[Plugin] YSF - kurta999's version

Quote:
Originally Posted by kurta999
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Try SetServerRule -> gamemode7 = MyModeNewName
Well, that wouldn't be very dynamic. Still need to have removing and managing other than that.
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If on a server one player, AttachDynamicObjectToPlayer a samp does not crash.
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Is it possible for you to sync tear gas with this?
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I think not.
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I played a server lately and I noticed their tear gas works really fine like there's no modification to the actual throwing. Was just a thought.
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Quote:
Originally Posted by Kar
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Is it possible for you to sync tear gas with this?
Quote:
Originally Posted by kurta999
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I think not.
Quote:
Originally Posted by Kar
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I played a server lately and I noticed their tear gas works really fine like there's no modification to the actual throwing. Was just a thought.
Actually I'm pretty sure I recall a plugin released that did just that. Can't seem to find it with any simple ****** searches though...
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Would need client side modification, so no.

I'm going to post here R17, it's should be stable but I post it here before I release on github.

R17
- Added OnPlayerClientGameInit*
- Added compatibility with SKY, now both plugin can be loaded without crash
- Added GetActorAnimation
- Added (Set/Get)RecordingDirectory
- Added GetVehicleModelCount, GetVehicleModelsUsed
- Added YSF_SetExtendedNetStatsEnabled, YSF_IsExtendedNetStatsEnabled (by default disabled)
- Added YSF_(Set/Get)AFKAccuracy to adjust AFK accuracy, in ms - default 1500
- TogglePlayerOnPlayerList renamed to TogglePlayerInServerQuery
- Fixed GangZoneShowForAll would call OnPlayerLeaveGangZone
- Fixed crash with AttachObjectToPlayer
- Fixed crash with AttachPlayerObjectToPlayer
- Fixed GetObjectAttachedData -> 'attachedplayerid'
- Other minor bugfixes & improvements

* This callback will be called immendiately after player connect to server. You can change the inital settings here for player like cjwalk, onfoot_rate, etc.

http://www.mfrserver.net/up/YSF_kurta999_version_R17.7z

I would like to ask, test the new OnPlayerClientGameInit callback before release please.

pawn Code:
public OnPlayerClientGameInit(playerid, &usecjwalk, &limitglobalchat, &globalchatradius, &nametagdistance, &disableenterexits, &nametaglos, &manualvehengineandlights,
                &spawnsavailable, &shownametags, &showplayermarkers, &onfoot_rate, &incar_rate, &weapon_rate, &lacgompmode, &vehiclefriendlyfire)

{
               
    if(playerid == 0) // you can get name too, i'm lazy..
    {
        onfoot_rate = 13;
        usecjwalk = 0;
    }
    return 1;
}
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Quote:
Originally Posted by kurta999
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I think I'll rename this function to RemovePlayerFromServerQuery or something like this, and create another function (maybe..) to remove player from TAB for player. AFAIK, there is an RPC for these: RPC_PlayerJoin, RPC_PlayerQuit.
That function would be great, coz the smarter players only missbehave when they believe there is no admin avail on server.
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You can use SetPlayerNameForPlayer for that.
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it is normal to take about 2-3 seconds to tie the player camera to an object? (AttachObjectToPlayer & AttachPlayerObjectToPlayer)

Greetings from Venezuela.
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So on the new update have you added the ability to hide from scoreboard yet?
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Quote:
Originally Posted by LatinZ
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it is normal to take about 2-3 seconds to tie the player camera to an object? (AttachObjectToPlayer & AttachPlayerObjectToPlayer)

Greetings from Venezuela.
Only for AttachPlayerObjectToPlayer, I can lower that delay, but I need to add a bit delay since it will crash if I attach object to player before player created in GTA.

Quote:
Originally Posted by Wizzard2H
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So on the new update have you added the ability to hide from scoreboard yet?
That's not possible yet, just can use SetPlayerNameForPlayer to change your name for others.
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Quote:
Originally Posted by hydewhyd
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Hello kurta, I found an incidence.
When I put 'gmx' works correctly, but entered into the game and it don't load CreateObject, you could review this issue?
I have CreateObject and RemoveBuildingForPlayer on the filterscript
Image: http://i.imgur.com/0xsBMEr.jpg
Can you check this, please? With the R17 is the same.
Thanks!
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It is very cool
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I just upgraded the GStreamer plugin to version 2.8 and I crashea the server, this appears in the log:

Quote:

[17:10:26] logprintf = 0x0048C8D0
[17:10:26] VAR_pRestartWaitTime: 4B9E58
[17:10:26] FUNC_CConsole__AddStringVariable: 48C570
[17:10:26] FUNC_CConsole__GetStringVariable: 48B4D0
[17:10:26] FUNC_CConsole__SetStringVariable: 48B4F0
[17:10:26] FUNC_CConsole__GetIntVariable: 48B5B0
[17:10:26] FUNC_CConsole__SetIntVariable: 48B5D0
[17:10:26] FUNC_CConsole__GetBoolVariable: 48B5F0
[17:10:26] FUNC_CConsole__FindVariable: 48B3D0
[17:10:27] FUNC_CConsole__SendRules: 48B0A0
[17:10:27] FUNC_CConsole__Execute: 48B610
[17:10:27] FUNC_CFilterscripts__LoadFilterscript: 46A800
[17:10:27] FUNC_CFilterscripts__UnLoadFilterscript: 46CEE0
[17:10:27] FUNC_ContainsInvalidChars: 468D30
[17:10:27] FUNC_GetPacketID: 48DBB0
[17:10:27] FUNC_CPlayer__SpawnForWorld: 486D30
[17:10:27] FUNC_CVehicle__Respawn: 488730
[17:10:27] FUNC_CPlayerPool__HandleVehicleRespawn: 465E30
[17:10:27] FUNC_ProcessQueryPacket: 497BC0
[17:10:27] FUNC_Packet_WeaponsUpdate: 490140
[17:10:27] FUNC_Packet_StatsUpdate: 490060
[17:10:27] ADDR_GetNetworkStats_VerbosityLevel: 4737CA
[17:10:27] ADDR_GetPlayerNetworkStats_VerbosityLevel: 473259
[17:10:27] FUNC_format_amxstring: 46F950

:/
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AttachPlayerObjectToPlayer
Players above the zero ID don't see your object

PHP Code:
#include <a_samp>
#include <YSF>
#include <streamer>
main(){}
new 
po[MAX_PLAYERS];
public 
OnPlayerSpawn(playerid)
{
    
po[playerid] = INVALID_OBJECT_ID;
    
po[playerid] = CreateDynamicObject(194750.00.00.00.00.00.0);
    
SetDynamicObjectMaterialText(po[playerid], 0"Text"90"Arial"701, -1677696100);
    
AttachDynamicObjectToPlayer(po[playerid], playerid, -0.60.00.70.000000.00000, -90.00000);
    return 
1;

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Do not use AttachDynamicObjectToPlayer currently, try only AttachPlayerObjectToPlayer and lets see what happens.
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Quote:
Originally Posted by kurta999
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Do not use AttachDynamicObjectToPlayer currently, try only AttachPlayerObjectToPlayer and lets see what happens.
AttachPlayerObjectToPlayer flickers when updating the timer. Or Fixed?
And it's for single player.
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When player died, player state - PLAYER_STATE_WASTED doesn't call, why? After death it call only PLAYER_STATE_SPAWNED.
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Hello, is it possible to add ?
PHP код:
CallRemoteFunctionFS(const name[], const function[], const format[], {Float,_}:...);
//name - filterscript/gamemode name 
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