Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - stormeus

Pages: 1 ... 3 4 [5]
61
ShowRoom (pawn) / Rules for Script Releases
« on: September 26, 2012, 12:42:50 am »
In this board, there are five simple rules to follow. Please don't break them.

  • All script releases must include source code.

    If you post a thread and say "source code is coming soon," your thread will be removed until you post the source code with it. This is for safety. We do not want malicious code to appear, pretending to be a gamemode, and not be noticed because the source code couldn't be looked at.

    Include the .pwn file or don't post at all.

  • Scripts must be tested and must work.

    Clearly, if the script is broken, it may be removed. If not, a notice will be placed at the top of your release thread saying that it is broken until it is fixed.

  • Scripts must be available as compiled gamemodes or filterscripts.

    If you have to say "copy and paste this code in this function" or "add this to the top of your script" instead of releasing it as a filterscript, you should post it in the Snippet Showroom.

  • Do NOT claim other people's scripts to be yours.

    Copy-and-pasting code without giving credit, or modifying a gamemode so that your name shows up instead of the original author's, is breaking the basic forum rules. Also, don't post SA:MP filterscripts or gamemodes and say they will work for VC:MP. They won't work for VC:MP. They have to be converted.

  • CHECK for viruses before posting a release.

    Releases that include server files (e.g. server.exe, announce.exe) MUST be checked for viruses or they will be removed if they do contain viruses. Several infected server.exe files have been released in the past, along with other viruses on this forum, and it is important that script uploaders must either not include them or make sure they include the right server.

    Download servers from the home page as often as possible:
    http://www.vicecitymultiplayer.com

    They are virus-free and safe to use.

62
mIRC/pawn Scripting / References for Pawn Scripting
« on: September 26, 2012, 12:23:30 am »
Information you might need for Pawn scripting can be found on this wiki:
http://thijn.vrocker-hosting.co.uk/VCWiki/index.php/Main_Page

(kindly hosted by Thijn and VRocker Hosting)




63
General Discussion / A Reminder on Forum Rules
« on: September 26, 2012, 12:15:20 am »
You may have noticed that the forum rules could not be recovered after the forum was attacked. This does not mean that the rules are not in effect anymore.
  • Do not flame others.
  • Do not bump old topics.
  • Do not steal something that is not yours.
  • Do not post porn.
  • Do not post warez (no-cd cracks, game torrents).
  • Do not spam.

Posts that break these rules will be removed. People who constantly break these rules will be banned. Remember that moderators (beta testers and developers) can remove any post as they see fit, as long as it is done fairly.

64
Videos and Screenshots / Rules - Read this before posting
« on: July 29, 2012, 11:09:39 pm »
1) Only post videos/screenshots of VC:MP - no other games or random videos

2) Do not post videos/screenshots that contain hacks/mods/cheats


it is reccomended that you use youtube for videos and imageshack for screenshots.

if any other moderators of this forum have something to add/edit here, please do so.

Restored from copy from Google Cache.
Original poster: bakasan

65
Snippet Showroom / Welcome to the Snippet Showroom
« on: July 29, 2012, 11:02:38 pm »
This board is intended to be a showcase for small bits of code -- commands, smaller code blocks (simple spree systems), etc.

However, please do not post:
  • Filterscripts
  • Entire gamemodes
  • Very large pieces of code

Those belong in either the mIRC or Pawn showroom, depending on what language it is.

Also do not post for help with your scripts here: that belongs in the main Scripting Board.

As usual, all forum rules apply here too.

66
News / Pawn Server Patch && Client Released[Latest]
« on: July 29, 2012, 10:38:49 pm »
Updated Pawn server with some bug fixes.

Client:Click here
WinServer: Click here
LinuxServer: Click here

Fixed
Code: [Select]
CreateVehicle()
Timers

Added
Code: [Select]
DeleteVehicle()

Note patched server requires patch no:2 client for DeleteVehicle() to work.
Sp make sure you check version before using the command.

