text
stringlengths
1
2.83M
id
stringlengths
16
152
metadata
dict
__index_level_0__
int64
0
949
--- title: OnPlayerEnterVehicle description: This callback is called when a player starts to enter a vehicle, meaning the player is not in vehicle yet at the time this callback is called. tags: [] --- <VersionWarn name='callback' version='SA-MP 0.3.7' /> ## Paglalarawan Ang callback na ito ay natatawag kapag ang isang manlalaro ay pumasok sa loob ng sasakyan. | Pangalan | Deskripsyon | | ----------- | -------------------------------------------------------------- | | playerid | Ang ID ng manlalaro nag sumasakay sa sasakyan. | | vehicleid | Ang ID ng sasakyan na pinasukan ng manlalaro. | | ispassenger | 0 kung ang manlalaro ay pumasok bilang driver, 1 kung pasahero. ## Returns Lagi itong na tatawag una sa mga filterscript. ## Halimbawa ng Paggamit ```c public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger) { new string[128]; format(string, sizeof(string), "Ikaw ay sumasakay bilang %i", vehicleid); SendClientMessage(playerid, 0xFFFFFFFF, string); return 1; } ``` ## Mga Dapat Unawain :::tip - Ang callback na ito ay tinatawag kapag ang isang manlalaro ay NAGSIMULA na pumasok sa isang sasakyan, hindi kapag napasok na nila ito. - Ang callback na ito ay tinatawag pa rin kung ang player ay tinanggihan sa pagpasok sa sasakyan (hal. ito ay naka-lock o puno). ::: ## Mga Kaugnay na Callback Maaaring maging kapaki-pakinabang din ang mga sumusunod na callback, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o sa iba pa. - [OnPlayerExitVehicle](./OnPlayerExitVehicle.md): Tinatawag kapag ang manlalaro ay umalis sa sasakyan. - [OnPlayerStateChange](./OnPlayerStateChange.md): Tinatawag kapag nagbago ang estado ng manlalaro. ## Mga Kaugnay na Functions Maaaring maging kapaki-pakinabang ang mga sumusunod na function, dahil nauugnay ang mga ito sa callback na ito sa isang paraan o iba pa. - [PutPlayerInVehicle](../functions/PutPlayerInVehicle.md): Maglagay ng manlalaro sa sasakyan. - [GetPlayerVehicleSeat](../functions/GetPlayerVehicleSeat.md): Suriin kung saan nakaupo ang isang manlalaro.
openmultiplayer/web/docs/translations/fil/scripting/callbacks/OnPlayerEnterVehicle.md/0
{ "file_path": "openmultiplayer/web/docs/translations/fil/scripting/callbacks/OnPlayerEnterVehicle.md", "repo_id": "openmultiplayer", "token_count": 838 }
382
--- title: AddStaticVehicleEx description: Nagdaragdag ng 'static' na sasakyan (mga modelo ay paunang na-load para sa mga manlalaro) sa gamemode. tags: ["vehicle"] --- ## Description Nagdaragdag ng 'static' na sasakyan (mga modelo ay paunang na-load para sa mga manlalaro) sa gamemode. Naiiba sa AddStaticVehicle sa isang paraan lamang: nagbibigay-daan sa isang respawn time na itakda kapag ang sasakyan ay naiwang walang tao ng driver. | Name | Description | | ---------------------------------------- | -------------------------------------- | | modelid | Ang Model ID para sa sasakyan. | | Float:spawn_X | Ang X-coordinate para sa sasakyan. | | Float:spawn_Y | Ang Y-coordinate para sa sasakyan. | | Float:spawn_Z | Ang Z-coordinate para sa sasakyan. | | Float:z_angle | Direksyon ng sasakyan - anggulo. | | [color1](../resources/vehiclecolorid) | Ang pangunahing ID ng kulay. -1 para sa random. | | [color2](../resources/vehiclecolorid) | Ang pangalawang kulay ID. -1 para sa random. | | respawn_delay | Tantalahin niya hanggang sa ang kotse ay respawned nang walang driver, sa ilang segundo. | | addsiren | Idinagdag sa 0.3.7; hindi gagana sa mga naunang bersyon. May default na value na 0. Nagbibigay-daan sa sasakyan na magkaroon ng sirena, kung ang sasakyan ay may busina. | ## Returns Ang ID ng sasakyan ng sasakyang ginawa (1 - MAX_VEHICLES). INVALID_VEHICLE_ID (65535) kung hindi ginawa ang sasakyan (naabot na ang limitasyon ng sasakyan o naipasa ang di-wastong ID ng modelo ng sasakyan). ## Examples ```c public OnGameModeInit() { // Mag lagay ng Hydra (520) sa laro na respawn 15 segundo pagkatapos maiwan AddStaticVehicleEx (520, 2109.1763, 1503.0453, 32.2887, 82.2873, -1, -1, 15); return 1; } ``` ## Related Functions - [AddStaticVehicle](AddStaticVehicle): Magdagdag ng static na sasakyan. - [CreateVehicle](CreateVehicle): Gumawa ng sasakyan.
openmultiplayer/web/docs/translations/fil/scripting/functions/AddStaticVehicleEx.md/0
{ "file_path": "openmultiplayer/web/docs/translations/fil/scripting/functions/AddStaticVehicleEx.md", "repo_id": "openmultiplayer", "token_count": 983 }
383
--- title: CancelSelectTextDraw description: Kanselahin ang pagpili ng textdraw gamit ang mouse. tags: ["textdraw"] --- ## Description Kanselahin ang pagpili ng textdraw gamit ang mouse. | Name | Description | | -------- | ------------------------------------------------------------------- | | playerid | Ang id ng player na dapat ma-disable ang textdraw selection | ## Returns Ang function na ito ay hindi nagbabalik ng anumang value. ## Examples ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/cancelselect", true)) { CancelSelectTextDraw(playerid); SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: TextDraw selection disabled!"); return 1; } return 0; } ``` ## Notes :::warning \*Ang function na ito ay tumatawag sa OnPlayerClickTextDraw na may INVALID_TEXT_DRAW (65535). Ang paggamit ng function na ito sa loob ng OnPlayerClickTextDraw nang hindi nahuhuli ang kasong ito ay magiging sanhi ng mga client na pumunta sa isang walang katapusang loop. ::: ## Related Functions - [SelectTextDraw](SelectTextDraw): Pinapagana ang mouse, para makapili ang player ng textdraw - [TextDrawSetSelectable](TextDrawSetSelectable): Itinatakda kung ang isang textdraw ay maaaring piliin sa pamamagitan ng SelectTextDraw - [OnPlayerClickTextDraw](../callbacks/OnPlayerClickTextDraw): Tinatawag kapag nag-click ang isang player sa isang textdraw.
openmultiplayer/web/docs/translations/fil/scripting/functions/CancelSelectTextDraw.md/0
{ "file_path": "openmultiplayer/web/docs/translations/fil/scripting/functions/CancelSelectTextDraw.md", "repo_id": "openmultiplayer", "token_count": 534 }
384
--- title: GetGravity description: Kunin ang kasalukuyang naka set na gravity. tags: [] --- ## Description Kunin ang kasalukuyang naka set na gravity. ## Examples ```c #if !defined GetGravity native Float:GetGravity(); #endif printf("Current gravity: %f", GetGravity()); ``` ## Notes :::warning Ang function na ito ay hindi tinukoy bilang default. Magdagdag ng 'native Float:GetGravity();' sa ilalim ng inclusion ng a_samp.inc para gamitin ito. ::: ## Related Functions - [SetGravity](SetGravity): I-set ang global gravity.
openmultiplayer/web/docs/translations/fil/scripting/functions/GetGravity.md/0
{ "file_path": "openmultiplayer/web/docs/translations/fil/scripting/functions/GetGravity.md", "repo_id": "openmultiplayer", "token_count": 190 }
385
--- title: SetMyPos description: I-set ang posisyon ng NPC tags: ["npc"] --- ## Description I-set ang posisyon ng NPC | Name | Description | | -------- | ------------------------------------| | Float:x | Ang X coordinate kung saan ilalagay ang NPC | | Float:y | Ang Y coordinate kung saan ilalagay ang NPC | | Float:z | Ang Z coordinate kung saan ilalagay ang NPC | ## Returns Ang function na ito ay hindi nagbabalik ng anumang value. ## Example ```c SetMyPos(0.0, 0.0, 3.0); ``` ## Related Functions - [GetMyPos](GetMyPos): Kunin ang kasalukuyang posisyon ng NPC.
