[Include] Compile a script from within your script.
#1

this is just a simple test function, but it works (quite surprised myself, haha)

pawn Код:
#define FILTERSCRIPT

#if defined MAX_FILENAME

#else
#define MAX_FILENAME (128)
#endif

#include <a_samp>
#include <exec>
/*
native Compile(filename[]);
*/


Compile(file[MAX_FILENAME])
{
format(file,sizeof(file),"start pawno/pawncc.exe %s",file);
exec(file);
}
thats it!
you only need to download This plugin (execute plugin by JaTochNietDan) and you're ready to go.
will most probably not work on some hosts as they not include the scripting package in the server root. you could try to upload the pawncc.exe and libraries to your host.

hope u make some nice scripts with it
suggestion: try to make a filterscript wich lets you debug ingame. (filemanager plugin so u can move it back to filterscripts) and then reloadfs (name) post the link here if u make it..
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#2

Ah good idea, such awesome. I am definitly going to try to do some stuff with this, really good.
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#3

If used corretly, you could script everything from in game using this.
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#4

Really Very Nice 9.9/10
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#5

How i can give the name, ex: a_samp.inc. pawno/includes/a_samp.inc ?

Anyway the samp-server.exe includes this function.
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#6

https://sampforum.blast.hk/showthread.php?tid=174033

But not bad i guess :d
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#7

Nice idea :P

but, why dont use F6 in PAWNO? xD
I dident understand what you meant in first post, I have bad english xD!
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#8

Quote:
Originally Posted by [L3th4l]
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This one ain't usin' a plugin, the other does. And this one's easier so if I need this ( I don't think I will ), I'm gonna use this one.
However, it's nice
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#9

Quote:
Originally Posted by Kwarde
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This one ain't usin' a plugin, the other does. And this one's easier so if I need this ( I don't think I will ), I'm gonna use this one.
However, it's nice
This one also do use a plugin.
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#10

Quote:
Originally Posted by RyDeR`
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This one also do use a plugin.
Oyeah I see it: That "exec" command xD
Stupid me. AGAIN
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