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RazorGuigo

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  1. RazorGuigo

    Handling

  2. RazorGuigo

    Liczymy do 1000!

    173
  3. RazorGuigo

    Liczymy do 1000!

    13-171 lula ladrão roubou meu coração
  4. RazorGuigo

    Liczymy do 1000!

    160
  5. [RCMD] Simple Rcon Commands in GM Callbacks: OnRconCommandCalled(cmd[], param[]); OnRCMDFinishCommand(cmd[], param[], sucess); Macros: You can also use as rcs cmds processor, it is very similar to ZCMD! rcmd(%1,%2) RCONCOMMAND:%1(%2) RCONCMD:%1(%2) RCMD:%0(%1) Exemple: //chamada: 1 public OnRconCommandCalled(cmd[], param[]) { printf("GM received command: %s",cmd); } //chamada: 2 RCMD:funfa() { print("sucess!"); return 1; } //chamada: 3 public OnRCMDFinishCommand(cmd[], param[], sucess) { if(!sucess) printf("[RCMD] command does not exist: %s", cmd); return 1; } Link for download: GitHub: https://github.com/RodrigoDornelles/RCMD installation: Download the .zip file and then extract it to your preferred location. Copy the file "filterscript / RCMD.amx" and put in the "filterscript" folder of your server open the "server.cfg", and where is written filterscripts add "RCMD" copy the file "pawno / include / rcmd_include.inc" and paste it into the "pawno / include /" directory write at the top of the GM: "#include <rcmd_include>" after that it will be ready and you will enjoy;)
  6. RazorGuigo

    Liczymy do 1000!

    158
  7. RazorGuigo

    We should stop the contact of SA:MP!

    and who said they are includes, plugins belonging to SA:MP, are libraries, that both mods can take advantage of them (we do not have to recreate everything that has already been done wasting time) Think for example of distro gnu / linux they share LIBS with each other even competitors, so the community moves forward instead of circling
  8. RazorGuigo

    Liczymy do 1000!

    153
  9. RazorGuigo

    We should stop the contact of SA:MP!

    why?
  10. RazorGuigo

    Логотип для RWMP

    Я согласен
  11. RazorGuigo

    Liczymy do 1000!

