player Colored Checkpoints, Arrows & Decal Hoops
πŸ”Ή Introduction
Hey everyone! πŸ‘‹ I'm Dzherekarov (or Jerry), and I’d like to share my filterscript with you. It can be turned into an include or even a plugin, but unfortunately, I'm both busy and lazy, so I won’t be doing that. πŸ˜†
However, you are free to modify it as you wish!
I've always been annoyed with SA-MP’s built-in checkpoints, race checkpoints, enex arrows, and pickups, so I created a solution:
βœ… Per-player colored checkpoints
βœ… Custom arrows & rotating decal hoops
βœ… 237 unique map marker IDs (0–237)
βœ… Markers rotate and glow like real checkpoints
βœ… No timers or TickCount used!
πŸ“’ Note: My native language is Bulgarian, so don’t judge me too harshly. Also, I’m not a professional scripter, just a guy with patience!

πŸ›  Requirements
To run this filterscript, you need:
πŸ”Ή
#include <YSF>

πŸ”Ή
#include <streamer>
It’s my first time writing a thread, so don’t expect perfection! πŸ˜…

πŸš€ Features & Usage
One of the best parts of this system is that you don’t need to manually track marker IDs. Everything is handled automatically.
βœ… Adding a Map Marker
AddMapMarker(playerid, type = 0, Float:X, Float:Y, Float:Z, col = 0xAAAAAAAA, colh = 0xAADD1111, vw = 0, interior = 0, Float:DrawDist = 110.0, dtext[]="MARKER TAG", col3d = 0x00000000, testl = 1, Float:tdrawdist = 50.0);

πŸ“Œ Markers are automatically indexed when created. No need to manually declare them!
πŸ“Œ You can add markers in OnPlayerSpawn or OnPlayerConnect, and they will persist.
πŸ—‘ Destroying a Marker
DestroyMarker(playerid, markerid);

πŸ“Œ If you have 30 map markers, ID 1 is actually 0 (so valid IDs are 0–29).
πŸ“Œ When you destroy ID 5, it becomes available again for the next marker you create.
πŸ’₯ Destroy All MarkersΒ DestroyAllMarkers(playerid);Β πŸ“Œ Removes all markers for a player.

πŸ” Get a Marker IDΒ GetMarkerID(playerid, markerid); πŸ“Œ Retrieves the valid ID of a marker.

πŸ”„ Filterscript Restart Behavior
  • Markers are automatically destroyed when the filterscript restarts.
  • If you create them OnPlayerSpawn, the player must respawn after a restart to see them again.

    πŸ“Œ Important Notes
    πŸ›‘ These markers are per-player, so they do not use GlobalObject slots.
    πŸ›‘ You can place 50 markers around a player, but they are only visual effects.
    πŸ›‘ If you want interactions (e.g., triggers when entering a marker), use:
    • Pickups
    • Streamer Areas
    • Timers

    πŸ’¬ Final Thoughts
    This system is great for shops, player missions, and custom checkpoint systems.
    Feel free to test, modify, and improve it!
    Let me know if you have feedback or suggestions. Enjoy! 😎

    some pics:Β 
    [Image: m3c47d.png]Β [Image: qcasts.png]Β [Image: riuxm6.png]Β [Image: 3drx5i.png]Β [Image: x36sxs.png]Β [Image: u5cb7l.png]Β [Image: ta2zzz.png]

    source code :Β https://pastebin.com/ZY0EMp1k
  Reply
#2
Wrong Section!
  Reply


Forum Jump: