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ARTIST

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Everything posted by ARTIST

  1. Poftiti solutionarea solicitarii dumneavoastra: [pawn]//=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=makeleader=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= if(strcmp(cmd, "/makeleader", true) == 0) { if(IsPlayerConnected(playerid)) { tmp = strtok(cmdtext, idx); if(!strlen(tmp)) { SCM(playerid, COLOR_GRAD2, "{B8DBFF}Synthax: /makeleader [playerid/PartOfName] [Number(1-12)]"); SCM(playerid, COLOR_WHITE, "ID 1 = Police Force, ID 2 = Ambulance, ID 3 = Familia Sindacco, ID 4 = Familia Leone, ID = 5 Presedinte, ID 6 = Hitman, ID 12 = SRI"); SCM(playerid, COLOR_WHITE, "ID 7 = Scoala de instructori, ID 8 = Familia Forelli, ID 9 = Familia 69 Pier Mobs, ID 10 = Remorcari Auto, ID 11 = Reporterii de stiri"); return 1; } new para1; new level; para1 = ReturnUser(tmp); tmp = strtok(cmdtext, idx); level = strval(tmp); if(level > 14 || level < 1) { SCM(playerid, COLOR_GREY, " Dont go below number 1, or above number 13!"); return 1; } if (PlayerInfo[playerid][pAdmin] < 5) return SCM(playerid, COLOR_WHITE, "{FFFFCC}Tu nu ai voie sa folosesti aceasta comanda."); if(IsPlayerConnected(para1)) { if(para1 != INVALID_PLAYER_ID) { if(PlayerInfo[para1][pLeader] > 0||PlayerInfo[para1][pMember] > 0 || PlayerInfo[para1][pFMember] < 255) { SCM(playerid, COLOR_GREY, "Acest jucator este intr-o factiune ori este lider deja. Foloseste /unleader."); return 1; } GetPlayerName(para1, giveplayer, sizeof(giveplayer)); GetPlayerName(playerid, sendername, sizeof(sendername)); PlayerInfo[para1][pLeader] = level; PlayerInfo[para1][pMember] = level; PlayerInfo[para1][pRank] = 6; SpawnPlayer(para1); format(string, sizeof(string), " You have been promoted to Leader to your requested Faction by Admin %s", sendername); SCM(para1, COLOR_LIGHTBLUE, string); format(string, sizeof(string), " You have given %s control to run Faction Number %d.", giveplayer,level); SCM(playerid, COLOR_LIGHTBLUE, string); if(level == 1) { PlayerInfo[para1][pChar] = 265; gTeam[para1] = 2; PlayerInfo[para1][pTeam] = 2; } //Police Force else if(level == 2) { PlayerInfo[para1][pChar] = 228; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //Fire/Ambulance else if(level == 3) { PlayerInfo[para1][pChar] = 112; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //Familia Sindacco else if(level == 4) { PlayerInfo[para1][pChar] = 270; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //Familia Leone else if(level == 5) { PlayerInfo[para1][pChar] = 17; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //Mayor else if(level == 6) { PlayerInfo[para1][pChar] = 294; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //Hitmans else if(level == 7) { PlayerInfo[para1][pChar] = 153; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //Taxi Cab Company else if(level == 8) { PlayerInfo[para1][pChar] = 113; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //Ballas else if(level == 9) { PlayerInfo[para1][pChar] = 115; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //Grove else if(level == 10) { PlayerInfo[para1][pChar] = 268; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //Tow Car Comany else if(level == 11) { PlayerInfo[para1][pChar] = 147; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //Reporterii de stiris else if(level == 12) { PlayerInfo[para1][pChar] = 295; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //S.R.I else if(level == 13) { PlayerInfo[para1][pChar] = 285; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //Garda nationala else if(level == 14) { PlayerInfo[para1][pChar] = 289; gTeam[para1] = 10; PlayerInfo[para1][pTeam] = 10; } //civil SetPlayerSkin(para1, PlayerInfo[para1][pChar]); format(string, sizeof(string), "{6790BE}[AdmWarning]{FFFFFF}: %s i-a dat leader[%d] lui %s {FF0000}!",sendername,level,giveplayer); ABroadCast(COLOR_LIGHTRED,string, 5); } } } return 1; } [/pawn] Codul a fost le fel corectat si optimizat. Cu respect, ARTIST
  2. Buna ziua stimati membri ai Comunitatii "SA-MP.RO". Multi dintre dumneavoastra in trecut u o data m-ati rugat sa creez un tutorial de optimizare a jocului San Andreas. Tinand cont de acest fapt, pentru playerii SAMP,ce au placile video slabe,voi afisa urmatoarele sfaturi-metode de optimizare a acestui minunat joc. 1. Avem nevoie de copia unei versiuni GTA: San Andreas curate (fara modificari) . 2. Vom expune setarile minime ale graficii. Dupa ce am instalat copia curata a GTA:SA, vom efectua o prima optimizatie a jocului, prin metoda stabilirii optiunilor minime a graficii si a sunetului. Vom incepe cu modificarile graficii. Intram in joc, alegem Options (optiuni), cautam Display setup (setarile graficii), apoi Advanced (avansate/extinse). Iata de la aceste optiuni si va incepe cel mai interesant. Vom stabili urmatoarele setari: Draw distance (distanta gamei de desen): 0 Frame limiter (limitatorul cadrelor): OFF / Deconectat Widescreen (monitorul larg): OFF / Deconectat (pentru monitoare obisnuite); ON / Conectat (pentru monitoare cu format larg). Visual FX quality (calitatea vizuala a texturilor): LOW / Scazut MIP mapping (texturi cu detalii variate): OFF / Deconectat Anti aliasing (nivelare): OFF / Deconectat Resolution (rezolutia ): 800*600 16, unde 16 - e adancimea culorii. Rezolutia respectiva se va potrivi monitoarelor conventionale (obisnuite), dar pentru monitoarele cu format mai larg (mare) vom stabili rezolutia 720*576 16 3. Folosirea unei metode simple de reglare a sunetului. Sunetul - este punctul dureros al GTA: San Andreas. Efectele sunetelor incarca serios PC-ul dumneavoastra (mai ales ploaia), producand lag-uri, deaceea aici va pot recomanda o metoda moderata sau radicala de imbunatatire a FPS-ului. Intram in joc, alegem Options (optiuni), cautam Audio setup (setarile sunetului) si setam nivelul SFX (efectele) la 3 diviziuni si Radio la 0 (zero) diviziuni. 