openmultiplayer/web/docs/translations/fil/scripting/functions/SetMyPos.md/0
{ "file_path": "openmultiplayer/web/docs/translations/fil/scripting/functions/SetMyPos.md", "repo_id": "openmultiplayer", "token_count": 235 }
386
--- title: floatabs description: Ibinabalik ng function na ito ang absolute value ng float. tags: ["math", "floating-point"] --- <LowercaseNote /> ## Description Ibinabalik ng function na ito ang absolute value ng float. | Name | Description | | ----------- | --------------------------------------------- | | Float:value | Ang float value para makuha ang absolute value ng.| ## Returns Ang ganap na halaga ng float (bilang isang float value). ## Examples ```c floatabs(47.0); // Magbabalik ito ng 47.0. floatabs(-47.0); // Magbabalik ito ng pareho sa una. ```
openmultiplayer/web/docs/translations/fil/scripting/functions/floatabs.md/0
{ "file_path": "openmultiplayer/web/docs/translations/fil/scripting/functions/floatabs.md", "repo_id": "openmultiplayer", "token_count": 219 }
387
--- title: OnIncomingConnection description: Cette callback est appelée quand une adresse IP tente de se connecter au serveur. tags: [IP, connexion, joueur] --- ## Paramètres Cette callback est appelée quand une adresse IP tente de se connecter au serveur. Pour bloquer une connexion, utilisez BlockIpAddress | Nom | Description | | --------------------- | -------------------------------------------------- | | `int` playerid | ID du joueur qui tente de se connecter | | `string` ip_address[] | Adresse IP qui tente de se connecter | | `int` port | Port de la connexion tentée | ## Valeur de retour Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback. ## Exemple ```c public OnIncomingConnection(playerid, ip_address[], port) { printf("Tentative de connexion du joueur ID %i [IP/port: %s:%i]", playerid, ip_address, port); return 1; } ``` ## Fonctions connexes - [BlockIpAddress](../functions/BlockIpAddress): bloque les tentatives de connexion d'une adresse IP pour un temps déterminé - [UnBlockIpAddress](../functions/UnBlockIpAddress): débloque une adresse IP préalablement bloquée
openmultiplayer/web/docs/translations/fr/scripting/Callbacks/OnIncomingConnection.md/0
{ "file_path": "openmultiplayer/web/docs/translations/fr/scripting/Callbacks/OnIncomingConnection.md", "repo_id": "openmultiplayer", "token_count": 561 }
388
--- title: OnPlayerCommandText description: Cette callback est appelée quand un joueur tape une commande. tags: ["player"] --- ## Paramètres Cette callback est appelée quand un joueur tape une commande. Les commandes débutent avec un slash _(/aide, ...)_. | Nom | Description | | ------------------ | ----------------------------------------------------------- | | `id` playerid | ID du joueur qui envoie la commande | | `string` cmdtext[] | Commande envoyée (nécessite un slash devant) | ## Valeur de retour La callback est toujours appelée en premier dans les filterscripts, donc return 1, faute de quoi les autres scripts ne pourront pas communiquer avec cette callback. ## Exemple ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/aide", true)) { SendClientMessage(playerid, -1, "SERVER: Ceci est la commande d'aide !"); return 1; // Return 1 = informe le serveur que la commande a bien été exécutée. // OnPlayerCommandText ne sera donc plus appelé dans les autres scripts. } return 0; // Return 0 = informe le serveur que la commande n'a pas été exécutée. // OnPlayerCommandText sera appelé dans les autres scripts jusqu'à se heurter à un return 1. // Si aucun autre script ne return 1, le message "SERVER: Uknown Command" sera envoyé dans le chat. } ``` ## Astuces <TipNPCCallbacks /> ## Fonctions connexes - [SendRconCommand](../functions/SendRconCommand): Envoie un commande RCON via le script en jeu.
openmultiplayer/web/docs/translations/fr/scripting/Callbacks/OnPlayerCommandText.md/0
{ "file_path": "openmultiplayer/web/docs/translations/fr/scripting/Callbacks/OnPlayerCommandText.md", "repo_id": "openmultiplayer", "token_count": 622 }
389
--- title: OnPlayerInteriorChange description: Appelé lorsqu'un joueur change d'intérieur. tags: ["player"] --- ## Paramètres Appelé lorsqu'un joueur change d'intérieur. Peut être déclenché par [SetPlayerInterior](../functions/SetPlayerInterior), ou bien quand un joueur entre / sort d'un bâtiment. | Name | Description | | ------------------- | ------------------------------------------- | | `int` playerid | Joueur qui change d'intérieur | | `int` newinteriorid | Nouvel intérieur dans lequel le joueur est | | `int` oldinteriorid | Intérieur précédent du joueur | ## Valeur de retour Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback. ## Exemples ```c public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid) { new string[128]; format(string, sizeof(string), "INFO: Vous étiez dans l'intérieur %d, vous êtes maintenant dans l'intérieur %d!", oldinteriorid, newinteriorid); SendClientMessage(playerid, -1, string); return 1; } ``` ## Fonctions connexes - [SetPlayerInterior](../functions/SetPlayerInterior): Met un intérieur à un joueur. - [GetPlayerInterior](../functions/GetPlayerInterior): Permet d'obtenir l'intérieur actuel du joueur. - [LinkVehicleToInterior](../functions/LinkVehicleToInterior): Change l'intérieur dans lequel un véhicule est vu. ## Callback connexe - [OnPlayerStateChange](OnPlayerStateChange): Appelé quand un joueur change d'état.
openmultiplayer/web/docs/translations/fr/scripting/Callbacks/OnPlayerInteriorChange.md/0
{ "file_path": "openmultiplayer/web/docs/translations/fr/scripting/Callbacks/OnPlayerInteriorChange.md", "repo_id": "openmultiplayer", "token_count": 670 }
390
--- title: OnPlayerStreamIn description: Cette fonction est appelée quand un joueur est chargé (devient visible) pour un joueur. tags: ["player"] --- ## Paramètres Cette fonction est appelée quand un joueur est chargé (devient visible) pour un joueur. | Nom | Description | | ----------------- | -------------------------------------- | | `int` playerid | L'ID du joueur chargé par le joueur. | | `int` forplayerid | L'ID du joueur qui a chargé le joueur. | ## Valeur de retour Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback. ## Exemmple ```c public OnPlayerStreamIn(playerid, forplayerid) { new string[40]; format(string, sizeof(string), "Le joueur ID %d vient de charger dans votre client.", playerid); SendClientMessage(forplayerid, 0xFFFFFFFF, string); return 1; } ``` ## Astuces <TipNPCCallbacks /> ## Fonctions connexes
openmultiplayer/web/docs/translations/fr/scripting/Callbacks/OnPlayerStreamIn.md/0
{ "file_path": "openmultiplayer/web/docs/translations/fr/scripting/Callbacks/OnPlayerStreamIn.md", "repo_id": "openmultiplayer", "token_count": 427 }
391
--- title: OnVehicleRespray description: Cette callback est appelée lorsqu'un joueur sort d'un garage de modification, indépendamment du fait que les couleurs aient été changées ou non. tags: ["vehicle"] --- ## Paramètres Cette callback est appelée lorsqu'un joueur sort d'un garage de modification, indépendamment du fait que les couleurs aient été changées ou non. Cette callback n'est JAMAIS appelée lors d'une sortie de pay 'n' spray. | Nom | Description | | --------------- | ------------------------------------------------------------- | | `int` playerid | L'ID du joueur qui conduit le véhicule. | | `int` vehicleid | L'ID du véhicule dont la/les couleur(s) a/ont été changée(s). | | `int` color1 | La couleur primaire du véhicule qui a été changée. | | `int` color2 | La couleur secondaire du véhicule qui a été changée. | ## Valeur de retour Cette callback ne retourne rien, mais doit retourner quelque chose. Autrement dit, `return callback();` ne fonctionnera pas car la callback ne retourne rien, mais un return _(`return 1;` ou `return 0;`)_ doit être effectué dans la callback. ## Exemple ```c public OnVehicleRespray(playerid, vehicleid, color1, color2) { new string[48]; format(string, sizeof(string), "Vous avez changé la/les couleur(s) du véhicule %d. Nouvelles couleurs! %d et %d!", vehicleid, color1, color2); SendClientMessage(playerid, COLOR_GREEN, string); return 1; } ``` ## Astuces :::tip Étrangement, cette callback n'est pas appelée dans les pay'N'spray (uniquement les garages de modification). Solution ici: http://pastebin.com/zX96D4dA ::: :::warning Bug connu : la prévisualisation d'un composant dans une boutique de mods peut appeler la callback. ::: ## Fonctions connexes - [ChangeVehicleColor](../functions/ChangeVehicleColor): Modifie la couleur d'un véhicule. - [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob): Change la peinture d'un véhicule. ## Callbacks connexes - [OnVehiclePaintjob](OnVehiclePaintjob): Appelée lorsque la peinture d'un véhicule est changée. - [OnVehicleMod](OnVehicleMod): Appelée lorsqu'un véhicule est modifié. - [OnEnterExitModShop](OnEnterExitModShop): Appelée lorsqu'un joueur dans un véhicule entre ou sort d'un garage de modification.
