Just a small question. - Printable Version
+- SA-MP Forums Archive (
https://sampforum.blast.hk)
+-- Forum: SA-MP Scripting and Plugins (
https://sampforum.blast.hk/forumdisplay.php?fid=8)
+--- Forum: Scripting Help (
https://sampforum.blast.hk/forumdisplay.php?fid=12)
+--- Thread: Just a small question. (
/showthread.php?tid=587419)
Just a small question. -
Sjn - 30.08.2015
Well, this randomly came in my mind and i was wondering about it.
For coloring the client messages, i saw most of the released gamemodes have the messages used like;
SendClientMessage(playerid, -1, "{FFFF00}Hello.");
Writing the color code with the string. (It makes the timestamp white ingame :P) and other method, using a direct defined color in SendClientMessage.
Does these 2 stuffs really makes difference?
Re: Just a small question. -
Gazzy - 30.08.2015
It doesn't make a difference to my knowledge, but some codes like that are because people can be too lazy to define color codes.
Re: Just a small question. -
JessThompson - 30.08.2015
Nope makes no difference but as gazzy said people are too lazy to ****** SAMP COLORS. Which is a released inc that defines most colors.
Re: Just a small question. -
SpikY_ - 30.08.2015
No, i don't think so cause what if a person want to use multiple colors in Client message.
Re: Just a small question. -
SickAttack - 30.08.2015
The only difference is in the length/capacity of a message (string). The parameter/argument doesn't take up string-length and the other one does.
pawn Код:
// [ DEVELOPMENT GAMEMODE ]
// INCLUDES:
#include <a_samp>
// MAIN:
main()
{
print("Development Mode: color_length.amx");
new string[144];
format(string, sizeof(string), "{FFFFFF}%s is a chicken!", "Larva");
SendClientMessageToAll(-1, string);
printf("%d", strlen(string));
format(string, sizeof(string), "%s is a chicken!", "Larva");
SendClientMessageToAll(-1, string);
printf("%d", strlen(string));
}
// CALLBACKS:
public OnGameModeInit()
{
return 1;
}
public OnGameModeExit()
{
return 1;
}
Length capacity: 144.