4. In fisierul stream.ini schimbam valorile in randurile memory ? devkit_memory in 5000. Continuam astfel sa ne orientam spre realizarea obiectivelor. Prima si cea mai usoara etapa de optimizare a GTA: San Andreas se afla in urma. Pasii 4, 5, 6, 7 si 8 vor fi folositi pentru a spori mai mult performanta PC-ului dumneavoastra. Intram in directorul radacina al jocului (exemplu): C:\GTA San Andreas\* gasim fisierul stream.ini, il deschidem cu Notepad, in randurile memory si devkit_memory schimbam valoarea 13500 in 5000, apoi inchidem salvand astfel modificarile efectuate. 5. Problema cu sunetul poate fi solutionata... Problemele oribile cu sunetul pot fi rezolvate, atat prin dezactivarea SFX si Radio (pasul 3), cat si prin infiltrarea in sistem, efectuand doar cateva click-uri cu mouse-ul. Apasam Start -> Control Panel -> Sounds and Audio Devices -> Audio -> In fereastra de redare a sunetului apasam "setting" -> Recording quality -> Hardware acceleration o vom scadea pana la "nu", mai departe apasam Apply apoi Ok. Dupa ce veti incheia jocul,efectuam aceeasi pasi, doar ca Hardware acceleration il vom seta asa cum a fost initial. Gasiti fisierele de 2 litere (CH, CO, CR, DS, HC, MH, MR, NJ, RE, RG, TK) in folderul \GTA San Andreas\audio\STREAMS\ si le stergeti pe toate, exceptie facand doar fisierul ??. Posibil nu veti avea toate aceste fisiere, doar decat o parte din aceasta lista (poate fi datorita faptului ca probabil aveti o versiune taiata a jocului,adica fara Single player in ea). Acum ati scapat de problemele variate, dar radio va rula melodiile dumneavoastra, care vor juca intr-un mod implicit (melodiile dorite le puteti trece aici: \Documents and Settings\Nume utilizator\My documents\GTA San Andreas User Files\User Tracks\) 6. Folosirea optimizatorului de texturi GTA 1.03 (GTAShrinker). Link de download: http://f-bit.ru/290564 Link VirusTotal scan: https://www.virustotal.com/ru/file/a53875aa82163e9b8d7e1fb54651c8b2e2e18e1a5bb6112ed9a752a7bd3ecd81/analysis/1385575361/ In 2007, Plodders a creat instrumentul GTAShrink (Optimizatorul texturilor GTA) in special pentru jucatorii ???: Race. Acest program a ajutat atat de mult la imbunatatirea productivitatii prin compresia a 50% din texturi, incat a inceput sa fie utilizata pe tipurile slabe si medii de PC-uri. Efectul de crestere a productivitatatii, creat de GTAShrink, pur ?i simplu e uimitor! Dezarhivam instrumentul in folderul director al jocului, pornim GTAShrinkerWin.exe, indicam calea pana la folderul director,apasam pe Shrink si asteptam. Programul va crea o varianta usoara a gta3.img (405 Mb), originalul gta3.img (903 Mb) se va salva automat sub numele gta3_ORIG_BAK.img. In orice moment, veti putea intoarce permisiunile originale ale texturilor. Va fi necesar sa porniti din nou GTAShrinkerWin.exe, sa indicati calea ,apoi sa apasati pe Restore. 7. Inainte de pornirea Multiplayer-ului, in mod obligatoriu e necesar sa deconectati toate aplicatiile straine, inclusiv Skype, Messenger, Torrent, Browser si altele. Bun deci, astazi v-am descris cele 7 metode generale de optimizare a GTA: San Andreas. PC-ul meu imi permite destul de confortabil sa joc la nivelul de 60-80 fps, atat in MTA: San Andreas, cat si in SA-MP. Stim cu totii ca cea mai buna metoda de a scapa de toate problemele din joc,este procurarea unui PC nou, dar daca nu dispuneti de aceasta posibilitate, incercati toate cele 7 metode detaliat descrise. Nu ezitati sa intrebati daca apar ceva nelamuriri sau probleme. Va multumesc tuturor pentru atentie. Cu respect, ARTIST
  3. Buna seara stimate. Va ofer codul corect al comenzii /cuff + i-am facut si o mica optimizare (ocupa mai putin spatiu): [pawn]if(strcmp(cmd, "/cuff", true) == 0) { if(IsPlayerConnected(playerid)) { if(!IsACop(playerid)) return SendClientMessage(playerid, COLOR_GREY, "Tu nu esti politist!"); tmp = strtok(cmdtext, idx); if(!strlen(tmp)) return { SendClientMessage(playerid, COLOR_WHITE, "{B8DBFF}Synthax: /cuff [Playerid/PartOfName]"); } giveplayerid = ReturnUser(tmp); if(!IsPlayerConnected(giveplayerid)) return SendClientMessage(playerid, COLOR_GREY, " That player is Offline !"); if(giveplayerid != INVALID_PLAYER_ID) { if(!IsACop(giveplayerid)) return SendClientMessage(playerid, COLOR_GREY, " You can't Cuff Cops !"); if (!ProxDetectorS(8.0, playerid, giveplayerid)) return SendClientMessage(playerid, COLOR_GREY, " That player is not near you !"); if(giveplayerid == playerid) { SendClientMessage(playerid, COLOR_GREY, "You cannot Cuff yourself!"); return 1; } GetPlayerName(giveplayerid, giveplayer, sizeof(giveplayer)); GetPlayerName(playerid, sendername, sizeof(sendername)); format(string, sizeof(string), "* You were Cuffed by %s, till uncuff.", sendername); SendClientMessage(giveplayerid, COLOR_LIGHTBLUE, string); format(string, sizeof(string), "* You Cuffed %s, till uncuff.", giveplayer); SendClientMessage(playerid, COLOR_LIGHTBLUE, string); format(string, sizeof(string), "* %s Hand Cuffs %s, so he wont go anywhere.", sendername ,giveplayer); ProxDetector(30.0, playerid, string, COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE,COLOR_PURPLE); GameTextForPlayer(giveplayerid, "~r~Cuffed", 2500, 3); TogglePlayerControllable(giveplayerid, 0); SetPlayerAttachedObject(playerid,0,19418,5,-0.046999,0.042000,0.003000,176.799697,158.099868,-48.799999,1.000000,1.000000,1.000000); SetPlayerSpecialAction( playerid, SPECIAL_ACTION_CUFFED ); } } return 1; }[/pawn] Cu respect, ARTIST
