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Wiki was not indexing on G00gle for sometimes, maybe kye wanted to revenge? Quote: Originally Posted by Kalcor The fact is, I am right. And if you think I'm wrong, You are wrong.
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Quote: Originally Posted by Michalec I'm not so sure. When I was using Dan's timer fix, my 100ms perplayer timer was going crazy (5-15ms) and bugged my gamemode - after deleting plugin, pr...
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Quote: Originally Posted by dotSILENT I've used Dans timerfix plugin for a very long time, but sometimes (randomly, not even after >20 days) the timers were going crazy (from 1000ms to ...
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That's just a simple MoveObject. I'm imagining your Tennis script using this https://sampforum.blast.hk/showthread.php?tid=645694
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The reason that SA-MP is more popular and better than MTA:SA is that it's user-friendly and you won't have to download hundreds of megabytes when you are trying to enter a server, that's really annoyi...
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Quote: Originally Posted by IllidanS4 And now something mindblowing - why not have synchronised client-sided physics? By Kalcor or another client modification like SA-MP+?
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Quote: Originally Posted by Pottus I really like to see these spin off plugins that use ColAndreas.cadb that really was the golden goose of the whole project. That was done by Slice and Ch...
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Nice tutorial, it will surely help people understand how server communicate with client using RakNet and how to work with Pawn.RakNet. Quote: Originally Posted by Jelly23 I will be updati...
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Thanks! Quote: Originally Posted by iAmir Cool. I love that movements and effects when object hits the wall. However , it would be great if object could move or slide on the floor which g...
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For a streamed range, that depends, your server internet connection, the player's internet connection, your server CPU, a little bit of your server RAM and RakNet limits, for the whole server it only ...
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Quote: Originally Posted by Kaperstone Hmm interesting The physics are a bit off than what I see in other modern games, but I guess that's only because of it being an example (?) EDIT: ...
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Quote: Originally Posted by PeppeAC It would be interesting to know how this plugin affects the performance of the server (I think it takes a lot of resources) and if it would be possible ...
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Quote: Originally Posted by NealPeteros So, Rockstar has no connection with SAMP whatsoever? And yeah, that was the answer i was looking for. Thanks! SAMP with Rockstar or t2? Hell no n...
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Quote: Originally Posted by Gammix I don't see much of a difference. You can set object and environment properties in peppe's include to make object react accordingly when collision occurs...
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Quote: Originally Posted by Eoussama This is certainly revolutionary, can't wait for the release. But what about the collision with water, vehicles, characters..etc? Water, vehicles and...
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Thank you all guys. Quote: Originally Posted by Admigo And whats is the difference between this and PeppeAC his include? https://sampforum.blast.hk/showthread.php?tid=446286 That's tot...
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YouTube Link: https://youtu.be/ug2Gp2ELz7M This is not cimulator, I'm going to release the plugin soon (I'm not, it may upset some people here), it will give you the access to nearly all Bullet Physi...
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Cool release By the way you can use static constant variables or macros instead. https://github.com/ShynRhm/SAMP-JDF/...er/JDF.inc#L23
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What is your array? It depends what do you need exactly, like if it's a vehicle model id array and you wanted to locate Infernus (Model ID: 411) index in the array, this is our array and this is how w...
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Quote: Originally Posted by Unrea1 I was testing the compiler and it does not send signals of internet use when compiling. It doesn't send any packet or creating socket, alright, but fo...
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