30.09.2017, 17:53
Toys System Nothing İngame Load Problem
30.09.2017, 18:10
Please Help
30.09.2017, 18:19
Part of the code that suppose to work, logs or what filterscript/include did you get that code from.
https://sampforum.blast.hk/showthread.php?tid=574725
You won't have answers because we don't know what you have there at all.
We're not mind readers.
https://sampforum.blast.hk/showthread.php?tid=574725
You won't have answers because we don't know what you have there at all.
We're not mind readers.
30.09.2017, 18:20
Uh, show us the code dear friend.
30.09.2017, 18:22
First of all, I'm not going the extra mile of finding the gamemode you're mentioning and finding the code myself. You should show it here. Also check for a "mysql_log.log" (I think), and post its contents here if any.
Secondly, give toys their own table, it's way more effective that way. Don't squeeze it in with other player data.
Secondly, give toys their own table, it's way more effective that way. Don't squeeze it in with other player data.
30.09.2017, 19:02
Quote:
Part of the code that suppose to work, logs or what filterscript/include did you get that code from.
https://sampforum.blast.hk/showthread.php?tid=574725 You won't have answers because we don't know what you have there at all. We're not mind readers. |
Quote:
First of all, I'm not going the extra mile of finding the gamemode you're mentioning and finding the code myself. You should show it here. Also check for a "mysql_log.log" (I think), and post its contents here if any.
Secondly, give toys their own table, it's way more effective that way. Don't squeeze it in with other player data. |
mysql_log; Logging started at 10:51, 08.07.2017 / Result: NP
Gamemode: California Cops And Robbers
Toys.inc:
Code:
#define DIALOG_ATTACH_INDEX 13500 #define DIALOG_ATTACH_INDEX_SELECTION DIALOG_ATTACH_INDEX+1 #define DIALOG_ATTACH_EDITREPLACE DIALOG_ATTACH_INDEX+2 #define DIALOG_ATTACH_MODEL_SELECTION DIALOG_ATTACH_INDEX+3 #define DIALOG_ATTACH_BONE_SELECTION DIALOG_ATTACH_INDEX+4 #define DIALOG_ATTACH_OBJECT_SELECTION DIALOG_ATTACH_INDEX+5 #define DIALOG_ATTACH_OBJECT2_SELECTION DIALOG_ATTACH_INDEX+6 new AttachmentObjectsList[] = { 18632, 18633, 18634, 18635, 18636, 18637, 18638, 18639, 18640, 18975, 19136, 19274, 18641, 18642, 18643, 18644, 18645, 18865, 18866, 18867, 18868, 18869, 18870, 18871, 18872, 18873, 18874, 18875, 18890, 18891, 18892, 18893, 18894, 18895, 18896, 18897, 18898, 18899, 18900, 18901, 18902, 18903, 18904, 18905, 18906, 18907, 18908, 18909, 18910, 18911, 18912, 18913, 18914, 18915, 18916, 18917, 18918, 18919, 18920, 18921, 18922, 18923, 18924, 18925, 18926, 18927, 18928, 18929, 18930, 18931, 18932, 18933, 18934, 18935, 18936, 18937, 18938, 18939, 18940, 18941, 18942, 18943, 18944, 18945, 18946, 18947, 18948, 18949, 18950, 18951, 18952, 18953, 18954, 18955, 18956, 18957, 18958, 18959, 18960, 18961, 18962, 18963, 18964, 18965, 18966, 18967, 18968, 18969, 18970, 18971, 18972, 18973, 18974, 18976, 18977, 18978, 18979, 19006, 19007, 19008, 19009, 19010, 19011, 19012, 19013, 19014, 19015, 19016, 19017, 19018, 19019, 19020, 19021, 19022, 19023, 19024, 19025, 19026, 19027, 19028, 19029, 19030, 19031, 19032, 19033, 19034, 19035, 19036, 19037, 19038, 19039, 19040, 19041, 19042, 19043, 19044, 19045, 19046, 19047, 19048, 19049, 19050, 19051, 19052, 19053, 19085, 19086, 19090, 19091, 19092, 19093, 19094, 19095, 19096, 19097, 19098, 19099, 19100, 19101, 19102, 19103, 19104, 19105, 19106, 19107, 19108, 19109, 19110, 19111, 19112, 19113, 19114, 19115, 19116, 19117, 19118, 19119, 19120, 19137, 19138, 19139, 19140, 19141, 19142, 19160, 19161, 19162, 19163, 19317, 19318, 19319, 19330, 19331, 19346, 19347, 19348, 19349, 19350, 19351, 19352, 19487, 19488, 19513, 19515, 331, 333, 334, 335, 336, 337, 338, 339, 341, 321, 322, 323, 324, 325, 326, 343, 346, 347, 348, 349, 350, 351, 352, 353, 355, 356, 372, 357, 358, 361, 363, 364, 365, 366, 367, 368, 369, 371 }; //============================================================================== new