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Tutorial:
Although UsePlayerPedAnims() uses standard walk-style for every skins, there are few skins like Truth(1), Maccer(2) and Big Bear(5) that have faster movement. It's now possible to set stand...
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I've been in a tour which is why I haven't posted any updates in this topic. I'll reach home today and will be releasing the latest commit.
The problem with the current version is that it resets once...
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The idea of open sourcing client sided anti-cheat shows how ignorant you're being. You do realize that your client sided project could be forked to a version that returns false positives where a cheat...
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Quote:
Originally Posted by GoldenLion
I have it, I thought you meant calling it like this lol:
Code:
OnDialogResponse(0, ...);
I got confused when you said that you don't call OnDial...
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Quote:
Originally Posted by GoldenLion
I don't have any filterscripts nor easyDialogs include and I don't call OnDialogResponse anywhere. Also I return 1 there already, I never return 0. :...
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Quote:
Originally Posted by GoldenLion
OnDialogSpoof got called for no reason again and the spoof type was dialog ID. This is what my dialog looked like: https://gyazo.com/ed8c0f8b1d392086...
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Quote:
Originally Posted by AbyssMorgan
SAMP Synchronization is still suck, maybe this code working:
PHP код:
public OnMissileDestroy(mobid,Float:x,Float:y,Float:z,type,killerid){
...
1,239
The more data you add in, the more slower it goes. I suggest you to consider what NaS has stated, you can use database management system to fetch your result in few milli-seconds which is ALOT faster ...
148
safeDialogs - v1.0.3 (optional/minor update) released!
- Added a static-global array to handle huge strings, thereby freeing more heap space. If you were facing any heap space related warning after i...
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EDIT : Never mind this function - v1.0.3 supports a better version of this function.
Quote:
Originally Posted by PrO.GameR
It's really a shame that we can't use the whole inputtext line i...
1,540
Quote:
Originally Posted by GoldenLion
I printed out the stuff to show you what's up.
This is what the dialog looks like in-game: https://gyazo.com/8f43f40824ac5c85f6e216325d005fcb
This is...
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Quote:
Originally Posted by PrO.GameR
Ah, one of my half-way finished projects. Great to see one released as I never got around finishing mine.
Here's a suggestion for you, thats a huge a...
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Quote:
Originally Posted by GoldenLion
The code doesn't matter, but the spoof type was DIALOG_SPOOFTYPE_INPUT_TEXT. The problem must be that the inputtext at OnDialogResponse for DIALOG_ST...
1,540
Quote:
Originally Posted by GoldenLion
Seems to be nice, but when I tried it a few minutes ago OnDialogSpoof got called for no reason when I used DIALOG_STYLE_TABLIST_HEADERS.
Can you p...
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safeDialogs
Complete protection against spoofed dialog data (id, list-item and input-text)
Version - 1.0.3 (use v1.0.2 until a stable version is released)
Last update - 8th of February, 2017
NOTE : I'...
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Quote:
Originally Posted by [Bios]Marcel
" how to crash ", what? Anyways wrong section, i guess
Quote:
Originally Posted by PrO.GameR
No, we won't help you do such thing so...
144
OnPlayerUpdate will not be called for paused players. So you can use the last received angle update of the player.
pawn Code:
new Float:g_PlayerLastAngle[MAX_PLAYERS];public OnPlayerUpdate(playe...
809
Then you've to reset your bmsgTDswitch variable to zero under 3rd (or last) case. Post your Topcash() function here if it's not working.
144
Because it keeps getting reset to 0 at the end of RandBotMsgs.
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Extracting data from inputtext of a list-type dialog is not safe. Players can modify the inputtext you get as response. It's not recommended unless you plan on saving the content shown in dialog first...
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