openmultiplayer/web/docs/translations/fr/scripting/Callbacks/OnVehicleRespray.md/0
{ "file_path": "openmultiplayer/web/docs/translations/fr/scripting/Callbacks/OnVehicleRespray.md", "repo_id": "openmultiplayer", "token_count": 940 }
392
--- title: Hozzájárulás description: Hogyan járulhatok hozzá az SA-MP Wiki és az open.mp dokumentációhoz. --- Ez a dokumentációs forrás bárki számára elérhető, azért hogy hozzá tudjon járulni a változtatásokhoz! Amire szükséged van az egy [GitHub](https://github.com) fiók és egy kevés szabadidő. Valamint ajánlott egy [Notepad++](https://notepad-plus-plus.org/downloads/)-t is beszerezni, de nem kötelező. Nem kell ismerned hozzá a Git-et, mindezt megteheted a webes felületről! ## Tartalom szerkesztése Minden oldalon található egy gomb, amely a GitHub szerkesztés oldalára vezet: ![Edit this page link present on each wiki page](images/contributing/edit-this-page.png) Például, ezen az oldalon [SetVehicleAngularVelocity](../scripting/functions/SetVehicleAngularVelocity) erre az [oldal](https://github.com/openmultiplayer/web/edit/master/docs/scripting/functions/SetVehicleAngularVelocity.md)ra juttat el, ahol egy szövegszerkesztővel módosíthatod a fájlokat (feltéve, hogy be vagy jelentkezve a GitHub-ba). Végezzd el a szerkesztést, és küldj be egy "Pull Request" ("Húzási kérelem")-et, ez azt jelenti, hogy a Wiki fenntartói és a közösség többi tagja áttekintheti a változtatást, megbeszélheti, hogy szükség van-e további változtatásokra, majd egyesítheti. ## Új tartalom hozzáadása Új tartalom hozzáadása kissé jobban érintett. Kétféleképpen teheted meg: ### GitHub Felület Ha egy könyvtárat tallózol a GitHubon, a fájllista jobb felső sarkában található egy Add file ("Fájl hozzáadása") gomb: ![Add file button](images/contributing/add-new-file.png) Vagy feltölthetsz egy már írt Markdown fájlt, vagy közvetlenül a GitHub szövegszerkesztőbe írhatod. A fájlnak `.md` kiterjesztéssel _kell_ rendelkeznie és tartalmaznia kell a Markdown-t. Ha többet szeretnél tudni a Markdownról, olvasd el [ezt az útmutatót](https://guides.github.com/features/mastering-markdown/). Miután ez megtörtént, nyomd meg a "Propose new file" ("Új fájl javaslata") gombot, és a húzási kérelem megnyílik áttekintésre. ### Git Ha használni szeretnéd a Git programot, akkor csak annyit kell tenned, hogy klónozod a Wiki-tárat: ```sh git clone https://github.com/openmultiplayer/wiki.git ``` Nyisd meg a kedvenc szerkesztődben. Én ajánlom a Visual Studio Code-t, mivel remek eszközökkel rendelkezik a Markdown fájlok szerkesztésére és formázására. Amint láthatod, ezt a Visual Studio Code segítségével írom! ![Visual Studio Code markdown preview](images/contributing/vscode.png) Két bővítményt ajánlok az élmény javítása érdekében: - [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) David Anson által - ez egy olyan kiterjesztés, amely biztosítja, hogy a Markdown formázása megfelelő legyen. Megakadályozza egyes szintaktikai és szemantikai hibákat. Nem minden figyelmeztetés fontos, de néhány segíthet az olvashatóság javításában. Használd a legjobb megítélésed szerint, és ha kétséged vannak, kérdezz meg egy ebben jártas személyt! - [Prettier](https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode) Prettier.js Csapat által - ez egy formázó, amely automatikusan formázza a Markdown fájlokat, így azok használata következetes stílusban történik. A Wiki adattárban vannak olyan beállítások, `package.json` amelyeket a bővítménynek automatikusan használnia kell. Ügyeljen arra, hogy engedélyezze a "Format On Save" elemet a szerkesztő beállításaiban, így a Markdown fájlok minden formázáskor automatikusan formázódnak! ## Jegyzetek, tippek és egyezmények ### Belső linkek Ne használj abszolút URL-eket a webhelyek közötti hivatkozásokhoz. Használj relatív utakat. - ❌ ```md Az abszolút út [OnPlayerClickPlayer](https://www.open.mp/docs/scripting/callbacks/OnPlayerClickPlayer) ``` - ✔ ```md A relatív út [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer) ``` `../` eszköz "fel megy egy könyvtárat", így ha a fájl amit szerkesztessz benne van a `functions` könyvtárban és a `callbacks`-et akarod linkelni akkor használd a `../` eszközt hogy fel menj a `scripting/` könyvtárba, hogy utána belemenj a `callbacks/` könyvtárba, azután a visszahívás fájlneve (`.md` nélkül) amit linkelni szeretnél. ### Képek A képek egy alkönyvtárba kerülnek `/static/images`. Amikor összekapcsolod a képet egy `![]()` csak használd ezt `/images/` mint alap útvonal (nincs szükség erre `static`, ez csak az adattárolás miatt kell). Ha kétségeid vannak, csak olvass el egy másik oldalt, amely képeket használ, és másold át, hogy hogyan működik ott. ### Metaadatok Az első dolog _bármilyen_ dokumentumról legyen szó, itt kell lennie a metaadatoknak: ```mdx --- title: A dokumentációm címe description: A dokumentációm leírása. --- ``` Minden oldalnak tartalmaznia kell címet és leírást. A teljes listához hogy mi lehet a `---` között, látogass el erre az oldalra [Docusaurus dokumentáció](https://v2.docusaurus.io/docs/markdown-features#markdown-headers).] ### Címsorok Ne hozd létre a 1. szintű fejlécet (`<h1>`) a `#` használatával, azért mert ez automatikusan létrejön. Az első címed _mindig_ ezzel kezdődjön `##` - ❌ ```md # A címem Ez a dokumentáció a ... # Alszakasz ``` - ✔ ```md Ez a dokumentáció a ... ## Alszakasz ``` ### Használd a `kód` eszközt a tehnikai hivatkozásokhoz Ha olyan bekezdést írsz, amely függvényneveket, számokat, kifejezéseket vagy bármit, ami nem szabványos írott nyelv, tartalmaz ilyet, használj ilyen \`fordított idézőjelet\` mint ez. Ez megkönnyíti a nyelvek elkülönítését a dolgok leírásához a hivatkozásoktól a technikai elemekig, például a függvénynevekig és a kódrészletekig. - ❌ > A fopen függvény egy File: típusú címkével ad vissza egy értéket, nincs probléma azzal a sorral, mivel a visszatérési érték el van tárolva egy File: típusú címkével ellátott változóba((vegye figyelembe, hogy az esetek is megegyeznek). A következő sorban azonban a 4 érték hozzáadódik a fájlkezelőhöz. A 4-nek nincs címkéje [...] - ✔ > A `fopen` függvény egy `File:` típusú címkével ad vissza egy értéket, nincs probléma azzal a sorral, mivel a visszatérési érték el van tárolva egy `File:` típusú címkével ellátott változóba((vegye figyelembe, hogy az esetek is megegyeznek). A következő sorban azonban a `4` érték hozzáadódik a fájlkezelőhöz. A `4`-nek nincs címkéje [...] A fenti példában az `fopen` függvény neve, nem egy angol szó, ezért a `kód` részlet jelzőkkel körbevéve segít megkülönböztetni más tartalomtól. Továbbá, ha a bekezdés egy példakód blokkjára utal, ez segít az olvasónak a szavakat társítani a példához. ### Táblázatok Ha egy táblázat fejléceket tartalmaz, akkor a felső részre kerülnek: - ❌ ```md | | | | ------- | ------------------------------------ | | Health | Engine Status | | 650 | Undamaged | | 650-550 | White Smoke | | 550-390 | Grey Smoke | | 390-250 | Black Smoke | | < 250 | On fire (will explode seconds later) | ``` - ✔ ```md | Health | Engine Status | | ------- | ------------------------------------ | | 650 | Undamaged | | 650-550 | White Smoke | | 550-390 | Grey Smoke | | 390-250 | Black Smoke | | < 250 | On fire (will explode seconds later) | ``` ## Áttérés a SA-MP Wikiből A tartalom nagy része áthelyezésre került, de ha hiányzó oldalt találsz, íme egy rövid útmutató a tartalom Markdown-fé konvertálásához. ### A HTML megszerzése Először nyisd meg a fejlesztői eszközt a Ctrl + Shift + I billentyűkombinációval. 1. Kattintson erre a gombra (Firefox) ![image](images/contributing/04f024579f8d.png) (Chrome) ![image](images/contributing/f62bb8112543.png) 2. Húzd az egérmutatót a wiki főoldalának bal felső sarkába, a bal margóba vagy a sarokba, amíg meg nem jelenik a `#content` ![image](images/contributing/65761ffbc429.png) Vagy keress rá (Ctrl + F)`<div id=content>` ![image](images/contributing/77befe2749fd.png) 3. Másold ki az Inner HTML-t (Copy -> Inner HTML) ![image](images/contributing/8c7c75cfabad.png) Most már _csak_ az oldal tényleges _tartalmának_ HTML kódja van ami minket érdekel, és át konvertálhatod Markdownra. ### HTML konvertálása Markdownra Az alapvető HTML-ek (táblázatok nélküli) Markdown-ba történő konvertálásához használd: https://domchristie.github.io/turndown/ ![image](images/contributing/77f4ea555bbb.png) ^^ Figyelem most teljesen elcseszte a táblázotot... ### HTML táblázatok a Markdown táblázatokhoz Mivel a fenti eszköz nem támogatja a táblázatokat, használja ezt az eszközt: https://jmalarcon.github.io/markdowntables/ És csak a `<table>` elemet másolja be: ![image](images/contributing/57f171ae0da7.png) ### Takarítás Az átalakítás valószínűleg nem lesz tökéletes. Tehát egy kis kézi tisztítást kell végezni. A fent felsorolt ​​formázó kiterjesztések segítenek ebben, de előfordulhat, hogy csak egy kis időt kell töltenie a kézi munkával. Ha nincs időd, ne aggódj! Küld be a befejezetlen vázlatot, és valaki más folytathatja, ahol abbahagytad! ## Licencszerződés Minden open.mp projekt rendelkezik [Közreműködői licencszerződéssel](https://cla-assistant.io/openmultiplayer/homepage). Ez alapvetően csak azt jelenti, hogy beleegyezik abba, hogy felhasználja munkáját, és nyílt forráskódú licenc alá helyezi. A "Pull Request" első megnyitásakor a CLA-Assistant bot egy linket tesz közzé, ahol aláírhatja a megállapodást.
