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Old 07/12/2011, 08:37 PM   #1
Luis-
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Default Future SA-MP Update Suggestions


FUNCTIONS

pawn Code:
native Attach3DTextLabelToObject(Text3D:id, objectid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
native TextDrawFadeInOut(Text:text, fade, time); // Fade: 0=out 1=in
native TogglePlayerInteriorEnterExits(playerid, entrance, bool:toggle); // 'entrance' would be something like ENTRANCE_AMMU, ENTRANCE_PIZZA, etc. (or perhaps coordinates with a radius like RemoveBuildingForPlayer)
native ToggleClientCommand(playerid, command[], bool:toggle); // Toggle the use of a client command, like disabling /save (some people use it to ripoff other servers). Should not work for /quit (/q)
native SetPlayerWayPoint(playerid, Float:x, Float:y, Float:z); // Set the waypoint for a player
native GetPlayerWayPoint(playerid, &Float:x, &Float:y, &Float:z); // Get the player's set waypoint (0, 0, 0 if none)
native GetVehicleParamsEx(vehicleid, &engine, &lights, &alarm, &doors, &bonnet, &boot, &objective, &feature) // Add 'feature' parameter (like the one on the packer, andromada, etc.)
native SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective, feature); // Add 'feature' parameter (like the one on the packer, andromada, etc.)
native ToggleVehicleBlip(vehicleid, bool:toggle); // Toggle grey blip on radar for a vehicle
native ToggleVehicleBlips(bool:toggle); // Toggle blips for all vehicles
native TogglePlayerTearGasEffect(playerid, bool:toggle);
native ToggleTearGasEffect(bool:toggle);
native Set3DTextLabelSize(Text3D:id, Float:size);
native ShowNameTags(bool:enabled, mode); // Modes: 0 = off, 1 = names, 2 = health/armour, 3 = all
native GetLOS(Float:x, Float:y, Float:z, Float:x2, Float:y2, Float:z2); // Returns the line-of-sight distance between 2 points.
native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size, color); // Add color parameter
native SetPlayerRaceCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size, color); // Add color parameter
native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime, LOS); // Add LOS parameter
native WalkToPos(Float:x, Float:y, Float:z, mode); // Make the NPC walk to a point. The modes are: 0 = walking, 1 = jogging, 2 = sprinting
native CreatePlayerPickup(playerid, model, type, Float:X, Float:Y, Float:Z, Virtualworld)
native ToggleObjectCollision(objectid, bool:toggle);
native TogglePlayerObjectCollision(playerid, objectid, bool:toggle);
native FadePlayerCamera(playerid, bool:fade, Float:speed); // Not necessarily needed if TextDrawFade is added (though could prevent textdraw limit being used)
native SetWaterLevel(Float:height);
native SetWaveHeight(Float:height);
native GetPlayerCursorPos(playerid, &Float:x, &Float:y);
native GetMouseClickPos(playerid, &Float:x, &Float:y); // What is this meant to do? Same as above..?
native TogglePlayerRadar(playerid, bool:toggle);
native SetPlayerChatMode(playerid, mode); // mode - 0=off 1=on 2=no outline
native GetPlayerChatMode(playerid); // Returns: 0=off 1=on 2=no outline
native SetPlayerCameraLookAtVehicle (playerid, vehicleid);
native SetPlayerCameraLookAtPlayer (playerid, lookatplayerid);
native MovePlayerCamera(playerid, Float:x, Float:y, Float:z, Float:x2, Float:y2, Float:z2, Float:speed);
native SetVehicleHandling(?);
native PutPlayerInCrane(playerid, craneid);
native TogglePlayerSPCheat(playerid, cheatname[], bool:toggle);
