Re: Complete scripting bugs list (0.3 updated) -
beckzy - 20.09.2011
Does anybody know if any of these are fixed yet in 0.3d? I haven't had time to test them yet.
Re: Complete scripting bugs list (0.3 updated) -
Redirect Left - 20.09.2011
From what I can tell, non of these are resolved yet, but hey no rush. It is free
Re: Complete scripting bugs list (0.3 updated) -
beckzy - 20.09.2011
Quote:
Originally Posted by Redirect Left
From what I can tell, non of these are resolved yet, but hey no rush. It is free 
|
Yeah I know

I just like the keep the listed updated :P
Re: Complete scripting bugs list (0.3 updated) -
robintjeh - 24.10.2011
******, you are so good.
Re: Complete scripting bugs list (0.3 updated) -
KoZaKo - 06.11.2011
Function GetPlayerHeath && GetPlayerArmour get max 256 hp/arm is player have more its just don't working good ;/
I have 250 HP show 250 GOOD.
I have more than 255. For example i have 300 HP show 44 HP (300 - 256 = 44).
Maybe fix this in 0.3d ?
Re: Complete scripting bugs list (0.3 updated) -
beckzy - 07.11.2011
Are any of these bugs fixed in 0.3d? (I don't have time to test them right now)
Re: Complete scripting bugs list (0.3 updated) -
Norn - 08.11.2011
Quote:
Originally Posted by BeckzyBoi
Are any of these bugs fixed in 0.3d? (I don't have time to test them right now)
|
Nope, did you really need to ask?
Re: Complete scripting bugs list (0.3 updated) -
DiDok - 22.12.2011
Using TogglePlayerControllable(playerid,0) on player in vehicle with less than 300 health will set his vehicle's health to 300
Re: Complete scripting bugs list (0.3 updated) -
Y_Less - 12.04.2012
It might be related to that bug, but it is still present in the latest RC:
pawn Код:
#include <a_samp>
main()
{
print("\n----------------------------------");
print(" Blank Gamemode by your name here");
print("----------------------------------\n");
}
public OnGameModeInit()
{
// Don't use these lines if it's a filterscript
SetGameModeText("Blank Script");
AddPlayerClass(0, 0.0, 12.0, 4.0, 269.1425, 34, 100, 0, 0, 0, 0);
AddStaticVehicle(519, 0.0, 0.0, 5.0, 0.0, 0, 0);
return 1;
}
public OnPlayerRequestClass(playerid, classid)
{
SetPlayerPos(playerid, 0.0, 12.0, 4.0);
SetPlayerCameraPos(playerid, 1958.3783, 1343.1572, 15.3746);
SetPlayerCameraLookAt(playerid, 1958.3783, 1343.1572, 15.3746);
return 1;
}
public OnPlayerDisconnect(playerid)
{
for (new i = 0; i != MAX_PLAYER_ATTACHED_OBJECTS; ++i)
{
new str[64];
format(str, sizeof (str), "%d: %d", i, IsPlayerAttachedObjectSlotUsed(playerid, i));
print(str);
}
}
public OnPlayerSpawn(playerid)
{
SetPlayerAttachedObject(playerid, 0, 1609, 2);
}
That's all you need. Run that mode (no filterscripts), connect and spawn, then switch to something like LVDM - the server console will report that there are no attached objects:
Код:
0: 0
1: 0
2: 0
3: 0
4: 0
5: 0
6: 0
7: 0
8: 0
9: 0
And you will appear in the LVDM class selection with a huge turtle on your head. As I say, I've already written a fix for "fixes.inc", was just reporting it and looking for confirmation that I'm not doing something stupid.
I'm not sure if the fact that "IsPlayerAttachedObjectSlotUsed" returns 0 in "OnPlayerDisconnect" is related to the fact that the objects don't disappear (seems likely), but in my code at least I treated them as separate (as I didn't notice the link till you mentioned that it worked fine).
