24.02.2014, 16:11
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Last edited by CuervO; 24/02/2014 at 04:57 PM.
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It is zcmd.
True. Was already half way done when doing this but changing it shouldn't be too hard.
This is not meant to be used from the main gamemode, that's why it's a filterscript itself. (Besides i have no knoweldge whatsoever on making includes). I did plan on making this an include but I really have no idea how and I need to investigate on the matter (That's why there are useful callbacks, that was my main plan at the start), and that's why I've noted multiple times that this is not a plug and play script and it is meant to be modified to fit your needs.
Feel free to instruct me on includes creation, though, I believe you have to hook all the native callbacks and then it'll work?
We already discussed this, didn't we? I said I would add as many PVars as possible to annoy you. But on a serious note, this can also be fixed easily.
Not really a script breaking flaw, is it?
As for the escape one: it is not possible using player text draws and I think OnPlayerClickTextDraw is not called with player textdraws, I helped a player solve this I believe, it might get called if you create an invisible selectable text draw and show it along the player text draws, I might have to test it. Anyways something I didn't mention is that if you press H while the inventory is open it'll close, however since OnPlayerKeyStateChange isn't called while in select mode you must first press escape.
As for the death one: OnPlayerClickPlayerTextDraw(playerid, Inv[playerid][14]); under OnPlayerDeath (I created this entirely with Rivershell from the previous versions as background!) -- as for the shot one, that's up to the scripters to chose, this is not intended for any script type. Plus, on dayz you get killed lots of times while browsing your inventory and fiddling around with it since you're really vulnerable (You should know this...), so it adds this feeling.
As I said this is a beta and I expect feedback to keep modifying the script. I will change the variables to enums, to begin with. And maybe work on the last issue. But again -- I'm not trying for you to use it, nor I intend to or is my job to do so. Use under own discretion.
True. Was already half way done when doing this but changing it shouldn't be too hard.
Quote:
- Too much code in a single script
- This should be a include not a filterscript how is anyone to effectively implement this into a gamemode? Using CallRemoteFunction() and/or PVars is a terrible idea |
Feel free to instruct me on includes creation, though, I believe you have to hook all the native callbacks and then it'll work?
We already discussed this, didn't we? I said I would add as many PVars as possible to annoy you. But on a serious note, this can also be fixed easily.
Quote:
- No need to delete playertextdraws when a player disconnects this happens automatically |
Quote:
- No OnPlayerClickTextDraw() so the menu will stay up if you press escape (very annoying), how about when the player dies? Doesn't close either. How about if the player gets shot? That should close the inventory immediately so they can fight |
As for the death one: OnPlayerClickPlayerTextDraw(playerid, Inv[playerid][14]); under OnPlayerDeath (I created this entirely with Rivershell from the previous versions as background!) -- as for the shot one, that's up to the scripters to chose, this is not intended for any script type. Plus, on dayz you get killed lots of times while browsing your inventory and fiddling around with it since you're really vulnerable (You should know this...), so it adds this feeling.
As I said this is a beta and I expect feedback to keep modifying the script. I will change the variables to enums, to begin with. And maybe work on the last issue. But again -- I'm not trying for you to use it, nor I intend to or is my job to do so. Use under own discretion.