19.06.2015, 17:48
GetVehicleSpawnPos(...);
Can't say I favored mods, but they're good for short term fun.
Anyway, as for a server side feature, if it will ever be possible water should be like making a gang zone, plus a height parameter, and of course the ability to remove the existing water levels. I do remember making this suggestion a very very long time ago, and the answer I got was that it would be too buggy and glitchy and whatever. This would raise mapping to a hole new level. |
It should be possible. I mean if you go in game and look at the sea shore it can be noticed that the water surface is split in squares.
And water is not established by volume, it's just that surface object that should be removed. Also, removing cull zones would make the Eastern Basin easier to be explored, without the brightness going down. |
PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z, loop = false);
ApplyActorAnimation(actorid, "PED", "WALK_CIVI", 4.0, 1, 1, 1, 0, 0); // tested, doesn't work
Actors can't just walk anywhere because the server isn't running the game. There is no way to know how long it takes to get from point A to point B if there are unknown obstructions blocking the path.
That's why NPCs ended up having to use recordings. The only alternative was have players (which are running the game) sync them, and even the players do not have all of the San Andreas map data loaded at any given time. It didn't seem like a good idea (in a game with 100's of players in the server) to have players responsible for syncing the actors. Players could easily mess with that data and disrupt the game. So I can't easily add a function to make actors run to a certain point because it would not sync in all cases -- and scripters here would be crying "bug, bug!" even though it's just a limitation of what SA-MP is working with. |
I doubt that's possible. SendClientMessage draws text to the screen. There's no way to edit that text as it's already drawn to the screen.
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