Posts: 3,324
Threads: 96
Joined: Sep 2013
Quote:
Originally Posted by Luca12
I was check objects model id on place where I get those warnings and the objects id is fine if it's object model id invalid I should have warning beacuse once I have put wrong model id and it says in samp what it was but here I only get those warnings I will try know update to rc4
edit : so I was updated to RC4 and still getting errors also I check the objects model id and it's fine only if those id maybe changed in this versions rc3-3 i rc4 if you know what I mean. Also I was comment al objects in near and I still get those warnings
|
Try running on a blank script. If it doesn't happen it's an invalid object/vehicle in your script.
How about some more details. Does it happen as soon as you connect? Does it happen when you go near an area? Does it happen when a vehicle may stream in? Does it happen to other players? Do you have any mods?
Mods can have invalid objects.
Posts: 1,018
Threads: 320
Joined: Jul 2010
everything was worked fine also I remove all objects and vehicles near where I get that warning and it is stil here then I get those warnings on places where it doens't have any mapped object or added vehicle it's all default and still I get those warnings. Thanks
I don't use any mods and it's happens when I spawn on ls unit station and in some places in Los Santos
Posts: 663
Threads: 42
Joined: May 2009
Reputation:
0
Once again requesting a server-side block for the use of f4 to prevent bugs in custom class selection systems.
Posts: 485
Threads: 18
Joined: Jun 2013
Reputation:
0
Since we have the abillity to open doors and have sirens on the vehicles, I think it would be cool if we had more control over the lights of the vehicle. This could help scripters make their own ELM system etc.
Posts: 352
Threads: 37
Joined: Jun 2012
Quote:
Originally Posted by Sledgehammer
This could help scripters make their own ELM system etc.
|
This can be done with UpdateVehicleDamageStatus and encode_lights, although it doesn't work with rear lights, so this is a good idea.
Posts: 36
Threads: 6
Joined: Feb 2015
Very small suggestion - a new camera view for connecting status in 0.3.7.
Posts: 1,276
Threads: 6
Joined: Aug 2014
Quote:
Originally Posted by zeax
Very small suggestion - a new camera view for connecting status in 0.3.7.
|
You're only going to be at the connection status for a few moments.
We don't really need it.
Posts: 1,801
Threads: 27
Joined: Mar 2009
Reputation:
0
What about a response ID 3 named EDIT_RESPONSE_HOVER for OnPlayerEdit(Player)Object ? (or another callback for hovering) So we could for example display some informations as a 3DText or change the material to red for the hovered object ID ? It would be really useful for houses items. The displayed informations when we hover an object aren't enough, we should be able to add our custom details. I need this (and I am sure others need it too) because SelectObject is really hard to be used when there are objects close to another, and the selection can be made wrong, and with additional informations (or even making the object red) we can select the object easier.
Posts: 1,290
Threads: 69
Joined: Dec 2006
Reputation:
0
Add driving and bike skill to SetPlayerSkillLevel (please)
Posts: 36
Threads: 6
Joined: Feb 2015
Quote:
Originally Posted by Admigo
Car siren functions:
pawn Код:
//This will work on vehicles that have a siren like vehicles that are created with sirens.(0.3.7 RC4) native SetVehicleParamsSirenState(vehicleid, state);
|
I'm sure Mmartin said if you toggle the alarm with SetVehicleParamsEx() it toggles the siren for police cars (assuming any siren vehicle in 0.3.7).
Posts: 400
Threads: 52
Joined: Apr 2012
Reputation:
0
(Ididnt read the comments in this post)
FIx for SelectObject to Non-Collision objects!