native GetTrainDirection(vehicleid); // Returns true if the train is driving clockwise on the train track, false if it is going counterclockwise.
native SetTrainDirection(vehicleid, bool:clockwise);
native GetTrainSpeed(vehicleid, &Float:speed);
native SetTrainSpeed(vehicleid, Float:speed);
native UsePlayerCopShootAnim(); // Needs explanation
native SetPlayerGravity(playerid, Float:gravity);
native SetVehicleGravity(vehicleid, Float:gravity);
native IsPlayerUsingJoypad(playerid);
native TogglePlayerScoreboard(playerid, bool:toggle);
native SetScoreHeader(header[]); // or something similar - changes the 'score' header to header[]
native GetPlayerNoise(playerid, &Float:noise);  // just like in the burgulary missions (callback also)
native ToggleClassSelection(bool:toggle); // Disable class selection (players spawn straight away when joining (unless scripted otherwise))
native TogglePlayerClassSelection(playerid, bool:toggle); // Same as above but for a single player
native SetPlayerID(playerid, id); // Sets the ID of a player. Returns 1 if change was successful, returns 0 if it was unable to complete the request (invalid ID or ID taken)
native GetPlayerLungCapacity(playerid, &Float:capacity);
native SetPlayerLungCapacity(playerid, Float:capacity);
native SetPlayerParamsForPlayer(playerid, forplayerid, objective, color); // basically making objectives in selected color to show above players like in SP
native SetVehicleParamsForPlayer(vehicleid, playerid, objective, color, doorslocked); // being able to choose color of the objective
native TogglePlayerHUD(playerid, component, bool:toggle); // component - 0 - Radar, 1 - Money, 2 - HealthBar, etc.
native SetPlayerGameSpeed(playerid, Float:speed); // Pretty self explanatory, toggles the slow motion effect caused by the pill pickup.
native CreateFaced3DTextLabel(text[], color, Float:x, Float:y, Float:z, Float:angle, Float:drawdistance, virtualworld, LOS);
native TextDrawMove(Text:text, Float:x, Float:y, Float:speed);
native ToggleOcuppiedVehicleDamage(bool:toggle);
native ToggleOcuppiedVehicleDamageForVehicle(vehicleid, bool:toggle);
native ToggleWorldSun(bool:toggle);
native AddScoreboardColumn(name[], position) // Position is the position of the column (like before player id column, after player id column, etc).
native RemoveScoreboardColumn(name[]);
native SetScoreboardColumnValue(playerid, name[], value);
native SendDeathMessageForPlayer(playerid, killer, victim, reason);
native AttachVehicleToObject(vehicleid, objectid);
native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], {Float,_}:...); // Change button1[] and button2[] to allow for 1 or more buttons
native TogglePlayerMouseCursor(playerid, bool:toggle);
native TogglePlayerControllable(playerid, mode) // modes: 0 - controllable 1 - cant move player or camera (current) 2 - can't move but can move camera
native SetPlayerMaxHealth(playerid, Float:health); // If health is above 100, it will increase the healthbar size
native GetPlayerMaxHealth(playerid, &Float:health);
native TogglePlayerSpeedBlur(playerid, bool:toggle);
native ToggleSpeedBlur(bool:toggle);
native ToggleVehicleDamage(vehicleid, bool:toggle); // Works on vacant vehicles too (vacant vehicles set to invincible by default).
native ToggleCombineHarvesterDeath(bool:toggle);
native TogglePlayerHead(playerid, bool:toggle);
native GetPlayerPageSize(playerid);
native SetVehicleWheelSize(vehicleid, size);

