[Plugin] YSF - kurta999's version

Quote:
Originally Posted by DarkSlyder
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Sure? I thought it was a variable handled by the server.
Edit: I don't aim to disable it completely, just remove the internal callback to OnPlayerRequestClass after OnPlayerDeath after the F4 key has been pressed.
It can be done - y_classes used to do it. Bizzarely, the way to do it is to call "ForceClassSelection" for that player, which tells the client they are to return to class selection, so if they press "F4" it doesn't show any message to them.

Then just write a library to capture those callbacks when they do return, and not pass the calls through to your main mode.
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It's really hard for a host to run a FS to fix this I wrote this in 2 minutes just to show how dead simple it really is.

pawn Code:
#include <a_samp>

new SERVERMAXPLAYERS;

public OnFilterScriptInit()
{
    SERVERMAXPLAYERS = GetMaxPlayers();
    SetTimer("CheckPlayerCount", 60000, true);
}

forward CheckPlayerCount();
public CheckPlayerCount()
{
    if(GetMaxPlayers() > SERVERMAXPLAYERS) SendRconCommand("exit");
    return 1;
}
If a host can't add that I would find another host.
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Quote:
Originally Posted by Kalcor
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I can confirm lowering your maxplayers would limit the effectiveness of this attack. Don't have loads of slots open that you don't really need.
There is nothing wrong with setmaxplayers but I don't really like the scoreboard manipulation thing.

I want to see player's real pings.
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Quote:
Originally Posted by Kar
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There is nothing wrong with setmaxplayers but I don't really like the scoreboard manipulation thing.

I want to see player's real pings.
If you need that information you could use GetPlayerPing & OnPlayerClickPlayer? I think it's cool manipulation because you can change value to for example money or something.
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When I include the include file to my gamemode I get some errors?

Code:
YSF.inc(8) : error 021: symbol already defined: "ffind"
YSF.inc(9) : error 021: symbol already defined: "frename"
YSF.inc(12) : error 021: symbol already defined: "dfind"
YSF.inc(13) : error 021: symbol already defined: "dcreate"
YSF.inc(14) : error 021: symbol already defined: "drename"
YSF.inc(272) : error 021: symbol already defined: "GetGravity"
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Hello. Prompt please, plugin works with the version of the samp 0.3z R3 on linux?
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Quote:
Originally Posted by Pulsefire
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If you need that information you could use GetPlayerPing & OnPlayerClickPlayer? I think it's cool manipulation because you can change value to for example money or something.
Maybe you'd think I wouldn't be talking about a server I own.
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Quote:
Originally Posted by Nixon13
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Hello. Prompt please, plugin works with the version of the samp 0.3z R3 on linux?
Not yet.
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Quote:
Originally Posted by kurta999
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Not yet.
Thanks for the answer.
Is not yet known when the new version?
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The 'problem' with this plugin is that it doesn't get updated fast enough when a new SA:MP version gets released.
If I were to use this plugin and my server were affected by the 'server full' bug/exploit, I would have to rewrite parts of my gamemode and remove any code that depends on this plugin to be able to update to SA-MP 0.3z R3.
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Quote:
Originally Posted by im
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The 'problem' with this plugin is that it doesn't get updated fast enough when a new SA:MP version gets released.
If I were to use this plugin and my server were affected by the 'server full' bug/exploit, I would have to rewrite parts of my gamemode and remove any code that depends on this plugin to be able to update to SA-MP 0.3z R3.
It's not such a big problem because SA-MP is not being updated on weekly basis.
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Another R8 beta;
- Added support for R3 linux server - Thanks to Mellnik for FindPattern on linux
- Fixed SetMaxPlayers didn't worked on linux

https://github.com/kurta999/YSF/releases/tag/R8

If somebody would help me fixing RakPeer::Receive hook on linux, that would be very big help. I can't make work pause functions without this.
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"no support for 1000p version and will not."

Why? You have FindPattern now.. s:

Typo:
-- And one new "callbakc" OnPlayerPauseStateChange(playerid, pausestate)
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Here's the documentation for the SendBullet function:

Code:
- SenderID = The ID that shot the bullet this is required to be a streamed and valid player, otherwise the bullet will not arrive.
- HitID = 	The ID of the player, vehicle or object that was hit.
- Hit Type = Read https://sampwiki.blast.hk/wiki/OnPlayerWeaponShot.
- Hit Origin = From where the bullet came ? (actually useless but I'll include it anyway.)
- Hit Target = You need this for HITTYPE 0 otherwise the bullet will be at some point.
- Center Of Hit = The offset of the hit (on hittype higher than 0)
- To Player = The Player ID who should receive the Bullet.

// Basically you can just controll the bullet's target by using type 0.
// Use Type 1 for let the NPC's shoot, example included.
// The Other type's are kinda useless, expect you want a npc shoot a vehicle or object.


native SendBullet(senderid, hitid, hittype, Float:hitOriginX, Float:hitOriginY, Float:hitOriginZ,
				  Float:hitTargetX, Float:hitTargetY, Float:hitTargetZ,
				  Float:centerOfHitX, Float:centerOfHitX, Float:centerOfHitY, toplayer);
I've downloaded it from here: http://dev.future-elife.com/SendBullet/src.zip
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with windows 8.1 enterprise

Code:
SA-MP Dedicated Server
----------------------
v0.3z-R3, ©2005-2014 SA-MP Team

[17:46:14] 
[17:46:14] Server Plugins
[17:46:14] --------------
[17:46:14]  Loading plugin: YSF
[17:46:14] logprintf = 0x00487460

[17:46:14] Error: Unknown Windows server version

[17:46:14]   Loaded.
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A fix for the Thermal and NV goggles would be nice and please don't send me that crappy OnPlayerUpdate code as a fix, that's more like a bugger than a fix.
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Quote:
Originally Posted by Tamer T
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A fix for the Thermal and NV goggles would be nice and please don't send me that crappy OnPlayerUpdate code as a fix, that's more like a bugger than a fix.
Requires client-side modifications, maybe. Request it in SA-MP+.
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@kurta999 - please add the function : TogglePlayerDriveOnWater? please?
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Quote:
Originally Posted by LorDWarS
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@kurta999 - please add the function : TogglePlayerDriveOnWater? please?
This isn't possible without client-side modification.
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Quote:
Originally Posted by iZN
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This isn't possible without client-side modification.
but, how can I bulid it?
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