[HLF]Southclaw
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A better way if implementing physics would be something like SetObjectVelocity.
Or client side scripts that could update at a faster frequency and just be triggered by a single server side function call, that way you could make intricately moved objects and animations without using bandwidth!
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Here are a few suggestions:
Client side speedo meter to reduce network usage (and make it server controlled so let the server decide if it appears with kmph or mph or not at all)
Make PlayAudioStream able to play playlists and repeat them till StopAudioStream is called
Let AttachObjectToVehicle actually attach a object to the vehicle body because it attaches it now to the wheels!
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My suggestion :
Callback OnScreenRender
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Object limit should be unlimited..
[HLF]Southclaw
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Quote:
Originally Posted by MicroD
My suggestion :
Callback OnScreenRender
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Do you know how frequent the screen renders?
And you realise this will be sent to the server each time?
That's a lot of bandwidth being wasted, you already have OnPlayerUpdate which is close enough
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Add a virtual world parameter to createexplosion. Because the function now pierces through all the worlds.
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TogglePlayerHud(playerid,part);
Part is intended for Money, Armour, Health, Weapon etc.
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Well.
My suggestion is adding more objects for using AttachObjectToPlayer.
For example: Drums, microphones, the weapon models
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I'm sure this has been suggested before but I personally would prefer to see clientside scripting, allowing us to make fully customized GUI and such.
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SetWaveHeight(Float:Height); - Set the height of the wave, like in MTA
GetWaveHeight(Float:Height); - Get the height set
SetWaterLevel(Float:Level); - Set the level of the water
GetWaterLevel(Float:Level); - Get the level of the water
SetWaveSpeed(Float:Speed); - Set the speed of the waves
GetWaveSpeed(Float:Speed); - Get the set speed of the waves
These would work for many servers & an idea i have.