  4. Limite Generale: Numarul maxim de playeri pe server: 1000 Numarul maxim de vehicule in joc: 2.000 Numarul maxim de modele al vehiculelor: Nelimitat Numarul maxim al obiectelor globale: 400 Numarul maxim de iconite pe harta: 100 Numarul maxim de checkpoint-uri: 1 Numarul maxim al checkpoint-urilor de curse: 1 Numarul maxim de pickup-uri: 2048 Numarul maxim al textelor globale 3D: 1024 Numarul maxim al textelor 3D pentru jucatori: 1024 Numatul maxim de meniuri: 128 Numarul maxim de moduri de joc: 16 Numarul maxim de filterscript-uri: 16 Numarul maxim de gangzones: 1024 Lungimea maxima a textului introdus in chat: 144 Lungimea maxima a nick-ului unui jucator: 24 Limita TextDraw's: Numarul maxim de textdraws: 2048 Numarul maxim de textdraws afisate: 92 Lungimea maxima a unui text textdraw: 1024 Limita Dialogurilor: Numarul maxim al ID dialogurilor: 32.000 Lungimea maxima a textului din titlu: 64 Lungimea maxima a textului general: 2048 Lungimea maxima a textului introdus: 128 Cu respect, ARTIST
  5. /quit(/q) - Inchide Clientul SA:MP; /save - Salveaza coordonatele ultimei pozitii a dumneavoastra in fisierul savedpositions.txt; /interior - Afiseaza ID-ul interiorului in care va aflati; /fpslimit [20-100] - Stabiliti limita cadrelor pe secunda (FPS); /pagesize [10-20] - Modificati numarul randurilor in chat; /timestamp -Activeaza/Dezactiveaza timpul afisarii mesajelor in chat; /headmove - Activeaza/Dezactiveaza rotatia capului personajului; /dl - Comanda pentru vizualizarea informatiei detaliate a vehiculelor (ID-ul, coordonatele, etc.); /mem - Comanda pentru vizualizarea memoriei curente utilizate; /rs - Salvati coordonatele pozitiei dumneavoastre curente situate pe jos, in fisierul rawpositions.txt. /audiomsg - Dezactiveaza fluxul mesajelor audio. Cu respect, ARTIST
  6. Descriere: FS-ul respectiv va adauga pe server o particica interesanta din GTA 4 si anume posibilitatea de a arunca grenade din vehicule. [pawn]#define FILTERSCRIPT #include <a_samp> #if defined FILTERSCRIPT new grenade,trangr[MAX_PLAYERS],Float:ox, Float:oy, Float:oz,timer1; forward boom(); #endif public OnFilterScriptExit() return KillTimer(timer1); public OnPlayerConnect(playerid) return trangr[playerid] = 0; public OnPlayerDisconnect(playerid, reason) return trangr[playerid] = 0; public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp("/gr", cmdtext, true, 10) == 0) { if(trangr[playerid] == 0) { trangr[playerid] = 1; SendClientMessage(playerid, 0x00FF00FF, "Regimul grenadelor a fost activat!"); ShowPlayerDialog(playerid, 2756, DIALOG_STYLE_MSGBOX, "Folosire", "{ff0000}Daca aveti o grenada, tastati Y (doar sa nu fie apasate alte taste)", "Inchide", ""); return 1; } else if(trangr[playerid] == 1) return trangr[playerid] = 0,SendClientMessage(playerid, 0xFF0000FF, "Regimul grenadelor a fost dezactivat!"); } return 0; } public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { if(newkeys == KEY_YES) { if(IsPlayerInAnyVehicle(playerid)) { if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER) { if(trangr[playerid] == 1) { new weapon,ammo; GetPlayerWeaponData(playerid, 8, weapon, ammo); if(weapon == 16) { if(ammo >= 1) { new Float:A, Float:x, Float:y, Float:z, veh = GetPlayerVehicleID(playerid); GetVehicleZAngle(veh, A); if(A>=0 && A<45) { GetPlayerPos(playerid, x, y, z); grenade = CreateObject(342, x-1.4, y, z+0.8, 0, 90, 0, 0); MoveObject(grenade, x-5.0, y, z-1.2, 7, 0, 0, 0); SetPlayerAmmo(playerid, 16, ammo-1); } if(A>=45 && A<90) { GetPlayerPos(playerid, x, y, z); grenade = CreateObject(342, x-1.4, y-1.4, z+0.8, 0, 90, 0, 0); MoveObject(grenade, x-5.0, y-5.0, z-1.2, 7, 0, 0, 0); SetPlayerAmmo(playerid, 16, ammo-1); } if(A>=90 && A<135) { GetPlayerPos(playerid, x, y, z); grenade = CreateObject(342, x, y-1.4, z+0.8, 0, 90, 0, 0); MoveObject(grenade, x, y-5.0, z-1.2, 7, 0, 0, 0); SetPlayerAmmo(playerid, 16, ammo-1); } if(A>=135 && A<180) { GetPlayerPos(playerid, x, y, z); grenade = CreateObject(342, x+1.4, y-1.4, z+0.8, 0, 90, 0, 0); MoveObject(grenade, x+5.0, y-5.0, z-1.2, 7, 0, 0, 0); SetPlayerAmmo(playerid, 16, ammo-1); } if(A>=180 && A<225) { GetPlayerPos(playerid, x, y, z); grenade = CreateObject(342, x+1.4, y, z+0.8, 0, 90, 0, 0); MoveObject(grenade, x+5.0, y, z-1.2, 7, 0, 0, 0); SetPlayerAmmo(playerid, 16, ammo-1); } if(A>=225 && A<270) { GetPlayerPos(playerid, x, y, z); grenade = CreateObject(342, x+1.4, y+1.4, z+0.8, 0, 90, 0, 0); MoveObject(grenade, x+5.0, y+5.0, z-2, 7, 0, 0, 0); SetPlayerAmmo(playerid, 16, ammo-1); } if(A>=270 && A<315) { GetPlayerPos(playerid, x, y, z); grenade = CreateObject(342, x-1.4, y+1.4, z+0.8, 0, 90, 0, 0); MoveObject(grenade, x-5.0, y+5.0, z-1.2, 7, 0, 0, 0); SetPlayerAmmo(playerid, 16, ammo-1); } if(A>=315 && A<360) { GetPlayerPos(playerid, x, y, z); grenade = CreateObject(342, x-1.4, y+1.4, z+0.8, 0, 90, 0, 0); MoveObject(grenade, x-5.0, y+5.0, z-1.2, 7, 0, 0, 0); SetPlayerAmmo(playerid, 16, ammo-1); } timer1 = SetTimer("boom", 4000, false); } if(ammo == 0) SendClientMessage(playerid, 0xFF0000FF, "Nu mai aveti grenade!"); } else SendClientMessage(playerid, 0xFF0000FF, "Nu aveti grenade!"); } } } } return 1; } public boom() { GetObjectPos(grenade,ox,oy,oz),DestroyObject(grenade),CreateExplosion( ox,oy,oz, 2, 2.0); KillTimer(timer1); } [/pawn] Cu respect, ARTIST
