Complete scripting bugs list (0.3 updated)
#21

Maybe it has been already reported, but GetServerVarAsString("Filterscripts", string, sizeof(string); returns only the first loaded filterscript.
Example: loaded filterscripts: "base nos speed", returns only "base". Same deal for the plugins...
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#22

If a player is in a vehicle ResetPlayerWeapons() doesn't reset the weapons (not sure if this has been reported).
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#23

The first SetTimerEx(...) lags. It executes much more time than it was supposed to. When another timer is running it works normally.
I did simple fix, but I think it should be fixed internally.
Code:
#include a_samp

new gIdleTimer;

public OnFilterScriptInit()
{
	gIdleTimer = SetTimer("StayIdle",3000,false);
	return 1;
}

forward StayIdle();
public StayIdle()
{
	KillTimer(gIdleTimer);
	gIdleTimer = SetTimer("StayIdle",3000,false);
}

public OnFilterScriptExit()
{
	KillTimer(gIdleTimer);
	return 1;
}
After running it, timers counts further more accurate than first ran timer, like it worked in SA-MP 0.2 normally.
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#24

timers are out slightly (100ms+) in SA-MP anyway, run timertest.pwn
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#25

In 0.3 it is above 2000 ms. Pausing the game also sppeds it up for one timer step.

PS. I ran the "timertest.amx".
Code:
[18:40:22] GetTickCount = 29231885
[18:40:23] GetTickCount = 29233058
[18:40:24] GetTickCount = 29234232
[18:40:25] GetTickCount = 29235483
[18:40:28] GetTickCount = 29237847
[18:40:30] GetTickCount = 29240182
[18:40:32] GetTickCount = 29242528
[18:40:35] GetTickCount = 29244876
[18:40:37] GetTickCount = 29247222
[18:40:39] GetTickCount = 29249566
[18:40:42] GetTickCount = 29251911
[18:40:44] GetTickCount = 29254256
[18:40:46] GetTickCount = 29256605
[18:40:49] GetTickCount = 29258951
[18:40:51] GetTickCount = 29261296
[18:40:53] GetTickCount = 29263641
[18:40:56] GetTickCount = 29266030
[18:40:58] GetTickCount = 29268376
[18:41:00] GetTickCount = 29270711
[18:41:03] GetTickCount = 29273057
[18:41:05] GetTickCount = 29275406
[18:41:07] GetTickCount = 29277752
[18:41:10] GetTickCount = 29280097
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#26

Quote:
Originally Posted by Seif_
GetPlayerAmmo is still bugged. For some reason, it returns -1 at random times, preventing me from properly saving the player's ammo. I'll have to go with GetPlayerWeaponData though I'm not sure if it's as bad as GetPlayerAmmo to get the ammo.
When people scroll it reads ammo from the current weapon slot a person is on. My guess is they scrolled to fists, thus -1.
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#27

Quote:
Originally Posted by Damian
Quote:
Originally Posted by Seif_
GetPlayerAmmo is still bugged. For some reason, it returns -1 at random times, preventing me from properly saving the player's ammo. I'll have to go with GetPlayerWeaponData though I'm not sure if it's as bad as GetPlayerAmmo to get the ammo.
When people scroll it reads ammo from the current weapon slot a person is on. My guess is they scrolled to fists, thus -1.
Only rely on the selected weapon's ammo, and only rely on it after the player holds the weapon for a few seconds - the ammo is not updated as often as you may want it to, and it can return old weapon ammo at first (example: player had a flamethrower with 5000 ammo and picked up a RPG, the script will still return 5000 ammo for RPG slot for a short time until the new value is synced in).
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#28

Quote:
Originally Posted by RedShirt (JernejL)
Quote:
Originally Posted by Damian
Quote:
Originally Posted by Seif_
GetPlayerAmmo is still bugged. For some reason, it returns -1 at random times, preventing me from properly saving the player's ammo. I'll have to go with GetPlayerWeaponData though I'm not sure if it's as bad as GetPlayerAmmo to get the ammo.
When people scroll it reads ammo from the current weapon slot a person is on. My guess is they scrolled to fists, thus -1.
Only rely on the selected weapon's ammo, and only rely on it after the player holds the weapon for a few seconds - the ammo is not updated as often as you may want it to, and it can return old weapon ammo at first (example: player had a flamethrower with 5000 ammo and picked up a RPG, the script will still return 5000 ammo for RPG slot for a short time until the new value is synced in).
Well if someone request GetPlayerAmmo BEFORE ammo sync, it can be internally integrate like SyncAmmo or whatever is name...
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#29

IsPlayerInAnyVehicle returns true only if he entered the vehicle manually, if you use PutPlayerInVehicle to put him in the vehicle it will return false.
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#30

Quote:
Originally Posted by [03
Garsino ]
IsPlayerInAnyVehicle returns true only if he entered the vehicle manually, if you use PutPlayerInVehicle to put him in the vehicle it will return false.
It works fine for me
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#31

SetPlayerAmmo works.
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#32

Quote:
Originally Posted by BeckzyBoi
Quote:
Originally Posted by [03
Garsino ]
IsPlayerInAnyVehicle returns true only if he entered the vehicle manually, if you use PutPlayerInVehicle to put him in the vehicle it will return false.
It works fine for me
I'll make a video for you..
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#33

Bug:

OnDialogResponse won't be called if the info string is somewhere between 1024 and 2048 characters big.
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#34

Quote:
Originally Posted by $ЂЯĢ
SetPlayerAmmo works.
No it doesn't..
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#35

Quote:
Originally Posted by BeckzyBoi
Quote:
Originally Posted by $�#1071;Ģ
SetPlayerAmmo works.
No it doesn't..
If you say so. Luckily it works for me.
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#36

Can somebody else try it please? It doesn't work for me.
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#37

Quote:
Originally Posted by BeckzyBoi
Can somebody else try it please? It doesn't work for me.
Doesn't work for me, either.
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#38

Not map icons are displayed in radar under online more than 100 persons.
Also not map icons vehicles are displayed on radar.


Pickups Max = 2048, Current Pickups = 233
Vehicles Max = 2000, Current Vehicles = 774
Current Vehicle Models = 134
Objects Max = 250, Current Objects = 109
PlayerObject Max = 250, Current PlayerObject = 135
Gang Zones Max = 1024, Gang Zones = 340
MapIcons Max = 100, Current MapIcons = 84
Menus Max = 128, Current Menus = 34
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#39

Quote:

TextDrawColor - Requires the text draw to be shown again for changes to be made
TextDrawBackgroundColor - Requires the text draw to be shown again for changes to be made

That helps a lot with textdraws, so I can create one of it and show it with different parametres for each player. Not a worm. Not a bug either.

Vehicle streaming in SA-MP 0.3 is very bad. It changes vehicle at all. When I walk away the vehicle gets deleted and spawns quite different when I come back. (It has different colors, different model, extras, always spawns on wheels, and throws its parts like bumpers, doors or bonnet.) What's more important that feature disallows teleporting with vehicle in about 50% cases. (Most stunt modes have teleport function.)
Vehicles are spawned much more below height they should, and mostly spawned under the ground. (Same coordinates and heights were tested with previous SA-MP, and were O.K.)

In my opinion, vehicle streaming should be replaced with internal object streaming. That would make scripting easier a lot.
The game should become better every new release, with features that players appreciate (not only scripters).
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#40

Quote:
Originally Posted by gesior7
Vehicles are spawned much more below height they should, and mostly spawned under the ground. (Same coordinates and heights were tested with previous SA-MP, and were O.K.)
They spawn properly in 0.3, they spawned too high in older versions
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