04.04.2015, 14:54
Perhaps locking all the vehicles for the player before OnPlayerDeath would solve this. Could you make an issue of this on GitHub please? And I will look into it.
The only ways this could possibly look like this is a faulty plugin (have you modified and re-compiled), or you messed with the textdraws. You have the background red fine, but not the foreground; yet they are the exact same size in the script. So question 1, have you modified anything? Question 2, have you tried re-downloading everything?
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are you sure they're for 0.3.7 ?
it's 0.3z I need version of 0.3.7 because now it doesn't detect fall damages or any damage that player do with him/herself like using RPG Heat and shoot near your self and nothing happens |
[14:20:59] Loading plugin: SKY [14:20:59] [debug] Server crashed due to an unknown error [14:21:00] [debug] Native backtrace: [14:21:00] [debug] #0 656a150c in subhook_new () from plugins\SKY.DLL [14:21:00] [debug] #1 656a1f68 in InstallPreHooks () from plugins\SKY.DLL [14:21:00] [debug] #2 656a24e9 in Load () from plugins\SKY.DLL [14:21:00] [debug] #3 0046a4db in ?? () from samp-server.exe
[16:25:59] Loading plugin: SKY [16:25:59] [debug] Server crashed due to an unknown error [16:26:01] [debug] Native backtrace: [16:26:01] [debug] #0 54ce2dfc in UnwindUpVec () from plugins\SKY.DLL [16:26:01] [debug] #1 54ccd1b0 in subhook_new () from plugins\SKY.DLL [16:26:01] [debug] #2 54ccfba2 in InstallPreHooks () from plugins\SKY.DLL [16:26:01] [debug] #3 54cd1cdf in Load () from plugins\SKY.DLL [16:26:01] [debug] #4 0046a4db in ?? () from samp-server.exe
0.3.7 (latest version from github atm)
.so - http://www.solidfiles.com/d/13b30b9cef/ .dll - http://www.solidfiles.com/d/cea2457f7a/ |
I used that , my server will be closed when player connects
I used crashdetect and it says server crashed due to unknown error Anybody knows why? Maybe something that effect on connecting Edit : and i'm not using YSF |
pawno\include\weapon-config.inc(2504) : error 025: function heading differs from prototype pawno\include\weapon-config.inc(2748) : error 025: function heading differs from prototype
Getting those errors each time I try to compile.
Code:
pawno\include\weapon-config.inc(2504) : error 025: function heading differs from prototype pawno\include\weapon-config.inc(2748) : error 025: function heading differs from prototype |
1. The errors are most likely from your include ordering, try including this before everything except a_samp.
2. DON'T USE OnPlayerTakeDamage with this include, from now on use OnPlayerDamage. 3. The damages are completely universal, I'll edit this later to explain. |
pawno\include\YSI\y_hooks/impl.inc(2337) : error 021: symbol already defined: "OnPlayerTakeDamage" pawno\include\YSI\y_hooks/impl.inc(2383) : error 021: symbol already defined: "OnPlayerGiveDamage"
#include <a_samp> #include <weapon-config> #include <SKY> #include <YSI\y_ini> #include <zcmd> #include <sscanf2> #include <foreach> #include <streamer>
You've got this all wrong...
1. Never call DamagePlayer in OnPlayerDamage. 2. OnPlayerDeath IS called. You may have thought it wasn't because with this include the players never actually die, but this include adds a fake OnPlayerDeath. 3. Damage is automatically done in OnPlayerDamage after you process it. For example, this is how you disable helipark and car parking damage: Код:
public OnPlayerDamage(&playerid, &Float:amount, &issuerid, &weapon, &bodypart) { if (weapon == WEAPON_CARPARK || weapon == WEAPON_HELIBLADES) // Disable helikill and carpark return 0; return 1; } Код:
public OnPlayerDamage(&playerid, &Float:amount, &issuerid, &weapon, &bodypart) { if (IsBulletWeapon(weapon) && bodypart == 9) // Increase headshot damage amount *= 1.25; return 1; } Код:
public OnPlayerDamageDone(playerid, Float:amount, issuerid, weapon, bodypart) { return 1; } Код:
public OnPlayerPrepareDeath(playerid, animlib[32], animname[32], &anim_lock, &respawn_time) { return 1; } Код:
public OnPlayerDeathFinished(playerid, bool:cancelable) { return 1; } Код:
public OnPlayerDeathFinished(playerid, bool:cancelable) { if(cancelable) return 0; return 1; } |
You've got this all wrong...
1. Never call DamagePlayer in OnPlayerDamage. 2. OnPlayerDeath IS called. You may have thought it wasn't because with this include the players never actually die, but this include adds a fake OnPlayerDeath. 3. Damage is automatically done in OnPlayerDamage after you process it. For example, this is how you disable helipark and car parking damage: Код:
public OnPlayerDamage(&playerid, &Float:amount, &issuerid, &weapon, &bodypart) { if (weapon == WEAPON_CARPARK || weapon == WEAPON_HELIBLADES) // Disable helikill and carpark return 0; return 1; } Код:
public OnPlayerDamage(&playerid, &Float:amount, &issuerid, &weapon, &bodypart) { if (IsBulletWeapon(weapon) && bodypart == 9) // Increase headshot damage amount *= 1.25; return 1; } Код:
public OnPlayerDamageDone(playerid, Float:amount, issuerid, weapon, bodypart) { return 1; } Код:
public OnPlayerPrepareDeath(playerid, animlib[32], animname[32], &anim_lock, &respawn_time) { return 1; } Код:
public OnPlayerDeathFinished(playerid, bool:cancelable) { return 1; } Код:
public OnPlayerDeathFinished(playerid, bool:cancelable) { if(cancelable) return 0; return 1; } |
if(GetPlayerSkin(playerid) == 151) { SendInfoMessage(playerid, -1, "You are using skin ID 151"); }