0.3e Suggestions
#1

In order to organize this forum better, post all suggestions here.
Reply
#2

The topic itself is pretty straight forward. Is there any possibilities adding detection for all keys on OnPlayerKeyStateChange and not the GTA Keys itself?
Reply
#3

Ok. this suggestion got deleted twice when I posted it for 0.3d. Please notify me if I'm breaking any rule with this suggestion.

Suggestion is to add additional search bar in Client Window that will search servers according to name.

Reply
#4

I ever wanted such a feature to search for the name of a server.

Sometimes a player does not know the map name or gamemode name, but the name of the server and want to search for it.

Example: You see a name of a SA-MP server somewhere but don't know the address to join.
Reply
#5

Bug:

GivePlayerWeapon(playerid, ...);
I've a command /gun [weapon_id] [ammo] and skills of weapons to one hand. One pistol, sawn-0ff etc. After i wrote /gun 22 100 (Pistol and 100 ammo) ammuntion to magazine has set to 34.. not 17.

Screens:
Before spawn gun with ammo:
/imageshack/img828/9...ungoodammo.jpg

After spawn pistol with 9 ammo (9 ammo had add to Spare):
/imageshack/img692/9...zineonegun.jpg

Suggestions:

SetPlayerSkillLevel(playerid, skill_id, skill_value);
Maybe it's time to make new skills id? Muscles, stamina, respect, sex appeal, driving, flying, swimming, boat and other? maybe this can help:

Code:
#######################################
# ar_stats.dat                        #
# stores the stats reaction variables #
#######################################

# note - numbers on left hand must align up!
# any new stats needed see DerekP, otherwise
# feel free to adjust values!


#######################################################################

# IMPORTANT:  If you add/remove anything from this LIST make sure
#			   you update enum in STATS.H accordingly!

#######################################################################


#
# amount stats get incremented
#

0	STAT_INC_CYCLE_STAMINA			50
1	STAT_INC_SWIM_STAMINA			50
2	STAT_INC_SPRINT_STAMINA			10
3	STAT_INC_RUNNING				5
4	STAT_INC_DRIVING_SKILL			20
5	STAT_INC_FLYING_SKILL			50
6	STAT_INC_CYCLE_SKILL			50
7	STAT_INC_MOTORBIKE_SKILL		25
8	STAT_INC_BOAT_SKILL				50
9	STAT_INC_BODY_MUSCLE			10
10	STAT_INC_BREATH_UNDERWATER		50
11	STAT_INC_MAX_HEALTH				20

# for weapon skill this is how much the stat (float) gets
# incremented Per Shot Fired because we don't want to miss any
# 
12	STAT_INC_PISTOL_SKILL			0.8
13	STAT_INC_PISTOL_SILENCED_SKILL	5.0
14	STAT_INC_DESERT_EAGLE_SKILL		3.0
# NOTE for shotguns it is incremented per pellet (hence the low multiplier)
15	STAT_INC_SHOTGUN_SKILL			0.6
16	STAT_INC_SAWNOFF_SHOTGUN_SKILL	0.45
17	STAT_INC_SPAS12_SHOTGUN_SKILL	0.6
18	STAT_INC_MICRO_UZI_SKILL		0.4
19	STAT_INC_MP5_SKILL				1.5
20	STAT_INC_AK47_SKILL				3.0
21	STAT_INC_M4_SKILL				2.0
22	STAT_INC_SNIPERRIFLE_SKILL		10.0

#
# amount stats get decremented
#
23	STAT_DEC_FAT					15
24	STAT_DEC_BODY_MUSCLE			15
25	STAT_DEC_MAX_HEALTH				10

#
# exercise rate of activities
# 10 = standard rate (1sec count for 1sec time)
26	STAT_EXERCISE_RATE_CYCLE		5
27	STAT_EXERCISE_RATE_CYCLE_SPRINT	15
28	STAT_EXERCISE_RATE_SWIM			10
29	STAT_EXERCISE_RATE_SWIM_SPRINT	15
30	STAT_EXERCISE_RATE_SPRINT		10
31	STAT_EXERCISE_RATE_RUN			5
32	STAT_EXERCISE_RATE_FIGHT		5


