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SA-MP 0.3d RC2 test version - Discussion

Ted · 2721

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Offline Dan_The_Noob

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Reply #45 on: September 15, 2011, 06:19:05 pm
Awesome, bring GS9 to Mordor. Then we got rid of da ballas! :D

Place GS9 on top of Mt Chiliad along with all the other gang/group hangouts/HQs  let the gangwar commence xD

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Offline TedTopic starter

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Reply #46 on: September 16, 2011, 02:57:09 pm
Awww too bad :(

You could always rebuild the fence surrounding area 69 so it is not all bad.



Offline SugarD

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Reply #47 on: September 16, 2011, 09:39:55 pm
Oh so just cus they black you want them away.. I see, I thought this was over, now there's a black president..
No one brought race into this, so don't try and start an argument.



Yay! Now we can remove those annoying lights in front of LSFD so the parking can be adjusted to appear more realistic xD



Offline TedTopic starter

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Reply #48 on: September 16, 2011, 09:46:05 pm
Those little farty lights? Yes those can go.



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Reply #49 on: September 16, 2011, 09:49:14 pm
Those little farty lights? Yes those can go.
For the love of Sauron, please. They barely light up anything and they are a huge annoyance to everyone. I have no idea why they were placed there by R* to begin with, but they are a pain in the butt when I try to back in the Battalion Truck hahaha...



Offline TedTopic starter

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Reply #50 on: September 18, 2011, 04:52:18 pm
Client/Server update SA-MP 0.3d RC2

- Added OnPlayerTakeDamage script callback for tracking damage events on a player
- Fixed problems with tow trucks losing their tow around other players
- Added DIALOG_STYLE_PASSWORD for ShowPlayerDialog() which shows a masked input box - No more people getting "hacked" due to entering passwords around others.
- The audio stream will stop playing once the player is disconnected from the server
- Fixed problems playing certain audio IDs above 2000 in PlayerPlaySound
- Added /audiomsg command to disable audio stream URL messages in the chat
- The 0.3d server lists are now live

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, taxi signs which can be attached to any vehicle.

pawn Code:
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.



Offline Dan_The_Noob

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Reply #51 on: September 18, 2011, 05:37:19 pm
Yay! Now we can remove those annoying lights in front of LSFD so the parking can be adjusted to appear more realistic xD

there are lights at LSFD?? O-o

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, taxi signs which can be attached to any vehicle.

does this mean we can actually open/close cell doors?? and also will taxi signs mean we can register vehicles for taxi duty??

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Offline DHR.Mike

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Reply #52 on: September 18, 2011, 05:41:57 pm
Finally the big gate at area 69 can be used!! :bow:

And i have to disappoint you i already tested that the Gate is part of the entire fence surrounding Area 69 if you remove the gate you also remove all the fence

You could always rebuild the fence surrounding area 69 so it is not all bad.

on rechecking it appears removing those gates is possible however i personaly do not know how yet however i do have a theory  :lol:



Offline TedTopic starter

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Reply #53 on: September 18, 2011, 05:47:52 pm
Here is what the masked dialog password dialog looks like. I've just not tabbed the dialog.

I'm happy the small things are fixed, such as the annoying tow truck sync. What do you use Mike in terms of mapping etc?



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Reply #54 on: September 18, 2011, 08:41:13 pm
there are lights at LSFD?? O-o
Yes. There are three short, stubby little lights on the far right side of LSFD if you are facing the building, right in front of the sidewalk just east of the exact spot the Battalion Truck (Federal Rancher) spawns.



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Reply #55 on: September 19, 2011, 10:14:36 am
to be honest, i would love to see Abandoned Airfield made less abandoned... all that junk is a waste of space we could have extra hangars etc for people to park planes etc.

or even have all sales aircraft moved there :) itd be more convienient and logical than buying planes at an airport :)

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Reply #56 on: September 19, 2011, 10:29:27 am
to be honest, i would love to see Abandoned Airfield made less abandoned... all that junk is a waste of space we could have extra hangars etc for people to park planes etc.

or even have all sales aircraft moved there :) itd be more convienient and logical than buying planes at an airport :)
Agreed. It suits the environment much better.



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Reply #57 on: September 19, 2011, 11:15:02 am
It suits the environment much better.
No, it doesn't. It's a damn desert, it's supposed to be abandoned.


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Offline SugarD

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Reply #58 on: September 19, 2011, 11:18:03 am
No, it doesn't. It's a damn desert, it's supposed to be abandoned.
People don't sell airplanes at an airport. The abandoned airport looks more like private property, which can obviously be seen as a sales place for planes if correctly set up.



Offline TedTopic starter

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Reply #59 on: September 19, 2011, 01:50:51 pm
The SFPD interior they refer to is actually LSPD in Argonath's case.



 


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