[Plugin] Jelly's YSF Fork
#1

• Jelly's YSF Fork
A YSF fork with some functions I had in mind. You can use it with YSF with no issues.

This plugin was originally posted in Portuguese board. Kurta asked me if I could post it here, so I did.
• Functions:

Attached Objects:
PHP Code:
native SetPlayerAttachedObjForPlayer(playeridtoplayerindexmodelidboneFloat:fOffsetX 0.0Float:fOffsetY 0.0Float:fOffsetZ 0.0Float:fRotX 0.0Float:fRotY 0.0Float:fRotZ 0.0Float:fScaleX 1.0Float:fScaleY 1.0Float:fScaleZ 1.0materialcolor1 0materialcolor2 0);
native RemovePlayerAttObjForPlayer(playeridtoplayerindex); 
Actors:
PHP Code:
native ShowActorForPlayer(playeridactorid);
native HideActorForPlayer(playeridactorid);
native SetActorSkin(actoridskinid);
native SetActorSkinForPlayer(playeridactoridskinid); 
native SetActorPosForPlayer(playeridactoridFloat:XFloat:YFloat:Z);
native SetActorSpawnPos(actoridFloat:XFloat:YFloat:Z);
native SetActorSpawnRot(actoridFloat:rot);
native SetActorHealthForPlayer(playeridactoridFloat:actor_health);
native ClearActorAnimationForPlayer(playeridactorid);
native ApplyActorAnimationForPlayer(playeridactoridanimlib[], animname[], Float:fDeltalooplockxlockyfreezetime);
native SetActorFacingAngleForPlayer(playeridactoridFloat:angle); 
Drive-By:
PHP Code:
native DisableDrivebySyncForPlayer(playerid);
native EnableDrivebySyncForPlayer(playerid); 
Vehicles:
PHP Code:
native GetPlayerSurfingVehicleOffsets(playerid, &Float:x, &Float:y, &Float:z);
native SetPlayerSurfingVehicleOffsets(playeridvehicleidFloat:xFloat:yFloat:z);
native SetFakeVehiclePosOnPlayer(playeridFloat:xFloat:yFloat:z);
native DisableFakeVehiclePosOnPlayer(playerid);
native ShowVehicleForPlayer(playeridvehicleid);
native HideVehicleForPlayer(playeridvehicleid);
native SetVehiclePosForPlayer(playeridvehicleidFloat:xFloat:yFloat:z); 
Menus:
PHP Code:
native GetTotalMenus();
native SetMenuItem(Menu:menuidcolumnitemiditemname[]);
native SetMenuPosition(Menu:menuidFloat:xFloat:y);
native SetMenuWidth(Menu:menuidFloat:col1widthFloat:col2width);
native SetMenuTitle(Menu:menuidtitle[]); 
Velocity:
PHP Code:
native EnableFakePlayerVelocity(playeridFloat:xFloat:yFloat:z);
native DisableFakePlayerVelocity(playerid); 
Weapons:
PHP Code:
native GetFakeWeapon(playerid);
native GetBulletType(playerid);
native SetFakeWeapon(playeridweaponid); //use -1 as weaponid to disable
native SetBulletType(playeridweaponid); //Use 0 as weaponid to disable 
Other(s):
PHP Code:
native CreateExplosionEx(Float:XFloat:YFloat:ZtypeFloat:radiusinteriorvirtual_world);
native ForceSpecialActionSync(playeridactionid); //use -1 as actionid to disable 
• Credits:
Y_Less,
kurta999,
sprtik,
OrMisicL,
0x688,
Riddick94,
Whitetiger,
iFarbod,
P3ti,
Mellnik,
Zeex,
Incognito,
balika011,
Gamer_Z,
Slice,
poxer.
• Download:
Github
Reply
#2

Code:
 native CreateExplosionEx(Float:X, Float:Y, Float:Z, type, Float:radius, interior, virtual_world); 
native SetBulletType(playerid, weaponid); //Use 0 as weaponid to disable
can you elaborate further with these two please?

nice release.
Reply
#3

Why do you release a different version? Why not just contribute to Kurta's fork of YSF?
Why make people choose whether to use this fork or another?

What if I want features from both of the plugins?
Reply
#4

Quote:
Originally Posted by Kaperstone
View Post
Why do you release a different version? Why not just contribute to Kurta's fork of YSF?
Why make people choose whether to use this fork or another?

What if I want features from both of the plugins?
yeah it makes me confused which better plugin version of these? hmm seems myself fucked up.
Reply
#5

Quote:
Originally Posted by Crystallize
View Post
Code:
native CreateExplosionEx(Float:X, Float:Y, Float:Z, type, Float:radius, interior, virtual_world);
It is pretty much the same as CreateExplosion, except it provides a parameter for interior and virtual world which the original function doesn't.

Quote:
Originally Posted by Crystallize
View Post
Code:
native SetBulletType(playerid, weaponid); //Use 0 as weaponid to disable
Sets your bullet type (the 2nd parameter is the weapon the bullet belongs to). If you set it to minigun, for example, your weapon would fire minigun bullets and deal minigun damage.

Quote:
Originally Posted by Kaperstone
View Post
Why do you release a different version? Why not just contribute to Kurta's fork of YSF?
Why make people choose whether to use this fork or another?
I simply see no problem in providing my own version with my own features.

Quote:
Originally Posted by Kaperstone
View Post
What if I want features from both of the plugins?
You still can load both plugins, I said that in the beginning of the topic.

Quote:
Originally Posted by youthinkyoufunny
View Post
yeah it makes me confused which better plugin version of these? hmm seems myself fucked up.
It is not about which is better. Despite this being a YSF fork, both provide different functions for different purposes.
Reply
#6

Quote:
Originally Posted by Jelly23
View Post
You still can load both plugins, I said that in the beginning of the topic.
I did read it, it said "ysf", not "other forks of ysf"
Reply
#7

Quote:
Originally Posted by Kaperstone
View Post
I did read it, it said "ysf", not "other forks of ysf"
It works with other YSF forks as well (I should put this information in the topic).

Reply
#8

plugin is an extra load on the server! I do not see anything useful
Reply
#9

Quote:
Originally Posted by DimaShift
View Post
plugin is an extra load on the server! I do not see anything useful
Speak for yourself.
Reply
#10

Now you've worked through memory hacking, you could add GetCursorPos and SetCursorPos functions for every player, ahm?
Anyway, good work! It can be very useful.
Reply
#11

Quote:
Originally Posted by NathanT
View Post
You could add GetCursorPos and SetCursorPos functions for every player, ahm?
Unfortunately, it is not possible.
Reply
#12

Does it support R2?
Reply
#13

Quote:
Originally Posted by Debjit
View Post
Does it support R2?
I have checked and everything is fine.
Reply
#14

wtf
https://www.virustotal.com/#/file/f2...1308/detection
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