Restored from copy from Google Cache.
Original poster: Falcon

67
News / Current status of version 0.4
« on: July 29, 2012, 10:13:25 pm »
It has been a long time since there has been a new version released. While somewhat slowly at times, VC:MP has been under development during that time. I believe it is time to show people what has been done so far.

As the current beta version still has some shortcomings, the public beta will have to wait a little bit, although I hope it takes place soon. Till then, I can list which new features have been implemented since 0.3z_r2 and which bugs have been fixed. As it takes some time to thoroughly document the features, I will start posting changes that have been made one by one.

Therefore, I hope that by the time we get to an actual release, there is enough documentation and information that people can immediately take the best of it. There have been many significant changes, although many internal changes are invisible to the average player, but will make the future development of the modification easier.

I know that many of you may be tired of waiting and some have given up, but I hope that you will still be interested in what the new version has to offer. As the amount hours that we, developers, could put into developing this mod has been dramatically decreased during the last few years, it has been difficult to keep things going.

If you have any comments or questions about the changes and fixes mentioned in this topic, feel free to post them in this topic:
http://forum.vicecitymultiplayer.com/index.php?topic=5052.0

Restored from copy from Google Cache with some modifications.
Original poster: maxorator

68
News / Functions and callbacks of 0.4
« on: July 29, 2012, 10:08:56 pm »
Here is the list of functions that are currently implemented in 0.4.

Functions:
Code: [Select]
//MESSAGES
int printf(const char* pszFormat, ...)
int SendCustomCommand(unsigned int uCmdType, const char* pszFormat, ...)
int SendClientMessage(int nPlayerId, unsigned int uColour, const char* pszFormat, ...)
int SendGameMessage(int nPlayerId, int nType, const char* pszFormat, ... )

//SERVER SETTINGS
int SetServerName(const char* pszText)
int GetServerName(char* pszBuffer, int nBufferLen)
int SetMaxPlayers(int nMaxPlayers)
int GetMaxPlayers(void)
int SetServerPassword(char* pszBuffer)
int GetServerPassword(char* pszBuffer, int nBufferLen)
int SetGameModeText(const char* pszText)
int GetGameModeText(char* pszBuffer, int nBufferLen)

//WORLD: settings
int SetWorldBounds(float fMaxX, float fMinX, float fMaxY, float fMinY)
int GetWorldBounds(float* pfMaxX, float* pfMinX, float* pfMaxY, float* pfMinY)
int SetWastedSettings(unsigned int dwDeathTimer, unsigned int dwFadeTimer, float fFadeInSpeed, float fFadeOutSpeed, unsigned int dwFadeColour, unsigned int dwCorpseFadeStart, unsigned int dwCorpseFadeTime)
int GetWastedSettings(unsigned int* pdwDeathTimer, unsigned int* pdwFadeTimer, float* pfFadeInSpeed, float* pfFadeOutSpeed, unsigned int* pdwFadeColour, unsigned int* pdwCorpseFadeStart, unsigned int* pdwCorpseFadeTime)
int SetTimeRate(unsigned int uTimeRate)
unsigned int GetTimeRate(void)
int SetHour(int nHour)
int GetHour(void)
int SetMinute(int nMinute)
int GetMinute(void)
int SetWeather(int nWeather)
int GetWeather(void)
int SetGravity(float fGravity)
float GetGravity(void)
int SetGamespeed(float fGamespeed)
float GetGamespeed(void)
int SetWaterLevel(float fWaterLevel)
float GetWaterLevel(void)
int SetMaxHeight(float fHeight)
float GetMaxHeight(void)

