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14.08.2014, 16:33
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Last edited by kurta999; 14/08/2014 at 05:25 PM.
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Thanks.
Anyway I was added test filterscript almost for every function to demostrate YSF, you can found it in YSF download package. I forgot to mention this in changelog.
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Can you add a way to disable a certain key from being synced to other clients. Like, you can return 0; in OnPlayerUpdate to make the update not sync at all. (and if you return 0; enough times in OnPlayerUpdate then it will show that hourglass icon like they're paused.) I still want the update to send, but I want to modify the keys before it sends to the rest of the players. (which could desync things like, firing from the rustler as you hold down the fire key without them showing as paused.) Basically, I want to modify packets.
[HLF]Southclaw
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That would be useful. In my server, I use the default interact key which is also used for entering vehicles on the client so when a player interacts with something despite being frozen/ClearAnimations/SetPlayerPos, on other clients they will run to the nearest car and get in then suddenly move back to their position. I believe the above idea would solve that!
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SetVehicleBeenOccupied - I came, setting trailer as "been occupied" disables its godmode, enables better syncing (AFAIK) and allows destruction detection/respawning without desync - AWESOME!
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GetVehicleRot(vehicleid, RX, RY, RZ);
SetVehicleRot(vehicleid, RX, RY, RZ);
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We have also ZAngle get and set, but this would be good.
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Set is impossible, and for get use getvehiclerotationquat
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Quote:
Originally Posted by DiDok
SetVehicleBeenOccupied - I came, setting trailer as "been occupied" disables its godmode, enables better syncing (AFAIK) and allows destruction detection/respawning without desync - AWESOME!
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Really, so we can damage it without server sided damage>?
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SetVehicleBeenOccupied works good on 'lagcomp Off'.
But in 'lag comp On' Can't damage the car. and it will respawn.
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17.08.2014, 14:00
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Последний раз редактировалось kurta999; 17.08.2014 в 15:17.
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It will hide playerid for forplayerid.
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With this, maybe I can fend off RCON attacks, if somebody log in from the server.
I get his IP and with it I get his playerid, and with SetPlayerAdmin, I set his admin to false.
SetPlayerAdmin(playerid, false);
Or not?
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maybe release a R9-2. Since r10 seems major.
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Hey, add:
pawn Code:
native SetVehicleModel(vehicleid, modelid, color1, color2);