Author Topic: SA-MP 0.3d - BETA RC3  (Read 13283 times)

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Offline iMJets

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Re: SA-MP 0.3d - BETA
« Reply #15 on: September 13, 2011, 03:08:21 PM »
ahh glad to see they are still releasing updates, hope to see more from it though.

Offline Rosaline

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Re: SA-MP 0.3d - BETA
« Reply #16 on: September 27, 2011, 07:28:46 PM »
that so cool  8)

Offline PawnFox

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Re: SA-MP 0.3d - BETA
« Reply #17 on: September 28, 2011, 10:00:13 AM »
SA-MP 0.3d RC2 Released!

Check first post :)

Offline EnzoMortelli

Re: SA-MP 0.3d - BETA
« Reply #18 on: September 28, 2011, 12:59:39 PM »
Client/Server update SA-MP 0.3d RC2

- Added OnPlayerTakeDamage script callback for tracking damage events on a player That could be useful for a point system. (Assist points ^^)
- Fixed problems with tow trucks losing their tow around other players :O did they?
- Added DIALOG_STYLE_PASSWORD for ShowPlayerDialog() which shows a masked input box omfg been waiting for that so long, sucks if your whole lecture sees your password :S
- The audio stream will stop playing once the player is disconnected from the server logical conclusion, +1
- Fixed problems playing certain audio IDs above 2000 in PlayerPlaySound k
- Added /audiomsg command to disable audio stream URL messages in the chat k
- The 0.3d server lists are now live yay :D

cessil has been working on some new models for SA-MP 0.3d.
Included in SA-MP 0.3d RC2 are replacement jail cell doors, a replacement SFPD interior model with the cell doors removed, NO! where to jail rulebreakers now?  :'( taxi signs which can be attached to any vehicle. OMFG, taxi script here i come!

Code: [Select]

public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid)

OnPlayerTakeDamage is called when a player takes damage and loses health.

playerid is the player who has taken damage. issuerid might be the player responsible for the damage. If the player has lost health as the result of a fall or collision, the issuerid will be INVALID_PLAYER_ID. The Float:amount contains the amount of health lost by the player from this damage event. weaponid contains the weapon type which might have caused the damage, similar to OnPlayerDeath.
Might help with Gryphus' rustler stats ;) ;D

AWZUM!

Offline iMJets

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Re: SA-MP 0.3d - BETA
« Reply #19 on: September 28, 2011, 04:34:24 PM »
Once the (if) server gets the update, I will download it.  :P. The taxi thing sounds kinda cool, but isn't really anything important. I wish lw had normal taxi's on the server btw, I loved driving like a blue taxi around :[

Offline EnzoMortelli

Re: SA-MP 0.3d - BETA
« Reply #20 on: September 28, 2011, 04:57:45 PM »
Once the (if) server gets the update, I will download it.  :P. The taxi thing sounds kinda cool, but isn't really anything important. I wish lw had normal taxi's on the server btw, I loved driving like a blue taxi around :[
Stop talking about taxis or i won't be able to think about anything else anymore
 >:(
-.-

Offline PawnFox

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Re: SA-MP 0.3d - BETA RC3
« Reply #21 on: October 01, 2011, 02:05:57 PM »
SA-MP 0.3d RC3 has been released. Check first post.

Offline Gryphus_One

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Re: SA-MP 0.3d - BETA
« Reply #22 on: October 01, 2011, 02:25:53 PM »
Code: [Select]

public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid)

OnPlayerTakeDamage is called when a player takes damage and loses health.

playerid is the player who has taken damage. issuerid might be the player responsible for the damage. If the player has lost health as the result of a fall or collision, the issuerid will be INVALID_PLAYER_ID. The Float:amount contains the amount of health lost by the player from this damage event. weaponid contains the weapon type which might have caused the damage, similar to OnPlayerDeath.
Might help with Gryphus' rustler stats ;) ;D

Enzo I doubt that this new OnPlayerTakeDamage will work for that idea of mine, because it seems that it will work only for onfoot players and not for vehicles. However, this new addition still keeps opening many new possibilities, like for example if several players are shooting to me and I die, the kill could be given to the player who made the most damage to me, instead of to the one who just gave me the final hit. This could be useful against the typical kill stealers that, when you damage your victim to just 1hp, then appear and kill him with one single shot getting the kill for themselves. It also might be helpful to detect people with modified files to take less damage.
What I'm wondering is: has this new feature been added due to this post, or were Samp developers already about to add it on their own initiative?

Offline [eVo]PvtBenny

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Re: SA-MP 0.3d - BETA RC3
« Reply #23 on: October 02, 2011, 12:57:30 PM »
Well kill steal or not the person that did do the final hit should be given the points or kill or what ever. As the others failed to finish you off they dont deserve to have the kill.

Its the same like this with every other shooting game out there. The one that kills you gets the points so whats the point in changing that here ? Exactly there is none because its completely stupid to do so...

Offline [JOKER]Miczi

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Re: SA-MP 0.3d - BETA RC3
« Reply #24 on: October 02, 2011, 02:17:21 PM »
Well kill steal or not the person that did do the final hit should be given the points or kill or what ever. As the others failed to finish you off they dont deserve to have the kill.

Its the same like this with every other shooting game out there. The one that kills you gets the points so whats the point in changing that here ? Exactly there is none because its completely stupid to do so...

Nah, for example in Tactical Ops frags are one thing, but it's the points you get for damaging someone what really counts (it's 1 pt for 10 hp I think). But frags should be rewarded too. Nice function imo.


Offline BikeDriver

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Re: SA-MP 0.3d - BETA RC3
« Reply #25 on: October 02, 2011, 02:27:26 PM »
Well kill steal or not the person that did do the final hit should be given the points or kill or what ever. As the others failed to finish you off they dont deserve to have the kill.

Its the same like this with every other shooting game out there. The one that kills you gets the points so whats the point in changing that here ? Exactly there is none because its completely stupid to do so...

yea i think so too.

the one who managed to finish you off should be the one rewarded. if its the same for everybody then its fair again, right?
BikeDriv:))))

Haha blwelrwelrt, I registered here earlier :P

Offline [eVo]PvtBenny

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Re: SA-MP 0.3d - BETA RC3
« Reply #26 on: October 02, 2011, 03:29:56 PM »
What you can do is award points to the people that didnt kill the guy but did shave off some Health points with  kill assist points or something or return of bullets used on the killed guy. But dont award them the kill point as they didnt actually kill the guy but only assisted in doing so as the other guy did manage to actually kill the dude.

Offline [JOKER]Miczi

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Re: SA-MP 0.3d - BETA RC3
« Reply #27 on: October 02, 2011, 05:58:03 PM »
What you can do is award points to the people that didnt kill the guy but did shave off some Health points with  kill assist points or something or return of bullets used on the killed guy. But dont award them the kill point as they didnt actually kill the guy but only assisted in doing so as the other guy did manage to actually kill the dude.

Ye, agree. But for example experience points and stuff could be split among the killers/shooters.


Offline EnzoMortelli

Re: SA-MP 0.3d - BETA RC3
« Reply #28 on: October 02, 2011, 07:18:09 PM »
take an example from COD:
+5 for kill
+3 for assist.
something like that would now be possible.

Offline BikeDriver

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Re: SA-MP 0.3d - BETA RC3
« Reply #29 on: October 02, 2011, 08:42:33 PM »
"points" instead of kills would be completly retarded
BikeDriv:))))

Haha blwelrwelrt, I registered here earlier :P