Re: Complete scripting bugs list (0.3 updated) -
Scott - 13.04.2012
Quote:
Originally Posted by Y_Less
It might be related to that bug, but it is still present in the latest RC:
pawn Код:
#include <a_samp>
main() { print("\n----------------------------------"); print(" Blank Gamemode by your name here"); print("----------------------------------\n"); }
public OnGameModeInit() { // Don't use these lines if it's a filterscript SetGameModeText("Blank Script"); AddPlayerClass(0, 0.0, 12.0, 4.0, 269.1425, 34, 100, 0, 0, 0, 0); AddStaticVehicle(519, 0.0, 0.0, 5.0, 0.0, 0, 0); return 1; }
public OnPlayerRequestClass(playerid, classid) { SetPlayerPos(playerid, 0.0, 12.0, 4.0); SetPlayerCameraPos(playerid, 1958.3783, 1343.1572, 15.3746); SetPlayerCameraLookAt(playerid, 1958.3783, 1343.1572, 15.3746); return 1; }
public OnPlayerDisconnect(playerid) { for (new i = 0; i != MAX_PLAYER_ATTACHED_OBJECTS; ++i) { new str[64]; format(str, sizeof (str), "%d: %d", i, IsPlayerAttachedObjectSlotUsed(playerid, i)); print(str); } }
public OnPlayerSpawn(playerid) { SetPlayerAttachedObject(playerid, 0, 1609, 2); }
That's all you need. Run that mode (no filterscripts), connect and spawn, then switch to something like LVDM - the server console will report that there are no attached objects:
Код:
0: 0
1: 0
2: 0
3: 0
4: 0
5: 0
6: 0
7: 0
8: 0
9: 0
And you will appear in the LVDM class selection with a huge turtle on your head. As I say, I've already written a fix for "fixes.inc", was just reporting it and looking for confirmation that I'm not doing something stupid.
I'm not sure if the fact that "IsPlayerAttachedObjectSlotUsed" returns 0 in "OnPlayerDisconnect" is related to the fact that the objects don't disappear (seems likely), but in my code at least I treated them as separate (as I didn't notice the link till you mentioned that it worked fine).
|
Gotcha, thanks. I believe you're correct in that they don't disappear currently, I've had to reattach my objects before when I have lost connection.
Re: Complete scripting bugs list (0.3 updated) -
davve95 - 13.04.2012
Sometimes the keys: W,A,S,D won't work.. But if u jump it will work again.
Re: Complete scripting bugs list (0.3 updated) -
Basssiiie - 02.05.2012
Two bugs I found today while messing around:
- OnPlayerUpdate won't be called while surfing a vehicle. I've only tried it with surfing a vehicle driven by a bot, can someone try this out while surfing a vehicle driven by a player or while surfing an object?
- GetPlayerAnimationIndex returns 0 while you're inside a vehicle.
My server is running 0.3d, but as far as I know none of these are fixed in 0.3e. (Correct me if I'm wrong)
Re: Complete scripting bugs list (0.3 updated) -
eesh - 03.05.2012
Quote:
Originally Posted by Basssiiie
Two bugs I found today while messing around: - ...
- GetPlayerAnimationIndex returns 0 while you're inside a vehicle.
...
|
typo
Re: Complete scripting bugs list (0.3 updated) -
Basssiiie - 03.05.2012
Quote:
Originally Posted by eesh
typo
|
Thanks, it's fixed now. :$
Re: Complete scripting bugs list (0.3 updated) -
Slice - 05.05.2012
strins completely ignores the "maxlength" parameter. Beware!
Re: Complete scripting bugs list (0.3 updated) -
Slice - 13.05.2012
IsPlayerConnected reads only the lower 2 bytes of the number given.. Therefore, the following numbers will cause it to return true if player id 0 is connected:
Код:
65536
131072
196608
262144
327680
393216
458752
524288
589824
655360
720896
786432
851968
917504
983040
1048576
etc..
NOT GOOD..
Re: Complete scripting bugs list (0.3 updated) -
BloodyEric - 13.05.2012
Interesting, but why should I use "IsPlayerConnected(65536)"?
Re: Complete scripting bugs list (0.3 updated) -
Kar - 13.05.2012
Quote:
Originally Posted by BloodyEric
Interesting, but why should I use "IsPlayerConnected(65536)"?
|
I think this is the reason why Y_Less encourages the use of if(id == INVALID_PLAYER_ID) after using the u specifier in sscanf
because doing IsPlayerConnected(INVALID_PLAYER_ID) A.K.A IsPlayerConnected(65536) would cause the bug
Just guessing
Re: Complete scripting bugs list (0.3e updated) -
BGTrucker - 14.08.2013
Quote:
Originally Posted by BeckzyBoi
a_players.inc[*]SpawnPlayer - Kills the player if they are in a vehicle.
|
Quote:
Originally Posted by kurta999
SpawnPlayer() -> Totally fixed in 0.3e, works without any problem in vehicle. Thanks Kye
Edit: Not fixed..
|
What I simply do is
Код:
ClearAnimations(playerid);
SpawnPlayer(playerid);
Re: Complete scripting bugs list (0.3 updated) -
Anzipane - 09.03.2014
OnVehicleDeath(vehicleid, killerid) is never called if nobody ever entered that vehicle since server start-up (also the vehicle won't respawn).