#
# the stats below are time limits (in SECONDS) for
# when other stats get adjusted
#

33	STAT_TIMELIMIT_CYCLE_STAMINA		300
34	STAT_TIMELIMIT_SWIM_STAMINA			180
35	STAT_TIMELIMIT_SPRINT_STAMINA		300
36	STAT_TIMELIMIT_RUNNING				300
37	STAT_TIMELIMIT_DRIVING_SKILL		300
38	STAT_TIMELIMIT_FLYING_SKILL			300
39	STAT_TIMELIMIT_CYCLE_SKILL			120
40	STAT_TIMELIMIT_MOTORBIKE_SKILL		180
41	STAT_TIMELIMIT_BOAT_SKILL			300
42	STAT_TIMELIMIT_FAT_ADJUST			150
43	STAT_TIMELIMIT_FAT_ADJUST_STRENUOUS	150
44	STAT_TIMELIMIT_BREATH_UNDERWATER	 60
45	STAT_TIMELIMIT_MAX_HEALTH			600


#
# for weapon skill this denotes how many accurate shots must be fired
# with the same weapon, before your stat gauge increases and you get a stat-up message
# the stat itself increases with every shot because you sometimes have limited ammo or change
# weapons frequently and we don't want to rob the player of their stats
#
46	STAT_TIMELIMIT_PISTOL_SKILL				50
47	STAT_TIMELIMIT_PISTOL_SILENCED_SKILL	20
48	STAT_TIMELIMIT_DESERT_EAGLE_SKILL		50
# NOTE for shotguns it is incremented per pellet (hence the high number of hits)
49	STAT_TIMELIMIT_SHOTGUN_SKILL			100
50	STAT_TIMELIMIT_SAWNOFF_SHOTGUN_SKILL	100
51	STAT_TIMELIMIT_SPAS12_SHOTGUN_SKILL		100
52	STAT_TIMELIMIT_MICRO_UZI_SKILL			100
53	STAT_TIMELIMIT_MP5_SKILL				50
54	STAT_TIMELIMIT_AK47_SKILL				50
55	STAT_TIMELIMIT_M4_SKILL					50
56	STAT_TIMELIMIT_SNIPERRIFLE_SKILL		20
# when you die we want to decrease player's max health
57	STAT_TIMELIMIT_DEATH_HEALTH				5
58	STAT_TIMELIMIT_ADD_TO_HEALTH			1000

# -eof-
B-Dup skin:
Here you go.. B-Dup skin - http://tiny.pl/h1jvb - i've taken it from SA files (cutscenes.img)

Game pause menu:
It would be awesome if it's possible to bring back pause menu with not pausing option. And make this black background more transparent..

Keys:
I know you getted keys defined by SA.. but.. maybe some way? it would be really usefull..

SetPlayerSpecialAction:
If it's possible for you.. to bring back SPECIAL_ACTION_USECELLPHONE and SPECIAL_ACTION_STOPUSECELLPHONE, because player can script it by animation. Check this, i've written this last year:

pawn Code:
if(strcmp("/use_cell_phone", cmd, true) == 0)
{
       ApplyAnimation(playerid, "PED", "phone_in", 4.1, 0, 1, 1, 1, 1, 1);
       return true;
}
   
if(strcmp("/stopuse_cell_phone", cmd, true) == 0)
{
       ApplyAnimation(playerid, "PED", "phone_out", 4.1, 0, 1, 1, 0, 0, 1);
       return true;
}
   
if(strcmp("/talk_to_cellphone", cmd, true) == 0)
{
       ApplyAnimation(playerid, "PED", "phone_talk", 4.1, 0, 1, 1, 0, 0, 1);
       return true;
}
The last animation has been not used in SPECIAL_ACTION_USECELLPHONE. Why I'm about to receive it? because player can script it and save more ATTACHED OBJECTS SLOTS. I know it was increased but i would be better to save it everytime when we can.

OnPlayerGiveDamage:
Amazing would be boneid parameter to check Head shot and other to make damages by script, to make it better for servers (RP?)

TAB Score list:
Maybe it's time to let us script this table? Holding type, change names and other?

