[Plugin] YSF - kurta999's version

You should not quit, just upgrade.. I'll compile a new version, just wait.

If you stay with XP, you'll notice more and more problems, which doesn't support (now i'm not talking about samp), and need newer OS.


E: Re-download R7, I switched VS platform toolset from 2012 to 2012 XP. You sholdn't notice problems in future.

https://github.com/kurta999/YSF/releases
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What if I can't get a new computer now. I can't upgrade. You don't have to add patches for me. I'm not really using the plugin anyway. If I can't upgrade my OS, I can't.

Sorry.
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kurta, very nice realease
now i have no problem with gangzones functions!
really thx
hope you continue this plugin.
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Obviously Kar is trolling...
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Quote:
Originally Posted by TheArcher
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Obviously Kar is trolling...
I'm not, I only load the plugin R7 to test features, I haven't used the plugin on my main server yet, if I can't test anything on windows I don't put it on linux. Just a habit

I literally am stuck with this old computer for now, and I don't troll.. wtf?
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So he shouldn't make any progress with the plugin and add more features because you have an old pc ?
Btw what are the specs? It has to be 10+ years old to be unable to run Win7.
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Quote:
Originally Posted by Gigi-The-Beast
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So he shouldn't make any progress with the plugin and add more features because you have an old pc ?
Btw what are the specs? It has to be 10+ years old to be unable to run Win7.
I literally JUST said in 2 posts above that he doesn't have to add patches for me.. wtf? I literally wasn't trolling...

It's exactly 10 years.. 2004. PM me for specs
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But now, did you tried the latest version on XP and works? Because should! You also must be install SP3.
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Small typo

"- Plugin will load if server version is unknow, only memory hacking functions will not work." unknow -> unknown

On that topic, which functions are the memory hacking functions?

I want to use this plugin now, mostly for the vehicle functions


Another typo: "You can found old YSF here" found > find
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Does sendbulletdata() create the bullet spark on the ground? If so, I can't get it to work.
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Yea.. server just crashed constantly every few minutes on linux debian 7 x86. I didn't have time to debug

Also players reported GetVehicleColor returning wrong values when I changed to YSF, back to my custom tracking for now but I believe this was possibly something else.
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GetVehicleColor and GetVehiclePaintJob works fine for me.

...
Just a suggestion :

pawn Код:
native GetSpawnInfo(playerid, &team, &skin, &Float:x, &Float:y, &Float:z, &Float:rotation, &weapon1, &weapon1_ammo, &weapon2, &weapon2_ammo, &weapon3, &weapon3_ammo);
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Quote:
Originally Posted by iFarbod
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Just a suggestion :

pawn Код:
native GetSpawnInfo(playerid, &team, &skin, &Float:x, &Float:y, &Float:z, &Float:rotation, &weapon1, &weapon1_ammo, &weapon2, &weapon2_ammo, &weapon3, &weapon3_ammo);
Their is already:

pawn Код:
native GetPlayerClass(classid, &teamid, &modelid, &Float:spawn_x, &Float:spawn_y, &Float:spawn_z, &Float:z_angle, &weapon1, &weapon1_ammo, &weapon2, &weapon2_ammo,& weapon3, &weapon3_ammo);
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Quote:
Originally Posted by doreto
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Their is already:

pawn Код:
native GetPlayerClass(classid, &teamid, &modelid, &Float:spawn_x, &Float:spawn_y, &Float:spawn_z, &Float:z_angle, &weapon1, &weapon1_ammo, &weapon2, &weapon2_ammo,& weapon3, &weapon3_ammo);
There is no GetPlayerClass() and even if there was this is related to.

https://sampwiki.blast.hk/wiki/SetSpawnInfo
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Quote:
Originally Posted by iFarbod
View Post
GetVehicleColor and GetVehiclePaintJob works fine for me.

...
Just a suggestion :

pawn Code:
native GetSpawnInfo(playerid, &team, &skin, &Float:x, &Float:y, &Float:z, &Float:rotation, &weapon1, &weapon1_ammo, &weapon2, &weapon2_ammo, &weapon3, &weapon3_ammo);
Scriptable in PAWN, I maybe be missing something its because I did not test or compile it, returns false if the player is invalid and returns true if the player is valid or the code was processed.

pawn Code:
enum e_YSFspawnInfo
{
    spawnTeam,
    spawnSkin,
    Float:spawnOffset[4],
    spawnWeaponID[2],
    spawnWeaponAmmo[2]
}
static
    spawnInfo[MAX_PLAYERS][e_YSFspawnInfo];

stock GetSpawnInfo(playerid, &team, &skin, &Float:X, &Float:Y, &Float:Z, &Float:A, &weapon1, &weapon1_ammo, &weapon2, &weapon2_ammo, &weapon3, &weapon3_ammo)
{

    if(playerid == INVALID_PLAYER_ID)
        return false;

    team = spawnInfo[playerid][spawnTeam]
    skin = spawnInfo[playerid][spawnSkin]

