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I think you're misinterpreting it. It's a pity that you couldn't have a command similar to... SetPlayerInvulnerable(playerid); SetPlayerInvulnerableToPlayer(playerid, invulnerabletoplayerid);
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I could use virtual worlds I guess... was just hoping for a solution that wouldn't require something that seperated the players.
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That will do the sound for everyone.
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Because the Timer function has no PLAYERID.
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That could work to an extent, only they'd still be able to hurt the other teams.
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Seriously? Look where you game text's are for 3, 2, 1, go and add some PlayerPlaySound's or whatever they are called. Lazy.
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I want to make team 1 completely invulnerable to any other team and themselves, while making all other teams invulnerable to team 1. So essentially, team 1 cannot damage any other team (or teammates)...
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This might help you, it's not ideal, but it'll do... http://forum.sa-mp.com/index.php?topic=144254.0
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What Kye recommended to me was using a virtual world for the interior, so I did. On the spawn for Rappers (interior 5)/Grove (interior 2)/Drug Dealers (interior 12) on my server, I have made them spaw...
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Clicky clicky I hope the link works, but it shows how when I spawn in Madd Dogg's Mansion, once outside, the vehicles have fell through the floor. I think that as I spawn, the vehicles are streamed ...
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Does it happen after restarting the server? From what I've found, if a client stays ingame when the server restarts, he will remain alive after death, but appear dead for everyone else. Rejoining fi...
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You should give more detail. If it's a MySQL database, maybe you're only allowing for 12 characters maximum in the players name.
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https://sampwiki.blast.hk/wiki/SetPlayerChatBubble is probably what you mean.
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Bubbles work better than Labels for this purpose, so LOS would help a lot.
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Can the SA-MP team possible think of adding the ability to stop SetPlayerChatBubble being viewed through walls? It's a nice feature, but I'd like to use it to display a players lag in deathmatch, and ...
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Quote: Originally Posted by BeckzyBoi Well it happened in 0.2X too, so I don't know why you didn't have the problem then. Nope, the vehicles spawn on top of the objects, and when they s...
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Just a godly insight my friend. Sometimes I amaze myself.
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Might come down to using SetPlayerSkin in OnPlayerSpawn. You should try using a timer!
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We never had this problem in 0.2.X, even without anyone having driven them into the water, so this is why I report it as a 'bug'.
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