AttachmentBones[][24] = { {"Spine"}, {"Head"}, {"Left upper arm"}, {"Right upper arm"}, {"Left hand"}, {"Right hand"}, {"Left thigh"}, {"Right thigh"}, {"Left foot"}, {"Right foot"}, {"Right calf"}, {"Left calf"}, {"Left forearm"}, {"Right forearm"}, {"Left clavicle"}, {"Right clavicle"}, {"Neck"}, {"Jaw"} }; CMD:toys(playerid,params[]) { if(Player[playerid][vipLevel] == 3) { new string[128]; new dialog[500]; for(new x; x < MAX_OSLOTS; x++) { if(IsPlayerAttachedObjectSlotUsed(playerid, x)) { format(string, sizeof(string), CHAT_WHITE"Slot %d : " CHAT_RED"(Used Slot)\n", x); } else format(string, sizeof(string), CHAT_WHITE"Slot %d\n", x); strcat(dialog,string); } ShowPlayerDialog(playerid, DIALOG_ATTACH_INDEX_SELECTION, DIALOG_STYLE_LIST,"Toy System - "CHAT_YELLOW"Select Slot", dialog, "Choose", "Close"); } return 1; } public OnPlayerModelSelectionEx(playerid, response, extraid, modelid) { if(extraid==DIALOG_ATTACH_MODEL_SELECTION) { if(!response) { ShowPlayerDialog(playerid, DIALOG_ATTACH_OBJECT_SELECTION, DIALOG_STYLE_LIST,"Toy System - "CHAT_YELLOW"Select Object", "Server Objects Menu\nCustom Object", "Next", "Back"); } else { if(GetPVarInt(playerid, "AttachmentUsed") == 1) EditAttachedObject(playerid, modelid); else { SetPVarInt(playerid, "AttachmentModelSel", modelid); new string[256+1]; new dialog[500]; for(new x;x<sizeof(AttachmentBones);x++) { format(string, sizeof(string), "Bone %s\n", AttachmentBones[x]); strcat(dialog,string); } ShowPlayerDialog(playerid, DIALOG_ATTACH_BONE_SELECTION, DIALOG_STYLE_LIST, \ "Toy System - "CHAT_YELLOW"Bone Selection", dialog, "Select", "Cancel"); }//else DeletePVar(playerid, "AttachmentIndexSel"); } } return 1; } public OnPlayerEditAttachedObject( playerid, response, index, modelid, boneid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fScaleX, Float:fScaleY, Float:fScaleZ) { Player[playerid][toyStatus][index] = true; Player[playerid][toyID][index] = modelid; Player[playerid][toyBone][index] = boneid; Player[playerid][toyPosX][index] = fOffsetX; Player[playerid][toyPosY][index] = fOffsetY; Player[playerid][toyPosZ][index] = fOffsetZ; Player[playerid][toyRotX][index] = fRotX; Player[playerid][toyRotY][index] = fRotY; Player[playerid][toyRotZ][index] = fRotZ; Player[playerid][toyScaleX][index] = fScaleX; Player[playerid][toyScaleY][index] = fScaleY; Player[playerid][toyScaleZ][index] = fScaleZ; SetPlayerAttachedObject(playerid,index,modelid,boneid,fOffsetX,fOffsetY,fOffsetZ,fRotX,fRotY,fRotZ,fScaleX,fScaleY,fScaleZ); Info(playerid, "You have finished editing attachments, type /savestats to save it."); return 1; }
Code:
Player[playerid][onFallout] = false; for(new x = 0; x < MAX_OSLOTS; x++) { if(Player[playerid][toyStatus][x]) { if(!IsPlayerAttachedObjectSlotUsed(playerid, x)) { SetPlayerAttachedObject(playerid, x, Player[playerid][toyID][x], Player[playerid][toyBone][x], Player[playerid][toyPosX][x], Player[playerid][toyPosY][x], Player[playerid][toyPosZ][x], Player[playerid][toyRotX][x], Player[playerid][toyRotY][x], Player[playerid][toyRotZ][x], Player[playerid][toyScaleX][x], Player[playerid][toyScaleY][x], Player[playerid][toyScaleZ][x]); } } } removePlayerRoadblocks(playerid); if(Player[playerid][usingAnim]) {
30.09.2017, 19:07
Show player toy1-... Load codes kindly.
I think I had same problem with same gm before, and if I am not wrong it was because split char wasn't specified correctly for sscanf.
Edit:
By simple mean show us player toys load codes...
I think I had same problem with same gm before, and if I am not wrong it was because split char wasn't specified correctly for sscanf.
Edit:
By simple mean show us player toys load codes...
30.09.2017, 19:25
Quote:
Show player toy1-... Load codes kindly.
I think I had same problem with same gm before, and if I am not wrong it was because split char wasn't specified correctly for sscanf. |
Note: I used ****** trantate sorry.
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