  7. Buna ziua stimati utilizatori. Multi dintre noi des ne ciocnim cu o problema si anume cu anularea brusca a compilarii unui mod din cauza uneia sau mai multor acolade { } ce lipsesc. In acest tutorial, voi incerca sa va explic cum vom putea usor si rapid sa gasim acolada ce lipseste si sa rezolvam problema aparuta. 1. Descarcam si instalam programul "Activeperl" : x64 x86 2. Descarcam urmatoarea arhiva: Click 3. Dezarhivam arhiva descarcata anterior, apoi toate fisierele din folderul "perl" le vom muta in folderul "Perl" (se afla de regula in discul local C). Astfel am instalat toate cele necesare. Acum va voi explica cum vom verifica modul nostru "defect": - Vom lua modul nostru (fisierul cu extensie .pwn) si il introducem in folderul "Perl" (se afla de regula in discul local C) In continuare deschidem fisierul "GUI.p l" ce l-am dezarhivat in folderul "Perl". In coltul stang de sus accesam "Open File", cautam modul nostru si il alegem. Mai departe vom astepta pana programul va scana toate liniile modului nostru. Dupa analiza totala a modului veti primi un mesaj cu numarul acoladelor { (deschise) si numarul acoladelor } (inchise). In cazul lipsei unei acolade va fi indicata linia unde se afla greseala. Vom deschide apoi modul nostru, vom merge la linia indicata, vom gasi greseala si o vom rezolva, dupa care vom compila fara probleme modul. P.S "Tutorialul a fost testat de catre 8 persoane cu astfel de probleme. Toate 8 cazuri s-au incheiat cu succes." Cu respect, ARTIST New Link : http://www.mediafire.com/download/l0em57uec5lcnh6/BracketFix+BETA.rar
  8. Buna seara. In ce consta pana la urma problema stimate? Asteptati sa vi-l faca cineva?
  9. Va apreciez parerea,multumesc.
  10. ARTIST

    Problema Vama

    Contactactati-ma va rog pe PM Forum.
  11. SAMP Map Construction (concurentul programului Map Editor) - cu ajutorul acestui program, veti putea edita obiecte pe serverul SA-MP. Caracteristica principala a acestui program este posibilitatea de a elimina obiectele originale (standard) ale serverului. Programul functioneaza pentru toate versiunile SA-MP. Mod de instalare: - Descarcati de pe site arhiva cu programul. - Copiati apoi toate fisierele din folder si le adaugati in directorul principal al jocului GTA San Andreas. Link de download: http://f-bit.ru/288281 Instalarea a luat sfarsit. Pentru a porni programul, accesati fisierul "editor" pe care l-ati copiat anterior. Tutorialul de folosire a programului va fi afisat odata cu pornirea acestuia. Poze: Va multumesc tuturor pentru atentie. Cu respect, ARTIST
  12. ARTIST

    Problema Vama

    Buna ziua stimate. Sunt absolut sigur caci in mod a fost trecuta doar harta cu obiectele vamii respective (MAP) fara a fi creat sistemul special de trecere a vamii (deschiderea barierelor la comanda, procurarea si detinerea pasaportului pentru a trece vama,etc.). In concluzie, urmeaza ca toate acestea sa le faceti singurel. Daca doriti sa scapati de bariera pur si simplu gasiti codul obiectului respectiv si il stergeti din mod.
  13. Buna seara stimate. In special pentru dumneavoastra am creat urmatorul tutorial: http://www.sa-mp.ro/forum/index.php?topic=29622.msg154300#msg154300 Sper ca informatia sa va fie de folos.
  14. RCON Commands List /rcon cmdlist - afiseaza toate comenzile. /rcon varlist - afiseaza toate setarile serverului. /rcon exit - inchide serverul. /rcon echo [text] - Arata [text] in consola serverului (Nu in chatul general). v/rcon hostname [denumire] - schimba denumirea serverului (exemplu: /rcon hostname My Server). /rcon gamemodetext [denumire] - schimba denumirea modului (exemplu: /rcon gamemodetext My Gamemode). /rcon mapname [denumire] - schimba denumirea hartii (exemplu: /rcon mapname San Andreas). /rcon exec [denumirea fisierului] - deschide fisierele .cfg (exemplu: /rcon exec blabla.cfg). /rcon kick [iD] - acorda kick anumitui jucator dupa ID (exemplu: /rcon kick 2). /rcon ban [iD] - acorda ban anumitui jucator dupa ID (exemplu: /rcon ban 2). /rcon changemode [mode] - schimba modul dupa denumire (exemplu: /rcon changemode sftdm). /rcon gmx - schimbarea modului pe rand in setarile serverului. /rcon reloadbans - actualizeaza datele din fisierul samp.ban /rcon reloadlog - sterge logul. /rcon say - spune in chatul general in numele Adminului (exemplu: /rcon say blabla). /rcon players - arata toti jucatorii de pe server cu nick-urile,IP-ul si Ping-ul dumnealor. /rcon banip [iP] - acorda ban pe IP (exemplu: /rcon banip 127.0.0.1). /rcon unbanip [iP] - unban pe IP (exemplu: /rcon unbanip 127.0.0.1). /rcon gravity - schimbarea gravitatiei - (exemplu: /rcon gravity 0.008). /rcon weather [iD] - schimbarea vremii (exemplu: /rcon weather 1). /rcon loadfs - incarca un anumit filterscript (exemplu: /rcon loadfs adminfs). /rcon unloadfs - descarca un anumit filterscript (exemplu: /rcon unloadfs adminfs). /rcon reloadfs - reincarca un anumit filterscript (exemplu: /rcon unloadfs adminfs). /rcon gamemode[1-15] - instalarea randului de gamemode-uri (exemplu: /rcon gamemode1 sftdm). /rcon instagib [bool] - omorul dintr-un singur glonte (??????: /rcon instagib 0). /rcon filterscripts - vizualizarea tuturor filterscript-urilor. /rcon lanmode [bool] - instalare LAN (exemplu: /rcon lanmode 1). /rcon password [string] - instalarea [string] parolei pe server (exemplu: /rcon password mypassword). /rcon plugins - plugin-urile instalate pe server. /rcon port - port-ul serverului. /rcon rcon_password [string] - instalarea [string] rcon-parolei (exemplu: /rcon rcon_password myrconpassword) /rcon version - versiunea serverului. /rcon weburl - instalarea site-ului pe server (exemplu: /rcon weburl www.mysite.com). /rcon worldtime [time] - instalarea [time] timpului pe server (exemplu: /rcon worldtime 2). /rcon maxplayers - numarul maxim de jucatori pe server. /rcon timestamp - instalarea fusului orar. /rcon bind - comanda pentru hosteri (pentru a fi vizualizat in lista tuturor serverelor). Exemplu de utilizare: : /rcon bind 89.41.122.70 /rcon query - necunoscuta(sistem). /rcon output - necunoscuta(sistem). /rcon myriad - necunoscuta(sistem). /rcon nosign - necunoscuta(sistem).