//WORLD: toggles
int ToggleSyncFrameLimiter(unsigned int bToggle)
unsigned int EnabledSyncFrameLimiter(void)
int ToggleFrameLimiter(unsigned int bToggle)
unsigned int EnabledFrameLimiter(void)
int ToggleTaxiBoostJump(unsigned int bToggle)
unsigned int EnabledTaxiBoostJump(void)
int ToggleDriveOnWater(unsigned int bToggle)
unsigned int EnabledDriveOnWater(void)
int ToggleFastSwitch(unsigned int bToggle)
unsigned int EnabledFastSwitch(void)
int ToggleFriendlyFire(unsigned int bToggle)
unsigned int EnabledFriendlyFire(void)
int ToggleDisableDriveby(unsigned int bToggle)
unsigned int EnabledDisableDriveby(void)
int TogglePerfectHandling(unsigned int bToggle)
unsigned int EnabledPerfectHandling(void)
int ToggleFlyingCars(unsigned int bToggle)
unsigned int EnabledFlyingCars(void)
int ToggleJumpSwitch(unsigned int bToggle)
unsigned int EnabledJumpSwitch(void)
int ToggleShowMarkers(unsigned int bToggle)
unsigned int EnabledShowMarkers(void)
int ToggleStuntBike(unsigned int bToggle)
unsigned int EnabledStuntBike(void)
int ToggleShootInAir(unsigned int bToggle)
unsigned int EnabledShootInAir(void)
int ToggleShowNametags(unsigned int bToggle)
unsigned int EnabledShowNametags(void)
int ToggleJoinMessages(unsigned int bToggle)
unsigned int EnabledJoinMessages(void)
int ToggleDeathMessages(unsigned int bToggle)
unsigned int EnabledDeathMessages(void)

//MISC
int CreateExplosion(int nWorldId, int nType, float fPosX, float fPosY, float fPosZ, int nSourcePlayerId, unsigned int bGroundLevel)
int PlaySound(int nWorldId, int nSoundId, float fPosX, float fPosY, float fPosZ)
int HideMapObject(int nModelId, int nTenthX, int nTenthY, int nTenthZ)
int ShowMapObject(int nModelId, int nTenthX, int nTenthY, int nTenthZ)
int ShowAllMapObjects(void)

//CLASSES
int SetUseClasses(unsigned int bToggle)
unsigned int GetUseClasses(void)
int GetPlayerClass(int nPlayerId)
int AddPlayerClass(int nTeamId, unsigned int uColour, int nModelId, float fSpawnX, float fSpawnY, float fSpawnZ, float fAngleZ, int nWep1, int nWep1Ammo, int nWep2, int nWep2Ammo, int nWep3, int nWep3Ammo)
int SetSpawnPlayerPos(float fPosX, float fPosY, float fPosZ)
int SetSpawnCameraPos(float fPosX, float fPosY, float fPosZ)
int SetSpawnCameraLookAt(float fPosX, float fPosY, float fPosZ)

//ADMIN
unsigned int IsPlayerAdmin(int nPlayerId)
int SetPlayerAdmin(int nPlayerId, unsigned int bToggle)
int GetPlayerIP(int nPlayerId, char* pszBuffer, int nBufferLen)
int KickPlayer(int nPlayerId)
int BanPlayer(int nPlayerId)
int BanIP(char* pszIPAddress)
int UnbanIP(char* pszIPAddress)
unsigned int IsIPBanned(char* pszIPAddress)

//PLAYERS: basic
int GetPlayerIDFromName(char* pszName)
unsigned int IsPlayerConnected(int nPlayerId)
unsigned int IsPlayerSpawned(int nPlayerId)
unsigned int IsPlayerStreamedForPlayer(int nCheckPlayer, int nPlayerId)
unsigned int GetPlayerKey(int nPlayerId)
int SetPlayerWorld(int nPlayerId, int nWorld)
int GetPlayerWorld(int nPlayerId)
int SetPlayerSecWorld(int nPlayerId, int nSecWorld)
int GetPlayerSecWorld(int nPlayerId)
int GetPlayerUniqueWorld(int nPlayerId)
unsigned int IsPlayerWorldCompatible(int nPlayerId, int nWorld)
int GetPlayerState(int nPlayerId)
int GetPlayerName(int nPlayerId, char* szBuffer, int nBufferLen)
int SetPlayerTeam(int nPlayerId, int nTeamId)
int GetPlayerTeam(int nPlayerId)
int SetPlayerSkin(int nPlayerId, int nSkinId)
int GetPlayerSkin(int nPlayerId)
int SetPlayerColour(int nPlayerId, unsigned int uColour)
unsigned int GetPlayerColour(int nPlayerId)
int ForcePlayerSpawn(int nPlayerId)
int ForcePlayerSelect(int nPlayerId)
int ForceAllSelect(void)