    151
  12. RazorGuigo

    Handling Functions

    /* _ _ _ _ _ | | | | | | | (_) | |__| | __ _ _ __ __| | | _ _ __ __ _ | __ |/ _` | '_ \ / _` | | | | '_ \ / _` | | | | | (_| | | | | (_| | |____| | | | | (_| | |_| |_|\__,_|_| |_|\__,_|______|_|_| |_|\__, | __/ | |___/ */ //mass in Kg //velocity in Km/h //acceleration/deceleration in ms-2 //multipliers x1.0 is default //angles in degrees // ---------------------- #define HAND_TYPE_TAG #define HAND_EXTRA_FLAG //-------------------------- #define NO_EXHAUST 0 #define SINGLE_EXHAUST 1 #define DOUBLE_EXHAUST 2 #define HAND_YES true #define HAND_NO false #define LOW 0 #define MEDIUM 1 #define HIGH 2 #define PETROL 0 #define GAS PETROL #define DIESEL 1 #define ELETRIC 2 #define FRONT 0 #define REAR 1 #define 4x4 2 //-------------------------- #define HAND_NONE HAND_TYPE_TAG:0 #define fCollisionDamageMultiplier HAND_TYPE_TAG:1 //[0.2 to 5.0] #define fMass HAND_TYPE_TAG:2 //[1.0 to 50000.0] #define fTurnMass HAND_TYPE_TAG:3 //was////Dimensions.x [0.0 > x > 20.0] #define fDragMult HAND_TYPE_TAG:4 //was////Dimensions.y [0.0 > x > 20.0] #define Changed HAND_TYPE_TAG:5 //only for return (1 if ever the vehicle has changed) #define CentreOfMass.x HAND_TYPE_TAG:6 //[-10.0 > x > 10.0] #define CentreOfMass.y HAND_TYPE_TAG:7 //[-10.0 > x > 10.0] #define CentreOfMass.z HAND_TYPE_TAG:8 //[-10.0 > x > 10.0] #define nPercentSubmerged HAND_TYPE_TAG:9 //[10 to 120] #define fTractionMultiplier HAND_TYPE_TAG:10 //[0.5 to 2.0] #define fTractionLoss HAND_TYPE_TAG:11 //[0.0 > x > 1.0] #define fTractionBias HAND_TYPE_TAG:12 //[0.0 > x > 1.0] //engine #define Transm.nNumberOfGears HAND_TYPE_TAG:13 //[1 to 4] //TransmissionData. = Transm. #define Transm.fMaxVelocity HAND_TYPE_TAG:14 //[5.0 to 150.0] #define Transm.fEngineAcceleration HAND_TYPE_TAG:16 //[0.1 to 10.0] #define Transm.fEngineInertia HAND_TYPE_TAG:16 //[0.0 to 50.0] #define Transm.nDriveType HAND_TYPE_TAG:17 //[FRONT/REAR/4x4] #define Transm.nEngineType HAND_TYPE_TAG:18 //[PETROL/DIESEL/ELETRIC] #define fBrakeDeceleration HAND_TYPE_TAG:19 //[0.1 to 10.0] #define fBrakeBias HAND_TYPE_TAG:20 //[0.0 > x > 1.0] #define bABS HAND_TYPE_TAG:21 //[HAND_NO / HAND_YES] #define fSteeringLock HAND_TYPE_TAG:22 //[10.0 to 40.0] //Suspension #define suspension.ForceLevel HAND_TYPE_TAG:23 //[LOW/MEDIUM/HIGH] #define suspension.DampingLevel HAND_TYPE_TAG:24 //[LOW/MEDIUM/HIGH] #define suspension.HighSpdComDamp HAND_TYPE_TAG:25 //often zero - 200.0 or more for bouncy vehicles #define suspension.upper_limit HAND_TYPE_TAG:26 #define suspension.lower_limit HAND_TYPE_TAG:27 #define suspension.bias HAND_TYPE_TAG:28 #define suspension.ad_multiplier HAND_TYPE_TAG:29 //ad = anti-dive //visual #define visual.EXHAUST HAND_TYPE_TAG:30 //[NO_EXHAUST / SINGLE_EXHAUST / DOUBLE_EXHAUST] #define visual.DOUBLE_RWHEELS HAND_TYPE_TAG:31 //[HAND_NO / HAND_YES] #define visual.HALOGEN_LIGHTS HAND_TYPE_TAG:32 //[HAND_NO / HAND_YES] //--------------------------------------------------------------- #define 1G_BOOST HAND_EXTRA_FLAG:0 #define 2G_BOOST HAND_EXTRA_FLAG:1 #define NO_HANDBRAKE HAND_EXTRA_FLAG:2 #define STEER_REARWHEELS HAND_EXTRA_FLAG:3 #define HB_REARWHEEL_STEER HAND_EXTRA_FLAG:4 #define ALT_STEER_OPT HAND_EXTRA_FLAG:5 #define HYDRAULIC_GEOM HAND_EXTRA_FLAG:6 #define HYDRAULIC_INST HAND_EXTRA_FLAG:7 #define HYDRAULIC_NONE HAND_EXTRA_FLAG:8 #define NOS_INST HAND_EXTRA_FLAG:9 #define OFFROAD_ABILITY HAND_EXTRA_FLAG:10 #define OFFROAD_ABILITY2 HAND_EXTRA_FLAG:11 #define HALOGEN_LIGHTS HAND_EXTRA_FLAG:12 #define PROC_REARWHEEL_1ST HAND_EXTRA_FLAG:13 #define USE_MAXSP_LIMIT HAND_EXTRA_FLAG:14 //Global Model Values: native SetModelHandling(modelid, HAND_TYPE_TAG:handling, {Float,_}:...); native GetModelHandlingInt(modelid, HAND_TYPE_TAG:handling); native Float:GetModelHandlingFloat(modelid, HAND_TYPE_TAG:handling); native bool:GetModelHandlingBool(modelid, HAND_TYPE_TAG:handling); native AddHandTagtoModel(modelid, HAND_EXTRA_FLAG:tag); native GetAllHandTagsThisModel(modelid, &HAND_TAGS[15]); native IsTagAddedtoModel(modelid, HAND_EXTRA_FLAG:tag); //Global per Vehicle Values: native SetVehHandling(vehicleid, HAND_TYPE_TAG:handling, {Float,_}:...); native GetVehHandlingInt(vehicleid, HAND_TYPE_TAG:handling); native Float:GetVehHandlingFloat(vehicleid, HAND_TYPE_TAG:handling); native bool:GetVehHandlingBool(vehicleid, HAND_TYPE_TAG:handling); native AddHandTagtoVeh(vehicleid, HAND_EXTRA_FLAG:tag); native GetAllHandTagsThisVeh(vehicleid, &HAND_TAGS[15]); native IsTagAddedtoVeh(vehicleid, HAND_EXTRA_FLAG:tag); //for player can expect quite!
  13. RazorGuigo

