Toys System Nothing İngame Load Problem
#1

Mode: California Cops And Robbers
Problem: Toys System İngame Nothing Load.
Toys Save .sql Screenshot:

Please Help Me.
Note: My bad english,Sorry.Thanks in advance.
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#2

Please Help
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#3

Part of the code that suppose to work, logs or what filterscript/include did you get that code from.
https://sampforum.blast.hk/showthread.php?tid=574725

You won't have answers because we don't know what you have there at all.
We're not mind readers.
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#4

Uh, show us the code dear friend.
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#5

First of all, I'm not going the extra mile of finding the gamemode you're mentioning and finding the code myself. You should show it here. Also check for a "mysql_log.log" (I think), and post its contents here if any.

Secondly, give toys their own table, it's way more effective that way. Don't squeeze it in with other player data.
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#6

Quote:
Originally Posted by Kaperstone
View Post
Part of the code that suppose to work, logs or what filterscript/include did you get that code from.
https://sampforum.blast.hk/showthread.php?tid=574725

You won't have answers because we don't know what you have there at all.
We're not mind readers.
Quote:
Originally Posted by whadez
View Post
Uh, show us the code dear friend.
Quote:
Originally Posted by Abagail
View Post
First of all, I'm not going the extra mile of finding the gamemode you're mentioning and finding the code myself. You should show it here. Also check for a "mysql_log.log" (I think), and post its contents here if any.

Secondly, give toys their own table, it's way more effective that way. Don't squeeze it in with other player data.
Thanks,sorry for the mistakes in the matter
mysql_log; Logging started at 10:51, 08.07.2017 / Result: NP
Gamemode: California Cops And Robbers
Toys.inc:
Code:
#define DIALOG_ATTACH_INDEX             13500
#define DIALOG_ATTACH_INDEX_SELECTION   DIALOG_ATTACH_INDEX+1
#define DIALOG_ATTACH_EDITREPLACE       DIALOG_ATTACH_INDEX+2
#define DIALOG_ATTACH_MODEL_SELECTION   DIALOG_ATTACH_INDEX+3
#define DIALOG_ATTACH_BONE_SELECTION    DIALOG_ATTACH_INDEX+4
#define DIALOG_ATTACH_OBJECT_SELECTION  DIALOG_ATTACH_INDEX+5
#define DIALOG_ATTACH_OBJECT2_SELECTION DIALOG_ATTACH_INDEX+6
new AttachmentObjectsList[] = {
18632,
18633,
18634,
18635,
18636,
18637,
18638,
18639,
18640,
18975,
19136,
19274,
18641,
18642,
18643,
18644,
18645,
18865,
18866,
18867,
18868,
18869,
18870,
18871,
18872,
18873,
18874,
18875,
18890,
18891,
18892,
18893,
18894,
18895,
18896,
18897,
18898,
18899,
18900,
18901,
18902,
18903,
18904,
18905,
18906,
18907,
18908,
18909,
18910,
18911,
18912,
18913,
18914,
18915,
18916,
18917,
18918,
18919,
18920,
18921,
18922,
18923,
18924,
18925,
18926,
18927,
18928,
18929,
18930,
18931,
18932,
18933,
18934,
18935,
18936,
18937,
18938,
18939,
18940,
18941,
18942,
18943,
18944,
18945,
18946,
18947,
18948,
18949,
18950,
18951,
18952,
18953,
18954,
18955,
18956,
18957,
18958,
18959,
18960,
18961,
18962,
18963,
18964,
18965,
18966,
18967,
18968,
18969,
18970,
18971,
18972,
18973,
18974,
18976,
18977,
18978,
18979,
19006,
19007,
19008,
19009,
19010,
19011,
19012,
19013,
19014,
19015,
19016,
19017,
19018,
19019,
19020,
19021,
19022,
19023,
19024,
19025,
19026,
19027,
19028,
19029,
19030,
19031,
19032,
19033,
19034,
19035,
19036,
19037,
19038,
19039,
19040,
19041,
19042,
19043,
19044,
19045,
19046,
19047,
19048,
19049,
19050,
19051,
19052,
19053,
19085,
19086,
19090,
19091,
19092,
19093,
19094,
19095,
19096,
19097,
19098,
19099,
19100,
19101,
19102,
19103,
19104,
19105,
19106,
19107,
19108,
19109,
19110,
19111,
19112,
19113,
19114,
19115,
19116,
19117,
19118,
19119,
19120,
19137,
19138,
19139,
19140,
19141,
19142,
19160,
19161,
19162,
19163,
19317,
19318,
19319,
19330,
19331,
19346,
19347,
19348,
19349,
19350,
19351,
19352,
19487,
19488,
19513,
19515,
331,
333,
334,
335,
336,
337,
338,
339,
341,
321,
322,
323,
324,
325,
326,
343,
346,
347,
348,
349,
350,
351,
352,
353,
355,
356,
372,
357,
358,
361,
363,
364,
365,
366,
367,
368,
369,
371
};
//==============================================================================
new AttachmentBones[][24] = {
{"Spine"},
{"Head"},
{"Left upper arm"},
{"Right upper arm"},
{"Left hand"},
{"Right hand"},
{"Left thigh"},
{"Right thigh"},
{"Left foot"},
{"Right foot"},
{"Right calf"},
{"Left calf"},
{"Left forearm"},
{"Right forearm"},
{"Left clavicle"},
{"Right clavicle"},
{"Neck"},
{"Jaw"}
};

