Does this really work and will not this crash a player? If not, can it be used in OnPlayerConnect to crash raknet?
When you said raknet versions, do you mean every possible version of raknet or only the latest? |
Would be cool a callback that is called every the packet that server sends to clients.
And some natives to manipulate the packets like FM_AddToFullPack in AmxModx. Usage exemple: Use a single NPC in more shops. (Make that NPC visible(per player) in more positions. Ex: Me see the npc in LS you see in LV.). It will be cool if is possible. EDIT: Here is a description for AddToFullPack to understand batter: |
Hi.
I'd like to know if it's possible to toggle the ability of an "armored" vehicle (tank, hydra, hunter I think I mentionned them all) to fire rockets ? I read about the "rocket pool" here : http://www.gtamodding.com/?title=Memory_Addresses_(SA) (and that also answered my question about "why those the slots 18, 19, and 20" aren't usable) but I know nothing about memory hacking. |
I guess if it already was possible to disable that with the samp client, there would be an official function available.
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Can you add a way to disable a certain key from being synced to other clients. Like, you can return 0; in OnPlayerUpdate to make the update not sync at all. (and if you return 0; enough times in OnPlayerUpdate then it will show that hourglass icon like they're paused.) I still want the update to send, but I want to modify the keys before it sends to the rest of the players. (which could desync things like, firing from the rustler as you hold down the fire key without them showing as paused.) Basically, I want to modify packets.
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Would be cool a callback that is called every the packet that server sends to clients.
And some natives to manipulate the packets like FM_AddToFullPack in AmxModx. Usage exemple: Use a single NPC in more shops. (Make that NPC visible(per player) in more positions. Ex: Me see the npc in LS you see in LV.). It will be cool if is possible. EDIT: Here is a description for AddToFullPack to understand batter: |
You could kind of do something like that with what I mentioned a few pages back, but never got a response.
The ability to read/write raw packets before they're sent, I think, would be the ultimate form of control for the server! |
native AttachVehicleToObject(vehicleid,objectid, Float: offsetX, Float: offsetY, Float:offsetZ, Float: rotX, Float: rotY, Float: rotZ); native AttachVehicleToVehicle(vehicleid,vehicleid2, Float: offsetX, Float: offsetY, Float:offsetZ, Float: rotX, Float: rotY, Float: rotZ,bool: isMovable); (isMoveable == if the second vehicle acts like a trailer or just like an attached object)
Would be cool if you would include a fix which increases the accuracy of timers.
And if it's possible, new attaching functions: Code:
native AttachVehicleToObject(vehicleid,objectid, Float: offsetX, Float: offsetY, Float:offsetZ, Float: rotX, Float: rotY, Float: rotZ); native AttachVehicleToVehicle(vehicleid,vehicleid2, Float: offsetX, Float: offsetY, Float:offsetZ, Float: rotX, Float: rotY, Float: rotZ,bool: isMovable); (isMoveable == if the second vehicle acts like a trailer or just like an attached object) |
native AttachCheckpointToObject(cpID,objectid, Float: offsetX, Float: offsetY, Float:offsetZ, Float: rotX, Float: rotY, Float: rotZ); native AttachCheckpointToVehicle(cpID,vehicleid, Float: offsetX, Float: offsetY, Float:offsetZ, Float: rotX, Float: rotY, Float: rotZ); native AttachRaceCheckpointToObject(raceCheckpointType,cpID,objectid, Float: offsetX, Float: offsetY, Float:offsetZ, Float: rotX, Float: rotY, Float: rotZ,bool: isMovable); native AttachRaceCheckpointToVehicle(raceCheckpointType,cpID,vehicleid, Float: offsetX, Float: offsetY, Float:offsetZ, Float: rotX, Float: rotY, Float: rotZ,bool: isMovable);
native TogglePlayerChat(playerid, bool: toggle);
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Loaded log file: "server_log.txt".
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SA-MP Dedicated Server
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v0.3z, (C)2005-2014 SA-MP Team
Server Plugins
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Loading plugin: YSF
Failed.
Loading plugin: sscanf
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sscanf plugin loaded.
(c) 2009 Alex "******" Cole
0.3d-R2 500 Players "dnee"
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Loaded.
Loading plugin: TDE
TDEditor Plugin loaded, thank you for using.
Loaded.
Loading plugin: nativechecker
Loaded.
Loaded 3 plugins.
Started server on port: 7777, with maxplayers: 1 lanmode is ON.
Filterscripts
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Loading filterscript 'TDE.amx'...
Error: Function not registered: 'YSF_AddPlayer'
Error: Function not registered: 'YSF_RemovePlayer'
Error: Function not registered: 'YSF_StreamIn'
Error: Function not registered: 'YSF_StreamOut'
Error: Function not registered: 'TextDrawGetPos'
Error: Function not registered: 'TextDrawSetPos'
Error: Function not registered: 'TextDrawGetFont'
Error: Function not registered: 'TextDrawIsBox'
Error: Function not registered: 'TextDrawGetAlignment'
Error: Function not registered: 'TextDrawIsProportional'
Error: Function not registered: 'IsPlayerPaused'
Error: Function not registered: 'TextDrawGetFontSize'
Loaded 1 filterscripts.
AllowAdminTeleport() : function is deprecated. Please see OnPlayerClickMap()
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Bare Script
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Number of vehicle models: 0