Complete scripting bugs list (0.3 updated)
#61

very old bug
never leave vehicles or trailers if you are on "hidden" positions like the 3rd seat in a bullet etc
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#62

Quote:
Originally Posted by Meta
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very old bug
never leave vehicles or trailers if you are on "hidden" positions like the 3rd seat in a bullet etc
It used to work
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#63

yeah, sometimes it works e.g. in eeeeh trailers i think
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#64

It works on on trailers AFAIK, well if it doesn't now it did in until 0.3b
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#65

If you use SetSpawnInfo, GetPlayerSkin will return skin id which you set with SetSpawnInfo and not actual skin id.

Код:
SetPlayerSkin(playerid,165);
GetPlayerSkin(playerid) => returns 165;
SetSpawnInfo(playerid,0,166, ...) => set 166 as spawn skin
GetPlayerSkin(playerid) => returns 166, but actual skin is still 165
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#66

Jeez, atleast add paragraphs to make it easier to read.
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#67

Object model ID 8040 isn't visible. Sorry for my bad english
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#68

Quote:

# SetPlayerCheckpoint
- If a checkpoint is already set it will use the size of that checkpoint instead of the new one
- If the checkpoint is set on a custom object or a non-solid surface it will show floating above the surface

For the last point it does that also if there is a pickup in the CP.
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#69

ApplyAnimation is not working proply on NPCs. All animations are performed in place.
Eg: If you use the walking animation the NPC will walk in place.

Scripting bug or normal behaviour?
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#70

I think the NPC is using a recording for it's location. The recording probably keeps updating the NPC's position but the animations are performed where the NPC is located.
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#71

AddVehicleComponent() - not works with component ID: 1086
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#72

What is 1086? Wheel, bumper, side skirt or something?

We use a custom tune menu, nothing was reported as broken,
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#73

This bug list is now 0.3c updated.
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#74

Quote:

TogglePlayerControllable - The player can't move at all (which is what it is supposed to do) but if he tries to move other players will see him moving on the spot instead of standing still

SA:MP works by manipulating keys on the client's PC so that is probably one of the side effects of it.
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#75

Vehicle params are reset to -1 instead 0 (vehicle respawn, death, etc) when using ManualVehicleEngineAndLights().
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#76

GetVehicleParamsEx: Return 0 with boot and bonnet. Without ManualVehicleEngineAndLights().
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#77

GetPlayerWeapon returns previous weapon ID, if you are in vehicle and change weapon using SetPlayerArmedWeapon.
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#78

MoveObject returns incorrect value, its big than need to be
you can test it by this
Код:
forward Destroy(playerid, object);

public OnPlayerCommandText(playerid, cmdtext[])
{
	if (strcmp("/MoveObject", cmdtext, true, 11) == 0)
	{
	    new object, time, Float:X, Float:Y, Float:Z, string[128];
		GetPlayerPos(playerid, X, Y, Z);
		object = CreateObject(4639, X+3, Y, Z, 0, 0, 0);
		time = MoveObject(object, X+60, Y, Z, 1);
        format(string, sizeof(string), "Object will finish moving in %d milliseconds", time);
        SendClientMessage(playerid, 0x00FF00FF, string);
		SetTimerEx("Destroy", time, false, "ii", playerid, object);
	    return 1;
	}
           return 0;
}

public Destroy(playerid, object) {
    SendClientMessage(playerid, 0x00FF00FF, "moving finished");
    DestroyObject(object);
}
difference about 6 seconds
if you will use more, than X+60 you will see more difference
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#79

GetPlayerTime does always return 0.
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#80

GetVehicleHealth - It returns 1000.0(or its last health value when a player is in car) in OnVehicleDeath when I push a RC Goblin to flip over and explode.

OnVehicleDeath - Vortex entering the water will still call OnVehicleDeath, though it actually can float on the water and drive. It also doesn't be called when I tried to flip an Infernus to explode(I entered it and I exit the car to flip it). Sometimes the RC Goblin(in the above case) does respawn while sometimes it doesn't. The Infernus doesn't respawn at all.
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