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Hello SAMP Community, Let's keep it short and simple. I am leaving SAMP, and will not be seen in this community anymore. - Reason of leaving this community: SAMP doesn't interests me now days and I ...
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cimulator-1.10 has been released. Update Notes: - added support for water collisions. Thank you for supporting this plugin, I am signing off today from SAMP. Keep increasing the limit of this commu...
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Yes, it works. I tried out your code yesterday and it worked out for me. I was about to edit my comment but unfortunately had no time.
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Quote: Originally Posted by Yashas Why is it needed? PAWN cell is 4 bytes and only the first byte stores the character. So copying characters should be same as copying cells? Yes, each ...
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Yashas, convert the strings from pawn to C/++ format. vannesenn, see sampGDK by Zeex.
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Click_Here Try sampgdk::GetNatives(linked above)
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Try it on a new gamemode. Blowup.pwn will cause error as I have not updated it. Under OnGameModeInit add: Код: CR_Load(); CR_SetWorldGravity(0.0, 0.0, -3.5); CR_EnableSimulation(); Under OnPlayer...
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Yes, I haven't edited the blowup.pwn according to the latest release yet. I will, soon. For now try out this code: Код: if (!strcmp("/throw", cmdtext, true)) //throws an object { new index; ne...
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Kurta999 hasn't been online for a month. I hope he is alright.
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Quote: Originally Posted by Crayder strcmp IS slower when it's being called hundreds of times per command call. Imagine having like 200 commands and calling the very last one in the callba...
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I would like to see an image of the forest/other landmasses generated by this include. By the way, c++ to pawn sounds like a downgrade to me.
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Try using Код: SetTimer("Update", 30, 1);
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I think, the limit for timers is 2147483647. Timer ids are never used twice, so every time you create a timer, the timer id increases by 1. The server will crash if and only if the above limit is reac...
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cimulator-1.07 has been released. Update Notes: - renamed RayTrace funtions to RayCast - now users has an ability to set their own data(integer/float) to their collision volumes - now CR_CreateStati...
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The picture you posted, is valid only for 2D polygons which is only fit for 2D pathfinding. In our case, everything is in 3D and a single model contains various sub collision shapes such as rectangles...
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Quote: Originally Posted by DRIFT_HUNTER On Foot Structure is inside Structs.h. Examples on how to access it could be found inside Scripting.c++ (SetPlayerGravity is one of them). Under...
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Kurta999, where can I find player on foot sync data? I looked every where but did not find any suitable source.
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Quote: Originally Posted by kurta999 http://forum.sa-mp.com/showthread.ph...82#post3063582 I love you :3 Love you too...
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Open IDA->Options->General->Disassembly Tab->Number of opcode bytes(set it to 8)->click on ok ...and that's it
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FindPattern scans the opcodes and bytes of a certain function and returns the function address. Note that the opcodes or bytes must be a unique one, that is, you must find opcodes or bytes that does n...
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