Posts: 2,322
Threads: 260
Joined: Jul 2010
Reputation:
0
Allow playing files in the server directory
Posts: 1,428
Threads: 78
Joined: Feb 2008
Reputation:
0
TestLOS(playerid, &targetplayer, &Float:x, &Float:y, &Float:z);
Creates a raycast from the player's camera vector and returns the coordinates of where the ray hits any kind of object, or player.
If no player was found, targetplayer returns INVALID_PLAYERID
This shouldn't be much work to create since you already have TestNameTagLOS which does bacically the same.
Or even this:
TestLOS(Float:startx, Float:starty, Float:startz, Float:startvectorx, Float:startvectory, startvectorz, targetplayer, &Float:x, &Float:y, &Flozt:z);
Another suggestion:
Please let us be able to change the player's camera update interval while in a vehicle.
This is currently set to +- 1000ms. (make it editable in the server.cfg file?)
While on foot, it's more like 80ms or so, but that I don't need to change.
Posts: 13
Threads: 7
Joined: Sep 2010
Reputation:
0
can use our timecyc gta sa
Add sun
Add original files gta sa (Data)
[HLF]Southclaw
Unregistered
Quote:
Originally Posted by ғαιιοцт
And I would finally be able to create turrets
|
Yeah, I wanted to do the same.
I thought of a workaround where I would define my own polygons (building + object bounds) then check if the line between the turret and the player intersected.
Take a look at my topic, Y_Less posted a good answer!
https://sampforum.blast.hk/showthread.php?tid=314635
Note: On my diagram, think of "Point A" as the 'turret' and Points B and C as player positions, and the weird shape as a badly designed building!
Posts: 857
Threads: 23
Joined: Mar 2009
Reputation:
0
10.02.2012, 16:51
(
Last edited by DiDok; 11/02/2012 at 02:30 PM.
)
Ability to change the colour of vehicle markers (colouring fractions' vehicles, restricted vehicles or hiding them by making the colour transparent)
And of couse bigger vehicle limit
Posts: 3
Threads: 0
Joined: Jan 2012
Reputation:
0
I know this will sound cheesey and stuff but a sports system. A really well-scripted soccer game that teams can play, it would be awesome for RP servers.
Just more entertainment games like pool and stuff would also be awesome.
Posts: 1,079
Threads: 64
Joined: Jan 2010
I'm pretty sure this suggestion will also be ignored and the next update of SA-MP will be in december again, but here's da deal:
1) Go work more often on SA-MP. There's only one update every year..
2) Increase the textdraw limit, 2000 is really not much (it sounds much if you have 50 players indeedio, but if you have 500 players, a player can only have 4 textdraw's..)
3) For that audio stream thing, don't show the messages.
4) Also, make something like OnAudioStreamPlay, so when the file downloaded and starts to play, that gets called..
I can give you tons of more suggestions, but probably SA-MP team won't read or even bother to add these..
[HLF]Southclaw
Unregistered
Yeah, it is and I'm not sure how to do that sort of thing in 3D, I imagine it's a LOT more complex!
I still haven't made a code for this yet, taking a break from sa-mp as no one seems interested any more!
But if I get it working I'll probably post it in Useful Functions/Snippets!
Posts: 1
Threads: 0
Joined: Oct 2009
Reputation:
0
OnOpCodeSendToPlayer(playerid, opcodeid) // Player gets a warning of an opcode.
ID: 1 = B7 (Elegy/Jester Mod)
2 = etc
Posts: 3,351
Threads: 780
Joined: Jan 2010
Quote:
Originally Posted by stormchaser206
I like these:
pawn Code:
native RestartServer //Restart the Server native StartLocalSAMPServer(port) //Start Local SAMP Server native RespawnPlayer(playerid) //Respawn The Player native KickEx(playerid, "Reason here") //Kick a player with a custom reason native KillPlayer(playerid) //Kill the player, usefull for a /kill command native CreateCommand(command,params here) //An Easier way for creating commands
|