CALLBACK SUGGESTIONS

pawn Code:
forward OnPlayerDamageObject(playerid, objectid, Float:damage, destroyed); // To detect, for example, when a player shoots an explosive barrel (object destruction could/should also be synced with other players)
forward OnPlayerEnterVehicle(playerid, vehicleid, seatid); // Add seatid parameter, and returning 0 should prevent entrance
forward OnPlayerClickPlayer(playerid, clickedplayerid, source); // Add sources: CLICK_SOURCE_CHAT and CLICK_SOURCE_NAMETAG (MP2: how would CLICK_SOURCE_CHAT work when using SendClientMessage for chat as I do in my server (to add IDs)? I'm guessing this would only work for default chat.
forward OnPlayerVend(playerid, oldmoney, newmoney, machinetype);
forward OnPlayerCasinoPlay(playerid, oldmoney, newmoney, casinoid, machinetype); // Machine type is like vending machine, blackjack, etc. casinoid is the casino (4 dragons, casigulas, redsands)
forward OnPlayerRecieveStuntBonus(playerid, amount, details[]); // 'details' contains a string of the details of the stunt, such as distance and height (like GetPlayerNetworkStats)
forward OnPlayerMouseClick(playerid, press, buttonid); // Press would be 1 if the button was pressed, 0 if released. buttonid would be LMB, RMB, MMB, etc.
forward OnPlayerShoot(playerid, weaponid, Float:x, Float:y, Float:z); // x y z are where the bullet hits
forward OnVehicleDeath(vehicleid, reason); // Reason would be explosion or water
forward OnEnterExitModShop(playerid, enterexit, interiorid); // returning 0 here will prevent the player from entering

GAMEPLAY TUNING & UPGRADES

Code:
Remove all default sounds from interiors (casino music, ammunation, saint marks bistro, shamal interior, welcome pump diner interior, strip clubs, etc)
Sync flames
Vehicle on vehicle surfing (for example ability to transport cars on the packer)
The ability to right click on a server in the internet/hosted list to add it to your favourites
Search for hostname in the server browser
Display a message if the password is incorrect on the client, instead of ingame.
Synced back doors on 4door cars
Synced paintjobs and vehicle colors
Synced furniture in burgulary houses
fix drive-by for passenger - the player can keep his head down and tuck in pressing "H"
Send the 'Connected to servername' message BEFORE OnPlayerConnect
Ability to highlight text in chat like in the type-box (and copy etc.)
Log opcodes to a file
Make TAB show the scoreboard, and hide when it is released
SERVER CONTROL

Code:
RCON command (re/un)loadplugin [pluginname]
OTHER SUGGESTIONS

Code:
GVars (Global Vars) - possibly put the plugin by Incognito "into" SA:MP
Control over dialog design
Functions to attach vehicles to players and vice-versa
Functions to create and control the design of buttons
playerid parameter is UsePlayerPedAnims
Detection for all keys
Client-sided timers
Rounded textdraw corners (toggle)
A way to add messages to the 'breif' section of a player's pause menu
Automatic directory creation in fwrite if the directory doesn't exist
-1 in the 'world' parameter of 3D labels
//----------------------------------------------------
New dialog types:

Tickbox dialog type
Radio button dialog type
TAB dialog type (like a button that's either push in or out, and stays like that)
//----------------------------------------------------
New spectate modes
  • SPECTATE_MODE_CINEMATIC (spec with cinematic view)
  • SPECTATE_MODE_TEXTDRAW (hide textdraws)
  • SPECTATE_MODE_RADAR (show radar)
//---------------------------------------------------- A function to hide the class selection GUI Enable pool tables (or a function to toggle it) (OnPlayerPlayPool - OnPlayerPoolBallHit) A 'freeze' parameter in SetPlayerCameraPos that determins whether a player can move their camera after A function to let players use the minigun like in the RC baron mission with zero in singleplayer A function to disable auto-aim (weapons) Enable/Disable Spawnbuttons The ability to attach players to vehicles //-------------------------------------------------------------------------------- Make colour embedding work in dialog buttons "\a<1-3>" --Sets the alignment for the following text in a dialog (1=left alignment, 2=center, 3=right alignment) "\p<0-1>" --Sets proportional characters for even spacing (0=disable, 1=enable) "\d" --The following texts won't be selectable if using DIALOG_STYLE_LIST "\e" --The following texts will be selectable "\i<0-1>" --Italics (0=disable, 1=enable) "\b<0-1>" --Bold (0=disable, 1=enable) "\s<1-40>" --Letter size "\u<0-1>" --Under lining (0=disable, 1=enable) //-------------------------------------------------------------------------------- Proxy settings for HTTP(). Ability to use the cranes and for the trains to derail.

