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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 ...
49
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...
1,248
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.
7,233
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 ...
7,233
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)
274
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...
1,248
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...
1,248
Kurta999 hasn't been online for a month. I hope he is alright.
10,824
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...
2,603
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.
237
Try using
Код:
SetTimer("Update", 30, 1);
86
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...
52
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...
1,248
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...
1,248
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...
10,824
Kurta999, where can I find player on foot sync data?
I looked every where but did not find any suitable source.
10,824
Quote:
Originally Posted by kurta999
http://forum.sa-mp.com/showthread.ph...82#post3063582
I love you :3
Love you too...
1,522
Open IDA->Options->General->Disassembly Tab->Number of opcode bytes(set it to 8)->click on ok
...and that's it
1,522
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...
1,522