OnPlayerMoneyChange(playerid, newmoney, oldmoney, reason);
A reason for money change. It's really usefull for server-side money scripts to check when the money has been changed.
Reasons (for example): - Ammu-Nation weapon buyed, pizza eaten, sprunk machine and other. I think it's really usefull.

Other:
- More sounds extensions.
- Option to change volume of the music in the game (not pause menu)
- Use client-side music option. Not from the game radio. (I hope you know what i mean. Or include Audio Plugin )
- TogglePlayerHud(playerid, hudid, bool:toggle); - 0: Money | 1: Health | 2: Armor | 3: Money | 4: Radar | 5: Weapon Icon.
- SpawnPlayer(playerid); - fix bug when the player is in the vehicle (is that has been fixed?)
- SetVehicleGhostMode(vehicleid, bool:toggle);
- SetPlayerGhostMode(playerid, bool:toggle);

Post your suggestions here, guys!

Suggestions from users:
- UsePlayerPedAnims(playerid, bool:toggle);
Reply
#6

I dont know if its possible but i think
-UsePlayerPedAnims(playerid,toggle);
Reply
#7

I don't know about the rest of you, but a customized tab-list would make servers look a lot more organized in my opinion.

Being able to add groups to the tab-list (maybe with the ability to add hex-colours to them aswell, like dialogs & client messages?)

Functions could be like so, of course, you could rename/add/delete functions as you felt fit, I just think it'd be a nice suggestion for SA:MP '0.3e'

pawn Code:
native CreateTabGroup( name[] );
    new g_2KY = CreateTabGroup( "2KY" );
   
native SetTabGroupName ( groupid, name[] );
    SetTabGroupName( g_2KY, "2KY_Renamed" );
   
native SetTabGroupColour ( groupid, colour );
    SetTabGroupColour( g_2KY, 0xC70E11FF );
   
native SetPlayerTabGroup( playerid, groupid );
    SetPlayerTabGroup( playerid, g_2KY );
   
native DeletePlayerTabGroup( playerid, groupid );
    DeletePlayerTabGroup( playerid, g_2KY ); //This would 'kick' them out of the group 'g_2KY'
   
native GetPlayerTabGroup( playerid );
    GetPlayerTabGroup( playerid );
   
native ShowTabGroupForPlayer( playerid, groupid );
    ShowTabGroupForPlayer( playerid, g_2KY );
   
native HideTabGroupForPlayer( playerid, groupid );
    HideTabGroupForPlayer( playerid, g_2KY );
   
native DeleteTabGroup( groupid );
    DeleteTabGroup( g_2KY );
I wrote up a quick script on the TDM aspect using this;

pawn Code:
new
    p_ranTeam[MAX_PLAYERS] = -1;

public OnGameModeInit( )
{
    new
        GroupID[2]; //'0' and '1'
       
    GroupID[0] = CreateTabGroup( "{C70E11}Attackers" );
    GroupID[1] = CreateTabGroup( "{527D09}Defenders" );
    return true;
}

public OnGameModeExit( )
{
    DeleteTabGroup( GroupID[0] );
    DeleteTabGroup( GroupID[1] );
}

public OnPlayerConnect( playerid )
{
    p_ranTeam[playerid] = random(2);

    switch( p_ranTeam[ playerid ] )
    {
        case 0: {
            SendClientMessage( playerid, -1, "You have been randomly selected to be an Attacker!" );
            SetPlayerTabGroup( playerid, GroupID[0] );
        }
        case 1: {
            SendClientMessage( playerid, -1, "You have been randomly selected to be a Defender!" );
            SetPlayerTabGroup( playerid, GroupID[1] );
        }
    }
    return true;
}

public OnPlayerSpawn( playerid )
{
    switch( p_ranTeam[ playerid ] )
    {
        case 0: SetPlayerPos( playerid, 0.0, 0.0, 10.0 );
        case 1: SetPlayerPos( playerid, 20.0, 20.0, 10.0 );
    }
    return true;
}

public OnPlayerDisconnect( playerid, reason ) { return p_ranTeam[ playerid ] = -1; }
Also drew up a diagram to go with said script...



Opinions?
Reply
#8

2 MoveObject functions:
1 for line movement, like in 0.3C-- and 1 for rotations like in 0.3D++.
Reply
#9

0.3ds invention of special Textdraws (the "pictures") was a great thing, but NOW should be the time to add some more to make it really usable.