//PLAYERS: score, ping, money, typing
int GivePlayerMoney(int nPlayerId, int nAmount)
int SetPlayerMoney(int nPlayerId, int nAmount)
int GetPlayerMoney(int nPlayerId)
int SetPlayerScore(int nPlayerId, int nScore)
int GetPlayerScore(int nPlayerId)
int GetPlayerPing(int nPlayerId)
unsigned int IsPlayerTyping(int nPlayerId)

//PLAYERS: health and location
int SetPlayerHealth(int nPlayerId, float fHealth)
float GetPlayerHealth(int nPlayerId)
int SetPlayerArmour(int nPlayerId, float fArmour)
float GetPlayerArmour(int nPlayerId)
int SetPlayerImmunityFlags(int nPlayerId, int nFlags)
int GetPlayerImmunityFlags(int nPlayerId)
int SetPlayerPos(int nPlayerId, float fPosX, float fPosY, float fPosZ)
int GetPlayerPos(int nPlayerId, float* pfPosX, float* pfPosY, float* pfPosZ)
int SetPlayerSpeed(int nPlayerId, float fSpeedX, float fSpeedY, float fSpeedZ)
int GetPlayerSpeed(int nPlayerId, float* pfSpeedX, float* pfSpeedY, float* pfSpeedZ)
int AddPlayerSpeed(int nPlayerId, float fSpeedX, float fSpeedY, float fSpeedZ)
int SetPlayerHeading(int nPlayerId, float fAngleZ)
float GetPlayerHeading(int nPlayerId)
int SetPlayerInterior(int nPlayerId, int nInterior)
int SetPlayerAlpha(int nPlayerId, int nAlpha, int nFadeTime)
int GetPlayerAlpha(int nPlayerId)

//PLAYERS: vehicle
int PutPlayerInVehicle(int nPlayerId, int nVehicleId, int nSlot, unsigned int bMakeRoom, unsigned int bWarp)
int RemovePlayerFromVehicle(int nPlayerId)
int GetPlayerInVehicleStatus(int nPlayerId)
int GetPlayerInVehicleSlot(int nPlayerId)
int GetPlayerVehicleID(int nPlayerId)

//PLAYERS: toggles
int TogglePlayerControllable(int nPlayerId, unsigned int bToggle)
unsigned int EnabledPlayerControllable(int nPlayerId)
int TogglePlayerDriveby(int nPlayerId, unsigned int bToggle)
unsigned int EnabledPlayerDriveby(int nPlayerId)
int TogglePlayerWhiteScanlines(int nPlayerId, unsigned int bToggle)
unsigned int EnabledPlayerWhiteScanlines(int nPlayerId)
int TogglePlayerGreenScanlines(int nPlayerId, unsigned int bToggle)
unsigned int EnabledPlayerGreenScanlines(int nPlayerId)
int TogglePlayerWidescreen(int nPlayerId, unsigned int bToggle)
unsigned int EnabledPlayerWidescreen(int nPlayerId)
int TogglePlayerShowMarkers(int nPlayerId, unsigned int bToggle)
unsigned int EnabledPlayerShowMarkers(int nPlayerId)
int TogglePlayerAttackPriv(int nPlayerId, unsigned int bToggle)
unsigned int EnabledPlayerAttackPriv(int nPlayerId)
int TogglePlayerHasMarker(int nPlayerId, unsigned int bToggle)
unsigned int EnabledPlayerHasMarker(int nPlayerId)

