20.02.2010, 21:29
how many maximally objects can represent Streamer Plugin in a radius 300 meters?
Originally Posted by gringoo
how many maximally objects can represent Streamer Plugin in a radius 300 meters?
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Originally Posted by gringoo
thank you, but maksimum drawing 300 meters but not 120000
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Originally Posted by gtamodding
The draw distance of the original object should be 300 units or less. The draw distance of the LOD object should be 301-3000 units.
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Originally Posted by CrαcK
If you are in a streamed checkpoint and you do TogglePlayerDynamicCP for yourself OnPlayerEnterDynamicCP is called.
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Originally Posted by CrαcK
And btw, this problem arose once again:
Quote:
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Originally Posted by gamer_Z
after stepping onto the plugin pickup the SendClientFormatMessage doesn't show, code:
// the picups are visible, all functions are working, except *OnPickup... // |
Originally Posted by CrαcK
And btw, this problem arose once again:
Quote:
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public OnPlayerEnterDynamicCP(playerid, checkpointid)
{
for(new d;d<sizeof(pchecks);d++)
{
if(d != checkpoint) TogglePlayerDynamicCP(playerid, pchecks[d], 0);
}
}
Originally Posted by CrαcK
Streamer_SetIntData(STREAMER_TYPE_PICKUP, pickupid, E_STREAMER_MODEL_ID, modelid);
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GhoulSlayeR: A few other people have reported this, and it does indeed seem to be a problem. I just reproduced the crash by creating a lot of 3D text labels across the map and attempting to stream them, so I'll try to debug the code now. |
Originally Posted by Incognito
Yes, I quickly realized that was the problem as I began debugging it, but thanks for catching my mistake as well. It's been there for at least as long as the rewritten invoke function was added, so I'm surprised that more people didn't experience at least some crashes. I just tested with 1,000,000 3D text labels spread evenly across the map, and everything went fine.
The next version will feature a few area detection natives and callbacks (thanks to DavidC for the suggestion). Areas are functionally similar to checkpoints, but they're invisible and offer a bit more control over the exact positions where players can be detected. These were pretty easy to add, but I haven't tested everything extensively, so I'll put the new version up whenever I'm finished. |
Originally Posted by $€ЯĢ
Maybe it would be useful to have a native 'CountDynamicObjects' which would return value of all the objects created, oh and OnDynamicObjectMoved would be nice callback for the future
I hope it won't make problems which combination zcmd + foreach + streamer because of all redefinitions: Code:
\pawno\include\zcmd.inc(58) : warning 201: redefinition of constant/macro (symbol "OnGameModeInit") \pawno\include\streamer.inc(75) : warning 201: redefinition of constant/macro (symbol "OnGameModeInit") \pawno\include\streamer.inc(94) : warning 201: redefinition of constant/macro (symbol "OnPlayerConnect") \pawno\include\streamer.inc(113) : warning 201: redefinition of constant/macro (symbol "OnPlayerDisconnect") |
v2.3.7 - Fixed 3D text label crash - Optimized more streaming code - Resolved some checkpoint problems - Added area detection natives and callbacks |
native CreateDynamicCircle(Float, Float:y, Floatize, worldid = -1, interiorid = -1, playerid = -1); native CreateDynamicRectangle(Float:minx, Float:miny, Float:maxx, Float:maxy, worldid = -1, interiorid = -1, playerid = -1); native CreateDynamicSphere(Float, Float:y, Float:z, Floatize, worldid = -1, interiorid = -1, playerid = -1); native CreateDynamicCube(Float:minx, Float:miny, Float:minz, Float:maxx, Float:maxy, Float:maxz, worldid = -1, interiorid = -1, playerid = -1); native DestroyDynamicArea(areaid); native IsValidDynamicArea(areaid); native TogglePlayerDynamicArea(playerid, areaid, toggle); native TogglePlayerAllDynamicAreas(playerid, toggle); native IsPlayerInDynamicArea(playerid, areaid); native DestroyAllDynamicAreas(); native CountDynamicAreas(); |
forward OnPlayerEnterDynamicArea(playerid, areaid); forward OnPlayerLeaveDynamicArea(playerid, areaid); |