openmultiplayer/web/docs/translations/hu/meta/Contributing.md/0
{ "file_path": "openmultiplayer/web/docs/translations/hu/meta/Contributing.md", "repo_id": "openmultiplayer", "token_count": 4802 }
393
--- title: OnActorStreamOut description: Callback ini akan terpanggil ketika sebuah aktor keluar di jangkauan stream dari klien pemain. tags: [] --- :::warning Fungsi ini telah ditambahkan dalam SA-MP 0.3.7 dan tidak bekerja pada versi dibawahnya! ::: ## Deskripsi Callback ini akan terpanggil ketika sebuah aktor keluar di jangkauan stream dari klien pemain. | Nama | Deskripsi | | ----------- | ----------------------------------------------------------------- | | actorid | ID dari aktor yang berada di luar jangakauan stream klien pemain. | | forplayerid | ID dari pemain yang berada di luar jangkauan stream aktor. | ## Returns Selalu terpanggil pertama di filterscripts. ## Contoh ```c public OnActorStreamOut(actorid, forplayerid) { new string[40]; format(string, sizeof(string), "Actor %d telah berada diluar jangkauan anda.", actorid); SendClientMessage(forplayerid, 0xFFFFFFFF, string); return 1; } ``` ## Notes :::tip Callback ini akan terpanggil juga oleh NPC. ::: ## Fungsi Terkait
openmultiplayer/web/docs/translations/id/scripting/callbacks/OnActorStreamOut.md/0
{ "file_path": "openmultiplayer/web/docs/translations/id/scripting/callbacks/OnActorStreamOut.md", "repo_id": "openmultiplayer", "token_count": 463 }
394
--- title: OnPlayerConnect description: Callback ini akan terpangil ketika pemain terhubung kedalam server. tags: ["player"] --- ## Deskripsi Callback ini akan terpanggil ketika pemain terhubung kedalam server. | Nama | Deskripsi | | -------- | ------------------------------- | | playerid | ID dari pemain yang terkoneksi. | ## Returns 0 - Akan melarang filterscript lain untuk menerima callback ini. 1 - Mengindikasikan bahwa callback ini akan dilanjutkan ke filtercript lain. Selalu terpanggil pertama di filterscripts. ## Contoh ```c public OnPlayerConnect(playerid) { new string[64], pName[MAX_PLAYER_NAME]; GetPlayerName(playerid, pName, MAX_PLAYER_NAME); format(string, sizeof string, "%s telah terkoneksi kedalam server, selamat datang!", pName); SendClientMessageToAll(0xFFFFFFAA, string); return 1; } ``` ## Catatan :::tip Callback ini akan terpanggil juga oleh NPC. ::: ## Fungsi Terkait
openmultiplayer/web/docs/translations/id/scripting/callbacks/OnPlayerConnect.md/0
{ "file_path": "openmultiplayer/web/docs/translations/id/scripting/callbacks/OnPlayerConnect.md", "repo_id": "openmultiplayer", "token_count": 373 }
395
--- title: OnPlayerText description: Callback ini akan terpanggil ketika pemain mengirimkan pesan chat. tags: ["player"] --- ## Deskripsi Callback ini akan terpanggil ketika pemain mengirimkan pesan chat. | Nama | Deskripsi | | -------- | -------------------------------------- | | playerid | ID dari pemain yang mengetik teks nya. | | text[] | Teks yang pemain ketikkan. | ## Returns Ini akan selalu terpanggil pertama di filterscripts jadi mengembalikan nilai 1 akan melarang filterscript lain untuk melihatnya. ## Contoh ```c public OnPlayerText(playerid, text[]) { new pText[144]; format(pText, sizeof (pText), "(%d) %s", playerid, text); SendPlayerMessageToAll(playerid, pText); return 0; // Mengabaikan teks default dan mengirimkan teks kustom } ``` ## Catatan :::tip Callback ini akan terpanggil juga oleh NPC. ::: ## Fungsi Terkait - [SendPlayerMessageToPlayer](../functions/SendPlayerMessageToPlayer.md): Memaksa pemain mengirimkan text untuk satu pemain saja. - [SendPlayerMessageToAll](../functions/SendPlayerMessageToAll.md): Memaksa pemain mengirimkan pesan untuk semua pemain.
openmultiplayer/web/docs/translations/id/scripting/callbacks/OnPlayerText.md/0
{ "file_path": "openmultiplayer/web/docs/translations/id/scripting/callbacks/OnPlayerText.md", "repo_id": "openmultiplayer", "token_count": 461 }
396
--- title: IsPlayerInRangeOfPoint description: Memeriksa apakah pemain berada dalam jangkauan suatu titik. tags: ["player"] --- ## Deskripsi Memeriksa apakah pemain berada dalam jangkauan suatu titik. Fungsi asalnya lebih cepat dari pada implementasi PAWN menggunakan rumus jarak. | Nama | Deskripsi | | ----------- | ---------------------------------------------------------------------- | | playerid | ID dari pemain | | Float:range | Jarak terjauh pemain dapat berada di titik dalam jangkauan | | Float:x | Kordinat x dari titik untuk mengecek jangkauan | | Float:y | Kordinat y dari titik untuk mengecek jangkauan | | Float:z | Kordinat z dari titik untuk mengecek jangkauan | ## Returns true - Pemain berada didalam titik jangkauan. false - Pemain tidak berada didalam titik jangkauan. ## Contoh ```c if (!strcmp("/stadium", cmdtext)) { if (IsPlayerInRangeOfPoint(playerid, 7.0, 2695.6880, -1704.6300, 11.8438)) { SendClientMessage(playerid,0xFFFFFFFF,"Anda tidak berada di pintu masuk stadium!"); } return 1; } ``` ## Fungsi Terkait - [GetPlayerDistanceFromPoint](GetPlayerDistanceFromPoint): Mendapatkan jarak antara pemain dan titik jangkauan. - [GetVehicleDistanceFromPoint](GetVehicleDistanceFromPoint): Mendapatkan jarak antara kendaraan dan titik jangkauan. - [GetPlayerPos](GetPlayerPos): Mendapatkan posisi pemain.
openmultiplayer/web/docs/translations/id/scripting/functions/IsPlayerInRangeOfPoint.md/0
{ "file_path": "openmultiplayer/web/docs/translations/id/scripting/functions/IsPlayerInRangeOfPoint.md", "repo_id": "openmultiplayer", "token_count": 703 }
397
--- title: tolower description: Fungsi ini mengubah sebuah huruf menjadi huruf kecil. tags: ["string"] --- <LowercaseNote /> ## Deskripsi Fungsi ini mengubah sebuah huruf menjadi huruf kecil. | Nama | Deskripsi | | ---- | ------------------------------------------ | | c | Karakter yang akan diganti ke huruf kecil. | ## Returns Nilai ASCII dari karakter yang telah disediakan menjadi bentuk huruf kecil. ## Contoh ```c public OnPlayerText(playerid, text[]) { text[0] = tolower(text[0]); //Ini mengubah karakter utama menjadi huruf kecil. return 1; } ``` ## Fungsi Terkait - [toupper](toupper): Fungsi ini mengubah sebuah huruf menjadi huruf besar.
