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Old 01/02/2010, 01:05 PM   #21
Blefish
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Default Re: Complete bugs list (0.3 updated)

Maybe it has been already reported, but GetServerVarAsString("Filterscripts", string, sizeof(string); returns only the first loaded filterscript.
Example: loaded filterscripts: "base nos speed", returns only "base". Same deal for the plugins...
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Old 09/02/2010, 02:03 AM   #22
Calgon
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Default Re: Complete scripting bugs list (0.3 updated)

If a player is in a vehicle ResetPlayerWeapons() doesn't reset the weapons (not sure if this has been reported).
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Old 14/02/2010, 08:50 PM   #23
gesior7
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Default Re: Complete scripting bugs list (0.3 updated)

The first SetTimerEx(...) lags. It executes much more time than it was supposed to. When another timer is running it works normally.
I did simple fix, but I think it should be fixed internally.
Code:
#include a_samp

new gIdleTimer;

public OnFilterScriptInit()
{
	gIdleTimer = SetTimer("StayIdle",3000,false);
	return 1;
}

forward StayIdle();
public StayIdle()
{
	KillTimer(gIdleTimer);
	gIdleTimer = SetTimer("StayIdle",3000,false);
}

public OnFilterScriptExit()
{
	KillTimer(gIdleTimer);
	return 1;
}
After running it, timers counts further more accurate than first ran timer, like it worked in SA-MP 0.2 normally.
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Old 14/02/2010, 09:06 PM   #24
BeckzyBoi
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Default Re: Complete scripting bugs list (0.3 updated)

timers are out slightly (100ms+) in SA-MP anyway, run timertest.pwn
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Old 14/02/2010, 09:23 PM   #25
gesior7
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Default Re: Complete scripting bugs list (0.3 updated)

In 0.3 it is above 2000 ms. Pausing the game also sppeds it up for one timer step.

PS. I ran the "timertest.amx".
Code:
[18:40:22] GetTickCount = 29231885
[18:40:23] GetTickCount = 29233058
[18:40:24] GetTickCount = 29234232
[18:40:25] GetTickCount = 29235483
[18:40:28] GetTickCount = 29237847
[18:40:30] GetTickCount = 29240182
[18:40:32] GetTickCount = 29242528
[18:40:35] GetTickCount = 29244876
[18:40:37] GetTickCount = 29247222
[18:40:39] GetTickCount = 29249566
[18:40:42] GetTickCount = 29251911
[18:40:44] GetTickCount = 29254256
[18:40:46] GetTickCount = 29256605
[18:40:49] GetTickCount = 29258951
[18:40:51] GetTickCount = 29261296
[18:40:53] GetTickCount = 29263641
[18:40:56] GetTickCount = 29266030
[18:40:58] GetTickCount = 29268376
[18:41:00] GetTickCount = 29270711
[18:41:03] GetTickCount = 29273057
[18:41:05] GetTickCount = 29275406
[18:41:07] GetTickCount = 29277752
[18:41:10] GetTickCount = 29280097
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Old 24/03/2010, 01:33 PM   #26
Damian
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Default Re: Complete scripting bugs list (0.3 updated)

Quote:
Originally Posted by Seif_
GetPlayerAmmo is still bugged. For some reason, it returns -1 at random times, preventing me from properly saving the player's ammo. I'll have to go with GetPlayerWeaponData though I'm not sure if it's as bad as GetPlayerAmmo to get the ammo.
When people scroll it reads ammo from the current weapon slot a person is on. My guess is they scrolled to fists, thus -1.
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Old 24/03/2010, 01:54 PM   #27
JernejL
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Default Re: Complete scripting bugs list (0.3 updated)

Quote:
Originally Posted by Damian
Quote:
Originally Posted by Seif_
GetPlayerAmmo is still bugged. For some reason, it returns -1 at random times, preventing me from properly saving the player's ammo. I'll have to go with GetPlayerWeaponData though I'm not sure if it's as bad as GetPlayerAmmo to get the ammo.
When people scroll it reads ammo from the current weapon slot a person is on. My guess is they scrolled to fists, thus -1.
Only rely on the selected weapon's ammo, and only rely on it after the player holds the weapon for a few seconds - the ammo is not updated as often as you may want it to, and it can return old weapon ammo at first (example: player had a flamethrower with 5000 ammo and picked up a RPG, the script will still return 5000 ammo for RPG slot for a short time until the new value is synced in).
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Old 28/03/2010, 11:55 AM   #28
Google63
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Default Re: Complete scripting bugs list (0.3 updated)

Quote:
Originally Posted by RedShirt (JernejL)
Quote:
Originally Posted by Damian
Quote:
Originally Posted by Seif_
GetPlayerAmmo is still bugged. For some reason, it returns -1 at random times, preventing me from properly saving the player's ammo. I'll have to go with GetPlayerWeaponData though I'm not sure if it's as bad as GetPlayerAmmo to get the ammo.
When people scroll it reads ammo from the current weapon slot a person is on. My guess is they scrolled to fists, thus -1.
Only rely on the selected weapon's ammo, and only rely on it after the player holds the weapon for a few seconds - the ammo is not updated as often as you may want it to, and it can return old weapon ammo at first (example: player had a flamethrower with 5000 ammo and picked up a RPG, the script will still return 5000 ammo for RPG slot for a short time until the new value is synced in).
Well if someone request GetPlayerAmmo BEFORE ammo sync, it can be internally integrate like SyncAmmo or whatever is name...
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Old 30/03/2010, 11:36 AM   #29
[03]Garsino
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Default Re: Complete scripting bugs list (0.3 updated)

IsPlayerInAnyVehicle returns true only if he entered the vehicle manually, if you use PutPlayerInVehicle to put him in the vehicle it will return false.
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Old 04/04/2010, 08:54 AM   #30
BeckzyBoi
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Default Re: Complete scripting bugs list (0.3 updated)

Quote:
Originally Posted by [03
Garsino ]
IsPlayerInAnyVehicle returns true only if he entered the vehicle manually, if you use PutPlayerInVehicle to put him in the vehicle it will return false.
It works fine for me
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