Posts: 3,324
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Quote:
Originally Posted by Abagail
Ultimate thing for me would be cullzone editing. It is much lesser change than offering server wide models (in terms of straying away from the theme of the game) and could have great effect. This includes eliminating rain from shelters/mapping in interior 0, etc. Would be awesome.
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This! We have everything we need now relative to full-map editing (such as the ability to remove all buildings, customs objects, etc) yet we still have all of these weather and effect modifying areas in the way. And yeah if we get the ability to remove then I think it'd be equally satisfying to be able to add our own.
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CursorMode(playerid, true/false); to make clickeable all gta sa objects/veh/skins(players) and these things
Posts: 578
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Joined: Dec 2016
Quote:
Originally Posted by Freaksken
Since this seems to be the custom model update: - Custom weapon models
- Custom vehicle models
- Custom pickup models
- Custom textdraw sprites
- Custom textdraw fonts (I would really like to use the killfeed icons/gtaweapon3.tff font)
- Custom mapicons (think of GTA3 and VC mapicons)
- Custom sounds (AudioStreams are nice, but they can have a bit of a delay)
- Custom map
Other suggestions: - vehicle variants (for example a NRG sometimes has 1 pipe, sometimes 2, ... would be nice if we could optionally force one to be used)
- player pickups
- set objectives on players (like exists for vehicles now)
- custom train track nodes
- chatbox tabs (to prevent the chat from getting unreadable)
And as suggested before, custom cullzones and the ability to remove the current ones.
In the SA installation folder is already a file "GTA San Andreas/SAMP/SAMP.ipl" that adds custom cullzones. Doing this programmatically and serverside would be awesome.
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And this is what would ruin SAMP.
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- Switch the dialog download screen for a text interface used in PlayerAudioStreamForPlayer (radar's bottom);
- Possibility of server owner adjust limit of download per player (via server.cfg or pawn native function).
Posts: 1,498
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Quote:
Originally Posted by Meller
And this is what would ruin SAMP.
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Retard it will make samp better.
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Change limit for RemoveBuildingForPlayer from 1000 to 2000 / 5000
And try to fix bug with crash when player reconnect "When removing the same object for a player, they will crash. Commonly, players crash when reconnecting to the server because the server removes buildings on OnPlayerConnect. "
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Not sure if this has been already mentioned, but please fix SetObjectMaterial so that the materialindex can be larger than 16, and also increase the maximum number of material replacements (it is also 16, I think), to at least 32. There are models which have more than 16 indices.
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If this suggested before I am sorry. "No collisions" for peds. Same as vehicles like added before.
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Quote:
Originally Posted by DleyDeR
Change limit for RemoveBuildingForPlayer from 1000 to 2000 / 5000
And try to fix bug with crash when player reconnect "When removing the same object for a player, they will crash. Commonly, players crash when reconnecting to the server because the server removes buildings on OnPlayerConnect. "
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You can remove the same object more than once without any crash.
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That's not true. If you're removing many objects, it will crash at some point. I created a plugin to fix this bug, but my plugin had a bug and it was not working when the player manually restarts GTA in the middle of a server restart. I didn't figure out how to solve this so I just live with the current state (crashes).
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SetObjectIndestructibility(objectid) would be nice to make destructible objects (boxes, gas pumps, breakable doors, etc) "solid" and non-destructible objects that can be made breakable (the cabins at Doherty building site, certain doors, crack factory wall, etc) "non-solid"
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Lets be realistic, CEF will never be implemented in samp, and if for some miracle it is it wont be 0.3.8 for sure.
Anyway here are my suggestions that could still make it before 0.3.8 R1:
Custom textdraws (SPRITES) - Would help with custom GUI's ALLOT
Mouse position sync when gui is on and/or pawn function to enable/disable it. Also some drag and drop kind of support would be nice. For example OnMouseStateChange(NEW_POS_X, NEW_POS_Y, CLICK_OLD_STATE, CLICK_NEW_STATE) - click states to be coded like key states for Left,Right,Middle clicks, and preferably UP/DOWN mouse wheel (maybe give it 3-4 bits and code how many scrolls wheel made)
Keystrokes sync - Pawn function to enable/disable it and indicator on client side in some corner if there are security concerns (personally would not mind even if it only works while mouse is visible and/or player is frozen but if we could use it whenever we want that would be dope. Sync interval to be defined in server.cfg or even better function itself so that we tweak it depending on the need)
Attaching textdraw to mouse pointer with offset (relative to mouse pos) would be AWESOME in combination with mouse pos sync and keystrokes
Also SelectObject if we could disable label it shows and detect when player is hovering object with a mouse could allow some dope functionalities without ugliness...