openmultiplayer/web/docs/translations/id/scripting/functions/tolower.md/0
{ "file_path": "openmultiplayer/web/docs/translations/id/scripting/functions/tolower.md", "repo_id": "openmultiplayer", "token_count": 304 }
398
--- id: shopnames title: Nama Toko description: Informasi tentang nama-nama toko --- :::note Nama-nama ini untuk digunakan dengan [SetPlayerShopName](../functions/SetPlayerShopName). ::: | Nama Interal toko | Apa ini ? | Koordinat | | ----------------- | ------------- | ------------------------------ | | "FDPIZA" | Pizza Stack | 374.0000, -119.6410, 1001.4922 | | "FDBURG" | Burger Shot | 375.5660, -68.2220, 1001.5151 | | "FDCHICK" | Cluckin' Bell | 368.7890, -6.8570, 1001.8516 | | "AMMUN1" | Ammunation 1 | 296.5395, -38.2739, 1001.515 | | "AMMUN2" | Ammunation 2 | 295.7359, -80.6865, 1001.5156 | | "AMMUN3" | Ammunation 3 | 290.2011, -109.5698, 1001.5156 | | "AMMUN4" | Ammunation 4 | 308.1619, -141.2549, 999.6016 | | "AMMUN5" | Ammunation 5 | 312.7883, -166.0069, 999.6010 |
openmultiplayer/web/docs/translations/id/scripting/resources/shopnames.md/0
{ "file_path": "openmultiplayer/web/docs/translations/id/scripting/resources/shopnames.md", "repo_id": "openmultiplayer", "token_count": 455 }
399
--- title: AttachPlayerObjectToPlayer description: Odpowiednik AttachObjectToPlayer, tylko dla obiektów stworzonych dla danego gracza. tags: ["player"] --- ## Opis Odpowiednik AttachObjectToPlayer, tylko dla obiektów stworzonych dla danego gracza. | Nazwa | Opis | | ------------- | ---------------------------------------------------- | | objectplayer | ID gracza, do którego obiekt jest przypisany. | | objectid | ID obiektu, który ma zostać przyczepiony do gracza. | | attachid | ID gracza, do którego obiekt ma zostać przyczepiony. | | Float:OffsetX | Dystans pomiędzy graczem, a obiektem (koordynat X). | | Float:OffsetY | Dystans pomiędzy graczem, a obiektem (koordynat Y). | | Float:OffsetZ | Dystans pomiędzy graczem, a obiektem (koordynat Z). | | Float:RotX | Rotacja X. | | Float:RotY | Rotacja Y. | | Float:RotZ | Rotacja Z. | ## Zwracane wartości Ta funkcja nie zwraca żadnych konkretnych wartości. ## Przykłady ```c AttachPlayerObjectToPlayer(objectplayer, objectid, attachplayer, 1.5, 0.5, 0, 0, 1.5, 2 ); ``` ## Uwagi :::warning Ta funkcja została usunięta w SA-MP 0.3. ::: ## Powiązane funkcje - [CreatePlayerObject](CreatePlayerObject.md): Tworzy obiekt dla konkretnego gracza. - [DestroyPlayerObject](DestroyPlayerObject.md): Kasuje obiekt gracza. - [IsValidPlayerObject](IsValidPlayerObject.md): Sprawdza, czy podany obiekt gracza istnieje. - [MovePlayerObject](MovePlayerObject.md): Przesuwa obiekt gracza. - [StopPlayerObject](StopPlayerObject.md): Zatrzymuje obiekt gracza. - [SetPlayerObjectRot](SetPlayerObjectRot.md): Ustawia rotację obiektu gracza. - [GetPlayerObjectPos](GetPlayerObjectPos.md): Podaje pozycję obiektu gracza. - [SetPlayerObjectPos](SetPlayerObjectPos.md): Ustawia pozycję obiektu gracza. - [GetPlayerObjectRot](GetPlayerObjectRot.md): Podaje rotację obiektu gracza. - [SetPlayerAttachedObject](SetPlayerAttachedObject.md): Przyczepia obiekt do gracza. - [RemovePlayerAttachedObject](RemovePlayerAttachedObject.md): Usuwa przyczepiony do gracza obiekt. - [IsPlayerAttachedObjectSlotUsed](IsPlayerAttachedObjectSlotUsed.md): Sprawdza, czy w danym slocie jest przyczepiony do gracza jakiś obiekt. - [CreateObject](CreateObject.md): Tworzy obiekt. - [DestroyObject](DestroyObject.md): Kasuje obiekt. - [IsValidObject](IsValidObject.md): Sprawdza, czy podany obiekt istnieje. - [MoveObject](MoveObject.md): Przesuwa obiekt. - [StopObject](StopObject.md): Zatrzymuje obiekt. - [SetObjectPos](SetObjectPos.md): Ustawia pozycję obiektu. - [SetObjectRot](SetObjectRot.md): Ustawia rotację obiektu. - [GetObjectPos](GetObjectPos.md): Podaje pozycję obiektu. - [GetObjectRot](GetObjectRot.md): Podaje rotację obiektu. - [AttachObjectToPlayer](AttachObjectToPlayer.md): Przyczepia obiekt do gracza.
openmultiplayer/web/docs/translations/pl/scripting/functions/AttachPlayerObjectToPlayer.md/0
{ "file_path": "openmultiplayer/web/docs/translations/pl/scripting/functions/AttachPlayerObjectToPlayer.md", "repo_id": "openmultiplayer", "token_count": 1333 }
400
--- title: OnClientCheckResponse description: Essa callback é executada quando a requisição enviada pela função SendClientCheck é completa. tags: [] --- ## Descrição Essa callback é executada quando a requisição enviada pela função SendClientCheck é completa. | Nome | Descrição | | ------------- | --------------------------------- | | playerid | ID do jogador checado. | | actionid | Tipo da checagem feita. | | memaddr | Endereço requisitado. | | retndata | Resultado da checagem. | ## Retorno Sempre a primeira a ser declarada em filterscripts. ## Exemplos ```c public OnPlayerConnect(playerid) { SendClientCheck(playerid, 0x48, 0, 0, 2); return 1; } public OnClientCheckResponse(playerid, actionid, memaddr, retndata) { if(actionid == 0x48) // ou 72 { print("AVISO: O jogador não parece estar usando um computador!"); Kick(playerid); } return 1; } ``` ## Notas :::warning Esse callback é usado somente em filterscripts. ::: ## Funções Relacionadas - [SendClientCheck](../functions/SendClientCheck): Realiza uma checagem de memória no cliente.
openmultiplayer/web/docs/translations/pt-BR/scripting/callbacks/OnClientCheckResponse.md/0
{ "file_path": "openmultiplayer/web/docs/translations/pt-BR/scripting/callbacks/OnClientCheckResponse.md", "repo_id": "openmultiplayer", "token_count": 511 }
401
--- title: OnObjectMoved description: Esta callback é chamada quando um objeto é movido após o MoveObject (quando para de se mover). tags: [] --- ## Descrição Esta callback é chamada quando um objeto é movido após o MoveObject (quando para de se mover). | Nome | Descrição | | -------- | ----------------------------- | | objectid | O ID do objeto que foi movido | ## Retorno Sempre é chamada primeiro em filterscripts. ## Exemplos ```c public OnObjectMoved(objectid) { printf("Objeto %d terminou de se mover.", objectid); return 1; } ``` ## Notas :::tip SetObjectPos não funciona quando usado nesta callback. Para consertar isso, recrie o objeto. ::: ## Funções Relacionadas - [MoveObject](../functions/MoveObject.md): Move um objeto. - [MovePlayerObject](../functions/MovePlayerObject.md): Move o objeto de um jogador. - [IsObjectMoving](../functions/IsObjectMoving.md): Verifica se um objeto está se movendo. - [StopObject](../functions/StopObject.md): Para um objeto de se mover. - [OnPlayerObjectMoved](OnPlayerObjectMoved.md): Chamado quando um objeto de jogador para de se mover.
