[BUG] Pickup ID's
#1

Pickup id's are being reset at GMX, therefor the gamemode will use Pickup ID's that are already created by the filterscripts.
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#2

Confirmed, same ID I think.
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#3

Kye still reading this? this is a VERY high potentional and annoying bug!
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#4

bumb
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#5

Add these two scripts to your server.cfg and weird things happen
Code:
#include <a_samp>
main();
public OnGameModeInit() // gamemode.pwn
{
	new id;
	for(new i; i < 15; i++)
	{
	    id = CreatePickup(1234, 1, 0.0, 0.0, 0.0, 0);
	    printf("GM ID %d", id);
	}
	return 1;
}
Code:
#include <a_samp>
public OnFilterScriptInit() // filterscript.pwn
{
	new id;
	for(new i; i < 15; i++)
	{
	    id = CreatePickup(1234, 1, 0.0, 0.0, 0.0, 0);
	    printf("FS ID = %d", id);
	}
	return 1;
}
45 pickups are created, when the loop is 15 x 2 = 30 (15 created by filterscript, 30 by gamemode)

It's as if OnGameModeInit() is called twice.
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#6

- read below -
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#7

Okay, so i tested it with my RPG gamemode and found that Pickup ID's are getting messed up after GMX.

Pickups at Filterscripts don't get re-created obviously because it's only the Gamemode that gets restarted,
but the Server is re-counting Pickup ID's from start (ID 0) at the Gamemode when it restarts (GMX).

It has now has been proven that Pickup ID's gets reset after GMX, somebody from sampdev can report this?
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#8

Obviously Kye didn't read this topic when releasing R4, and since this is an easy bug to fix i'll be continuing bumping this thread untill any action has been taken.
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#9

Quote:
Originally Posted by WackoX
View Post
Obviously Kye didn't read this topic when releasing R4, and since this is an easy bug to fix i'll be continuing bumping this thread untill any action has been taken.
Maybe it's not as easy as you think? It's one of the first reported bugs I remember from the bug board and yet it hasnt been fixed yet.

I know it should be easy to fix but you have no clue how the SA-MP project is structured or how it works, so you can only assume it's an easy fix. There has to be a reason this issue wasnt resolved yet, whether it is Kye ignoring the bug reports/this topic or he simply didnt see it (yet).
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#10

bump
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