[Plugin] YSF - kurta999's version
#81

Quote:
Originally Posted by [WSF]ThA_Devil
View Post
Question:
What does IsPlayerConnected return under OnPlayerDisconnect?
Obviously 0 because OnPlayerDisconnect() closes all the packets which are coming from server so you're just disconnected.
Reply
#82

Quote:
Originally Posted by iZN
View Post
Obviously 0 because OnPlayerDisconnect() closes all the packets which are coming from server so you're just disconnected.
The thing I am worried about is if IsPlayerConnected works simmilar to pVars, which stay true, and is still accessible in onplayerdisconnect.


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)
Reply
#83

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.
Reply
#84

can you add Virtual Keys detection? look at my post
Reply
#85

Quote:
Originally Posted by iFarbod
Посмотреть сообщение
can you add Virtual Keys detection? look at my post
That would require client mod, which sends keys to server.
So that won't be added in plugin.
Reply
#86

Thanks for the release.
Reply
#87

Quote:
Originally Posted by iFarbod
Посмотреть сообщение
can you add Virtual Keys detection? look at my post
Quote:
Originally Posted by ******
Посмотреть сообщение
I have a better suggestion: if you have no clue about the client/server divide, stop posting suggestions!
4char.
Reply
#88

Quote:
Originally Posted by QuaTTrO
Посмотреть сообщение
4char.
I Said This TO-DO If It's Possible with current API
Reply
#89

Quote:
Originally Posted by iFarbod
Посмотреть сообщение
I Said This TO-DO If It's Possible with current API
How do you know that this is possible with the current API?
Reply
#90

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.
Reply
#91

Thank you.
Reply
#92

Quote:
Originally Posted by Iillminetor1
Посмотреть сообщение
Thanks for the release.
Quote:
Originally Posted by Iillminetor1
Посмотреть сообщение
Thank you.
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...
Reply
#93

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?
Reply
#94

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
Reply
#95

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.
Reply
#96

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.
Reply
#97

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):

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);
I'm waiting for crashes and bugreports. If this will be stable, next feature will be per-player pickup system.
Reply
#98

very good kъъrta
Reply
#99

delete please, sorry for double post
Reply

very nice
gъd dzsбb
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)