openmultiplayer/web/docs/translations/pt-BR/scripting/callbacks/OnObjectMoved.md/0
{ "file_path": "openmultiplayer/web/docs/translations/pt-BR/scripting/callbacks/OnObjectMoved.md", "repo_id": "openmultiplayer", "token_count": 411 }
402
--- title: OnPlayerFinishedDownloading description: Esta callback é chamada quando um jogador termina de baixar os modelos customizados. tags: ["player"] --- <VersionWarnPT name='callback' version='SA-MP 0.3.DL-R1' /> ## Descrição Esta callback é chamada quando um jogador termina de baixar os modelos customizados. Para mais informações de como adicionar modelos customizados no servidor, veja a thread de lançamento e este tutorial. | Nome | Descrição | | ------------ | ---------------------------------------------------------------- | | playerid | O ID do jogador que terminou de baixar os modelos. | | virtualworld | O ID do mundo virtual a qual o jogador está baixando os modelos. | ## Retornos Esta função não suporta retornos. ## Exemplos ```c public OnPlayerFinishedDownloading(playerid, virtualworld) { SendClientMessage(playerid, 0xffffffff, "Download Concluído."); return 1; } ``` ## Notas :::tip Esta callback é chamada toda vez que um jogador muda de munda virtual, mesmo que não contenha modelos customizados no mesmo. ::: ## Funções Relacionadas
openmultiplayer/web/docs/translations/pt-BR/scripting/callbacks/OnPlayerFinishedDownloading.md/0
{ "file_path": "openmultiplayer/web/docs/translations/pt-BR/scripting/callbacks/OnPlayerFinishedDownloading.md", "repo_id": "openmultiplayer", "token_count": 446 }
403
--- title: OnPlayerTakeDamage description: Esta callback é chama quando algum jogador recebe dano. tags: ["player"] --- ## Descrição Esta callback é chama quando algum jogador recebe dano. | Nome | Descreição | |-----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------| | playerid | O ID do jogador que recebeu determinado dano. | | issuerid | O ID do jogador que causou o dano. INVALID_PLAYER_ID se o dano for auto-infligido. | | Float:amount | A quantidade de dano total que o jogador recebey (vida e colete combinados). | | WEAPON:weaponid | O ID da arma/razão do determinado dano. | | bodypart | A [Parte do Corpo](../resources/bodyparts) que foi atingida. | ## Retornos 1 - A Callback não será chamada em outros filterscripts. 0 - Permite que esta Callback seja chamada em outro filterscript. Sempre é chamada primeiro em filterscripts, portanto retornar 1 bloqueará que outro filterscript a veja. ## Exemplos ```c public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart) { if (issuerid != INVALID_PLAYER_ID) // Caso não seja auto-infligido { new infoString[128], weaponName[24], victimName[MAX_PLAYER_NAME], attackerName[MAX_PLAYER_NAME]; GetPlayerName(playerid, victimName, sizeof (victimName)); GetPlayerName(issuerid, attackerName, sizeof (attackerName)); GetWeaponName(weaponid, weaponName, sizeof (weaponName)); format(infoString, sizeof(infoString), "%s causou %.0f de dano ao jogador %s, arma: %s, parte do corpo: %d", attackerName, amount, victimName, weaponName, bodypart); SendClientMessageToAll(-1, infoString); } return 1; } ``` ```c public OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bodypart) { if (issuerid != INVALID_PLAYER_ID && weaponid == 34 && bodypart == 9) { // Um tiro na cabeça para eliminar o jogador SetPlayerHealth(playerid, 0.0); } return 1; } ``` ## Notas :::tip O ID da arma retornará 37 (Lança Chamas) para qualquer fonte que utilize fogo (EX: Molotov). O ID da arma retornará 51 para qualquer fonte que utilize explosões (EX: RPG, granada). 'playerid' é o único que pode chamar esta callback. A quantidade (amount) sempre será o valor máximo do dano que tal arma (weaponid) pode causar, mesmo quando a vida restante é menor do que o dano máximo. Então quando alguém tem 100.0 de vida e é atingido por uma Desert Eagle, que possui um dano total de 46.2, será necessário 3 tiros para matar o jogador. Todos os 3 tiros causarão 46.2 de dano, mesmo que a vida restante do jogador seja apenas de 7.6 após dois tiros. ::: :::warning GetPlayerHealth e GetPlayerArmour retornarão as quantidades específicas anteriores a chamada desta callback. Sempre verifique se o ID do jogador que causou o dano (issuerid) é válido antes de usá-lo como index de uma array. :::
openmultiplayer/web/docs/translations/pt-BR/scripting/callbacks/OnPlayerTakeDamage.md/0
{ "file_path": "openmultiplayer/web/docs/translations/pt-BR/scripting/callbacks/OnPlayerTakeDamage.md", "repo_id": "openmultiplayer", "token_count": 1696 }
404
--- title: OnVehicleStreamIn description: Essa callback é chamada quando um veículo entra na área visível de um jogador. tags: ["vehicle"] --- <VersionWarnPT name='callback' version='SA-MP 0.3.a' /> ## Descrição Essa callback é chamada quando um veículo entra na área visível de um jogador. | Nome | Descrição | | ----------- | --------------------------------------------------------------- | | vehicleid | ID do veículo que acabara de entrar na área visível do jogador. | | forplayerid | ID do jogador cujo o carro entrou na área visível do jogador. | ## Retornos Sempre é chamada primeiro em Filterscripts. ## Exemplos ```c public OnVehicleStreamIn(vehicleid, forplayerid) { new string[32]; format(string, sizeof(string), " Você agora pode ver o veículo de ID %d.", vehicleid); SendClientMessage(forplayerid, 0xFFFFFFFF, string); return 1; } ``` ## Notas <TipNPCCallbacksPT /> ## Funções Relacionadas
openmultiplayer/web/docs/translations/pt-BR/scripting/callbacks/OnVehicleStreamIn.md/0
{ "file_path": "openmultiplayer/web/docs/translations/pt-BR/scripting/callbacks/OnVehicleStreamIn.md", "repo_id": "openmultiplayer", "token_count": 404 }
405
--- title: Attach3DTextLabelToPlayer description: Anexa uma text label 3D a um jogador. tags: ["player", "3dtextlabel"] --- ## Descrição Anexa uma text label 3D a um jogador. | Nome | Descrição | | --------- | --------------------------------------------------------------------- | | Text3D:textid | O ID da text label 3D a ser anexada. Retornado por Create3DTextLabel. | | playerid | O ID do jogador ao qual deseja anexar a text label 3D. | | OffsetX | O deslocamento (offset) X da text label 3D até ao jogador. | | OffsetY | O deslocamento (offset) Y da text label 3D até ao jogador. | | OffsetZ | O deslocamento (offset) Z da text label 3D até ao jogador. | ## Retorno 1: A função foi executada com sucesso. 0: A função falhou ao ser executada. Isso significa que o jogador e/ou TextLabel 3D não existe. ## Exemplos ```c public OnPlayerConnect(playerid) { new Text3D:textLabel = Create3DTextLabel("Olá, eu sou novo aqui!", 0x008080FF, 30.0, 40.0, 50.0, 40.0, 0); Attach3DTextLabelToPlayer(textLabel, playerid, 0.0, 0.0, 0.7); return 1; } ``` ## Funções Relacionadas - [Create3DTextLabel](Create3DTextLabel.md): Cria uma text label 3D. - [Delete3DTextLabel](Delete3DTextLabel.md): Apaga uma text label 3D. - [Attach3DTextLabelToVehicle](Attach3DTextLabelToVehicle.md): Anexa uma text label 3D a um veículo. - [Update3DTextLabelText](Update3DTextLabelText.md): Muda o texto de uma text label 3D. - [CreatePlayer3DTextLabel](CreatePlayer3DTextLabel.md): Cria uma text label 3D para um jogador. - [DeletePlayer3DTextLabel](DeletePlayer3DTextLabel.md): Apaga uma text label 3D de um jogador. - [UpdatePlayer3DTextLabelText](UpdatePlayer3DTextLabelText.md): Muda o texto de uma text label 3D de um jogador.
openmultiplayer/web/docs/translations/pt-BR/scripting/functions/Attach3DTextLabelToPlayer.md/0
{ "file_path": "openmultiplayer/web/docs/translations/pt-BR/scripting/functions/Attach3DTextLabelToPlayer.md", "repo_id": "openmultiplayer", "token_count": 762 }
406
--- title: GangZoneFlashForAll description: Faz a gangzone piscar para todos os jogadores. tags: ["gangzone"] --- ## Descrição Faz a gangzone piscar para todos os jogadores. | Nome | Descrição | | ---------- | ------------------------------------------------------------------------------------------------------------- | | zone | O ID da gangzone a piscar. | | flashcolor | A cor que irá piscar na gangzone, pode ser integer ou hex no formato de cor RGBA. Transparência Alpha suportada. | ## Retorno Esta função não retorna nenhum valor específico. ## Exemplos ```c new gGangZoneId; public OnGameModeInit() { gGangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319); return 1; } public OnPlayerDeath(playerid, killerid, WEAPON:reason) { GangZoneFlashForAll(gGangZoneId, COLOR_RED); return 1; } ``` ## Funções Relacionadas - [GangZoneCreate](GangZoneCreate): Cria uma gangzone. - [GangZoneDestroy](GangZoneDestroy): Destrói uma gangzone. - [GangZoneShowForPlayer](GangZoneShowForPlayer): Mostra uma gangzone a um jogador. - [GangZoneShowForAll](GangZoneShowForAll): Mostra uma gangzone para todos os jogadores. - [GangZoneHideForPlayer](GangZoneHideForPlayer): Esconde uma gangzone a um jogador. - [GangZoneHideForAll](GangZoneHideForAll): Esconde uma gangzone para todos os jogadores. - [GangZoneFlashForPlayer](GangZoneFlashForPlayer): Faz uma gangzone piscar para um jogador. - [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Pare uma Gangzone de piscar para um jogador. - [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Pare uma Gangzone de piscar para todos os jogadores.
