01.01.2015, 05:55
It's possible to add also ApplyAnimationForPlayer?
One problem - that's not what "-1" actually does. There is a better fix on the forums somewhere that correctly uses carcols.dat data.
|
RedirectPlayerToServer(playerid, serverip[], port); // Redirects a player to another server ReconnectPlayer(playerid); // forces a player to reconnect
new playerIP[MAX_PLAYERS][32];
new bool: Relogging[MAX_PLAYERS];
CMD:relog(playerid, params[])
{
new string[64];
GetPlayerIp(playerid, playerIP[playerid], sizeof(playerIP[playerid]));
format(string, sizeof(string), "banip %s", playerIP[playerid]));
SendRconCommand(string);
Relogging[playerid] = true;
return 1;
}
public OnPlayerDisconnect(playerid, reason)
{
if(Relogging[playerid] == true)
{
format(string, sizeof(string), "unbanip %s", playerIP));
SendRconCommand(string);
Relogging[playerid] = false;
return 1;
}
return 1;
}
native IsPlayerSpawned(playerid);
native ToggleVehicleControlable(vehicleid, bool:toggle); native GetVehicleRot(vehicleid);
Код:
native ToggleVehicleControlable(vehicleid, bool:toggle); |
new bool:VehControl[MAX_VEHICLES];
public OnGameModeInit() ManualVehicleEngineAndLights();
stock ToggleVehicleControlable(vehicleid, bool:toggle) VehControl[vehicleid] = toggle;
Regarding the reconnect that is possible without plug-ins by banning their IP(without kicking).
Example: pawn Код:
|
I don't! If this was a SA-MP update then the plug-in wouldn't be open-source. Having this as an open-source plugin allows for scripting learning & development(even for experienced PAWN scripters who don't actually know how SA:MP physically works).
Hence: I would hate for this to be a SA:MP update, and not a plug-in. |
CMD:gravity(playerid, params[])
{
SetPlayerGravity(playerid, floatstr(params));
}
CMD:gravity(playerid, params[])
{
SendRPC(playerid, 0x92, BS_FLOAT, floatstr(params));
}
Doesn't work:
pawn Код:
pawn Код:
|
I was sure that not many will get my idea. For example, I was looking at a GTA V video and he was buying weapons at an ammunation, and when he was buying, he saw the objects (weapons) placed on the wall, and when he selected one, it would move in front of other weapons, like it is floating above, to see that it is selected. Instead of creating about 19 player objects for every player, we could simply create 19 global objects, and moving them separately for everyone. This is just an example. I don't know how hard it is to make, but if it's basically recreating player objects, then it's unnecessary (I don't think it's that hard).
|