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Complete scripting bugs list (0.3 updated) - Printable Version

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+--- Thread: Complete scripting bugs list (0.3 updated) (/showthread.php?tid=59486)

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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
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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
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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
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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: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
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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
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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
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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
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a_players.inc[*]SpawnPlayer - Kills the player if they are in a vehicle.
Quote:
Originally Posted by kurta999
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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).