    X = spawnInfo[playerid][spawnOffset][0]
    Y = spawnInfo[playerid][spawnOffset][1]
    Z = spawnInfo[playerid][spawnOffset][2]
    A = spawnInfo[playerid][spawnOffset][3]

    weapon1 = spawnInfo[playerid][spawnWeaponID][0]
    weapon2 = spawnInfo[playerid][spawnWeaponID][1]
    weapon3 = spawnInfo[playerid][spawnWeaponID][2]

    weapon1_ammo = spawnInfo[playerid][spawnWeaponAmmo][0]
    weapon2_ammo = spawnInfo[playerid][spawnWeaponAmmo][1]
    weapon3_ammo = spawnInfo[playerid][spawnWeaponAmmo][2]
    return true;
}

stock YSF_SetSpawnInfo(playerid, team, skin, Float:X, Float:Y, Float:Z, Float:A, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo)
{

    if(playerid == INVALID_PLAYER_ID)
        return false;

    spawnInfo[playerid][spawnTeam] = team;
    spawnInfo[playerid][spawnSkin] = skin;

    spawnInfo[playerid][spawnOffset][0] = X;
    spawnInfo[playerid][spawnOffset][1] = Y;
    spawnInfo[playerid][spawnOffset][2] = Z;
    spawnInfo[playerid][spawnOffset][3] = A;

    spawnInfo[playerid][spawnWeaponID][0] = weapon1;
    spawnInfo[playerid][spawnWeaponID][1] = weapon2;
    spawnInfo[playerid][spawnWeaponID][2] = weapon3;

    spawnInfo[playerid][spawnWeaponAmmo][0] = weapon1_ammo;
    spawnInfo[playerid][spawnWeaponAmmo][1] = weapon2_ammo;
    spawnInfo[playerid][spawnWeaponAmmo][2] = weapon3_ammo;

    SetSpawnInfo(playerid, team, skin, X, Y, Z, A, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
    return true;
}
#if defined _ALS_SetSpawnInfo
    #undef SetSpawnInfo
#else
    #define _ALS_SetSpawnInfo
#endif
 
#define SetSpawnInfo YSF_SetSpawnInfo
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Quote:
Originally Posted by Kar
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Also players reported GetVehicleColor returning wrong values when I changed to YSF, back to my custom tracking for now but I believe this was possibly something else.
Yeah, this is true... It returns -1 when ChangeVehicleColor isn't used but the players see a blueish colour. I have also reported and made a video about it:

http://forum.sa-mp.com/showpost.php?...8&postcount=37
http://forum.sa-mp.com/showpost.php?...8&postcount=41
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Thank everybody for ideas.

And about -1 vehicle color bug: I added a hook to YSF.inc, re-compile your mode before you use the plugin. In hook, if you use -1 as car color, then color will be random number between 0 and 255 so should be fixed.

pawn Code:
stock YSF_AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2)
{
    return AddStaticVehicle(modelid, spawn_x, spawn_y, spawn_z, z_angle, (color1 == -1) ? (random(255)) : (color1), (color2 == -1) ? (random(255)) : (color2));
}
#if defined _ALS_AddStaticVehicle
    #undef AddStaticVehicle
#else
    #define _ALS_AddStaticVehicle
#endif
#define AddStaticVehicle YSF_AddStaticVehicle


stock YSF_AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay)
{
    return AddStaticVehicleEx(modelid, spawn_x, spawn_y, spawn_z, z_angle, (color1 == -1) ? (random(255)) : (color1), (color2 == -1) ? (random(255)) : (color2), respawn_delay);
}
#if defined _ALS_AddStaticVehicleEx
    #undef AddStaticVehicleEx
#else
    #define _ALS_AddStaticVehicleEx
#endif
#define AddStaticVehicleEx YSF_AddStaticVehicleEx


stock YSF_CreateVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay)
{
    return CreateVehicle(modelid, spawn_x, spawn_y, spawn_z, z_angle, (color1 == -1) ? (random(255)) : (color1), (color2 == -1) ? (random(255)) : (color2), respawn_delay);
}
#if defined _ALS_CreateVehicle
    #undef CreateVehicle
#else
    #define _ALS_CreateVehicle
#endif
#define CreateVehicle YSF_CreateVehicle
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It's random 256. because 255 is a colour if I recall?

Are you sure? look at this

pawn Code:
stock k_CreateVehicle(av_modelid, Float: spawn_X, Float: spawn_Y, Float: spawn_Z, Float: z_Angle, color1, color2, respawn_Delay)
{
    if(color1 < 0)
        color1 = random(256);
    if(color2 < 0)
        color2 = random(256);
       
    av_modelid = CreateVehicle(av_modelid, spawn_X, spawn_Y, spawn_Z, z_Angle, color1, color2, respawn_Delay);
    setVehicleDefaultNumberPlate(av_modelid);
    //SetVehicleHealth(av_modelid, MAX_VHEALTH);
    #if !defined _YSF_included
    format(colorStr, sizeof(colorStr), "%d-%d", color1, color2);
    setproperty(_, "", PROPERTY_OFFSET(av_modelid), colorStr);
    #endif
    CallRemoteFunction("OnVehicleSpawn", "i", av_modelid);
    return av_modelid;
}
#if defined _ALS_CreateVehicle
        #undef CreateVehicle
#else
        #define _ALS_CreateVehicle
#endif

#define CreateVehicle k_CreateVehicle
And the bug was still happening?

The vehicles we're using this createvehicle function, it wasn't tested on my static vehicles.. but idk I'll check still.
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I don't think Kar was trolling, Windows XP is still a popular and nice operating system and instead of forcing people to upgrade to a newer version (which costs money unless you have it pirated), things should be made to be as compatible with XP as possible.
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http://forum.sa-mp.com/showpost.php?...8&postcount=41

This has nothing to do with random colors! You can clearly see that i'm entering color IDs and they apply on the vehicles. When I add the vehicle to MySQL and re-create it, the color turns into blue and in database I see -1 as the IDs.
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