Author Topic: Not so F AQ pt.2  (Read 5002 times)

0 Members and 1 Guest are viewing this topic.

Offline Boss

  • VC:MP Beta Tester (inactive)
  • Made Man
  • *
  • Posts: 229
  • Boss
    • View Profile
    • TDH Clan Site
Not so F AQ pt.2
« on: January 14, 2010, 09:11:09 pm »
Me again. The previous thread was locked (for no apparent reason), so I had to start a new one.

I'm almost done making my script, which 100% dublicates MTA 0.5 mode. Yet I'm confused about few other things, which do not let me finish:
1. Why are there so many "system messages"? Kills and joins/parts take two lines of code to be put into a mode, yet you can't get rid of them (or change them) if you need to.
2. If there's no easy way of making chat scrolling, at least make it wider so that most of the messages don't take two lines. Some extra chat lines would be nice too.
3. How come SetCameraPos can't be used for players separately (addressing them by playerid)? MTA had the camera moving from spawn to spawn but there's no way to do that in VC-MP.
4. Many functions simply don't work (SendDeathMessage, SetPlayerDrunk, SetTimer, SetPlayerMarker, SetPlayerColor etc., with the last two even causing crashes). Yes, I know that they take much time to make, but at least remove them from the .inc, since such "placeholders" are not good at all.
Speaking of inoperative functions, I need at least SetTimer for making sailor regeneration an SetPlayerColor for custom class colors. How come nobody noticed that such generic functions do not work?
5. Having a simple function for outputting a text on the screen (like you do it at the spawn screen) would be nice too.
6. Remove or toggle headshots. They look reasonable when using m4/m60, but blowing the head off with just a colt/tec9...
7. Having an "ammount" parameter in AddStaticPickup would be nice. Or, at least, lower the ammounts to the ones from MTA (50 molotovs from a single pickup? jeez).
8. And I just recently noticed that melee weapons' hits are almost desynced. I hit a standing still guy with a bat 10 times and his hp reduced just once.

I'm still offering my help with readmes/testing/site/whatnot if it helps to fix the things mentioned above sooner.

Offline [AoD]NC

  • VC:MP Beta Tester
  • VC:MP Veteran
  • *
  • Posts: 616
  • AoD forever!
    • View Profile
    • KURWA MAĆ
Re: Not so F AQ pt.2
« Reply #1 on: January 14, 2010, 09:44:04 pm »
Boss you rock :).

I agree with the most things, especially point 6 with headshots.

@Old FAQ: Yes, SAMP browser is now fixed and do not scream with errors on Vista/7 so why not ask them how to fix it in VCMP? You wont need Vista/7 for this :).

Offline Falcon

  • VC:MP Developer
  • Wiseguy
  • *
  • Posts: 73
    • View Profile
Re: Not so F AQ pt.2
« Reply #2 on: January 15, 2010, 03:16:56 am »
The reason topic was locked was due to the fact it turned into a lets bang out the devs topic.... ain't very nice thing to do given the fact this is our forums.

Me again. The previous thread was locked (for no apparent reason), so I had to start a new one.
I'm almost done making my script, which 100% dublicates MTA 0.5 mode. Yet I'm confused about few other things, which do not let me finish:

Simple reason pawn and std server both use same client atm .. so if we remove death and join messages a server w/o scripts would have none. I might add in a way to define no messages in pawn script or something along those lines.
1. Why are there so many "system messages"? Kills and joins/parts take two lines of code to be put into a mode, yet you can't get rid of them (or change them) if you need to.
There is and we are looking at that in future version's.
2. If there's no easy way of making chat scrolling, at least make it wider so that most of the messages don't take two lines. Some extra chat lines would be nice too.
Same reason as above std server to pawn server has no rpc set in client.
3. How come SetCameraPos can't be used for players separately (addressing them by playerid)? MTA had the camera moving from spawn to spawn but there's no way to do that in VC-MP.

Wasn't aware of these bugs will look into.
4. Many functions simply don't work (SendDeathMessage, SetPlayerDrunk, SetTimer, SetPlayerMarker, SetPlayerColor etc., with the last two even causing crashes). Yes, I know that they take much time to make, but at least remove them from the .inc, since such "placeholders" are not good at all.
Speaking of inoperative functions, I need at least SetTimer for making sailor regeneration an SetPlayerColor for custom class colors. How come nobody noticed that such generic functions do not work?
There is already GameTextPlayer() not sure what else you would like ..
5. Having a simple function for outputting a text on the screen (like you do it at the spawn screen) would be nice too.
Why not if they get a head shot in .. we could make it toggle for some weapons i spose if there is a great need for it.
6. Remove or toggle headshots. They look reasonable when using m4/m60, but blowing the head off with just a colt/tec9...
Yes is possible will look into for update.
7. Having an "ammount" parameter in AddStaticPickup would be nice. Or, at least, lower the ammounts to the ones from MTA (50 molotovs from a single pickup? jeez).
That has been there since vcmp was released .. we are working on fix.
8. And I just recently noticed that melee weapons' hits are almost desynced. I hit a standing still guy with a bat 10 times and his hp reduced just once.
Again thank you for the offer.
I'm still offering my help with readmes/testing/site/whatnot if it helps to fix the things mentioned above sooner.

Offline Boss

  • VC:MP Beta Tester (inactive)
  • Made Man
  • *
  • Posts: 229
  • Boss
    • View Profile
    • TDH Clan Site
Re: Not so F AQ pt.2
« Reply #3 on: January 15, 2010, 03:40:27 am »
Simple reason pawn and std server both use same client atm .. so if we remove death and join messages a server w/o scripts would have none. I might add in a way to define no messages in pawn script or something along those lines.
Same reason as above std server to pawn server has no rpc set in client.
Why would someone want to use a std version when there's a pawn version avaliable? If the problem is with moving .ini scripts into .pwn, I can make a converter in less than a hour.

There is already GameTextPlayer() not sure what else you would like ..
Whoopsie! Didn't notice it, my bad. Well, it would be nice to make color and fadeout time customisable in the future.

we could make it toggle for some weapons i spose if there is a great need for it.
Yeah, that would be really great.

Offline Falcon

  • VC:MP Developer
  • Wiseguy
  • *
  • Posts: 73
    • View Profile
Re: Not so F AQ pt.2
« Reply #4 on: January 15, 2010, 12:53:05 pm »
Well up to now vcmp has only had irc scripting released so all server's currently run std server with irc scripts. So trying to give them time to convert there modes in pawn.
Quote
Why would someone want to use a std version when there's a pawn version avaliable? If the problem is with moving .ini scripts into .pwn, I can make a converter in less than a hour.
That's ok.. We will in future versions.
Quote
Whoopsie! Didn't notice it, my bad. Well, it would be nice to make color and fadeout time customisable in the future.

Offline thijn

  • LU testers
  • VC:MP Veteran
  • *
  • Posts: 667
  • Im proud to be pro.
    • View Profile
    • Vice Underdogs
Re: Not so F AQ pt.2
« Reply #5 on: January 15, 2010, 05:18:21 pm »
There is already GameTextPlayer() not sure what else you would like ..
Whoopsie! Didn't notice it, my bad. Well, it would be nice to make color and fadeout time customisable in the future.
The color is already able to customize, by using the ~ codes
(example: ~b~ gives a blue color, ~p~ a pink one etc.)