openmultiplayer/web/docs/translations/pt-BR/scripting/functions/GangZoneFlashForAll.md/0
{ "file_path": "openmultiplayer/web/docs/translations/pt-BR/scripting/functions/GangZoneFlashForAll.md", "repo_id": "openmultiplayer", "token_count": 764 }
407
--- title: GetPlayerKeys description: Verifica quais teclas um jogador está pressionando. tags: ["player"] --- ## Descrição Verifica quais teclas um jogador está pressionando. | Nome | Descrição | | --------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- | | playerid | O ID do jogador do qual deseja obter as teclas. | | keys | Um conjunto de bits contendo o estado das teclas do jogador. Este valor é chamado de máscara de bits (bit mask). Clique aqui para ver a lista de teclas. | | updown | Up/down state. | | leftright | Left/right state. | ## Retorno AS teclas são armazenadas nas variáveis especificadas. ## Exemplos ```c public OnPlayerUpdate(playerid) { new KEY:keys, updown, leftright; GetPlayerKeys(playerid, keys, updown, leftright); if (updown == KEY_UP) { SendClientMessage(playerid, -1, "UP"); } else if (updown == KEY_DOWN) { SendClientMessage(playerid, -1, "DOWN"); } if (leftright == KEY_LEFT) { SendClientMessage(playerid, -1, "LEFT"); } else if (leftright == KEY_RIGHT) { SendClientMessage(playerid, -1, "RIGHT"); } return 1; } ``` ## Notas :::warning Apenas a FUNÇÃO das teclas pode ser detectada; não as teclas reais. Por exemplo, não é possivel detectar se um jogador pressiona ESPAÇO, mas você pode detectar se ele pressiona SPRINT (que pode ser mapeado(atribuído/vinculado) a QUALQUER tecla (mas é espaço por padrão)). A partir da atualização 0.3.7, as teclas "A" e "D" não são reconhecidas quando está em um veículo. No entanto, as teclas "W" e "S" podem ser detectadas com o parâmetro "keys". ::: ## Funções Relacionadas
openmultiplayer/web/docs/translations/pt-BR/scripting/functions/GetPlayerKeys.md/0
{ "file_path": "openmultiplayer/web/docs/translations/pt-BR/scripting/functions/GetPlayerKeys.md", "repo_id": "openmultiplayer", "token_count": 1211 }
408
--- title: SetVehicleToRespawn description: Coloca um veículo de volta para a posição onde foi criado. tags: ["vehicle"] --- ## Descrição Coloca um veículo de volta para a posição onde foi criado. | Nome | Descrição | | --------- | ---------------------------- | | vehicleid | O ID do veículo a respawnar. | ## Retorno 1: A função foi executada com sucesso. 0: A função falhou ao ser executada. O veículo não existe. ## Exemplos ```c // Respawna o primeiro veículo. SetVehicleToRespawn(1); for(new i = GetVehiclePoolSize(); i > 0; i--) { SetVehicleToRespawn(i); } ``` ## Funções Relacionadas - [CreateVehicle](CreateVehicle.md): Cria um veículo. - [DestroyVehicle](DestroyVehicle.md): Destrói um veículo.
openmultiplayer/web/docs/translations/pt-BR/scripting/functions/SetVehicleToRespawn.md/0
{ "file_path": "openmultiplayer/web/docs/translations/pt-BR/scripting/functions/SetVehicleToRespawn.md", "repo_id": "openmultiplayer", "token_count": 316 }
409
--- title: Tipos de Hit --- :::info Para ser usado com [OnPlayerWeaponShot](../callbacks/OnPlayerWeaponShot). ::: --- | Nome | Valor | | ----------------------------- | ----- | | BULLET_HIT_TYPE_NONE | 0 | | BULLET_HIT_TYPE_PLAYER | 1 | | BULLET_HIT_TYPE_VEHICLE | 2 | | BULLET_HIT_TYPE_OBJECT | 3 | | BULLET_HIT_TYPE_PLAYER_OBJECT | 4 | --- :::caution BULLET_HIT_TYPE_PLAYER também é chamado para NPCs. Atores são ignorados por esta callback e detetados como BULLET_HIT_TYPE_NONE. :::
openmultiplayer/web/docs/translations/pt-BR/scripting/resources/bullethittypes.md/0
{ "file_path": "openmultiplayer/web/docs/translations/pt-BR/scripting/resources/bullethittypes.md", "repo_id": "openmultiplayer", "token_count": 285 }
410
--- title: OnClientCheckResponse description: Acest callback este apelat când se finalizează o solicitare SendClientCheck tags: [] --- ## Descriere Acest callback este apelat când se finalizează o solicitare SendClientCheck. | Name | Description | | ------------- | --------------------------------- | | playerid | ID-ul jucătorului verificat. | | actionid | Tipul de verificare efectuată. | | memaddr | Adresa solicitată. | | retndata | Rezultatul verificării. | ## Returnări Este întotdeauna numit primul în filterscripts. ## Exemple ```c public OnPlayerConnect(playerid) { SendClientCheck(playerid, 0x48, 0, 0, 2); return 1; } public OnClientCheckResponse(playerid, actionid, memaddr, retndata) { if(actionid == 0x48) // sau 72 { print("WARNING: Jucătorul nu pare să folosească un computer obișnuit!"); Kick(playerid); } return 1; } ``` ## Note :::warning Acest callback este apelat numai atunci când este într-un filterscript. ::: ## Funcții asociate
openmultiplayer/web/docs/translations/ro/scripting/callbacks/OnClientCheckResponse.md/0
{ "file_path": "openmultiplayer/web/docs/translations/ro/scripting/callbacks/OnClientCheckResponse.md", "repo_id": "openmultiplayer", "token_count": 484 }
411
--- title: OnPlayerDeath description: Acest callback este apelat atunci când un jucător moare, fie prin sinucidere, fie ucis de un alt jucător. tags: ["player"] --- ## Descriere Acest callback este apelat atunci când un jucător moare, fie prin sinucidere, fie ucis de un alt jucător. | Nume | Descriere | |---------------|-------------------------------------------------------------------------------------------------------------| | playerid | ID-ul jucătorului care a murit. | | killerid | ID-ul jucătorului care l-a ucis pe jucătorul care a murit sau INVALID_PLAYER_ID dacă nu a existat niciunul. | | WEAPON:reason | ID-ul motivului ([weaponid](../resources/weaponids)) pentru moartea jucătorului. | ## Returnări 0 - Va împiedica alte filterscript-uri să primească acest callback. 1 - Indică faptul că acest callback va fi transmis următorului filterscript. Este întotdeauna numit primul în filterscript-uri. ## Example ```c new PlayerDeaths[MAX_PLAYERS]; new PlayerKills[MAX_PLAYERS]; public OnPlayerDeath(playerid, killerid, WEAPON:reason) { SendDeathMessage(killerid, playerid, reason); // Afișează uciderea în killfeed // Verificați dacă killerid-ul este valid înainte de a face ceva cu el if (killerid != INVALID_PLAYER_ID) { PlayerKills[killerid] ++; } // În afara verificării, gestionați chestii pentru playerid (este întotdeauna valabil) PlayerDeaths[playerid] ++; return 1; } ``` ## Note :::tip Motivul va returna 37 (aruncător de flăcări) din orice sursă de foc (de ex. molotov, 18) Motivul va returna 51 de la orice armă care creează o explozie (de ex. RPG, grenadă) Nu trebuie să verificați dacă Killerid este valid înainte de ao folosi în [SendDeathMessage](../functions/SendDeathMessage). INVALID_PLAYER_ID este un parametru valid ID killerid în acea funcție. playerid este singurul care poate apela înapoi. (Bine de știut pentru anti moartea falsă) ::: :::warning TREBUIE să verificați dacă „killerid” este valid (nu INVALID_PLAYER_ID) înainte de a-l folosi într-o matrice (sau chiar oriunde), deoarece va cauza blocarea scriptului OnPlayerDeath (nu a întregului script). Acest lucru se datorează faptului că INVALID_PLAYER_ID este definit ca 65535, iar dacă o matrice are doar elemente „MAX_PLAYERS”, de ex. 500, încercați să accesați un index care este peste 499, care este în afara limitelor. ::: ## Funcții similare - [SendDeathMessage](../functions/SendDeathMessage): Adăugați o ucidere pe lista morților. - [SetPlayerHealth](../functions/SetPlayerHealth): Setați viata unui jucător.