  15. Avantajele acestui Oficiu Administrativ: 1. Monotorizarea jucatorilor chiar din epicentrul Los Santos (poate fi vizualizata intreaga zona din fata Primariei). 2. Interier,care nu este supraincarcat,nu are absolut nimic in plus. 3. Lucrarea a fost efectuata foarte atent si curat. Defecte vizibile doar pentru Mapperi mai exigenti. 4. Obiectele sunt 100% ascunse sub textura,deaceea nu pot fi vizibile. Iesiri ale obiectelor in exterior nu sunt. Poze: [img width=500 height=312] [img width=500 height=312] [img width=500 height=312] Codul: [pawn]CreateObject(2395, 1491.5, -1753.6999511719, 28.799999237061, 270, 0, 0); CreateObject(2395, 1487.8000488281, -1753.6999511719, 28.799999237061, 270, 0, 0); CreateObject(2395, 1484.099609375, -1753.69921875, 28.799999237061, 270, 0, 0); CreateObject(2395, 1480.3994140625, -1753.69921875, 28.799999237061, 270, 0, 0); CreateObject(2395, 1476.69921875, -1753.69921875, 28.799999237061, 270, 0, 0); CreateObject(2395, 1473.19921875, -1753.69921875, 28.799999237061, 270, 0, 0); CreateObject(2395, 1469.599609375, -1753.69921875, 28.799999237061, 270, 0, 0); CreateObject(2395, 1467.9000244141, -1753.6999511719, 28.799999237061, 270, 0, 0); CreateObject(2395, 1491.5, -1756.4000244141, 28.799999237061, 270, 0, 0); CreateObject(2395, 1487.8000488281, -1756.4000244141, 28.799999237061, 270, 0, 0); CreateObject(2395, 1484.0999755859, -1756.4000244141, 28.799999237061, 270, 0, 0); CreateObject(2395, 1480.3994140625, -1756.3994140625, 28.799999237061, 270, 0, 0); CreateObject(2395, 1476.69921875, -1756.3994140625, 28.799999237061, 270, 0, 0); CreateObject(2395, 1473, -1756.3994140625, 28.799999237061, 270, 0, 0); CreateObject(2395, 1469.3994140625, -1756.3994140625, 28.799999237061, 270, 0, 0); CreateObject(2395, 1467.9000244141, -1756.4000244141, 28.799999237061, 270, 0, 0); CreateObject(2395, 1467.9000244141, -1759.0999755859, 28.799999237061, 270, 0, 0); CreateObject(2395, 1471.599609375, -1759.099609375, 28.799999237061, 270, 0, 0); CreateObject(2395, 1475.3000488281, -1759.0999755859, 28.799999237061, 270, 0, 0); CreateObject(2395, 1479, -1759.099609375, 28.799999237061, 270, 0, 0); CreateObject(2395, 1482.599609375, -1759.099609375, 28.799999237061, 270, 0, 0); CreateObject(2395, 1486, -1759.0999755859, 28.799999237061, 270, 0, 0); CreateObject(2395, 1489.5999755859, -1759.0999755859, 28.799999237061, 270, 0, 0); CreateObject(2395, 1491.5, -1759.0999755859, 28.799999237061, 270, 0, 0); CreateObject(1649, 1491.5999755859, -1750.9000244141, 30.39999961853, 0, 0, 0); CreateObject(1649, 1487.1999511719, -1750.9000244141, 30.39999961853, 0, 0, 0); CreateObject(1649, 1482.7998046875, -1750.8994140625, 30.39999961853, 0, 0, 0); CreateObject(1649, 1478.4000244141, -1750.9000244141, 30.39999961853, 0, 0, 0); CreateObject(1649, 1474, -1750.8994140625, 30.39999961853, 0, 0, 0); CreateObject(1649, 1469.5999755859, -1750.9000244141, 30.39999961853, 0, 0, 0); CreateObject(1649, 1496, -1750.9000244141, 30.39999961853, 0, 0, 0); CreateObject(1649, 1491.5, -1752.5999755859, 32, 90, 0, 0); CreateObject(1649, 1487.099609375, -1752.599609375, 32, 90, 0, 0); CreateObject(1649, 1482.69921875, -1752.599609375, 32, 90, 0, 0); CreateObject(1649, 1478.3000488281, -1752.5999755859, 32, 90, 0, 0); CreateObject(1649, 1473.8994140625, -1752.599609375, 32, 90, 0, 0); CreateObject(1649, 1469.5, -1752.5999755859, 32, 90, 0, 0); CreateObject(1649, 1469.5, -1755.7998046875, 32, 90, 0, 0); CreateObject(1649, 1478.2998046875, -1755.7998046875, 32, 90, 0, 0); CreateObject(1649, 1482.69921875, -1755.7998046875, 32, 90, 0, 0); CreateObject(1649, 1487.0999755859, -1755.8000488281, 32, 90, 0, 0); CreateObject(1649, 1491.5, -1755.8000488281, 32, 90, 0, 0); CreateObject(1649, 1491.5, -1759.0999755859, 32, 90, 0, 0); CreateObject(1649, 1487.0999755859, -1759.0999755859, 32, 90, 0, 0); CreateObject(1649, 1482.69921875, -1759.099609375, 32, 90, 0, 0); CreateObject(1649, 1478.3000488281, -1759.0999755859, 32, 90, 0, 0); CreateObject(1649, 1473.9000244141, -1759.0999755859, 32, 90, 0, 0); CreateObject(1649, 1469.5, -1759.0999755859, 32, 90, 0, 0); CreateObject(1649, 1495.9000244141, -1755.8000488281, 32, 90, 0, 0); CreateObject(1649, 1495.9000244141, -1752.5999755859, 32, 90, 0, 0); CreateObject(1649, 1495.9000244141, -1759.0999755859, 32, 90, 0, 0); CreateObject(1649, 1473.8994140625, -1755.7998046875, 32, 90, 0, 2); CreateObject(2173, 1467.8994140625, -1759.7998046875, 30.200000762939, 0, 90, 90); CreateObject(2173, 1468.6999511719, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1469.5, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1470.3000488281, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1471.0999755859, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1471.8994140625, -1759.7998046875, 30.200000762939, 0, 90, 90); CreateObject(2173, 1472.6999511719, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1473.5, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1474.3000488281, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1475.0999755859, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1475.9000244141, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1476.6999511719, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1477.5, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1478.3000488281, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1479.099609375, -1759.7998046875, 30.200000762939, 0, 90, 90); CreateObject(2173, 1483.0999755859, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1483.9000244141, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1484.6999511719, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1485.5, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1486.3000488281, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1487.0999755859, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1487.9000244141, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1488.6999511719, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1489.5, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1490.3000488281, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1491.0999755859, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1491.9000244141, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1492.6999511719, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1493.5, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1494.3000488281, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1495.099609375, -1759.7998046875, 