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Old 25/07/2014, 05:51 AM   #5121
BGTrucker
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Default Re: PPC_Trucking V1

Quote:
Originally Posted by Fire22 View Post
Rockstar Games\pawno\include\streamer.inc(341) : warning 235: public function lacks forward declaration (symbol "OnPlayerEditObject")
warning 235: public function lacks forward declaration (symbol "OnPlayerSelectObject")
Desktop\Rockstar Games\pawno\include\streamer.inc(366) : error 017: undefined symbol "SELECT_OBJECT_PLAYER_OBJECT"
Desktop\Rockstar Games\pawno\include\streamer.inc(487) : warning 235: public function lacks forward declaration (symbol "OnPlayerWeaponShot")
Desktop\Rockstar Games\pawno\include\streamer.inc(489) : error 017: undefined symbol "BULLET_HIT_TYPE_PLAYER_OBJECT"


Anyone Can Tell me how to fix them?
I Re-Installed streamer still it shows the errors
I'll +Rep IF U Guys Helped meh!
+ Note : It happens with every script i use
Seems that you havent updated Streamer plugin to the latest version
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Old 25/07/2014, 08:45 AM   #5122
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Default Re: PPC_Trucking V1

He forgot to update a_samp.
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Old 25/07/2014, 10:26 AM   #5123
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Default Re: PPC_Trucking V1

i suggest u that u must update the streamer.inc. ...


can some one tell me how to make a player from not using the /resuce cmd in class sec plz , ty.
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Last edited by Naresh; 25/07/2014 at 11:48 AM.
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Old 25/07/2014, 04:28 PM   #5124
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Default Re: PPC_Trucking V1

Quote:
Originally Posted by Naresh View Post
i suggest u that u must update the streamer.inc. ...


can some one tell me how to make a player from not using the /resuce cmd in class sec plz , ty.
Quote:
Originally Posted by iOxide View Post
Or make a boolean var at the top of your gamemode like, new bool:Spawned[MAX_PLAYERS];
then in OnPlayerSpawn call back add,

pawn Code:
if(Spawned[playerid] == false)
{
       Spawned[playerid]  = true;
}

And in OnPlayerDeath callback: Spawned[playerid] = false;

After that check in /rescue cmd if the player spawned var is false, disable the command.

Some people said that PLAYER_STATE_SPAWNED is kinda bugged so i guess using a var is better.

I already gave an advice but you said you already got it working.
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Old 25/07/2014, 07:35 PM   #5125
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Default Re: PPC_Trucking V1

can someone tell me whats the problem with this comamnd? daesnt mute the player..
pawn Code:
// Mutes a player (he cannot talk anymore)
COMMAND:mute(playerid, params[])
{
    // Setup local variables
    new Msg[128], Name[24], AdminName[24], Reason[128], OtherPlayer;

    // Send the command to all admins so they can see it
    SendAdminText(playerid, "/mute", params);

    // Check if the player has logged in
    if (APlayerData[playerid][LoggedIn] == true)
    {
        // Check if the player's admin-level is at least 1
        if (APlayerData[playerid][PlayerLevel] >= 1)
        {
            if (sscanf(params, "us[128]", OtherPlayer, Reason)) SendClientMessage(playerid, 0xFF0000AA, "Usage: \"/mute <OtherPlayer> <Reason>\"");
            else
            {
                // Check if the otherplayer is online
                if (IsPlayerConnected(OtherPlayer))
                {
                    // Get the player-names
                    GetPlayerName(playerid, AdminName, sizeof(AdminName));
                    GetPlayerName(OtherPlayer, Name, sizeof(Name));
                    // Mute the other player
                    APlayerData[OtherPlayer][Muted] = true;
                    // Let the other player know that he has been muted
                    format(Msg, 128, "{FF0000}You have been muted by {FFFF00}%s {FF0000}for {FFFF00}%s", AdminName, Reason);
                    SendClientMessage(OtherPlayer, 0xFFFFFFFF, Msg);
                    // Let the admin know who he has muted
                    format(Msg, 128, "{00FF00}You have muted {FFFF00}%s", Name);
                    SendClientMessage(playerid, 0xFFFFFFFF, Msg);
                    // Save the player-stats
                    PlayerFile_Save(OtherPlayer);
                }
                else
                    SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}That player isn't online");
            }
        }
        else
            return 0;
    }
    else
        return 0;

    // Let the server know that this was a valid command
    return 1;
}
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Old 25/07/2014, 08:34 PM   #5126
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Default Re: PPC_Trucking V1

Quote:
Originally Posted by d0nTtoucH View Post
can someone tell me whats the problem with this comamnd? daesnt mute the player..
pawn Code:
// Mutes a player (he cannot talk anymore)
COMMAND:mute(playerid, params[])
{
    // Setup local variables
    new Msg[128], Name[24], AdminName[24], Reason[128], OtherPlayer;

