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Old 27/12/2008, 06:09 PM   #1
BeckzyBoi
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Default Complete scripting bugs list (0.3e updated)

a_players.inc
  • SpawnPlayer - Kills the player if they are in a vehicle.
  • native SetPlayerAmmo(playerid, weaponslot, ammo) - It asks you for the weaponslot but it should say weaponid.
  • GetPlayerColor - Returns 0 unless SetPlayerColor has been used.
  • GetPlayerSkin - If you change the skin id with SetSpawnInfo, GetPlayerSkin will return the new skin id if the player hasn't respawned yet and is still using the old skin.
  • SetPlayerName - If you set to the same name but some letters are in a different case it doesn't work (eg "heLLO" to "hello").
  • GetPlayerWeapon - If you are in a vehicle and change weapon using SetPlayerArmedWeapon, it returns the old weapon ID.
  • ForceClassSelection - It only resets the variable when the player dies, not if he respawns (SpawnPlayer, TogglePlayerControllable 0).
  • RemovePlayerFromVehicle - It only shows the 'exit vehicle' animation for the player being removed.
  • GetPlayerSpecialAction - SPECIAL_ACTION_SITTING and SPECIAL_ACTION_EXIT_VEHICLE don't work.
  • SetPlayerCheckpoint
    - If a checkpoint is already set it will use the size of that checkpoint instead of the new one.
    - If the checkpoint is set on a custom object or a non-solid surface it will show floating above the surface.
  • SetPlayerRaceCheckpoint - See SetPlayerCheckpoint.
  • SetPlayerWorldBounds - If you hold down the aim key you can walk through world boundries.
  • IsPlayerInCheckpoint - Variable isn't initiated until a checkpoint has been set so it returns a undetermined value.
  • IsPlayerInRaceCheckpoint - See IsPlayerInCheckpoint.
  • TogglePlayerSpectating - Spectating breaks if the target leaves their stream zone (teleport, enter interior).
a_samp.inc
  • SetTimerEx - Arrays and strings do not work correctly - they will always pass only one string.
  • GetWeaponName - Returns null for ids 18 (Molotov Cocktail), 44 (Thermal Goggles) and 45 (Night vision Goggles).
  • AllowInteriorWeapons - Doesn't work - is easilly scriptable so should be removed?
  • SetDeathDropAmount - Doesn't work - is easilly scriptable so should be removed?
  • DisableInteriorEnterExits - If the gamemode is changed the doors aren't reenabled.
  • CreateMenu - You can't change the width of column 2 it just uses the same as column 1.
  • TextDrawColor - Requires the text draw to be shown again for changes to be made.
  • TextDrawBackgroundColor - Requires the text draw to be shown again for changes to be made.
a_vehicles.inc
  • GetVehicleComponentInSlot - Doesn't work for CARMODTYPE_STEREO.
  • RepairVehicle - It doesn't work on vehicles Dune and Monster truck - maybe more.

Last edited by BeckzyBoi; 09/05/2012 at 02:33 AM.
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Old 29/10/2009, 07:43 PM   #2
Finn
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Default Re: Complete bugs list (0.3 updated)

ResetPlayerWeapons(playerid);

- Doesn't have effect on players which are in a vehicle.
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Old 29/10/2009, 08:57 PM   #3
Sergei
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Default Re: Complete bugs list (0.3 updated)

Quote:
Originally Posted by Finn
ResetPlayerWeapons(playerid);

- Doesn't have effect on players which are in a vehicle.
Weapon data isn't being updated when player is in vehicle, so not much can be done for that.
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Old 29/10/2009, 09:18 PM   #4
BeckzyBoi
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Default Re: Complete bugs list (0.3 updated)

Quote:
Originally Posted by Finn
ResetPlayerWeapons(playerid);

- Doesn't have effect on players which are in a vehicle.
It works fine for me.
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Old 29/10/2009, 10:36 PM   #5
Burridge
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Default Re: Complete bugs list (0.3 updated)

SetPlayerHealth(playerid, 0.0); (Killing the player basically) dosn't work properly, it sets the player's HP to 0 just fine, but the player on his screen, can still run around, but the player is de-sycned for everyone else. You can jump of somthing high (Ish) or slap yourself (Admin command) to die properly.

This bug also accurs if they are still alive, but have fallen of somthing high.

The bug seems to be instant death basically.
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Old 29/10/2009, 10:37 PM   #6
Jay_
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Default Re: Complete bugs list (0.3 updated)

Quote:
Originally Posted by $€ЯĢ
Weapon data isn't being updated when player is in vehicle, so not much can be done for that.
Off course it is. How do you think GTA know's when you've ran out of ammo when you driveby someone?
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Old 30/10/2009, 09:42 AM   #7
Finn
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Default Re: Complete bugs list (0.3 updated)

Quote:
Originally Posted by BeckzyBoi
Quote:
Originally Posted by Finn
ResetPlayerWeapons(playerid);

- Doesn't have effect on players which are in a vehicle.
It works fine for me.
Huh, when I use ResetPlayerWeapons and then check the weapons with GetPlayerWeaponData, it still shows the weapons even though I have reset the player's weapons.
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Old 05/11/2009, 03:54 PM   #8
Joe Staff
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Default Re: Complete bugs list (0.3 updated)

In the Dialog Input box, you can exceed the maximum limit by 'pasting' (CTRL+V), but it still doesn't show up as a returned string.
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Old 14/11/2009, 06:02 PM   #9
mprofitt
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Default Re: Complete bugs list (0.3 updated)

Quote:
Originally Posted by Finn
Quote:
Originally Posted by BeckzyBoi
Quote:
Originally Posted by Finn
ResetPlayerWeapons(playerid);

- Doesn't have effect on players which are in a vehicle.
It works fine for me.
Huh, when I use ResetPlayerWeapons and then check the weapons with GetPlayerWeaponData, it still shows the weapons even though I have reset the player's weapons.
I see this exact issue with RestPlayerWeapons. Is there a work around?

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Old 14/11/2009, 07:01 PM   #10
BeckzyBoi
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Default Re: Complete bugs list (0.3 updated)

Quote:
Originally Posted by mprofitt
Quote:
Originally Posted by Finn
Quote:
Originally Posted by BeckzyBoi
Quote:
Originally Posted by Finn
ResetPlayerWeapons(playerid);

- Doesn't have effect on players which are in a vehicle.
It works fine for me.
Huh, when I use ResetPlayerWeapons and then check the weapons with GetPlayerWeaponData, it still shows the weapons even though I have reset the player's weapons.
I see this exact issue with RestPlayerWeapons. Is there a work around?

It is supposed to. Check if there is any ammo for the weapon.
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