Suggestions for future SA:MP updates

I like this adik311. Good idea.

My suggestion:

You put images (.png, .jpg or something) into the scriptfiles folder.
Than you can show them ingame with a textdraw.

pawn Код:
CreatePlayerTextDraw(playerid,400, 300, "../scriptfiles/myimage.png");
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pawn Код:
/*
Can remove the specified buildinf for EVERY players and directly in the server (so, the server won't do anything on deleted mappings).
Thought it can be easily scripted, an integrated function may be more efficient and (as i allready said) avoid server from doing anything on a deleted mapping.
/*
RemoveBuildingFromServer(modelID, float:posX, float:posY, float:posZ, float:radius);
pawn Код:
/*
Sorry but my english is not good enought to explain this idea :/
*/

RemoveModelForPlayer(playerID, modelID);
RemoveModelFromServer(modelID);
pawn Код:
/*
Re "spawn" removed mappings/objets
*/

ResetBuildingForPlayer(playerID, modelID, float:posX, float:posY, float:posZ, float:radius);
ResetBuildingForServer(modelID, float:posX, float:posY, float:posZ, float:radius);
ResetModelForServer(modelID);
ResetModelForPlayer(playerID, modelID);
New commands for the client: [/streamoff] and [/streamon].
Allow the clients to deny audio streaming from servers and so player won't hear any "streamed audio" and will be able to hear GTA SA radios and GTA SA user-tracks (races servers are becoming mainstream and we will soon see races servers wich force you to hear their shitty musics during the races ... like it is in MTA).
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I definitely support denial of streaming. I like K-Dst!
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Quote:
Originally Posted by adik311
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Function CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:radius); -- add the following parameters:
virtualworld -- explosion only in one world (-1 for all virtual worlds),
interior -- like above, but in interiors (-1 = for all interiors),
playerid -- explosion visible for player (-1 = for all).
up, nive idea

Quote:
Originally Posted by Unknownich
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SetPlayerDrivingSkills
SetPlayerFlyingSkills
SetPlayerGamblingSkills
good idea too

Quote:
Originally Posted by Timmeyable
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I like this adik311. Good idea.

My suggestion:

You put images (.png, .jpg or something) into the scriptfiles folder.
Than you can show them ingame with a textdraw.

pawn Код:
CreatePlayerTextDraw(playerid,400, 300, "../scriptfiles/myimage.png");
yeah, nice idea, but change one thing. For example, currently we open the images in any txd folder right?
ok, we can build a new txd and use the same form
create textdraw with font 4 and in text write "txdfilename:txdtexturename"

and other idea is, HideHUDForPlayer(playerid,booltat);
when bool is true, hide the HUB life F7 (hide radar, money, weapon, text) when is false, show this
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Looks quite good
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My idea is to allow the scripters to change wether the server allows Peds. What do I mean? I mean like in singleplayer there is peds everywhere, driving cars, walking, etc. You should be allowed to choose to enable them or not. Like in Gta iv when you start a server you can choose like "Traffic: low, med or high. Same with people walking the street. Possibly allow to enable in server.cfg like
Код:
server.cfg etc etc
AllowPeds true.
Or false.
Thanks for reviewing my idea.
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How bout to be able to script in game?
Save trouble for owners to worry for leakers
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Quote:
Originally Posted by tiernantheman
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My idea is to allow the scripters to change wether the server allows Peds. What do I mean? I mean like in singleplayer there is peds everywhere, driving cars, walking, etc. You should be allowed to choose to enable them or not. Like in Gta iv when you start a server you can choose like "Traffic: low, med or high. Same with people walking the street. Possibly allow to enable in server.cfg like
Код:
server.cfg etc etc
AllowPeds true.
Or false.
Thanks for reviewing my idea.
That is a great idea but it will never be added. One it would cause plenty of lag, two it would take a lot of time and would be really complicated to add. Most scripters wont even use the feature as they are interested the players instead of peds. Why not just use bots?
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Functions
pawn Код:
SetVehicleColor(vehicleid, redvalue, greenvalue, bluevalue);
IsPlayerVehicleModded(playerid, modelid); > Returns "true" if the player's vehiclemodel is modded.
IsPlayerSkinModded(playerid, skinid); > Returns "true" if the player'
s skinmodel is modded.
IsPlayerObjectModded(playerid, objectmodel); > Returns "true" if the player's objectmodel is modded.
SetObjectBreakable(objectid, true/false);
CheckPlayerFolder(playerid, folder[]); // Or something like that to check things like "cleo" or other hax.
CreateLight(redvalue, greenvalue, bluevalue, Float:posX, Float:posY, Float:posZ); // Creates a light at position X,Y,Z
Callbacks
pawn Код:
OnPlayerShootPlayer(playerid, damagedid, Float:amount, weaponid, boneid);
OnPlayerShootObject(playerid, objectid, weaponid);
OnPlayerShootVehicle(playerid, vehicleid, Float:amount, weaponid, place); // place: PLACE_NORMAL, PLACE_WINDOW, PLACE_FUEL

OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, boneid);
OnVehicleTakeDamage(vehicleid, issuerid, Float:amound, weaponid, place); // place: PLACE_NORMAL, PLACE_WINDOW, PLACE_FUEL
OnObjectTakeDamage(objectid, issuerid, weaponid);
Other
pawn Код:
Synced Vehicle Velocity (SetVehicleVelocity) - For bad connections
Synced Player Velocity (SetPlayerVelocity) - For bad connections
Add new custom paintjobs, spoilers, etc. to have more fun.
Add new custom skins or ability to change skins. (like zombie skins or other .. ;))
Synced NPC's that don't walk through anything and can see server-objects. ( want to make WarZ/DayZ Remake ^^)
Ability to change neon-tube colors.
So, that's all for today ... i think.
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It would be nice if there was option to view the photos made with the camera(weapon) ingame like a dialog and with the buttons used to choose between classes before spawn, it's nice for rp servers with journalist job!
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Quote:
Originally Posted by Emmet_
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If you really want it that bad, add this at the bottom of a_samp.inc...

pawn Code:
new g_PlayerWeapon[MAX_PLAYERS char];

forward OnPlayerWeaponChange(playerid, oldgun, newgun);

public OnPlayerUpdate(playerid)
{
    if (g_PlayerWeapon{playerid} != GetPlayerWeapon(playerid))
    {
        CallLocalFunction("OnPlayerWeaponChange", "ddd", playerid, g_PlayerWeapon{playerid}, GetPlayerWeapon(playerid));
        g_PlayerWeapon{playerid} = GetPlayerWeapon(playerid);
    }
    return CallLocalFunction("wc_OnPlayerUpdate", "d", playerid);
}

#if defined _ALS_OnPlayerUpdate
    #undef OnPlayerUpdate
#else
    #define _ALS_OnPlayerUpdate
#endif
#define OnPlayerUpdate wc_OnPlayerUpdate
forward wc_OnPlayerUpdate(playerid);
That took me two minutes to write! Didn't even have to open PAWNO...
Quote:
Originally Posted by DJloko
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yes, i know, but, i think it wold be better if a native callback ...
It's easier for us to have a native function/callback instead of using fast timers/OnPlayerUpdate.
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Quote:
Originally Posted by Emmet_
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If you really want it that bad, add this at the bottom of a_samp.inc...

pawn Code:
new g_PlayerWeapon[MAX_PLAYERS char];

forward OnPlayerWeaponChange(playerid, oldgun, newgun);

public OnPlayerUpdate(playerid)
{
    if (g_PlayerWeapon{playerid} != GetPlayerWeapon(playerid))
    {
        CallLocalFunction("OnPlayerWeaponChange", "ddd", playerid, g_PlayerWeapon{playerid}, GetPlayerWeapon(playerid));
        g_PlayerWeapon{playerid} = GetPlayerWeapon(playerid);
    }
    return CallLocalFunction("wc_OnPlayerUpdate", "d", playerid);
}

#if defined _ALS_OnPlayerUpdate
    #undef OnPlayerUpdate
#else
    #define _ALS_OnPlayerUpdate
#endif
#define OnPlayerUpdate wc_OnPlayerUpdate
forward wc_OnPlayerUpdate(playerid);
That took me two minutes to write! Didn't even have to open PAWNO...
Why do you need to call OnPlayerUpdate again? WTF :S

Edit: Nvm, I guess cause of hooking my mistake.
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Quote:
Originally Posted by costel_nistor96
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It's easier for us to have a native function/callback instead of using fast timers/OnPlayerUpdate.
OnPlayerUpdate can handle a LOT, its especially meant for creating own callbacks. Having a single weapon check in there wont change anything in speed. Internally exactly the same stuff would happen, when made as a native.
Its really pointless to ask devs to include simple scriptable stuff, instead of focusing on things that really cant be done yet.
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Quote:
Originally Posted by costel_nistor96
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It's easier for us to have a native function/callback instead of using fast timers/OnPlayerUpdate.
in my opinion is better if have a native callback

Quote:
Originally Posted by Emmet_
That took me two minutes to write! Didn't even have to open PAWNO...
I also know how to do it in 2 minutes ... I will use pawn three years ... just think it would be better a native callback instead of using the timer or even OnPlayerUpdate
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Quote:
Originally Posted by DJloko
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just think it would be better a native callback instead of using the timer or even OnPlayerUpdate
Read my upper post, no it wouldnt.
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NPC's like in single player, smart and not controlled necessarily by recorded path's.

I know it's possible as an excellent scripter was working on it for a bit and was able to do it sort of (in FR-MP), but later the project was cancelled due to his busy life.
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Quote:
Originally Posted by Mauzen
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Read my upper post, no it wouldnt.
sorry I had not seen


yes I know, but when I think of the times that I think is called OnPlayerUpdate ... ok, the server will be very slow, so if I have 10 lines of code ...
but if you say that he is capable of handling ... ok, thank you
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make better the attached objects... and moving objects.
for now, if i place hydra on a moving object, so the hydra go away.
or
any car, if the player in or not - if the moving object fast, so thay gone.
so this my suggestion:
| attachcartoobject(objectid, carid,X,Y,Z)
| attachplayertoobject(objectid, playerid, X,Y,Z)

and a nother nice suggestion: attachobjecttoobject(objectid,attachedobjectid, X,Y,Z)
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TextDrawMoveForPlayer(playerid, textdrawid, X , Y, Z);
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GetPlayerOxygen(playerid, oxygen, sizeof(oxygen));
SetPlayerOxygen(playerid, oxygen, sizeof(oxygen));
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