30.200000762939, 0, 90, 90); CreateObject(2173, 1467.9000244141, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1468.6999511719, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1469.5, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1470.3000488281, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1471.0999755859, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1471.9000244141, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1472.6999511719, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1473.5, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1474.3000488281, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1475.0999755859, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1475.9000244141, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1476.6999511719, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1476.69921875, -1759.7998046875, 31.5, 0, 90, 90); CreateObject(2173, 1477.5, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1478.3000488281, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1479.0999755859, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1482.1999511719, -1759.8000488281, 31.479999542236, 90, 0, 180); CreateObject(2173, 1483.0999755859, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1483.9000244141, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1484.6999511719, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1485.5, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1486.3000488281, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1487.0999755859, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1487.9000244141, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1488.6999511719, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1489.5, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1490.3000488281, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1491.0999755859, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1491.9000244141, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1492.6999511719, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1493.5, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1494.3000488281, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1495.0999755859, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2173, 1466.5999755859, -1758.6999511719, 30.200000762939, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1757.9000244141, 30.200000762939, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1757.0999755859, 30.200000762939, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1756.3000488281, 30.200000762939, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1755.5, 30.200000762939, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1754.6999511719, 30.200000762939, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1753.9000244141, 30.200000762939, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1753.0999755859, 30.200000762939, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1752.3000488281, 30.200000762939, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1751.5, 30.200000762939, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1751.3000488281, 30.200000762939, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1751.5, 31.5, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1758.6999511719, 31.5, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1757.9000244141, 31.5, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1757.0999755859, 31.5, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1756.3000488281, 31.5, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1755.5, 31.5, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1754.6999511719, 31.5, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1753.9000244141, 31.5, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1753.0999755859, 31.5, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1752.3000488281, 31.5, 0, 90, 0); CreateObject(2173, 1466.5999755859, -1751.3000488281, 31.5, 0, 90, 0); CreateObject(2173, 1495.5, -1758.5, 30.200000762939, 0, 90, 180); CreateObject(2173, 1495.5, -1757.6999511719, 30.200000762939, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1756.9000244141, 30.200000762939, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1756.0999755859, 30.200000762939, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1755.3000488281, 30.200000762939, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1754.5, 30.200000762939, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1753.6999511719, 30.200000762939, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1752.9000244141, 30.200000762939, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1752.0999755859, 30.200000762939, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1751.3000488281, 30.200000762939, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1751.3000488281, 31.5, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1752.0999755859, 31.5, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1752.9000244141, 31.5, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1753.6999511719, 31.5, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1754.5, 31.5, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1755.3000488281, 31.5, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1756.0999755859, 31.5, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1756.9000244141, 31.5, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1757.6999511719, 31.5, 0, 90, 179.99450683594); CreateObject(2173, 1495.5, -1758.5, 31.5, 0, 90, 179.99450683594); CreateObject(16151, 1488.6999511719, -1758, 29.10000038147, 0, 0, 270); CreateObject(2001, 1494.1999511719, -1751.5999755859, 28.799999237061, 0, 0, 0); CreateObject(18014, 1494.3000488281, -1755.0999755859, 29.200000762939, 0, 0, 0); CreateObject(2001, 