29.07.2014, 14:27
[Plugin] YSF - kurta999's version
29.07.2014, 23:58
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Last edited by [D]ry[D]esert; 30/07/2014 at 12:51 AM.
)
I was wondering if the problem about npcs with the plugin is fixed, because i might have the same problem as Mauzen posted before, im using RNPC with YSF and many other plugins.
EDIT: The porblem i reported earlier about SetMaxNPcs and SetMaxPlayers.. ive found weird problem, when i tried to debug with printf, i printed MAX_PLAYERS and the result was 500, althought ive 200 as a max players in my server.cfg..
was that suppose to happen or there is mistake ive made or there is plugin doing that?
EDIT: I fixed that by using #undef and #define on MAX_PLAYERS.
Suggestion:
EDIT: The porblem i reported earlier about SetMaxNPcs and SetMaxPlayers.. ive found weird problem, when i tried to debug with printf, i printed MAX_PLAYERS and the result was 500, althought ive 200 as a max players in my server.cfg..
was that suppose to happen or there is mistake ive made or there is plugin doing that?
EDIT: I fixed that by using #undef and #define on MAX_PLAYERS.
Suggestion:
pawn Code:
SetPlayerID(playerid, newid); //move player to another ID, returns 1 if success, 0 if ID was occupied.
30.07.2014, 03:35
MAX_PLAYERS isn't a var, is constant definition which only can be changed before compile, GetMaxPlayers() should work as you want.
30.07.2014, 14:51
EDIT: Removed, causing the compiler crash.
07.08.2014, 13:21
I'm working on R9, today i'll test with my linux server, if everything is okey, then will be released after 2-3 days and lags will be fixed.
You can check my progress at https://github.com/kurta999/YSF/commits/YSF_
You can check my progress at https://github.com/kurta999/YSF/commits/YSF_
08.08.2014, 20:41
OnVehicleColorChange or something like this.
08.08.2014, 20:58
I think this should implement an internal timerfix
08.08.2014, 22:28
Quote:
I was wondering if the problem about npcs with the plugin is fixed, because i might have the same problem as Mauzen posted before, im using RNPC with YSF and many other plugins.
EDIT: The porblem i reported earlier about SetMaxNPcs and SetMaxPlayers.. ive found weird problem, when i tried to debug with printf, i printed MAX_PLAYERS and the result was 500, althought ive 200 as a max players in my server.cfg.. was that suppose to happen or there is mistake ive made or there is plugin doing that? EDIT: I fixed that by using #undef and #define on MAX_PLAYERS. Suggestion: pawn Code:
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Besides, why do you want a function like that?
08.08.2014, 22:30
That function will be never added
Anyway R9 now under testing, seems like everything is okey so will be released soon.
Anyway R9 now under testing, seems like everything is okey so will be released soon.
09.08.2014, 00:27
Quote:
That function will be never added
Anyway R9 now under testing, seems like everything is okey so will be released soon. |
with windows 8.1 enterprise
Code:
Cуdigo: 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.
09.08.2014, 08:24
Quote:
Besides, why do you want a function like that? |
Althought there is a fixing method, but it would be far easier if that function was added.
09.08.2014, 10:17
GetModeRestartTime always returns 0 for me... (Linux version)
Do you have this problem, too?
Do you have this problem, too?
09.08.2014, 10:37
Please fix the following: "Timer functions" in R9, when I used "IsTimerActive" in my gamemode on windows, crashdetect printed this:
Error: Function not registered: 'IsTimerActive'
[debug] Run time error 19: "File or function is not found"
[debug] IsTimerActive
And the GM didn't load.
(PS.: Szйp munka!)
Error: Function not registered: 'IsTimerActive'
[debug] Run time error 19: "File or function is not found"
[debug] IsTimerActive
And the GM didn't load.
(PS.: Szйp munka!)
09.08.2014, 10:43
Quote:
Good question, lets say that we i connected 5 npcs, and i got 100 slots in my server, when a player join, his id would be 5 (Because first 5 slots are occupied by npcs , so with that function i can change npcs id from 0..4 into 95..99, so once anyone join, all slots from 0..94 will be unoccupied.
Althought there is a fixing method, but it would be far easier if that function was added. |
09.08.2014, 12:02
Quote:
Good question, lets say that we i connected 5 npcs, and i got 100 slots in my server, when a player join, his id would be 5 (Because first 5 slots are occupied by npcs , so with that function i can change npcs id from 0..4 into 95..99, so once anyone join, all slots from 0..94 will be unoccupied.
Althought there is a fixing method, but it would be far easier if that function was added. |
09.08.2014, 15:03
Quote:
There is a temporally fix. Make an admin command like this : /connectnpcs. once some players joined, use that command to connect the NPCs. So NPCs will take middle IDs. 10-15, like this.
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there is no one wants to do it this way.
still there is a better solution for this.
10.08.2014, 02:16
@[D]ry[D]esert, I see your point. That's actually a pretty annoying problem. But I guess it would be necessary to implement some memory hacking at this plugin, which makes this project very dependent from the author.
If you want an alternative solution to solve that problem, I suggest you to check out the FCNPC plug-in (if you haven't seen it yet). It uses memory hacking, and the NPCs are connected just like you want - to the highests IDs. And the plugin is very dynamic; as it's name, you can Fully Controllable your NPCs in-game (live; at real time). There's also support for playback recordings.
If you want an alternative solution to solve that problem, I suggest you to check out the FCNPC plug-in (if you haven't seen it yet). It uses memory hacking, and the NPCs are connected just like you want - to the highests IDs. And the plugin is very dynamic; as it's name, you can Fully Controllable your NPCs in-game (live; at real time). There's also support for playback recordings.
10.08.2014, 02:47
Quote:
Please fix the following: "Timer functions" in R9, when I used "IsTimerActive" in my gamemode on windows, crashdetect printed this:
Error: Function not registered: 'IsTimerActive' [debug] Run time error 19: "File or function is not found" [debug] IsTimerActive And the GM didn't load. (PS.: Szйp munka!) |
10.08.2014, 03:51
Quote:
Good question, lets say that we i connected 5 npcs, and i got 100 slots in my server, when a player join, his id would be 5 (Because first 5 slots are occupied by npcs , so with that function i can change npcs id from 0..4 into 95..99, so once anyone join, all slots from 0..94 will be unoccupied.
Althought there is a fixing method, but it would be far easier if that function was added. |
10.08.2014, 04:00
Quote:
A very quick but not prefect workaround: If youre sure you wont have to connect new NPCs later, you could just connect 99 NPCs on start, and kick all except the last ones. Unfortunately samp prevents NPCs taking all slots so you could just connect 99, and playerid 99 wont be taken by a npc. But using YSF you could temporarily increase the slots to 101, and reset it to 100 when the extra NPCs are kicked. This should happen in agreement with the host if youre using a game hoster though, as most of them wont allow manually increasing the player slots.
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