//PLAYERS: weapons
int GivePlayerWeapon(int nPlayerId, int nWeaponId, int nAmmo)
int SetPlayerWeapon(int nPlayerId, int nWeaponId, int nAmmo)
int GetPlayerWeapon(int nPlayerId)
int GetPlayerWeaponAmmo(int nPlayerId)
int SetPlayerWeaponSlot(int nPlayerId, int nSlot)
int GetPlayerWeaponSlot(int nPlayerId)
int GetPlayerWeaponAtSlot(int nPlayerId, int nSlot)
int GetPlayerAmmoAtSlot(int nPlayerId, int nSlot)
int RemovePlayerWeapon(int nPlayerId, int nWeaponId)
int RemoveAllWeapons(int nPlayerId)

//PLAYERS: camera
int SetCameraPosition(int nPlayerId, float fPosX, float fPosY, float fPosZ, float fLookX, float fLookY, float fLookZ)
int RestoreCamera(int nPlayerId)
unsigned int IsCameraLocked(int nPlayerId)

//PLAYERS: misc
int SetPlayerAnimation(int nPlayerId, int nAnimationId)
int SetPlayerWantedLevel(int nPlayerId, int nLevel)
int GetPlayerStandingOnVehicle(int nPlayerId)
int GetPlayerStandingOnObject(int nPlayerId)

//VEHICLES
int CreateVehicle(int nModelId, int nWorld, float fPosX, float fPosY, float fPosZ, float fAngleZ, int nColour1, int nColour2)
int DeleteVehicle(int nVehicleId)
int GetVehicleSyncSource(int nVehicleId)
int GetVehicleSyncType(int nVehicleId)
unsigned int IsVehicleStreamedForPlayer(int nVehicleId, int nPlayerId)
int SetVehicleWorld(int nVehicleId, int nWorld)
int GetVehicleWorld(int nVehicleId)
int GetVehicleModel(int nVehicleId)
int GetVehicleOccupant(int nVehicleId, int nSlotIndex)
int RespawnVehicle(int nVehicleId)
int SetVehicleImmunityFlags(int nVehicleId, int nImmuFlags)
int GetVehicleImmunityFlags(int nVehicleId)
int KillVehicle(int nVehicleId)
unsigned int IsVehicleWrecked(int nVehicleId)
int SetVehiclePos(int nVehicleId, float fPosX, float fPosY, float fPosZ, unsigned int bRemoveOccupants)
int GetVehiclePos(int nVehicleId, float* pfPosX, float* pfPosY, float* pfPosZ)
int SetVehicleRot(int nVehicleId, float fX, float fY, float fZ, float fW)
int SetVehicleRotEuler(int nVehicleId, float fX, float fY, float fZ)
int GetVehicleRot(int nVehicleId, float* pfX, float* pfY, float *pfZ, float *pfW)
int GetVehicleRotEuler(int nVehicleId, float* pfX, float* pfY, float *pfZ)
int SetVehicleSpeed(int nVehicleId, float fX, float fY, float fZ)
int GetVehicleSpeed(int nVehicleId, float* pfX, float* pfY, float* pfZ)
int AddVehicleSpeed(int nVehicleId, float fX, float fY, float fZ)
int SetVehicleRelSpeed(int nVehicleId, float fX, float fY, float fZ)
int GetVehicleRelSpeed(int nVehicleId, float* pfX, float* pfY, float* pfZ)
int AddVehicleRelSpeed(int nVehicleId, float fX, float fY, float fZ)
int SetVehicleTurnSpeed(int nVehicleId, float fX, float fY, float fZ)
int GetVehicleTurnSpeed(int nVehicleId, float* pfX, float* pfY, float* pfZ)
int AddVehicleTurnSpeed(int nVehicleId, float fX, float fY, float fZ)
int SetVehicleSpawnPos(int nVehicleId, float fPosX, float fPosY, float fPosZ, float fAngleZ)
int GetVehicleSpawnPos(int nVehicleId, float* pfPosX, float* pfPosY, float* pfPosZ, float* pfAngleZ)
int SetVehicleSpawnRot(int nVehicleId, float fX, float fY, float fZ, float fW)
int SetVehicleSpawnRotEuler(int nVehicleId, float fX, float fY, float fZ)
int GetVehicleSpawnRot(int nVehicleId, float* pfX, float* pfY, float* pfZ, float* pfW)
int GetVehicleSpawnRotEuler(int nVehicleId, float* pfX, float* pfY, float* pfZ)
int SetVehicleIdleRespawnTimer(int nVehicleId, unsigned int uTimer)
unsigned int GetVehicleIdleRespawnTimer(int nVehicleId)
int SetVehicleHealth(int nVehicleId, float fHealth)
float GetVehicleHealth(int nVehicleId)
int SetVehicleColour(int nVehicleId, int nColour1, int nColour2)
int GetVehicleColour(int nVehicleId, int* pnColour1, int* pnColour2)
int SetVehicleDoorsLocked(int nVehicleId, unsigned int bToggle)
unsigned int GetVehicleDoorsLocked(int nVehicleId)
int SetVehiclePartStatus(int nVehicleId, int nPartId, int nStatus)
int GetVehiclePartStatus(int nVehicleId, int nPartId)
int SetVehicleTyreStatus(int nVehicleId, int nTyreId, int nStatus)
int GetVehicleTyreStatus(int nVehicleId, int nTyreId)
int SetVehicleDamageData(int nVehicleId, unsigned int uDamageData)
unsigned int GetVehicleDamageData(int nVehicleId)
int SetVehicleAlarm(int nVehicleId, unsigned int bToggle)
unsigned int GetVehicleAlarm(int nVehicleId)
int SetVehicleLights(int nVehicleId, unsigned int bToggle)
unsigned int GetVehicleLights(int nVehicleId)