    // Send the command to all admins so they can see it
    SendAdminText(playerid, "/mute", params);

    // Check if the player has logged in
    if (APlayerData[playerid][LoggedIn] == true)
    {
        // Check if the player's admin-level is at least 1
        if (APlayerData[playerid][PlayerLevel] >= 1)
        {
            if (sscanf(params, "us[128]", OtherPlayer, Reason)) SendClientMessage(playerid, 0xFF0000AA, "Usage: \"/mute <OtherPlayer> <Reason>\"");
            else
            {
                // Check if the otherplayer is online
                if (IsPlayerConnected(OtherPlayer))
                {
                    // Get the player-names
                    GetPlayerName(playerid, AdminName, sizeof(AdminName));
                    GetPlayerName(OtherPlayer, Name, sizeof(Name));
                    // Mute the other player
                    APlayerData[OtherPlayer][Muted] = true;
                    // Let the other player know that he has been muted
                    format(Msg, 128, "{FF0000}You have been muted by {FFFF00}%s {FF0000}for {FFFF00}%s", AdminName, Reason);
                    SendClientMessage(OtherPlayer, 0xFFFFFFFF, Msg);
                    // Let the admin know who he has muted
                    format(Msg, 128, "{00FF00}You have muted {FFFF00}%s", Name);
                    SendClientMessage(playerid, 0xFFFFFFFF, Msg);
                    // Save the player-stats
                    PlayerFile_Save(OtherPlayer);
                }
                else
                    SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}That player isn't online");
            }
        }
        else
            return 0;
    }
    else
        return 0;

    // Let the server know that this was a valid command
    return 1;
}
try this mate

pawn Code:
COMMAND:mute(playerid, params[])
{
    // Setup local variables
    new Msg[128], Name[24], AdminName[24], Reason[128], OtherPlayer;

    // Send the command to all admins so they can see it
    SendAdminText(playerid, "/mute", params);

    // Check if the player has logged in
    if (APlayerData[playerid][LoggedIn] == true)
    {
        // Check if the player's admin-level is at least 1
        if (APlayerData[playerid][PlayerLevel] >= 1)
        {
            if (sscanf(params, "us[128]", OtherPlayer, Reason)) SendClientMessage(playerid, 0xFF0000AA, "Usage: \"/mute <OtherPlayer> <Reason>\"");
            else
            {
                // Check if the otherplayer is online
                if (IsPlayerConnected(OtherPlayer))
                {
                    // Get the player-names
                    GetPlayerName(playerid, AdminName, sizeof(AdminName));
                    GetPlayerName(OtherPlayer, Name, sizeof(Name));
                    // Mute the other player
                    APlayerData[OtherPlayer][Muted] = true;
                    // Let the other player know that he has been muted
                    format(Msg, 128, "{FF0000}You have been muted by {FFFF00}%s {FF0000}for {FFFF00}%s", AdminName, Reason);
                    SendClientMessage(OtherPlayer, 0xFFFFFFFF, Msg);
                    // Let the admin know who he has muted
                    format(Msg, 128, "{00FF00}You have muted {FFFF00}%s", Name);
                    SendClientMessage(playerid, 0xFFFFFFFF, Msg);
                    // Save the player-stats
                    PlayerFile_Save(OtherPlayer);
                }
                else
                    SendClientMessage(playerid, 0xFFFFFFFF, "{FF0000}That player isn't online");
            }
        }
        else
            return 0;
    }
    else
        return 0;

    // Let the server know that this was a valid command
    return 1;
}
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Old 25/07/2014, 09:27 PM   #5127
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Default Re: PPC_Trucking V1

Am I wrong or you didnt change anything in the command.I check it times and times again and I cant find any difference.
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Old 25/07/2014, 11:17 PM   #5128
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Default AW: Re: PPC_Trucking V1

Well, since both functions are the same (thanks www.diffnow.com), I assume he just copy&paste the lines from the include file. But as the lines aren't modified and presented just like that in the original release, I think the problem must be something else.
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Old 29/07/2014, 08:36 AM   #5129
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Default Re: PPC_Trucking V1

Hello,

Can Anyone Tell Me That How To Make /Announce Command In PPC_Trucking
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Old 29/07/2014, 02:44 PM   #5130
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Default Re: PPC_Trucking V1

pawn Code:
CMD:announce(playerid,params[])
{
    if(APlayerData[playerid][PlayerLevel] >= 1)
    {
    SendAdminText(playerid, "/announce", params);
    if(isnull(params)) return SendClientMessage(playerid, -1, "{FF0000}Usage: {FFFFFF} /announce [text]");
    GameTextForAll(params,5000,3);
    }
    return 1;
}
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