    Liczymy do 1000!

    137
  14. RazorGuigo

    ServerRules Control

    *Change Score to String (15 Cells +_) *possibility of changing the "nickname" of the rule without changing its operation enum E_SERVER_RULE_FLAGS (<<= 1) { CON_VARFLAG_DEBUG = 1, CON_VARFLAG_READONLY, CON_VARFLAG_RULE, CON_VARFLAG_UNREMOVABLE } //similar to YSF native AddServerRule(const name[], const value[], E_SERVER_RULE_FLAGS:flags = CON_VARFLAG_RULE); native SetServerRule(const name[], const value[]); native IsValidServerRule(const name[]); native SetServerRuleFlags(const name[], E_SERVER_RULE_FLAGS:flags); native E_SERVER_RULE_FLAGS:GetServerRuleFlags(const name[]); //my suggestions for new controls ServerRuleHide(name[]) ServerRuleShow(name[]) ChangeServerRuleName(nativename[], nicknamerule[]) //--------------------------------------------------------------------------------- //exemple: public OnGameModeInit() { ServerRuleHide("instagib"); ServerRuleHide("gravity"); ServerRuleHide("weather"); SetServerRule("anticheat", "NEXT AC"); ChangeServerRuleName("score", "K/D"); return 1; } new kills[MAX_PLAYERS]= {0, ...}; new deaths[MAX_PLAYERS]= {0, ...}; public OnPlayerDeath(playerid, killerid, reason); { kills[killerid]++; deaths[playerid]++; //update KD score new str[5]; format(str, 5, "%d/%d", kills[killerid],deaths[killerid]); SetPlayerScore(killerid, str); new str[5]; format(str, 5, "%d/%d", kills[playerid],deaths[playerid]); SetPlayerScore(playerid, str); return 1; }
  15. RazorGuigo

    discord rich presence upgrades

    * Update hostname on discord rich presence every x seconds (instead of each time you open RW: MP) * possibility of server having control features: //DRP -> Discord Rich Presence EnableDRP(bool:toggle) SetCustomDRP(string[]) GetCustomDRP() EnableDRPForPlayer(playerid, bool:toggle) SetCustomDRPForPlayer(playerid, string[]) GetCustomDRPForPlayer(playerid) //--------------------------------------------------------------------------------- //exemple: public OnGameModeInit() { SetCustomDRP("Join 52.67.253.131:6924"); return 1; } //exemple 2: #define BREAKLINE 0xD,0xA //especial char function OnPlayerWinnerRace(playerid) //if it were a running server "example function" { new string[100]; format(string, 100, "%s %c%c WINER RACE!", GetCustomDRP(), BREAKLINE); SetCustomDRPForPlayer(playerid, string); return 1; }
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