Last edited by Luis-; 22/06/2016 at 10:48 PM.
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Old 08/12/2011, 07:19 AM   #2
MP2
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Default Re: Suggestions for future SA:MP updates

FadePlayerCamera wouldn't be needed if TextDrawFade was added, and it would need an 'inout' parameter to fade in/out.

TogglePlayerChat wouldn't be a bool parameter, as there are 3 modes (on, no outline and off).
IsPlayerChatShown should be GetPlayerChatMode, because of the reason above.

MovePlayerCamera would need lookat coordinates.

TogglePlayerHead should make the blood come out like when you decapitate peds in single-player, not just make the head disappear.

I've made some changes, with comments added to things I've changed (nothing was removed, only added/improved):

pawn Code:
native Attach3DTextLabelToObject(Text3D:id, objectid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
native TextDrawFadeInOut(Text:text, fade, time); // Fade: 0=out 1=in
native TogglePlayerInteriorEnterExits(playerid, entrance, bool:toggle); // 'entrance' would be something like ENTRANCE_AMMU, ENTRANCE_PIZZA, etc. (or perhaps coordinates with a radius like RemoveBuildingForPlayer)
native ToggleClientCommand(playerid, command[], bool:toggle); // Toggle the use of a client command, like disabling /save (some people use it to ripoff other servers). Should not work for /quit (/q)
native SetPlayerWayPoint(playerid, Float:x, Float:y, Float:z); // Set the waypoint for a player
native GetPlayerWayPoint(playerid, &Float:x, &Float:y, &Float:z); // Get the player's set waypoint (0, 0, 0 if none)
native GetVehicleParamsEx(vehicleid, &engine, &lights, &alarm, &doors, &bonnet, &boot, &objective, &feature) // Add 'feature' parameter (like the one on the packer, andromada, etc.)
native SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective, feature); // Add 'feature' parameter (like the one on the packer, andromada, etc.)
native ToggleVehicleBlip(vehicleid, bool:toggle); // Toggle grey blip on radar for a vehicle
native ToggleVehicleBlips(bool:toggle); // Toggle blips for all vehicles
native TogglePlayerTearGasEffect(playerid, bool:toggle);
native ToggleTearGasEffect(bool:toggle);
native Set3DTextLabelSize(Text3D:id, Float:size);
native ShowNameTags(bool:enabled, mode); // Modes: 0 = off, 1 = names, 2 = health/armour, 3 = all
native GetLOS(Float:x, Float:y, Float:z, Float:x2, Float:y2, Float:z2); // Returns the line-of-sight distance between 2 points.
native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size, color); // Add color parameter
native SetPlayerRaceCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size, color); // Add color parameter
native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime, LOS); // Add LOS parameter
native WalkToPos(Float:x, Float:y, Float:z, mode); // Make the NPC walk to a point. The modes are: 0 = walking, 1 = jogging, 2 = sprinting
native CreatePlayerPickup(playerid, model, type, Float:X, Float:Y, Float:Z, Virtualworld)
native ToggleVehicleCollision(vehicleid, bool:toggle);
native ToggleVehicleCollisionForPlayer(playerid, vehicleid, bool:toggle);
native ToggleObjectCollision(objectid, bool:toggle);
native TogglePlayerObjectCollision(playerid, objectid, bool:toggle);
native FadePlayerCamera(playerid, bool:fade, Float:speed); // Not necessarily needed if TextDrawFade is added (though could prevent textdraw limit being used)
native SetWaterLevel(Float:height);
native SetWaveHeight(Float:height);
native GetPlayerCursorPos(playerid, &Float:x, &Float:y);
native GetMouseClickPos(playerid, &Float:x, &Float:y); // What is this meant to do? Same as above..?
native TogglePlayerRadar(playerid, bool:toggle);
native SetPlayerChatMode(playerid, mode); // mode - 0=off 1=on 2=no outline
