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Old 13/12/2011, 08:26 AM   #21
KingHual
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Default Re: Suggestions for future SA:MP updates

Quote:
Originally Posted by Calgon View Post
It's very simple, ban them through RCON, store their IP in a variable and start a timer for X microseconds to unban them, which they will then eventually reconnect to the server again.

You should consider reading posts properly, your responses are rude and they're based on your inability to read other threads.
yup, maybe i should, anyway that 'wow that sounds complicated' part was sarcasm
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Old 13/12/2011, 06:25 PM   #22
KingArthur
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Default AW: Suggestions for future SA:MP updates

Three Client suggestions:

A new or facelifted GUI.
A faster way to list the current server in the client.
More ways to filter the server list.
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Old 13/12/2011, 08:28 PM   #23
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Default Re: AW: Suggestions for future SA:MP updates

Quote:
Originally Posted by KingArthur View Post
Three Client suggestions:

A new or facelifted GUI.
A faster way to list the current server in the client.
More ways to filter the server list.
3. Arent those ways which are now enough?
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Old 13/12/2011, 09:04 PM   #24
MrObviousPotato
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Default Re: AW: Suggestions for future SA:MP updates

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Originally Posted by Neonman View Post
3. Arent those ways which are now enough?
No... We could use hostname, IP, block names containing X word, players (FROM X to Y), ping (from X to Y), etc..
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Old 13/12/2011, 10:02 PM   #25
KingArthur
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Default AW: Suggestions for future SA:MP updates

Searching for a Server-Name, not only gameode etc.
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Old 14/12/2011, 02:03 PM   #26
FireCat
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Default Re: Suggestions for future SA:MP updates

pawn Code:
SetVVarInt(vehicleid, intname[], int);
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Old 14/12/2011, 02:17 PM   #27
Sergei
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Default Re: Suggestions for future SA:MP updates

Quote:
Originally Posted by FireCat View Post
pawn Code:
SetVVarInt(vehicleid, intname[], int);
Use GVar plugin.
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Old 14/12/2011, 02:25 PM   #28
iggy1
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Default Re: Suggestions for future SA:MP updates

pawn Code:
GivePlayerDamage(issuerid, targetid, Float:Amount);

This function would be usefull used with "OnPlayerTakeDamage" for ammo systems eg, armour piercing. So that OnPlayerDeath gets called correctly when a player dies. For example if you take extra health when a player is hit (SetPlayerHealth) and the player dies OnPlayerDeath gets called with INVALID_PLAYER_ID as killerid. Not good for stats ect. There are workarounds but a native function would be better.

EG,
pawn Code:
public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid)
{
    if(gHasHollowPoint[issuerid])
    {
        GivePlayerDamage(issuerid, playerid, 10.0);
        //if player dies OnPlayerDeath gets called correct
    }
    return 1;
}
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Old 14/12/2011, 02:45 PM   #29
Voldemort
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Default Re: Suggestions for future SA:MP updates

How about to remove original area sounds, like in Alhambra, Jizzy etc
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Old 17/12/2011, 11:56 AM   #30
Geryy
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Default Re: Suggestions for future SA:MP updates

return PutPlayerInVehicle(playerid, vehicleid, 1); for boats, very needed.
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