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Has anyone ever noticed OnPlayerTakeDamage being called right after a gmx? Is that intentional or a bug? Code: playerid: 0, issuerid: 65535, amount: 1079194420, weaponid: 54, bodypart: 3
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Quote: Originally Posted by Kar Awesome, no border? Unfortunately no border. Adding outlines to the characters themselves also adds their outlines to the center of the progress bar. In ...
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Quote: Originally Posted by tonmgdamamg3 Please update this for support streamer plugin v2.9.4, i've found many error for streamer v.2.9.4 The errors are caused by the 2.9.4 version of ...
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Quote: Originally Posted by Manyula For now, the progress is calculated in percent, so 0.0 is the minimum and 100.0 is the maximum value. I've now added a 'max_value' parameter and thre...
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For now, the progress is calculated in percent, so 0.0 is the minimum and 100.0 is the maximum value. So, if 20 seconds are 100%, then 1 seconds equals 100/20 = 5%. So, each second, you would have to ...
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First of all, thank you for the constructive feedback! Quote: Originally Posted by [HLF]Southclaw Another thing I noticed was a lot of copy-paste code, bar1/bar2 could be globally allocat...
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progress3D.inc After the 2D textdraw-based version of progress bars, here now comes the 3D version. This library lets you create progress bars in 3D space. It's basically just two overlapping 3D te...
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So, I just put the check inside the functions that require the streamer instead of on top of the script, correct? Thank you!
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Let's say I want to create an include which offers two functions, A and B. Function B, however, requires the streamer to be included. How do I check if the streamer is included?
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Your work is much appreciated. I'm getting one warning with YSI 4.0.2 though. Код: pawno\include\YSI\..\YSI_Coding\..\YSI_Core\y_utils.inc(430) : warning 201: redefinition of constant/macro (symb...
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Quote: Originally Posted by Hrb You can try to check the weapon ID after the KEY_FIRE is released. (It should work.) This is still no different to the example I provided in the OP. You ...
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OnPlayerWeaponShot get only called for weapons that send bullet data which is not the case for thrown weapons or RPGs.
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Hi, the title says it all: How do I reliably check for when a player throws a grenade? I've browsed the forums already and found this function here. Код: public OnPlayerKeyStateChange(playerid, ...
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How does your TeamClasses array look like exactly?
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I suppose it‘s because of the GetPlayerClass(playerid) used directly as an index. Try storing it in a temp variable and then put it into the array index.
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Hello, 1.) I'll refer to a great tutorial from ****** at this point, check it out: https://sampforum.blast.hk/showthread.php?tid=643553 2.) In theory, you could get a custom door object to move the ...
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Please describe your problem more in detail. What is a use case example for your command? What do you expect the player to enter? What does the command fail to do right now?
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Use the streamer for this. Create a dynamic sphere and attach it to the object. Check out the documentation: https://github.com/samp-incognito/sa...Natives-(Areas)
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Yes, this is the only code I have under this callback. I'm hooking it because I'm planning to hook it multiple times. Код: static CloseAmmunationStore(playerid) { HideAmmunationBaseFrame(play...
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Simple global textdraw declaration and initialization and checking for clicks on it. pawn Код: static Text:AmmunationGlobal[17];hook OnGameModeInit() {    // A bunch of textdraws...    Ammuna...
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