21.05.2014, 22:08
[Plugin] YSF - kurta999's version
21.05.2014, 22:12
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Last edited by [WSF]ThA_Devil; 21/05/2014 at 10:46 PM.
)
Quote:
Obviously 0 because OnPlayerDisconnect() closes all the packets which are coming from server so you're just disconnected.
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Edit: You're wrong. After tests it did return 1.
I think I must create my own function for connected players then.
Question to Kurta: Can you create something simmilar to OnPlayerWeaponShot but without lagcomp enabled?
just to keep track on player shot bullets.
If yes to above, it would be great if last shot vectors could be added as we;l.
( I am only asking this because lag compensation is causing issues to players and vehicles)
21.05.2014, 22:58
If client send data to server with lagcomp off, then possible. If not, then impossible, and after some research I'm afraid that client do not send bullet data to server if lagcomp is not enabled.
22.05.2014, 08:01
can you add Virtual Keys detection? look at my post
22.05.2014, 08:07
Quote:
can you add Virtual Keys detection? look at my post
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So that won't be added in plugin.
22.05.2014, 11:34
Thanks for the release.
22.05.2014, 15:00
Quote:
can you add Virtual Keys detection? look at my post
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22.05.2014, 15:14
22.05.2014, 16:31
22.05.2014, 18:58
Also is there a way for audio stream to play from a specific point?
Like you start a song for a player, but not from the start, you start it from a specific second, like 30sec skipped.
Sorry if this is not possible without some sort of client edit, it is just related to the above post so I suggested.
Like you start a song for a player, but not from the start, you start it from a specific second, like 30sec skipped.
Sorry if this is not possible without some sort of client edit, it is just related to the above post so I suggested.
22.05.2014, 20:34
Thank you.
23.05.2014, 07:51
Why are you spamming this topic which such things.
You only have to say it once, but apparently not.
Unless you don't have anything useful to say, just to not spam. It's enough when you say it once...
You only have to say it once, but apparently not.
Unless you don't have anything useful to say, just to not spam. It's enough when you say it once...
24.05.2014, 14:13
GetHeadFacingDirection is probably not saved in memory, as the camera angles are used for reference in that case. So your GetHeadFacingDirection are just the camera angles. And GetPlayerNameTagsState, I think this is client-side?
Other suggestions would be cool though, specially the AFK and Spectating ones.
Edit: Although, isn't the AFK one also client-side?
Other suggestions would be cool though, specially the AFK and Spectating ones.
Edit: Although, isn't the AFK one also client-side?
24.05.2014, 17:12
the head direction is a float[3] so I have no idea what is there. it's different than camera pos or player pos though...
even if nametag state wasn't saved, you can hook showplayernametagforplayer and save it in the plugin only. I think it's already saved on the server though
it looks like afk state is decided on the server and then sent to the client
even if nametag state wasn't saved, you can hook showplayernametagforplayer and save it in the plugin only. I think it's already saved on the server though
it looks like afk state is decided on the server and then sent to the client
24.05.2014, 22:51
GetPlayerCameraFrontVector has the direction where the head aims.
Would be good to manipulate the player information sent to a player, so you can hide a player from all, and they aren't available to see him in the score table. I mean, you can specify what players a player can see connected.
Would be good to manipulate the player information sent to a player, so you can hide a player from all, and they aren't available to see him in the score table. I mean, you can specify what players a player can see connected.
25.05.2014, 00:09
well, the visbility of the "AFK" Icon is not controlled by the server.
The Client decides if he is afk (based on the last update he received from the other player).
About the Head Direction, it's stored in the general player struct because it needs to be cached.
The Client decides if he is afk (based on the last update he received from the other player).
About the Head Direction, it's stored in the general player struct because it needs to be cached.
25.05.2014, 20:50
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Последний раз редактировалось kurta999; 26.05.2014 в 11:21.
)
R5 BETA, only windows release - DO NOT TRY TO USE THIS ON LIVE SERVER!!!
- Added per-player gang zone system - now you can create 1024 gang zones per player
- Added IsMenuDisabled, IsMenuRowDisabled, GetPlayerWorldBounds
- Added SetPlayerTeamForPlayer, GetPlayerTeamForPlayer
- Fixed GetVehicleColor() return -1 for random colors
- Below R5, plugin only works with 0.3z R2-2
Download:
https://github.com/kurta999/YSF/releases
Functions for per-player gang zones (will be more, but now this only a beta release):
I'm waiting for crashes and bugreports. If this will be stable, next feature will be per-player pickup system.
- Added per-player gang zone system - now you can create 1024 gang zones per player
- Added IsMenuDisabled, IsMenuRowDisabled, GetPlayerWorldBounds
- Added SetPlayerTeamForPlayer, GetPlayerTeamForPlayer
- Fixed GetVehicleColor() return -1 for random colors
- Below R5, plugin only works with 0.3z R2-2
Download:
https://github.com/kurta999/YSF/releases
Functions for per-player gang zones (will be more, but now this only a beta release):
pawn Код:
// Gangzones - Player
native CreatePlayerGangZone(playerid, Float:minx, Float:miny, Float:maxx, Float:maxy);
native PlayerGangZoneShow(playerid, zoneid, color);
native PlayerGangZoneHide(playerid, zoneid);
native PlayerGangZoneDestroy(playerid, zoneid);
forward OnPlayerEnterPlayerGangZone(playerid, zoneid);
forward OnPlayerLeavePlayerGangZone(playerid, zoneid);
26.05.2014, 12:49
very good kъъrta
26.05.2014, 12:52
delete please, sorry for double post
26.05.2014, 12:56
very nice
gъd dzsбb
gъd dzsбb
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