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#11 |
Huge Clucker
![]() ![]() ![]() Join Date: Nov 2007
Location: Greenville, NC, USA
Posts: 473
Reputation: 156
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This adds plenty of SA-MP functions that should've been default in SA-MP. the textdraw functions are awesome.
I have a few suggestions, though - Where is the UsePlayerPedAnims, per-player function (and then a GetPlayerPedAnims as well) - GetPlayerWorldBounds - DisableInteriorEnterExits (per-player version, and then GetInteriorEnterExitsState or something similar) - SetPlayerTeam per player. e.g: player 1 can damage player 2, but player 2 can't damage player 1. obviously this is possible with scripting and onplayertakedamage. and this one might not be possible. I have only limited knowledge on this one - GetVehicleFriendlyFire (and if possible EnableVehicleFriendlyFireForPlayer) - Set/GetNameTagDistanceForPlayer - Disable/EnableNameTagLOSForPlayer (and then GetNameTagLOSForPlayer) - GetPlayerNameTagsState(playerid, forplayerid) - playerid = player to check, forplayerid = is this player visible for playerid - GetHeadFacingDirection (/headmove cmd) - GetPlayerSpectatingType - returns player or vehicle - GetPlayerSpectatngID - returns playerid or vehicleid anyway, I could keep going, there is actually a lot more. I was just looking at what is in the packets, and what is possible. |
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#12 |
High-roller
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2009
Location: Slovakia (HU)
Posts: 1,391
Reputation: 626
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UsePedAnims, namtag draw distance, interior enter exists, etc.. Are in RPC_InitGame.
If i would call it, then these changes should work, but game would re-inited* for player. And this is not good.. SetPlayerTeamForPlayer already added into plugin, you need to define it. I once tested, and didn't worked. pawn Code:
* For more information, you know where you need search. |
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#13 |
Banned
![]() Join Date: Jun 2007
Location: Western Germany
Posts: 5,069
Reputation: 1597
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YSF offered some great functionalities back in the days when it still worked. Great to see these functionalities are available again, nice work!
I dont like solidfiles as hoster, for having that download trap link. Id like to offer a mirror on my server, it will be up for at least one more year. Just send me a message if youd like that. |
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#14 |
High-roller
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2009
Location: Slovakia (HU)
Posts: 1,391
Reputation: 626
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I'll upload it to my VPS, but now i'm moving to another host. This is the reason why I use solidfiles.
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#15 |
High-roller
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2010
Posts: 2,441
Reputation: 569
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I'd prefer Github instead because: source code can be viewed, anybody can easily fork it and send pull request to improve/edit code, send issues, versions can be separated and can be also compared with the older one to view changes, you can add full documentation related to your project which includes a wiki, and many other stuff.
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#16 |
High-roller
![]() ![]() ![]() ![]() ![]() Join Date: Nov 2011
Location: Turkey
Posts: 1,184
Reputation: 169
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Thanks Kurta!
I saw this function: IsPlayerInModShop Do you know if we can detect a player which used the sprunk machine? I know this is possible via animation indexes but getting the data directly from the server would be much more better. |
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#17 | |
Gangsta
![]() ![]() ![]() ![]() Join Date: Jun 2010
Location: Cairo, Egypt
Posts: 573
Reputation: 83
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#18 |
High-roller
![]() ![]() ![]() ![]() ![]() Join Date: Jul 2012
Location: United Arab Emirates.
Posts: 1,701
Reputation: 235
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Uhm, Nice work kurta,
Тhanks. |
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#19 |
High-roller
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2009
Location: Slovakia (HU)
Posts: 1,391
Reputation: 626
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Server does not store anything about sprunk machines.
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#20 |
Gangsta
![]() ![]() ![]() ![]() Join Date: Nov 2007
Location: Israel
Posts: 690
Reputation: 63
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Cool! Great work.
If i'm right, you're able to read or write memory values of GTA SA through the plugin? |
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