My suggestions:

-Circles, Squares, different letters/numbers to create serverlogos
-Some speedometers with free space to paste Textdraws with car information
Reply
#10

I don't think it would be a good idea to standardize speedometers by providing a blank one as a textdraw image. I think server owners should continue to compete using their OWN designs. However, I agree with the shapes.
Reply
#11

It would be awesome if TextDrawCreate supports image. For instance:

pawn Code:
TextDrawCreate(50.0, 30.0, "url:http://forum.sa-mp.com/images/samp/logo_forum.gif");
Reply
#12

Sounds a bit harsh maybe, but doing some work on NPCs would make SA:MP a lot of times better.

1) Give the server a map, which the NPCs can access to get information for functions like "NPCWalkTo" / "NPCDriveTo"
2) Make NPCs more "handy" for simple uses, e.g. a solution to stream NPCs.

They are just so...limited at the moment.
Reply
#13

A function to set a vehicles rotation, I have been needing this for some time, there is a function to get a Vehicles rotation but not to set, right now you can only set the Z angle.

pawn Code:
SetVehicleRotation(vehicleid, Float:RotX, Float:RotY, Float:RotZ);
Reply
#14

Hey,

I'm working on a soccer script for SA-MP (and also code for a deathmatch server), and one of the biggest problems is players running out of stamina.

I have a /sync command, but the easiest thing for me, would be to be able to boost the players stamina to full, or set it ridiculously high to stop him running out.

I don't know how stamina works indefinitely, but I would love to be able to play soccer uninterrupted.

Please SA-MP, I never ask you for much, just this one thing please.

Thanks,
[NoV]Austin
Reply
#15

Add more camera lookat movements:
  1. #DEFINE MIX 3
  2. #DEFINE WIPE 4
  3. #DEFINE FADE 5
Reply
#16

Or maybe implement this with the existing team system.
pawn Code:
native SetTeamName(teamid, name[]);
native DisplayTeamsInPlayerlist(bool:display);
And since some servers don't use SetPlayerTeam (since players in the same team can't damage each other).
pawn Code:
native EnableFriendlyFire(bool:enable);
Reply
#17

- Vehicles On Class selection [ENABLE/DISABLE]

- Add more camera lookat movements:
- #DEFINE MIX 3
- #DEFINE WIPE 4
- #DEFINE FADE 5
Reply
#18

Quote:
Originally Posted by [MG]Dimi
View Post
Ok. this suggestion got deleted twice when I posted it for 0.3d. Please notify me if I'm breaking any rule with this suggestion.

Suggestion is to add additional search bar in Client Window that will search servers according to name.

+1

Agree with @Diablosrouge
_(gogo)_______________

More better weapons sync
i <3 0.3d's fps boost , but weapon bugs still sometime appearing like , z angle for aiming of sniper , like when oppoent aim up in air on down it shows its aiming straight , i think its already reported, but +1 for its fix , meh <3 DM

More suggestion:- Audio stream is too laggy , it sometime freezes player!! Need to enhance it!!
Reply
#19

pawn Код:
SetPlayerGravity(playerid, Float:gravity);
GetPlayerGravity(playerid, Float:gravity);
Reply
#20

Add any anti-cheat.

Add more channels for PlayAudioStreamForPlayer like 2 or 3.
Add more music formats to this like WAV, WMA, MP2, FLAC, MP4.
Delete green text-information when the stream is starting.

Add to synchronize vehicle without a driver and for that:
pulblic OnPlayerAttackVehicle(playerid, vehicleid, Float:damage) and more like that.

Correct synchronization of firing like in the pure gta (player vs. bots). We must firing
We have to shoot next to skin when you want someone to hit. This is annoying.

synchronize fire, tear gas and explosives.

Add more capabilities to bots and do not clutter slots by bots

Add new limits for objects and vehicles.

If you can, add loading images from outside the GTA in formats like .png, .bmp, .jpg. This can be shown by the textdraws (add new TD style for that).

Kalcor, please, add more developers to your team. This mod has potential, but you yourself do not use it
Reply


Forum Jump:


Users browsing this thread: 6 Guest(s)