//VEHICLES: handling
int ResetAllVehicleHandlings(void)
unsigned int ExistsHandlingRule(int nModelIndex, int nRuleIndex)
int SetHandlingRule(int nModelIndex, int nRuleIndex, double fValue)
double GetHandlingRule(int nModelIndex, int nRuleIndex)
int ResetHandlingRule(int nModelIndex, int nRuleIndex)
int ResetHandling(int nModelIndex)
unsigned int ExistsInstHandlingRule(int nVehicleId, int nRuleIndex)
int SetInstHandlingRule(int nVehicleId, int nRuleIndex, double fValue)
double GetInstHandlingRule(int nVehicleId, int nRuleIndex)
int ResetInstHandlingRule(int nVehicleId, int nRuleIndex)
int ResetInstHandling(int nVehicleId)

//PICKUPS
int CreatePickup(int nModel, int nWorld, int nQuantity, float fPosX, float fPosY, float fPosZ, int nAlpha, unsigned int bAutomatic)
int DeletePickup(int nPickupId)
unsigned int IsPickupStreamedForPlayer(int nPickupId, int nPlayerId)
int SetPickupWorld(int nPickupId, int nWorld)
int GetPickupWorld(int nPickupId)
int PickupGetAlpha(int nPickupId)
int PickupSetAlpha(int nPickupId, int nAlpha)
unsigned int PickupIsAutomatic(int nPickupId)
int PickupSetAutomatic(int nPickupId, unsigned int bToggle)
int SetPickupAutoTimer(int nPickupId, int nTimer)
int GetPickupAutoTimer(int nPickupId)
int PickupRefresh(int nPickupId)
int PickupGetPos(int nPickupId, float* pfPosX, float* pfPosY, float* pfPosZ)
int PickupSetPos(int nPickupId, float fPosX, float fPosY, float fPosZ)
int PickupGetModel(int nPickupId)
int PickupGetQuantity(int nPickupId)