CMD:toys(playerid,params[])
{
	if(Player[playerid][vipLevel] == 3)
	{
		new string[128];
		new dialog[500];
		for(new x; x < MAX_OSLOTS; x++)
		{
			if(IsPlayerAttachedObjectSlotUsed(playerid, x))
			{	format(string, sizeof(string), CHAT_WHITE"Slot %d : "	CHAT_RED"(Used Slot)\n", x);    }
			else format(string, sizeof(string), CHAT_WHITE"Slot %d\n", x);
			strcat(dialog,string);
		}
		ShowPlayerDialog(playerid, DIALOG_ATTACH_INDEX_SELECTION, DIALOG_STYLE_LIST,"Toy System - "CHAT_YELLOW"Select Slot", dialog, "Choose", "Close");
	}
	return 1;
}

public OnPlayerModelSelectionEx(playerid, response, extraid, modelid)
{
	if(extraid==DIALOG_ATTACH_MODEL_SELECTION)
	{
	    if(!response)
     	{
			ShowPlayerDialog(playerid, DIALOG_ATTACH_OBJECT_SELECTION, DIALOG_STYLE_LIST,"Toy System - "CHAT_YELLOW"Select Object", "Server Objects Menu\nCustom Object", "Next", "Back");
		}
	    else
	    {
		    if(GetPVarInt(playerid, "AttachmentUsed") == 1) EditAttachedObject(playerid, modelid);
		    else
		    {
			    SetPVarInt(playerid, "AttachmentModelSel", modelid);
                new string[256+1];
				new dialog[500];
				for(new x;x<sizeof(AttachmentBones);x++)
    			{
					format(string, sizeof(string), "Bone %s\n", AttachmentBones[x]);
					strcat(dialog,string);
				}
				ShowPlayerDialog(playerid, DIALOG_ATTACH_BONE_SELECTION, DIALOG_STYLE_LIST, \
				"Toy System - "CHAT_YELLOW"Bone Selection", dialog, "Select", "Cancel");
		    }//else DeletePVar(playerid, "AttachmentIndexSel");
		}
 	}
	return 1;
}

public OnPlayerEditAttachedObject( playerid, response, index, modelid, boneid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fScaleX, Float:fScaleY, Float:fScaleZ)
{
	Player[playerid][toyStatus][index] = true;
	Player[playerid][toyID][index] = modelid;
	Player[playerid][toyBone][index] = boneid;
	Player[playerid][toyPosX][index] = fOffsetX;
	Player[playerid][toyPosY][index] = fOffsetY;
	Player[playerid][toyPosZ][index] = fOffsetZ;
	Player[playerid][toyRotX][index] = fRotX;
	Player[playerid][toyRotY][index] = fRotY;
	Player[playerid][toyRotZ][index] = fRotZ;
	Player[playerid][toyScaleX][index] = fScaleX;
	Player[playerid][toyScaleY][index] = fScaleY;
	Player[playerid][toyScaleZ][index] = fScaleZ;
    SetPlayerAttachedObject(playerid,index,modelid,boneid,fOffsetX,fOffsetY,fOffsetZ,fRotX,fRotY,fRotZ,fScaleX,fScaleY,fScaleZ);
    Info(playerid, "You have finished editing attachments, type /savestats to save it.");
    return 1;
}
Onplayerspawn public;
Code:
Player[playerid][onFallout] = false;
	for(new x = 0; x < MAX_OSLOTS; x++)
	{
		if(Player[playerid][toyStatus][x])
		{
			if(!IsPlayerAttachedObjectSlotUsed(playerid, x))
			{
				SetPlayerAttachedObject(playerid, x, Player[playerid][toyID][x], Player[playerid][toyBone][x], Player[playerid][toyPosX][x], Player[playerid][toyPosY][x], Player[playerid][toyPosZ][x], Player[playerid][toyRotX][x], Player[playerid][toyRotY][x], Player[playerid][toyRotZ][x], Player[playerid][toyScaleX][x], Player[playerid][toyScaleY][x], Player[playerid][toyScaleZ][x]);
			}
		}
	}
	removePlayerRoadblocks(playerid);
	if(Player[playerid][usingAnim])
	{
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#7

Show player toy1-... Load codes kindly.
I think I had same problem with same gm before, and if I am not wrong it was because split char wasn't specified correctly for sscanf.

Edit:
By simple mean show us player toys load codes...
Reply
#8

Quote:
Originally Posted by jlalt
View Post
Show player toy1-... Load codes kindly.
I think I had same problem with same gm before, and if I am not wrong it was because split char wasn't specified correctly for sscanf.
Sorry,my bad english,I could not understand what,exactly what should i do,I do not have a vast knowledge of this subject,Can you edit it?,I would be very happy.
Note: I used ****** trantate sorry.
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