Re: SA-MP 0.3z RC3 -
iWhite - 24.01.2014
Suggestion: PlayAudioStreamForPlayer(playerid,
soundid*, url[], Float

, Float:y, Float:z);
And: StopAudioStreamForPlayer(playerid,
soundid*);
To stream multiple sounds for player from internet
* - soundid is like dialogid in ShowPlayerDialog.
Re: SA-MP 0.3z RC3 -
ViruZz - 24.01.2014
Quote:
Originally Posted by iWhite
Suggestion: PlayAudioStreamForPlayer(playerid, soundid*, url[], Float  , Float:y, Float:z);
And: StopAudioStreamForPlayer(playerid, soundid*);
To stream multiple sounds for player from internet
* - soundid is like dialogid in ShowPlayerDialog.
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You're able to script this yourself.
Re: SA-MP 0.3z RC3 -
Aliassassin123456 - 24.01.2014
Quote:
Originally Posted by ViruZz
You're able to script this yourself.
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He means a 3D Stream music + soundid to Stop/Start your own sound (However it's easy to script position

)
Re: SA-MP 0.3z RC3 -
MP2 - 24.01.2014
Quote:
Originally Posted by [WA]iRonan
Now we need the ability to kill people with fists when out of San Andreas.
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This should be very easy to script yourself. Not that you should have to, but still..
Re: SA-MP 0.3z RC3 -
x96664 - 24.01.2014
This update sounds awesome !
Re: SA-MP 0.3z RC4 -
eider - 27.01.2014
Quote:
Originally Posted by Manyula
Hm, I don't know what to think of the legacy mode. It kinda again splits the so-called "pro's" from the newbies. Now you have to constantly hop from lag shots to on-skin shots, which is quite annoying, in my opinion. I find it pathetic that players are so keen on keeping lagshots. It would have been better to let them get used to the new system.
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Actually it may cause players migration from servers with "new sync" to those with legacy mode which is very bad, because it will force server owners to switch to legacy mode.
Quote:
You find it pathetic cuz you have absolutely no idea how A/D side of SAMP works. I suggest you use ****** for your researches before posting here and maybe ******* too.
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For me, "A/D side" is nothing more then some of players which know how to react on opponent actions when aiming, and now they're sad, beacause they have to learn it from scratch, witch means they're now bad at this game. But they don't know that learning how to aim at skin is a lot easier then learning how to react on opponent actions. But i don't want to create new discussion about "A/D is great and lagshoot is great", so treat it just as my opinion and keep in mind that i'm not going to respond to anything about "A/D" and "lagshoot is better" anymore.
Re: SA-MP 0.3z RC4 -
Mandrakke - 27.01.2014
RP servers will upgrade to the new sync and most ad/dm servers will keep in old sync, end of story.
Re: SA-MP 0.3z RC4 -
iJumbo - 27.01.2014
Can some one tell me what exactly
pawn Код:
native Float:GetPlayerCameraAspectRatio(playerid);
returns?
Returns SAR, PAR or DAR ?
i think SAR is the better way to get multiple resolutions
Has to do something with textdraws?
i can't test atm
Re: SA-MP 0.3z RC4 -
Kyle - 27.01.2014
Код:
native Float:GetPlayerCameraAspectRatio(playerid);
Will return 0.0000 for
WIDESCREEN and 0.333333 for
NON-WIDESCREEN.
Re: SA-MP 0.3z RC4 -
iJumbo - 27.01.2014
So it returns the Pixel aspect ratio (PAR) ?
Re: SA-MP 0.3z RC4 -
Kyle - 27.01.2014
Quote:
Originally Posted by iJumbo
So it returns the Pixel aspect ratio (PAR) ?
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Pixel Aspect Ratio is something like 16:9(widescreen) or 4:3(standard). 0.33333 is not 4:3 and 16:9 is not 0.00000.
Re: SA-MP 0.3z RC4 -
vyper - 27.01.2014
This version is getting better, thank you, SA-MP Team !
Re: SA-MP 0.3z RC4 -
iJumbo - 27.01.2014
Quote:
Originally Posted by KyleSmith
Pixel Aspect Ratio is something like 16:9(widescreen) or 4:3(standard). 0.33333 is not 4:3 and 16:9 is not 0.00000.
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So it can be useful for textdraws?
Re: SA-MP 0.3z RC4 -
Kyle - 27.01.2014
Quote:
Originally Posted by iJumbo
So it can be useful for textdraws?
|
Yes.
Re: SA-MP 0.3z RC4 -
IstuntmanI - 27.01.2014
Great
Release
Candidate, thanks !
Re: SA-MP 0.3z RC4 -
YazidAlgeria - 27.01.2014
Wow! Nice
Re: SA-MP 0.3z RC4 -
ikey07 - 27.01.2014
Humm, if I understand correct, with
native GetPlayerLastShotVectors(playerid, &Float:fOriginX, &Float:fOriginY, &Float:fOriginZ, &Float:fHitPosX, &Float:fHitPosY, &Float:fHitPosZ);
you will be able to calculate bullet traveling path ?
Re: SA-MP 0.3z RC4 -
iJumbo - 27.01.2014
Quote:
Originally Posted by ikey07
Humm, if I understand correct, with
native GetPlayerLastShotVectors(playerid, &Float:fOriginX, &Float:fOriginY, &Float:fOriginZ, &Float:fHitPosX, &Float:fHitPosY, &Float:fHitPosZ);
you will be able to calculate bullet traveling path ?
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You can create a line that goes from the point of origin to the point of impact, only two positions.
You can not know every single coordinate traveled by the projectile
Re: SA-MP 0.3z RC4 -
AIped - 27.01.2014
The new onplayergivedamage also detecting NPC now is very nice though it wont be as acurate as onplayertakedamage i think.
Re: SA-MP 0.3z RC4 -
Nikid - 27.01.2014
add a new type of pickups. For transport pickup truck could hold in the air