//OBJECTS
int CreateObject(int nModelId, int nWorld, float fPosX, float fPosY, float fPosZ, int nAlpha)
int DeleteObject(int nObjectId)
unsigned int IsObjectStreamedForPlayer(int nObjectId, int nPlayerId)
int GetObjectModel(int nObjectId)
int SetObjectWorld(int nObjectId, int nWorld)
int GetObjectWorld(int nObjectId)
int SetObjectAlpha(int nObjectId, int nAlpha, int nTime)
int GetObjectAlpha(int nObjectId)
int MoveObjectTo(int nObjectId, float fX, float fY, float fZ, int nTime)
int MoveObjectBy(int nObjectId, float fX, float fY, float fZ, int nTime)
int SetObjectPos(int nObjectId, float fX, float fY, float fZ)
int GetObjectPos(int nObjectId, float* pfPosX, float* pfPosY, float* pfPosZ)
int RotObjectTo(int nObjectId, float fX, float fY, float fZ, float fW, int nTime)
int RotObjectToEuler(int nObjectId, float fX, float fY, float fZ, int nTime)
int RotObjectBy(int nObjectId, float fX, float fY, float fZ, float fW, int nTime)
int RotObjectByEuler(int nObjectId, float fX, float fY, float fZ, int nTime)
int GetObjectRot(int nObjectId, float* pfX, float* pfY, float *pfZ, float *pfW)
int GetObjectRotEuler(int nObjectId, float* pfX, float* pfY, float *pfZ)
int SetObjectShotReport(int nObjectId, unsigned int bToggle)
unsigned int IsObjectShotReport(int nObjectId)
int SetObjectBumpReport(int nObjectId, unsigned int bToggle)
unsigned int IsObjectBumpReport(int nObjectId)

Callbacks:
Code: [Select]
int OnInitServer(void)
void OnShutdownServer(void)
void OnFrame(float fElapsedTime)
void OnPlayerConnect(int nPlayerId)
void OnPlayerDisconnect(int nPlayerId, int nReason)
void OnPlayerBeginTyping(int nPlayerId)
void OnPlayerEndTyping(int nPlayerId)
int OnPlayerRequestClass(int nPlayerId, int nOffset)
int OnPlayerRequestSpawn(int nPlayerId)
void OnPlayerSpawn(int nPlayerId)
void OnPlayerDeath(int nPlayerId, int nKillerId, int nReason, int nBodyPart)
void OnPlayerUpdate(int nPlayerId, int nUpdateType)
int OnPlayerRequestEnter(int nPlayerId, int nVehicleId, int nSlotId)
void OnPlayerEnterVehicle(int nPlayerId, int nVehicleId, int nSlotId)
void OnPlayerExitVehicle(int nPlayerId, int nVehicleId)
int OnPickupClaimPicked(int nPickupId, int nPlayerId)
void OnPickupPickedUp(int nPickupId, int nPlayerId)
void OnPickupRespawn(int nPickupId)
void OnVehicleUpdate(int nVehicleId, int nUpdateType)
void OnVehicleExplode(int nVehicleId)
void OnVehicleRespawn(int nVehicleId)
void OnObjectShot(int nObjectId, int nPlayerId, int nWeapon)
void OnObjectBump(int nObjectId, int nPlayerId)
int OnPublicMessage(int nPlayerId, const char* pszText)
int OnCommandMessage(int nPlayerId, const char* pszText)
int OnPrivateMessage(int nPlayerId, int nTargetId, const char* pszText)
int OnInternalCommand(unsigned int uCmdType, const char* pszText)
int OnLoginAttempt(char* pszPlayerName, const char* pszUserPassword, const char* pszIpAddress)

The list is written in C syntax, but should be rather obvious anyway.

Restored from a copy stored in Google's cache.
Original poster: maxorator

69
mIRC/pawn Scripting / Why Passwords MUST Be Encrypted
« on: June 12, 2011, 02:43:42 am »
Recently, I've been seeing a lot of scripts here where the passwords are unencrypted, or where scripters and server owners would rather be able to see their players' passwords. This is dangerous, and for many reasons.

Don't register an account on servers you don't know well (Thanks, NC). If the admins do happen to be abusive or bad scripters, you could end up being hacked or impersonated.

  • Commands to view passwords can be exploited.
If something like /c getpassword is scripted improperly, this could lead to users being able to see anyone's passwords, regardless of whether or not they're an admin. If an admin system isn't scripted properly, they can use /c getpassword. If someone has physical access to an admin's computer, they can use /c getpassword.

