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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){ ...
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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 ...
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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...
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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...
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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...
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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...
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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.
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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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