FPS Textdraw Problem + rep But FAST!!!
#1

Hey Guys i need help with that stuff
+ Rep who help me
pawn Код:
new Text:FPS[MAX_PLAYERS];

public OnPlayerConnect(playerid)
{
    FPS[playerid] = TextDrawCreate(240.0, 580.0, "Your FPS: Loading");
   
    TextDrawShowForPlayer(playerid, FPS[playerid]);
    return 1;
}

public OnPlayerUpdate(playerid)
{
    new string[128]
    format(string, sizeof(string), "Your FPS: %d", GetPlayerFPS(playerid));
    TextDrawSetString(FPS[playerid], string);
    return 1;
}
Error's
pawn Код:
C:\Users\CraTzy\Desktop\LVDM\gamemodes\LVDM.pwn(5327) : error 001: expected token: ";", but found "-identifier-"
C:\Users\CraTzy\Desktop\LVDM\gamemodes\LVDM.pwn(5327) : error 017: undefined symbol "GetPlayerFPS"
Pawn compiler 3.2.3664          Copyright (c) 1997-2006, ITB CompuPhase


2 Errors.
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#2

You need to define GetPlayerFPS first
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#3

GetPlayerFPS isn't a native. https://sampforum.blast.hk/showthread.php?tid=172085
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#4

Khalid .. what is explain me that link ?
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#5

Add this code on your script:
Код:
stock GetPlayerFPS(playerid)
{
	SetPVarInt(playerid, "DrunkL", GetPlayerDrunkLevel(playerid));
 	if(GetPVarInt(playerid, "DrunkL") < 100) SetPlayerDrunkLevel(playerid, 2000);
 		else{
   			if(GetPVarInt(playerid, "LDrunkL") != GetPVarInt(playerid, "DrunkL"))
      		{
       			SetPVarInt(playerid, "FPS", (GetPVarInt(playerid, "LDrunkL") - GetPVarInt(playerid, "DrunkL")));
          		SetPVarInt(playerid, "LDrunkL", GetPVarInt(playerid, "DrunkL"));
            	if((GetPVarInt(playerid, "FPS") > 0) && (GetPVarInt(playerid, "FPS") < 256))
             	{
              		return GetPVarInt(playerid, "FPS") - 1;
                }
			}
		}
  	return 0;
}
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#6

It explains how you can get FPS using a little trick with drunk level. Your working code should probably be like this when you read & understand the tutorial:

pawn Код:
new
    Text:FPS[MAX_PLAYERS],
    pDrunkLevelLast[MAX_PLAYERS],
    pFPS[MAX_PLAYERS];

public OnPlayerConnect(playerid)
{
    FPS[playerid] = TextDrawCreate(240.0, 580.0, "Your FPS: Loading");

    TextDrawShowForPlayer(playerid, FPS[playerid]);
    return 1;
}

public OnPlayerUpdate(playerid)
{
    // Getting FPS as explained in the tutorial and storing it in pFPS[] variable
    new drunknew;
    drunknew = GetPlayerDrunkLevel(playerid);

    if (drunknew < 100) { // go back up, keep cycling.
        SetPlayerDrunkLevel(playerid, 2000);
    } else {

        if (pDrunkLevelLast[playerid] != drunknew) {

            new wfps = pDrunkLevelLast[playerid] - drunknew;

            if ((wfps > 0) && (wfps < 200))
                pFPS[playerid] = wfps;

            pDrunkLevelLast[playerid] = drunknew;
        }

    }
    // Done with fps!
    // Update FPS textdraws
    new string[128]
    format(string, sizeof(string), "Your FPS: %d", pFPS[playerid]);
    TextDrawSetString(FPS[playerid], string);
    return 1;
}
However, and to be honest with you, your code is inefficient in many ways.

1# Why global-textdraws when player-textdraws could simply fit? I mean, yeah it's just a way around the limit, but you can save a slot for a textdraw that really needs to be 'global'.
2# Updating the textdraw over OnPlayerUpdate is honestly not necessary and not efficient at all. Do you realize that [url=https://sampwiki.blast.hk/wiki/OnPlayerUpdate] is called VERY frequently per second? Does your textdraw update need to be that much frequent? If you ask me, no, I'd just make an one-second timer to handle update.
3#
pawn Код:
new string[128]
format(string, sizeof(string), "Your FPS: %d", GetPlayerFPS(playerid));
I bet you weren't sober when you picked a size for this string. 128? Why? "Your FPS: 200" - the longest this string can get - is 13 characters length, and if you add the NULL character to those, you get 14. Hence, a memory friendly code should probably look like this:

pawn Код:
new string[14]
format(string, sizeof(string), "Your FPS: %d", pFPS[playerid]);
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