SA-MP 0.3d RC client/server (now released)

You should copy the pawn/includes into your pawn/includes and the samp-server.exe then it will work.
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Код:
OnVehicleTakeDamage(vehicle, driver, Float:damage, issueelement, type)
isueelement: an id
type: 1: vehicle, 2: object (also world objects), 3: player, 4: ...

also the opposite:
Код:
OnVehicleGiveDamage(vehicle, driver, Float:damange, element, type)
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Great about all that stuff, specially the skins, and I agree that I think 500 slots are just enough..
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Quote:
Originally Posted by Kalcor
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Client/Server update SA-MP 0.3d RC5

- Added OnPlayerGiveDamage callback. This is the opposite of OnPlayerTakeDamage. It is sent by a player who is damaging another player.
- More tweaks to the weapon strafing game speed.
- Fix for SetPlayerTeam() sometimes desyncing and allowing friendly fire.
- Players found a way to avoid colour codes being stripped from the chat text. This has been resolved in 0.3d.
- Added the missing player skins. Thanks to IllidanS4 for providing the IDs and the voice file names.
OnPlayerGiveDamage, "More tweaks to the weapon strafing game speed" and "Added the missing player skins" are awesome ! Many thanks !
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Did anyone notice that this thread is not called "SA-MP 0.3d test version" anymore?
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Skin ID 74 is still empty, what about adding Salvatore?

Here's the ID taken from the same topic.

Quote:

74, c_salvatore, c_salvatore, CIVMALE, STAT_SENSIBLE_GUY, man, 0, 0, man, 1,4, PED_TYPE_GEN, VOICE_GEN_MALE01, VOICE_GEN_MALE01 #Salvatore Leone

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Quote:
Originally Posted by Dripac
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Did anyone notice that this thread is not called "SA-MP 0.3d test version" anymore?
Ye its not anymore "test version" i think they are about to release the official 0.3d soon.
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Thank's for this excelent update(RC5).
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Awesome
I hope in the next update they will add KEY_CHAT(T) and Callbacks like OnPlayerOpenChat(playerid) and OnPlayerCloseChat(playerid)
So we can create a Label at a players position, that tells the others, that this player is currently writing.

http://forum.sa-mp.com/showthread.ph...74#post1450274
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Quote:
Originally Posted by Elorreli
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Skin ID 74 is still empty, what about adding Salvatore?
Here's the ID taken from the same topic.
For add Salvatore - u must add dff model to, but for add nurse - just one line in ide... I think nurse more important!
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Another amazing update
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Heh, I was wrong.

Thanks Kalcor, yet again.
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And the RC5 is the finished version of 0.3d? No more RCs for 0.3d?
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Amazing...
good job sa-mp.com
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OnPlayerGiveDamage in R5? Hahahhahaha


http://pastebin.com/9vdgeekH

Hahhah... Congratulations for SAMP Team!
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Go troll somewhere else if you have no basic knowledge how these 2 callbacks work, it wasn't made by simple invertion
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Quote:
Originally Posted by MakuPL
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OnPlayerGiveDamage in R5? Hahahhahaha


http://pastebin.com/9vdgeekH

Hahhah... Congratulations for SAMP Team!
To make you a bit smarter, OnPlayerGiveDamage calls when player shoots other player, so you can detect health toggling. Onplayertakedamage detects only when you lose damage not when you get shot.
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Quote:
Originally Posted by MakuPL
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OnPlayerGiveDamage in R5? Hahahhahaha


http://pastebin.com/9vdgeekH

Hahhah... Congratulations for SAMP Team!
you don't understand when OnPlayerGiveDamage/OnPlayerTakeDamage is called.

Hahhah... you failed

Give Damage:
You hit someone on your screen but probably the player you hit wasn't hit on his screen.
-> Paused players can be killed ?

Take Damage:
You took damage by a weapon but the other player might not have hit you on his screen.

Lag!
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Quote:
Originally Posted by MaTrIx4057
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To make you a bit smarter, OnPlayerGiveDamage calls when player shoots other player, so you can detect health toggling. Onplayertakedamage detects only when you lose damage not when you get shot.
Do you seriously think you can use this to detect health toggling..?
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Quote:
Originally Posted by D0erfler
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Give Damage:
You hit someone on your screen but probably the player you hit wasn't hit on his screen.
-> Paused players can be killed ?
I think that the callback only is called when the other player loses health.
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