native GetPlayerChatMode(playerid); // Returns: 0=off 1=on 2=no outline
native SetPlayerCameraLookAtVehicle (playerid, vehicleid);
native SetPlayerCameraLookAtPlayer (playerid, lookatplayerid);
native MovePlayerCamera(playerid, Float:x, Float:y, Float:z, Float:x2, Float:y2, Float:z2, Float:speed);
native SetVehicleHandling(?);
native PutPlayerInCrane(playerid, craneid);
native TogglePlayerSPCheat(playerid, cheatname[], bool:toggle);
native GetTrainDirection(vehicleid); // Returns true if the train is driving clockwise on the train track, false if it is going counterclockwise.
native SetTrainDirection(vehicleid, bool:clockwise);
native GetTrainSpeed(vehicleid, &Float:speed);
native SetTrainSpeed(vehicleid, Float:speed);
native UsePlayerCopShootAnim(); // Needs explanation
native SetPlayerGravity(playerid, Float:gravity);
native SetVehicleGravity(vehicleid, Float:gravity);
native IsPlayerUsingJoypad(playerid);
native TogglePlayerScoreboard(playerid, bool:toggle);
native SetScoreHeader(header[]); // or something similar - changes the 'score' header to header[]
native GetPlayerNoise(playerid, &Float:noise);  // just like in the burgulary missions (callback also)
native ToggleClassSelection(bool:toggle); // Disable class selection (players spawn straight away when joining (unless scripted otherwise))
native TogglePlayerClassSelection(playerid, bool:toggle); // Same as above but for a single player
native SetPlayerID(playerid, id); // Sets the ID of a player. Returns 1 if change was successful, returns 0 if it was unable to complete the request (invalid ID or ID taken)
native GetPlayerLungCapacity(playerid, &Float:capacity);
native SetPlayerLungCapacity(playerid, Float:capacity);
native SetPlayerParamsForPlayer(playerid, forplayerid, objective, color); // basically making objectives in selected color to show above players like in SP
native SetVehicleParamsForPlayer(vehicleid, playerid, objective, color, doorslocked); // being able to choose color of the objective
native TogglePlayerHUD(playerid, component, bool:toggle); // component - 0 - Radar, 1 - Money, 2 - HealthBar, etc.
native SetPlayerGameSpeed(playerid, Float:speed); // Pretty self explanatory, toggles the slow motion effect caused by the pill pickup.
native CreateFaced3DTextLabel(text[], color, Float:x, Float:y, Float:z, Float:angle, Float:drawdistance, virtualworld, LOS);
native TextDrawMove(Text:text, Float:x, Float:y, Float:speed);
native ToggleOcuppiedVehicleDamage(bool:toggle);
native ToggleOcuppiedVehicleDamageForVehicle(vehicleid, bool:toggle);
native ToggleWorldSun(bool:toggle);
native AddScoreboardColumn(name[], position) // Position is the position of the column (like before player id column, after player id column, etc).
native RemoveScoreboardColumn(name[]);
native SetScoreboardColumnValue(playerid, name[], value);
native SendDeathMessageForPlayer(playerid, killer, victim, reason);
native AttachVehicleToObject(vehicleid, objectid);
native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], {Float,_}:...); // Change button1[] and button2[] to allow for 1 or more buttons
native TogglePlayerMouseCursor(playerid, bool:toggle);
native TogglePlayerControllable(playerid, mode) // modes: 0 - controllable 1 - cant move player or camera (current) 2 - can't move but can move camera
native SetPlayerMaxHealth(playerid, Float:health); // If health is above 100, it will increase the healthbar size
native GetPlayerMaxHealth(playerid, &Float:health);
native TogglePlayerSpeedBlur(playerid, bool:toggle);
native ToggleSpeedBlur(bool:toggle);
native ToggleVehicleDamage(vehicleid, bool:toggle); // Works on vacant vehicles too (vacant vehicles set to invincible by default).
native ToggleCombineHarvesterDeath(bool:toggle);
native TogglePlayerHead(playerid, bool:toggle);
native GetPlayerPageSize(playerid);

