[Plugin] YSF - kurta999's version

Why should pre-loading be inside of a plugin? I do agree some things may be faster with C++, but preloading animation libraries? Come on, we have gotten along just fine for years doing it through PAWN.
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Kurta, there are many people who want to test the version 0.3.7. I am one of them, and we need your plugin to test properly. Please, get your YSF version to 0.3.7 soon!
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Quote:
Originally Posted by losrivarola98
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Kurta, there are many people who want to test the version 0.3.7. I am one of them, and we need your plugin to test properly. Please, get your YSF version to 0.3.7 soon!
It would be great
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0.3.7 version will be released when 0.3.7 will be released as stable.

Quote:
Originally Posted by Adoniiz
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You can fix the problem of ApplyAnimation? (the player is frozen for 1 sec when a player spawn because pre load anims)
You can do it within pawn.
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16:09:12] [debug] AMX backtrace:
[16:09:12] [debug] #0 ?? in public Timing () from new.amx
[16:09:13] [debug] Run time error 7: "Stack underflow"
[16:09:13] [debug] Stack pointer (STK) is 0x13F428, stack top (STP) is 0x13F410
Console flood. Timing it's a timer, i delete all code but still flood
public Timing()
{
return true;
}
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I noticed that when you shoot player objects OnPlayerWeaponShot isn't called when using YSF. I am using YSF R12 and 0.3z R4 Windows server.
I ran some tests, enabled / disabled Incognito's streamer plugin, Ran server alone and with YSF. Whenever I ran the YSF plugin hits to player objects wouldn't register any more.

It would be nice to see this fixed soon, and I hope I'm not only one with this issue...

A post on Incognito's plugin because I thought it might be the problem at first:
http://forum.sa-mp.com/showpost.php?...postcount=5038
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Fixed, tonight i'll release it as R12-2.
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i still have problems with detecing player objects being shot, even in R12-2.
Tried with the code you posted in streamer plugin thread also.
Код:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
	if(IsPlayerConnected(playerid))
	{
		if(hittype == BULLET_HIT_TYPE_PLAYER_OBJECT)
		{
		    print("Detected Player Object");
			new streamerid = Streamer_GetItemStreamerID(playerid, STREAMER_TYPE_OBJECT, hitid);
			if(IsValidDynamicObject(streamerid))
			{
				CallLocalFunction("OnPlayerShootDynamicObject", "dddfff", playerid, weaponid, streamerid, fX, fY, fZ);
			}
		}
	}
	return 1;
}
Additional info: Server version: 0.3z R4, debian 6 x32, YSF built on Built on: Apr 7 2015 at 00:50:48.
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Use compiled version git not updated yet to that where its fixed
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Quote:
Originally Posted by kurta999
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Use compiled version git not updated yet to that where its fixed
I dont know how to compile on debian :/
Does anyone have compiled R12-2 compiled who can share?
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Quote:
Originally Posted by Richie©
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I dont know how to compile on debian :/
Does anyone have compiled R12-2 compiled who can share?
https://github.com/kurta999/YSF/releases
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I'm planning to implement Y_Less's timerfix plugin into YSF; What do you think guys?

(Of course, I would test it before on my live linux server)
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I am personally using timerfix plugin by Dan, and I preffer to use that, because it got many additional functions. I don't think it would be a good idea to have something like that implemented in YSF (especially that I think you don't want to make it that advanced, with per-player timers, and many functions to get the timers details).
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Okey, you're true. Then I won't implement.
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Hi Kurta!
I get this error when I use "gmx" rcon command:
Код:
[15:29:53] [debug] #0 native GangZoneDestroy () from ysf.dll
[15:29:53] [debug] #1 000bc588 in ?? (0) from ifs2.amx
[15:29:53] [debug] #2 000ba8fc in public LoadDMGames () from ifs2.amx
And this will cause server shutdown.
My code for destroy:
PHP код:
if(IsValidGangZone(dmInfo[DMID][DMGzone]))
    
GangZoneDestroy(dmInfo[DMID][DMGzone]); 
Thanks in advance for your help.
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Compile your mode with -d3, load crashdetect by Zeex and crash it again. The dump will display more useful informations and you'd even be able to fix it by yourself.
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OnPlayerShootDynamicObject dosen't work with YSF included. ( both up to date )
also
[sampgdk:warning] Index mismatch for OnServerMessage (-10081 != -10080)
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Could you add a callback which allows us to modify incoming packets ?
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Can't run this plugin on samp 0.3.7 RC4 version.
And i got 2 error:
pawn Код:
\include\YSF.inc(132) : error 021: symbol already defined: "GetObjectModel"
\include\YSF.inc(144) : error 021: symbol already defined: "GetPlayerObjectModel"
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Quote:
Originally Posted by VinPure
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Can't run this plugin on samp 0.3.7 RC4 version.
And i got 2 error:
pawn Код:
\include\YSF.inc(132) : error 021: symbol already defined: "GetObjectModel"
\include\YSF.inc(144) : error 021: symbol already defined: "GetPlayerObjectModel"
Because it is not updated to work on it yet.
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