1494.3000488281, -1758.4000244141, 28.799999237061, 0, 0, 0); CreateObject(2271, 1494.1999511719, -1755.3000488281, 30.5, 0, 0, 272); CreateObject(2270, 1494.1999511719, -1753.1999511719, 30.5, 0, 0, 274); CreateObject(2270, 1494.1999511719, -1757.3000488281, 30.5, 0, 0, 273.9990234375); CreateObject(1723, 1475.8000488281, -1756.6999511719, 28.799999237061, 0, 0, 180); CreateObject(1723, 1478, -1753.4000244141, 28.799999237061, 0, 0, 269.99450683594); CreateObject(2315, 1474.0999755859, -1754.5999755859, 28.799999237061, 0, 0, 0); CreateObject(2173, 1482.3000488281, -1759.8000488281, 29.10000038147, 90, 0, 179.99450683594); CreateObject(2173, 1481.4000244141, -1759.8000488281, 31.479999542236, 90, 0, 179.99450683594); CreateObject(2173, 1481.5, -1759.8000488281, 29.10000038147, 90, 0, 179.99450683594); CreateObject(2173, 1482.4000244141, -1759.4000244141, 28.799999237061, 0, 0, 179.99450683594); CreateObject(2173, 1481.3000488281, -1759.4000244141, 28.799999237061, 0, 0, 179.99450683594); CreateObject(2173, 1483.4000244141, -1759.4000244141, 31.10000038147, 0, 90, 181); CreateObject(2173, 1479.4000244141, -1759.5, 31.10000038147, 0, 90, 359.24975585938); CreateObject(2173, 1482.0999755859, -1759.5, 31.89999961853, 180, 0, 179.99450683594); CreateObject(2173, 1481.1999511719, -1759.5, 31.89999961853, 179.99450683594, 0, 179.99450683594); CreateObject(2173, 1482.3000488281, -1760.5999755859, 30.799999237061, 0, 90, 90); CreateObject(2173, 1481.5, -1760.5999755859, 30.799999237061, 0, 90, 90); CreateObject(2173, 1480.6999511719, -1760.5999755859, 30.799999237061, 0, 90, 90); CreateObject(1601, 1481.4000244141, -1759.5999755859, 30.299999237061, 0, 0, 272); CreateObject(1649, 1481.8000488281, -1759.0999755859, 30.39999961853, 0, 0, 180); CreateObject(2404, 1483, -1758.9000244141, 30, 0, 0, 181.75); CreateObject(14455, 1467.4000244141, -1752.6999511719, 30.200000762939, 0, 0, 270.25); CreateObject(2173, 1479.9000244141, -1759.8000488281, 30.200000762939, 0, 90, 90); CreateObject(2173, 1479.9000244141, -1759.8000488281, 31.5, 0, 90, 90); CreateObject(2001, 1467.6999511719, -1751.5, 28.799999237061, 0, 0, 0); CreateObject(2001, 1468.1999511719, -1758.5999755859, 28.799999237061, 0, 0, 0); CreateObject(2641, 1474, -1758.9000244141, 30.39999961853, 0, 0, 179.99450683594); CreateObject(1723, 1469.8000488281, -1752.6999511719, 28.799999237061, 0, 0, 359.74450683594); CreateObject(14867, 1473.6999511719, -1758.8000488281, 30.299999237061, 0, 0, 0); CreateObject(2853, 1475.4000244141, -1754.5999755859, 29.299999237061, 0, 0, 198); CreateObject(2627, 1469.5, -1756.0999755859, 28.799999237061, 0, 0, 0); CreateObject(1432, 1490.3000488281, -1753, 28.799999237061, 0, 0, 0); CreateObject(1432, 1486.0999755859, -1754.5, 28.799999237061, 0, 0, 0); CreateObject(997, 1472.5999755859, -1751.0999755859, 28.799999237061, 0, 0, 0); CreateObject(997, 1476.8000488281, -1751.0999755859, 28.799999237061, 0, 0, 0); CreateObject(997, 1481.1999511719, -1751.0999755859, 28.799999237061, 0, 0, 0); CreateObject(997, 1485.6999511719, -1751.0999755859, 28.799999237061, 0, 0, 0); CreateObject(997, 1489.9000244141, -1751.0999755859, 28.799999237061, 0, 0, 0); CreateObject(997, 1468, -1751.0999755859, 28.799999237061, 0, 0, 0);[/pawn] Comanda pentru teleport: [pawn]if(strcmp(cmdtext, "/adminhouse", true) == 0) { if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER)SetVehiclePos(GetPlayerVehicleID(playerid), 1481.3234,-1755.2032,29.7559); else SetPlayerPos(playerid, 1481.3234,-1755.2032,29.7559); return 1; } [/pawn]
  16. Buna seara. Gasiti dialogurile unde este ceruta parola de autorizare si din DIALOG_STYLE_INPUT modificati in DIALOG_STYLE_PASSWORD Daca veti face totul corect,atunci cererea dumneavoastra va fi rezolvata. Va multumesc pentru atentie. Cu respect, ARTIST
  17. In ultima vreme am primit foarte multe solicitari cu rugamintea de a inventa un Anticheat functional contra playerilor samp ce folosesc AIM(Joypad) in timpul jocului,astfel lasand ceilalti playeri in dezavantaj. Am luat in considerare toate aceste solicitari si mai jos va voi prezenta ce s-a primit. In cazul nostru AIM-ul reprezinta un regim de gestionare cu ajutorul Joypad sau o programa(alternativa) "AIM" (un piper pe shortcut). Algoritm: In timpul folosirii acestui tip de ochire,la jucator este deconectata tinta,dar exista un cursor rotund care mereu e indreptat spre tinta noastra. In timpul tragerii (vizibil doar pentru cei ce trag,gloantele vor nimeri doar in cazul in care tinta va avea un ping mai mic de 30 sau daca va sta pe loc) verificam spre cine e indreptata tinta. Daca tragerea a avut loc si tinta va lipsi atunci jucatorul foloseste AIM-ul nostru ce l-am descris mai sus (in cazul sistemului meu,jucatorul respectiv va primi Kick pentru folosirea AIM/Joypad). Codul: [pawn]#define MAX_AIM_TICKS 3 public OnPlayerGiveDamage(playerid, damagedid, Float: amount, weaponid) { if(damagedid == INVALID_PLAYER_ID || !CheckFireArm(GetPlayerWeapon(playerid)) || GetPlayerTargetPlayer(playerid) != INVALID_PLAYER_ID) return 1; new count = GetPVarInt(playerid, "aimcount"), ticks = GetPVarInt(playerid, "aimtick"), currtick = GetTickCount(); if(currtick - ticks <= 10000 && count + 1 >= MAX_AIM_TICKS) { new msg[144], name[MAX_PLAYER_NAME]; GetPlayerName(playerid, name, MAX_PLAYER_NAME); format(msg, 144, "%s[%i] a primit kick pentru suspectarea in folosirea Aim / Joypad.", name, playerid); SendClientMessageToAll(-1, msg); Kick(playerid); // acordam kick cheaterului // Atentie! Daca veti dori sa schimbati kick intr-o alta sanctiune (de exemplu: un simplu mesaj) — adaugati aici stergerea "PVAR"-urilor si anularea variabilei "count" (ca si in codul operatorului "else if" de mai jos) } else if(currtick - ticks > 10000) { DeletePVar(playerid, "aimcount"); DeletePVar(playerid, "aimtick"); count = 0; currtick = GetTickCount(); } SetPVarInt(playerid, "aimcount", count + 1); SetPVarInt(playerid, "aimtick", currtick); return 1; } CheckFireArm(weaponid) { switch(weaponid) { case 16..39, 41..43: return 1; default: return 0; } return 0; } [/pawn] • Daca apar intrebari sau alte nelamuriri,va rog frumos sa nu ezitati sa mi le adresati in aceasta tema.
