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Complete scripting bugs list (0.3 updated) - Printable Version

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AW: Complete scripting bugs list (0.3 updated) - Meta - 21.11.2010

very old bug
never leave vehicles or trailers if you are on "hidden" positions like the 3rd seat in a bullet etc


Re: AW: Complete scripting bugs list (0.3 updated) - beckzy - 21.11.2010

Quote:
Originally Posted by Meta
Посмотреть сообщение
very old bug
never leave vehicles or trailers if you are on "hidden" positions like the 3rd seat in a bullet etc
It used to work


AW: Complete scripting bugs list (0.3 updated) - Meta - 21.11.2010

yeah, sometimes it works e.g. in eeeeh trailers i think


Re: Complete scripting bugs list (0.3 updated) - beckzy - 21.11.2010

It works on on trailers AFAIK, well if it doesn't now it did in until 0.3b


Re: Complete scripting bugs list (0.3 updated) - Sergei - 17.12.2010

If you use SetSpawnInfo, GetPlayerSkin will return skin id which you set with SetSpawnInfo and not actual skin id.

Код:
SetPlayerSkin(playerid,165);
GetPlayerSkin(playerid) => returns 165;
SetSpawnInfo(playerid,0,166, ...) => set 166 as spawn skin
GetPlayerSkin(playerid) => returns 166, but actual skin is still 165



Re: Complete scripting bugs list (0.3 updated) - SaW - 17.12.2010

Jeez, atleast add paragraphs to make it easier to read.


Re: Complete scripting bugs list (0.3 updated) - sabretur - 22.12.2010

Object model ID 8040 isn't visible. Sorry for my bad english


Re: Complete scripting bugs list (0.3 updated) - vutqy - 31.12.2010

Quote:

# SetPlayerCheckpoint
- If a checkpoint is already set it will use the size of that checkpoint instead of the new one
- If the checkpoint is set on a custom object or a non-solid surface it will show floating above the surface

For the last point it does that also if there is a pickup in the CP.


Re : Complete scripting bugs list (0.3 updated) - lacalau33 - 02.01.2011

ApplyAnimation is not working proply on NPCs. All animations are performed in place.
Eg: If you use the walking animation the NPC will walk in place.

Scripting bug or normal behaviour?


Re: Complete scripting bugs list (0.3 updated) - Rac3r - 03.01.2011

I think the NPC is using a recording for it's location. The recording probably keeps updating the NPC's position but the animations are performed where the NPC is located.


Re: Complete scripting bugs list (0.3 updated) - sabretur - 09.01.2011

AddVehicleComponent() - not works with component ID: 1086


Re: Complete scripting bugs list (0.3 updated) - Rac3r - 09.01.2011

What is 1086? Wheel, bumper, side skirt or something?

We use a custom tune menu, nothing was reported as broken,


Re: Complete scripting bugs list (0.3c updated) - beckzy - 10.01.2011

This bug list is now 0.3c updated.


Re: Complete scripting bugs list (0.3 updated) - Krx17 - 10.01.2011

Quote:

TogglePlayerControllable - The player can't move at all (which is what it is supposed to do) but if he tries to move other players will see him moving on the spot instead of standing still

SA:MP works by manipulating keys on the client's PC so that is probably one of the side effects of it.


Re: Complete scripting bugs list (0.3 updated) - Sergei - 14.01.2011

Vehicle params are reset to -1 instead 0 (vehicle respawn, death, etc) when using ManualVehicleEngineAndLights().


Re: Complete scripting bugs list (0.3 updated) - kurta999 - 16.01.2011

GetVehicleParamsEx: Return 0 with boot and bonnet. Without ManualVehicleEngineAndLights().


Re: Complete scripting bugs list (0.3 updated) - Sergei - 28.01.2011

GetPlayerWeapon returns previous weapon ID, if you are in vehicle and change weapon using SetPlayerArmedWeapon.


Re: Complete scripting bugs list (0.3 updated) - Ponchik - 18.02.2011

MoveObject returns incorrect value, its big than need to be
you can test it by this
Код:
forward Destroy(playerid, object);

public OnPlayerCommandText(playerid, cmdtext[])
{
	if (strcmp("/MoveObject", cmdtext, true, 11) == 0)
	{
	    new object, time, Float:X, Float:Y, Float:Z, string[128];
		GetPlayerPos(playerid, X, Y, Z);
		object = CreateObject(4639, X+3, Y, Z, 0, 0, 0);
		time = MoveObject(object, X+60, Y, Z, 1);
        format(string, sizeof(string), "Object will finish moving in %d milliseconds", time);
        SendClientMessage(playerid, 0x00FF00FF, string);
		SetTimerEx("Destroy", time, false, "ii", playerid, object);
	    return 1;
	}
           return 0;
}

public Destroy(playerid, object) {
    SendClientMessage(playerid, 0x00FF00FF, "moving finished");
    DestroyObject(object);
}
difference about 6 seconds
if you will use more, than X+60 you will see more difference


Re: Complete scripting bugs list (0.3 updated) - Miguel - 05.04.2011

GetPlayerTime does always return 0.


Re: Complete scripting bugs list (0.3 updated) - leong124 - 22.05.2011

GetVehicleHealth - It returns 1000.0(or its last health value when a player is in car) in OnVehicleDeath when I push a RC Goblin to flip over and explode.

OnVehicleDeath - Vortex entering the water will still call OnVehicleDeath, though it actually can float on the water and drive. It also doesn't be called when I tried to flip an Infernus to explode(I entered it and I exit the car to flip it). Sometimes the RC Goblin(in the above case) does respawn while sometimes it doesn't. The Infernus doesn't respawn at all.