pawn Code:
forward OnPlayerDamageObject(playerid, objectid, Float:damage, destroyed); // To detect, for example, when a player shoots an explosive barrel (object destruction could/should also be synced with other players)
forward OnPlayerEnterVehicle(playerid, vehicleid, seatid); // Add seatid parameter, and returning 0 should prevent entrance
forward OnPlayerClickPlayer(playerid, clickedplayerid, source); // Add sources: CLICK_SOURCE_CHAT and CLICK_SOURCE_NAMETAG (MP2: how would CLICK_SOURCE_CHAT work when using SendClientMessage for chat as I do in my server (to add IDs)? I'm guessing this would only work for default chat.
forward OnPlayerVend(playerid, oldmoney, newmoney, machinetype);
forward OnPlayerCasinoPlay(playerid, oldmoney, newmoney, casinoid, machinetype); // Machine type is like vending machine, blackjack, etc. casinoid is the casino (4 dragons, casigulas, redsands)
forward OnPlayerRecieveStuntBonus(playerid, amount, details[]); // 'details' contains a string of the details of the stunt, such as distance and height (like GetPlayerNetworkStats)
forward OnPlayerDeath(playerid, killerid, reason, bodypart); // Add bodypart parameter (BODYPART_HEAD, BODYPART_TORSO etc.)
forward OnPlayerMouseClick(playerid, press, buttonid); // Press would be 1 if the button was pressed, 0 if released. buttonid would be LMB, RMB, MMB, etc.
forward OnPlayerShoot(playerid, weaponid, Float:x, Float:y, Float:z); // x y z are where the bullet hits
forward OnVehicleDeath(vehicleid, reason); // Reason would be explosion or water
forward OnEnterExitModShop(playerid, enterexit, interiorid); // returning 0 here will prevent the player from entering

Last edited by MP2; 08/12/2011 at 07:49 AM.
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Old 08/12/2011, 03:05 PM   #3
Luis-
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Default Re: Suggestions for future SA:MP updates

Added the suggestions!
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Old 08/12/2011, 08:31 PM   #4
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Default Re: Suggestions for future SA:MP updates

I've posted this many times and so have others but more chance devs will see it

Scriptable NPC control! Not just the recordings!

Simple I'm sure there are reasons for disagreeing with this but I think the majority of people would love a feature like this added. Even if it was just to allow the movement (walking/running) animations to work on NPCs.
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Old 08/12/2011, 08:47 PM   #5
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Default Re: Suggestions for future SA:MP updates

I completely agree with you with the NPC functions.
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Old 11/12/2011, 03:37 PM   #6
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Default Re: Suggestions for future SA:MP updates

please add the use of cranes and the ability for trains to derail
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Old 11/12/2011, 04:05 PM   #7
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Default Re: Suggestions for future SA:MP updates

Proxy settings for HTTP().
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Old 12/12/2011, 06:29 AM   #8
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Default Re: Suggestions for future SA:MP updates

Maybe a function like

pawn Code:
ForcePlayerReconnect(playerid)

This function makes the player reconnect, would be useful in desyncing issues...
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Old 12/12/2011, 12:47 PM   #9
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Default Re: Suggestions for future SA:MP updates

Quote:
Originally Posted by Jack_Rocker View Post
Maybe a function like

pawn Code:
ForcePlayerReconnect(playerid)

This function makes the player reconnect, would be useful in desyncing issues...
good idea +l
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Old 12/12/2011, 02:37 PM   #10
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Default Re: Suggestions for future SA:MP updates

Quote:
Originally Posted by Jack_Rocker View Post
Maybe a function like

pawn Code:
ForcePlayerReconnect(playerid)

This function makes the player reconnect, would be useful in desyncing issues...
Already scriptable using the RCON ban method.
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