  18. ARTIST

    Anti C-Bug

    Multi dintre playerii SA-MP posibil inca nustiu ce inseamna de a abuza de C-Bug. Mai jos voi descrie mai pe larg semnificatia acestui abuz nociv. Sunt multe metode de a abuza de acesta,dar una din cele mai simple o voi prezenta prin afisarea unui video-tutorial gasit pe YouTube: Din cate observam in video de mai sus, playerul abuzeaza,facand un spam continuu pe tasta "C",pentru a dezbate astfel toate animatiile legate de folosirea armei (lasarea armei jos,incarcarea armei,ridicarea armei spre tinta,etc.) pe care o detine,astfel castigand in timp si avand un avantaj mai mare decat adversarul sau posibil. Stand si reflectand asupra acestei probleme,totusi am gasit solutia impotriva acestui abuz ce ofera un avantaj considerabil unor playeri mai "destepti". Astfel,in cazul codului meu,de fiecare data cand playerul va abuza de C-Bug,acestuia i se va scoate 25% HP (viata) si va fi avertizat cu un mesaj. Deja dumneavoastra puteti modifica usor sanctiunea intr-un simplu slap,kick,jail,etc. Codul sub forma unui FilterScript: [pawn]#include <a_samp> #define C_BUG_TIME 5 #define COLOR_RED 0xAA3333AA #define COLOR_LIGHTRED 0xFF6347AA #undef MAX_PLAYERS #define MAX_PLAYERS 200 new P_CBUG_TICKS[MAX_PLAYERS]; public OnPlayerKeyStateChange(playerid, newkeys, oldkeys) { new playername[MAX_PLAYER_NAME]; GetPlayerName(playerid, playername, sizeof(playername)); if(newkeys & KEY_FIRE && oldkeys & KEY_CROUCH && IsCbugWeapon(playerid)) { P_CBUG_TICKS[playerid] ++; if(P_CBUG_TICKS[playerid] > C_BUG_TIME) { new str2[128]; format(str2, sizeof(str2), "Jucatorul %s abuzeaza de C-Bug!", playername); SendClientMessageToAll(COLOR_RED, str2); SendClientMessage(playerid,COLOR_LIGHTRED,"Atentie! Va rugam sa nu abuzati de C-Bug pentru a nu fi sanctionat!"); P_CBUG_TICKS[playerid] = 0; new Float:Health; GetPlayerHealth(playerid,Health); SetPlayerHealth(playerid,Health-25); } } return 1; } stock IsCbugWeapon(playerid) { new weaponID = GetPlayerWeapon(playerid); if(weaponID == 22 || weaponID == 24 || weaponID == 25 || weaponID == 27) { return 1; } return 0; }[/pawn] • In caz ca apar nelamuriri sau alte intrebari,nu ezitati sa lasati mesaj in aceasta tema,pentru ca impreuna sa putem solutiona toate problemele aparute.
  19. Dupa cum stiti, in clientul 0.3x functia Kick incheie conexiunea cu jucatorul,fara trimiterea mesajului cu pachetul de date. Acest lucru a fost facut cu scopul de a proteja serverele. Mai jos va voi arata cel mai convenabil mod prin care vom efectua trimiterea datelor necesare jucatorului inainte de Kick. La toate forward: [pawn]forward KickTimer(playerid); [/pawn] La inceputul public OnPlayerDisconnect: [pawn]if(GetPVarInt(playerid, "Kick") != 0) KillTimer(GetPVarInt(playerid, "Kick"));[/pawn] La inceputul public OnPlayerUpdate: [pawn]if(GetPVarInt(playerid, "Kick") != 0) GKick(playerid); [/pawn] La sfarsitul modului sau in alt loc potrivit: [pawn]public KickTimer(playerid) return GKick(playerid); stock GKick(playerid, time = 5000) { if(GetPVarInt(playerid, "Kick") == -1) Kick(playerid); else if(!GetPVarInt(playerid, "Kick")) SetPVarInt(playerid, "Kick", SetTimerEx("KickTimer", time, 0, "d", playerid)); else { KillTimer(GetPVarInt(playerid, "Kick")); SetPVarInt(playerid, "Kick", -1); GKick(playerid); } return 1; } [/pawn] Acum daca veti dori sa acordati kick unui jucator,va trebui sa folositi functia GKick(playerid, time). playerid - e ID-ul jucatorului,caruia doriti sa ii acordati kick. time (nu e necesar) - timpul, peste care jucatorul va primi kick,daca acesta va fi AFK (in cazul dat 5 secunde). Daca jucatorul nu va fi AFK atunci acesta va primi kick deaodata dupa trimiterea tuturor pachetelor cu date necesare (adica a mesajului cu Kick).
  20. ARTIST

    Ban bug

    Buna seara stimate. La folosirea comenzii /kick playerul deconectat de la server primeste mesajul?
  21. ARTIST

    Help me !

    Buna seara stimate. Voi incerca sa va dau un mic exemplu,sper sa prindeti ideea: Deci spre exemplu avem dialogul dumneavoastra si trebuie sa introducem litera "A" sa luam un set anumit de arme. La public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) la ID-ul dialogului respectiv vom adauga urmatoarele: [pawn]if(!strcmp(inputtext, "A",true)) { GivePlayerWeapon(playerid, 24, 100); GivePlayerWeapon(playerid, 30, 100); GivePlayerWeapon(playerid, 31, 100); //Dupa ce introduce "A" in casuta,playerul primeste un Deagle, AK47 si M4 a cate 100 gloante fiecare. SendClientMessage(playerid, COLOR_WHITE, "Ati achizitionat Setul de Arme cu numarul 1."); }[/pawn] Sper ca informatia sa va fie de folos. Multumesc pentru atentie. (Cu respect, ARTIST)
  22. Buna seara stimate. Pentru a crea o asa comanda e nevoie sa cunoastem urmatoarele lucruri importante: 1. Anumite functii si alte variabile din modul dumneavoastra. 2. Procesorul de comanda (STRCMP, ZCMD, YCMD, etc.) ce o va executa.
  23. Buna seara stimate. Asa apare la serverul pornit pe localhost (PC) sau pe cel hostat?
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