In any of these scenarios, you open yourself up to a situation where people who aren't admins, or even malicious admins, can see anyone's and everyone's passwords -- including yours. A lot of VC:MP players use the same password on servers they play on, which opens your players up to being hacked because of your script.

  • It reduces the credibility of you and your scripts
If players find out that admins are able to see their passwords, or that their passwords are stored plaintext, they might want their accounts deleted from the server, or have their passwords changed (which will lead us to my next point). It also lowers your credibility, because the more technologically literate users will know that they could be hacked because of the scripts you used.

  • A command to change passwords would be a better replacement.
Have you ever seen a forum where when you want to reset your password, they RESET your password instead of emailing it to you? Try it out on this forum; it never tells you the password you used, it just lets you change it after some confirmation.

Likewise, on a VC:MP server, it's much more practical (and secure) to use a command to change passwords instead of viewing them, because, like in point one, being able to view people's passwords could lead to people hacking your server or other users, and would also lead to (point #2) your reputation as a scripted being reduced.

70
mIRC/pawn Scripting / Experiments w/ Pawn Datagrams
« on: June 07, 2011, 01:58:15 pm »
Last weekend, I was reading some Pawn documentation about its ability to send and receive packets. I experimented a bit with it to implement a list of bans using datagrams instead of PSA, which tends to be bulkier. Unfortunately, the Pawn script doesn't seem to be receiving packets from the other server at the moment, but Pawn can successfully send a packet to a server, and the server can receive it without a problem.

Sending the packets from Pawn as packed strings seems to work best. If you send strings as unpacked, Pawn will UU-encode and compress them itself, which makes it harder to unpack when it gets to the server. Here are the results so far. I may put the scripts up when I get the Pawn server to receive packets.






71
Tutorials / [Video] Installing a VC:MP Pawn Server
« on: May 08, 2011, 02:13:21 am »
Here's a video tutorial that shows how to set up a basic VC:MP Pawn server on Windows.
http://youtu.be/qHkVOiUfI_Y

The video is best viewed in 720p (HD). There is no sound, it doesn't need any.

72
Tutorials / How to Forward Ports (w/ pictures)
« on: May 08, 2011, 12:38:12 am »
A lot of people are asking, "What is port forwarding and how do I do it?!" There aren't many resourceful guides available, so here's how to forward the ports for your server.

What router am I using?
Before you can go on, figure out what router you're using. You can usually find out by looking at your router, which may include a logo, brand name, or just a model number. For our intents and purposes, we'll use my router.

Quote


As you can see, it says MI424WR. This is the model number for my router. By Googling it, I can see my router is made by Actiontec. This is going to come in handy later.

Logging Into the Router Panel
Now we have to figure out how to log into the router panel. First, we're going to have to use the command prompt, so press the Windows Key + R at the same time, and type in cmd like so.

Quote


Type ipconfig and hit enter.
Quote


You should get something like the following picture. All you need to worry about is the default gateway; this is the IP you'll use to log into your router.
Quote


Open your web browser and enter this IP address in the address bar. You should either get a page asking you to log in or a popup asking for a username and password. If you don't, go ahead and skip this step, but if you do, go to http://www.phenoelit-us.org/dpl/dpl.html

Press Ctrl + F and type in the name or model number of your router.
Quote


Quote


Port Forwarding
Now go to http://portforward.com/ and use Ctrl + F to look for the brand and model of your router.
Quote


Click on the link. If it advertises a PFConfig program, click on the "Click here to skip this advertisement..." link in the top right. Then where it says "If you do not see the program you are forwarding ports for" click on the "Default Guide" link.
Quote


You should get another guide with pictures on exactly how to forward the ports. Remember that the ports you are forwarding are 5192 for the server and 5315 for RCON, unless you change these ports.

73
Tutorials / The Absolute Beginner's Guide to Pawn (w/ examples)
« on: April 24, 2011, 08:45:28 am »
NOTE
This topic is locked to prevent people from ruining the succession of posts while the guide is being written. PM any errors or suggestions to stormeus.

The Absolute Beginner's
Guide to Pawn


Pages: 1 ... 3 4 [5]