Little Suggestions for SA:MP 0.3
#81

A stationary chatbox.
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#82

Block sprunk scripts(lines 465968-466243 in main.scm XD), ambulance+hotdog healing scripts.
If this is done, it will be possible to make efficient health anticheat.
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#83

Quote:
Originally Posted by CrαcK
Block sprunk scripts(lines 465968-466243 in main.scm XD), ambulance+hotdog healing scripts.
If this is done, it will be possible to make efficient health anticheat.
That would be extremely useful .

Seconded.
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#84

Quote:
Originally Posted by Calgon
Quote:
Originally Posted by CrαcK
Block sprunk scripts(lines 465968-466243 in main.scm XD), ambulance+hotdog healing scripts.
If this is done, it will be possible to make efficient health anticheat.
That would be extremely useful .

Seconded.
+SWAT van armour, police cruiser shotgun and golfclub in caddy
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#85

Quote:
Originally Posted by agusfn20
WritePlayerChat(playerid, string[]);

For example,

WritePlayerChat(playerid, "Hi!");

This would write on your textbox "Hi!". Without sending the message. Like on previous versions, when you click a player in TAB, it writes "/pm [id] "

I guess i have bad english
Basicly this would be useful for larger commands, because its not that hard to type "Hi".. But then there is also an option to script an alias?
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#86

>>Show The Server List or The GTA_SA.exe behind the samp.exe in the screen when i type /serverlist in game


and
enum VEHICLE_HANDLINGS {
VEHICLE_MASS //fMass [1.0 to 50000.0]
VEHICLE_TURNMASS //fTurnMass [0.0 > x > 20.0]
VEHICLE_fDragMult //not used in handling.cfg
VEHICLE_GEARS //TransmissionData.nNumberOfGears
more here...
}
>> SetVehiclehandling(vehicleid,VEHICLE_HANDLINGS,Flo at:mass=-1.0); // -1.0 set default , will be funny set the wrong vaules in some vehicle with a player flying... :P


; 1st digit 1: IS_VAN 2: IS_BUS 4: IS_LOW 8: IS_BIG
; 2nd digit 1: REVERSE_BONNET 2: HANGING_BOOT 4: TAILGATE_BOOT 8: NOSWING_BOOT
; 3rd digit 1: NO_DOORS 2: TANDEM_SEATS 4: SIT_IN_BOAT 8: CONVERTIBLE
; 4th digit 1: NO_EXHAUST 2: DOUBLE_EXHAUST 4: NO1FPS_LOOK_BEHIND 8: FORCE_DOOR_CHECK
; 5th digit 1: AXLE_F_NOTILT 2: AXLE_F_SOLID 4: AXLE_F_MCPHERSON 8: AXLE_F_REVERSE
; 6th digit 1: AXLE_R_NOTILT 2: AXLE_R_SOLID 4: AXLE_R_MCPHERSON 8: AXLE_R_REVERSE
; 7th digit 1: IS_BIKE 2: IS_HELI 4: IS_PLANE 8: IS_BOAT
; 8th digit 1: BOUNCE_PANELS 2: DOUBLE_RWHEELS 4: FORCE_GROUND_CLEARANCE 8: IS_HATCHBACK

example:
0x801422c2 // is_big,no_doors,double_exaust,AXLE_F_SOLID,AXLE_R_ SOLID,IS_PLANE&IS_BOAT,and bouble_rearwheels flags set in a bus ... in high speed will begin fly with flags changed
>> SetVehicleModelFlags(vehicleid,0x1234567; // -1.0 set default , will be funny set the wrong vaules in some vehicle with a player flying... :P


i haven't changed anything , only a SP i change... read the handling.cfg in <gta_dir>\Data\


delete this if is too cofusing...
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#87

increase the maximum number textdraws At least twice
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#88

Quote:
Originally Posted by Eakwarp_[valakas.ru
]
increase the maximum number textdraws At least twice
Why would you need 4128 textdraws?
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#89

Quote:
Originally Posted by $ЂЯĢ
Quote:
Originally Posted by Eakwarp_[valakas.ru
]
increase the maximum number textdraws At least twice
Why would you need 4128 textdraws?
Each player have our textdraw (e.g. hungry panel etc.) and if you have 500 server slots its pretty lol have even 2textdraw and some normal (one for all palyers) textdraws
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#90

SetObjectVelocity(objectid,Float:XVec,Float:YVec,F loat:ZVec);
for barrels,rocks,... when someone touch they start to roll down mountain
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#91

Quote:
Originally Posted by $ЂЯĢ
Thing about skins is next. All those skins which are being seen during normal gameplay (like t-bone, Johnny Sindacco, Zero, etc) are complete, so able to be used.
However skins made for cutscenes (like Big Bear, etc) are not rigged, so not complete.

You test that simply. Go in your gta3.img and search for zero, tbone, etc. You can export those skins and replace them with other skins.

For example, I'm sure there is no IG model completed for Kendl, since in that mission when you go on race with cesar, you see Kendl in his car in cutscene, but when cutscene ends there is some casual black ped girl in his car.
Ye i think that Zero is a "solid skin" unlike the cutscene one's, becoz they appear ingame.
Same for Jethro
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#92

From non-included skins I can be sure that next models are rigged and usable: Jethro, T-Bone, Zero and Johnny Sindacco.


BTW, anyone knows where skins like the onw from first seconds of the next video went? SA-MP alpha (pre 0.1) December 2005 reupload
I don't think I have seen them anywhere lately. These skins are those from that mission when you go on that boat and save some Chinese from that container.
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#93

Quote:
Originally Posted by $ЂЯĢ
Thing about skins is next. All those skins which are being seen during normal gameplay (like t-bone, Johnny Sindacco, Zero, etc) are complete, so able to be used.
However skins made for cutscenes (like Big Bear, etc) are not rigged, so not complete.

You test that simply. Go in your gta3.img and search for zero, tbone, etc. You can export those skins and replace them with other skins.

For example, I'm sure there is no IG model completed for Kendl, since in that mission when you go on race with cesar, you see Kendl in his car in cutscene, but when cutscene ends there is some casual black ped girl in his car.
All the skins I posted (Emmet, Kendl, Jethro, Zero, Big Bear, T-Bone, Johnny, janitor, Suzie) they have ingame models. When I commented "Don't know" I mean I don't know why they aren't in, because they should work.
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#94

Big Bear should work because on a mission he appears as a cutscene of a mission, but it's not really a full cutscene. Remember when Sweet takes him to an Infernus after u go speak with BDup and punch him in the face. After that cutscene, Big Bear appears in normal gameplay, so it should work.
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#95

add callback to output the current signal is the nearest traffic light (or all the traffic lights).
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#96

Code:
DeletePlayer3DTextLabel (playerid, PlayerText3D:id)
Remove playerid from parameters, it's not needed since label is created for only one player and it's defined by ID
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#97

That would be very cool to have speed effect like SP.
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#98

Quote:
Originally Posted by wade_heston
That would be very cool to have speed effect like SP.
It's not added because it causes lag/desync etc.
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#99

Quote:
Originally Posted by wade_heston
That would be very cool to have speed effect like SP.
Use ENB with motion blur Looks kinda same... (disable everything in enb, and enable blur)
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Quote:
Originally Posted by DvVvD
entering cranes would be cooooool
yea and play in casino, i saw a video who one did that, but how?
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