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SA-MP 0.3z RC5 - Printable Version

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+--- Thread: SA-MP 0.3z RC5 (/showthread.php?tid=487997)

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Re: SA-MP 0.3z RC4 - Finn - 02.02.2014

Very nice features especially that you guys finally made the shooting sync perfect. Good job!


Re: SA-MP 0.3z RC4 - Kar - 02.02.2014

Another thing I'd like to see added to the sa-mp include besides the setplayerammo fix is

pawn Код:
#undef MAX_PLAYER_NAME
#define MAX_PLAYER_NAME 21



Re: SA-MP 0.3z RC4 - Riddick94 - 02.02.2014

Quote:
Originally Posted by Kar
Посмотреть сообщение
[...]
pawn Код:
#undef MAX_PLAYER_NAME
#define MAX_PLAYER_NAME 21
Huh? I don't understand, you just changed the value. Is there a different max amount in game than in includes? Also, what is wrong with SetPlayerAmmo?


Re: SA-MP 0.3z RC4 - Kar - 02.02.2014

Quote:
Originally Posted by Riddick94
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Huh? I don't understand, you just changed the value. Is there a different max amount in game than in includes? Also, what is wrong with SetPlayerAmmo?
Yes, it's not not 24. Test it. (It's actually 20, 21 for pawn)

native SetPlayerAmmo(playerid, weaponslot, ammo); -> native SetPlayerAmmo(playerid, weaponid, ammo);

https://sampwiki.blast.hk/wiki/SetPlayerAmmo


Re: SA-MP 0.3z RC4 - TopFuel - 02.02.2014

Quote:
Originally Posted by Kar
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Yes, it's not not 24. Test it. (It's actually 20, 21 for pawn)

native SetPlayerAmmo(playerid, weaponslot, ammo); -> native SetPlayerAmmo(playerid, weaponid, ammo);

https://sampwiki.blast.hk/wiki/SetPlayerAmmo
actually the 24 is right because if you set the player name using the function SetPlayerName you can go up to 24 characters, I think this is used for clan tags:




Re: SA-MP 0.3z RC4 - Kar - 02.02.2014

Quote:
Originally Posted by Top Fuel
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actually the 24 is right because if you set the player name using the function SetPlayerName you can go up to 24 characters, I think this is used for clan tags:

Yes sorry something like that

But it should be fixed on either side, you can't connect to the server with 24 characters

So something should be cleared up either way.


Re: SA-MP 0.3z RC4 - Pr0GreSiVe - 03.02.2014

When the offical 0.3z will be released?


Re: SA-MP 0.3z RC4 - Luis- - 03.02.2014

Quote:
Originally Posted by Pr0GreSiVe
View Post
When the offical 0.3z will be released?
Whenever Kalcor feels it's ready for release.


Re: SA-MP 0.3z RC4 - Pottus - 09.02.2014

Makes more sense, what was I thinking ?


Re: SA-MP 0.3z RC4 - Warm - 09.02.2014

Hey, scuze me, but i have a little question.
When it release officialy ? with aprox. 1 day/1 week/ 1 mounth ...


Re: SA-MP 0.3z RC4 - Typhome - 09.02.2014

Good job! I like this update.


Re: SA-MP 0.3z RC4 - RedFusion - 09.02.2014

Quote:
Originally Posted by [uL]Pottus
Посмотреть сообщение
pawn Код:
native GetVehicleXAngle(vehicleid, &Float:x_angl);
native SetVehicleXAngle(vehicleid, Float:x_angl);
native GetVehicleYAngle(vehicleid, &Float:y_angl);
native SetVehicleYAngle(vehicleid, Float:y_angl);
These should already be possible I'll add the suggestion for Emmets extended vehicle functions.
A plugin for quaternions, use it with GetVehicleRotationQuat and you've got it
https://sampforum.blast.hk/showthread.php?tid=455269


Re: SA-MP 0.3z RC4 - Xrenoma - 09.02.2014

When there was already released a new client RC5? Or is already preparing to release R1?


Re: SA-MP 0.3z RC4 - kurta999 - 09.02.2014

Quote:
Originally Posted by Xrenoma
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When there was already released a new client RC5? Or is already preparing to release R1?
I hope the release will be minimum after 1 mont and lot of crashes and bugs will be fixed.


Re: SA-MP 0.3z RC4 - ChrisFarmer - 09.02.2014

Great job guys.


Re: SA-MP 0.3z RC4 - Arjanz - 09.02.2014

waiting for final release


Re: SA-MP 0.3z RC4 - N0FeaR - 09.02.2014

Nice a new version again


Re: SA-MP 0.3z RC4 - Warm - 09.02.2014

Hey, scuze me, but i have a little question.
When it release officialy ? with aprox. 1 day/1 week/ 1 mounth ...


Respuesta: SA-MP 0.3z RC4 - Kemula - 09.02.2014

Is urgent to update 0.3z, still there are false packets error in 0.3x R2 fix


Re: SA-MP 0.3z RC4 - Owenlishious - 09.02.2014

GetPlayerScreenResolution() would be great. Since textdraws looks like utter shit in different resolutions and monitors. :P

And maybe a way to load custom png/jpeg images as textdraws.