openmultiplayer/web/docs/translations/ro/scripting/callbacks/OnPlayerDeath.md/0
{ "file_path": "openmultiplayer/web/docs/translations/ro/scripting/callbacks/OnPlayerDeath.md", "repo_id": "openmultiplayer", "token_count": 1257 }
412
--- title: OnPlayerObjectMoved description: Acest callback este apelat atunci când un obiect player este mutat după MovePlayerObject (când se oprește din mișcare). tags: ["player"] --- ## Descriere Acest callback este apelat atunci când un obiect player este mutat după MovePlayerObject (când se oprește din mișcare). | Name | Descriere | | -------- | ------------------------------------------ | | playerid | Playerul căruia i este alocat obiectul | | objectid | ID-ul obiectului jucător care a fost mutat | ## Returnări Este întotdeauna numit primul în filterscript-uri. ## Exemple ```c public OnPlayerObjectMoved(playerid, objectid) { printf("Obiect de jucător mutat: id obiect: %d id jucator: %d", objectid, playerid); return 1; } ``` ## Note :::tip Acest callback poate fi apelat și pentru NPC. ::: ## Funcții similare - [MovePlayerObject](../functions/MovePlayerObject): Move a player object. - [IsPlayerObjectMoving](../functions/IsPlayerObjectMoving): Check if the player object is moving. - [StopPlayerObject](../functions/StopPlayerObject): Stop a player object from moving. - [CreatePlayerObject](../functions/CreatePlayerObject): Create an object for only one player. - [DestroyPlayerObject](../functions/DestroyPlayerObject): Destroy a player object.
openmultiplayer/web/docs/translations/ro/scripting/callbacks/OnPlayerObjectMoved.md/0
{ "file_path": "openmultiplayer/web/docs/translations/ro/scripting/callbacks/OnPlayerObjectMoved.md", "repo_id": "openmultiplayer", "token_count": 476 }
413
--- title: OnRconLoginAttempt description: Acest callback este apelat atunci când cineva încearcă să se conecteze la RCON în joc; succes sau nu. tags: [] --- ## Descriere Acest callback este apelat atunci când cineva încearcă să se conecteze la RCON în joc; succes sau nu. | Nume | Descriere | | ---------- | ---------------------------------------------------------- | | ip[] | IP-ul jucătorului care a încercat să se conecteze la RCON. | | password[] | Parola folosită pentru a vă autentifica. | | success | 0 dacă parola a fost incorectă sau 1 dacă a fost corectă. | ## Returnări Este întotdeauna numit primul în filterscript-uri. ## Exemple ```c public OnRconLoginAttempt(ip[], password[], success) { if (!success) //Dacă parola a fost incorectă { printf("CONECTARE RCON ESUATA PRIN IP %s FOLOSIND PAROLA %s",ip, password); new pip[16]; for(new i = GetPlayerPoolSize(); i != -1; --i) //Buclă prin toți jucătorii { GetPlayerIp(i, pip, sizeof(pip)); if (!strcmp(ip, pip, true)) //Dacă IP-ul unui jucător este IP-ul care a eșuat autentificarea { SendClientMessage(i, 0xFFFFFFFF, "Parola gresita. Pa!"); //Trimite un mesaj Kick(i); //Acum dati afara jucatorul. } } } return 1; } ``` ## Note :::tip Acest callback este apelat numai când autentificarea /rcon este folosită în joc. Acest callback este apelat numai atunci când jucătorul nu este încă conectat. Când jucătorul este conectat, este apelat OnRconCommand. ::: ## Funcții similare - [IsPlayerAdmin](../functions/IsPlayerAdmin): Verifică dacă un jucător este conectat la RCON. - [SendRconCommand](../functions/SendRconCommand): Trimite o comandă RCON prin script.
openmultiplayer/web/docs/translations/ro/scripting/callbacks/OnRconLoginAttempt.md/0
{ "file_path": "openmultiplayer/web/docs/translations/ro/scripting/callbacks/OnRconLoginAttempt.md", "repo_id": "openmultiplayer", "token_count": 878 }
414
--- title: AddPlayerClassEx description: Această funcție este exact aceeași cu funcția AddPlayerClass, cu adăugarea unui parametru de echipă. tags: ["player"] --- ## Descriere Această funcție este exact aceeași cu funcția AddPlayerClass, cu adăugarea unui parametru de echipă. | Nume | Descriere | | ------------- | ----------------------------------------------------------- | | teamid | Echipa în care doriți să apară jucătorul. | | modelid | Pielea cu care jucătorul va genera. | | Float:spawn_x | Coordonata X a poziției de reproducere a clasei. | | Float:spawn_y | Coordonata Y a poziției de reproducere a clasei. | | Float:spawn_z | Coordonata Z a poziției de reproducere a clasei. | | Float:z_angle | Direcția în care se va confrunta jucătorul după reproducere. | | weapon1 | Prima armă de reproducere pentru jucător. | | weapon1_ammo | Cantitatea de muniție pentru prima armă de reproducere. | | weapon2 | A doua armă de reproducere pentru jucător. | | weapon2_ammo | Cantitatea de muniție pentru a doua armă de reproducere. | | weapon3 | A treia armă de reproducere pentru jucător. | | weapon3_ammo | Cantitatea de muniție pentru a treia armă de reproducere. | ## Se intoarce ID-ul clasei care tocmai a fost adăugat. 319 dacă limita de clasă (320) a fost atinsă. Cel mai mare ID de clasă posibil este 319. ## Exemple ```c public OnGameModeInit() { // Players can spawn as either: // CJ Skin (ID 0) in team 1. // The Truth skin (ID 1) in team 2. AddPlayerClassEx(1, 0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ AddPlayerClassEx(2, 1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth return 1; } ``` ## Note :::tip ID-ul maxim de clasă este 319 (începând de la 0, deci un total de 320 de clase). Când se atinge această limită, orice alte clase adăugate vor înlocui ID 319. ::: ## Funcții conexe - [AddPlayerClass](AddPlayerClass.md): Adăugați o clasă. - [SetSpawnInfo](SetSpawnInfo.md): Setați setarea spawn pentru un jucător. - [SetPlayerTeam](SetPlayerTeam.md): Stabiliți echipa unui jucător. - [SetPlayerSkin](SetPlayerSkin.md): Setează pielea unui jucător.
openmultiplayer/web/docs/translations/ro/scripting/functions/AddPlayerClassEx.md/0
{ "file_path": "openmultiplayer/web/docs/translations/ro/scripting/functions/AddPlayerClassEx.md", "repo_id": "openmultiplayer", "token_count": 881 }
415
--- title: Moduri de unghi description: Constante unitare in sistemul international pentru măsurarea unghiurilor. --- :::note Se foloseste cu [floatsin](../functions/Floatsin), [floatcos](../functions/Floatcos), sau [floattan](../functions/Floattan). ::: | Moduri | | ------- | | radian | | degrees | | grades |
openmultiplayer/web/docs/translations/ro/scripting/resources/anglemodes.md/0
{ "file_path": "openmultiplayer/web/docs/translations/ro/scripting/resources/anglemodes.md", "repo_id": "openmultiplayer", "token_count": 121 }
416
--- titlu: "Controlarea unui server" descriere: Comenzi utile pentru controlarea unui server. --- ## Schimbarea gamemode-ului ### Cum sa folosiți un gamemode custom / de pe internet? - Deschideți folderul în care ați instalat fișierele serverului dvs. (ex. /Rockstar Games/GTA San Andreas/server) - Copiați fișierul .amx, pe care l-ați descărcat, în folderul `gamemodes` din fișierele serverului (ex. /server/gamemodes) - Folosiți RCON ca să schimbați gamemode-ul, cum a fost descris mai sus (2.1) - Alternativ, puteți adăuga noul gamemode într-o rotație, cum a fost, de asemenea, descris mai sus (2.3) ### Cum să folosiți un filterscript La fel ca și folosirea unui gamemode custom, doar că: - Puneți fișierul .amx în folderul `filterscripts` - Adăugați următorul lucru în server.cfg: `filterscripts <numele fișierului>` ## Cum să puneți o parolă la server? - Dacă vreți să folosiți o parolă ca să vă poată intra doar prietenii pe server, adăugați asta în [server.cfg](server.cfg): ``` password orice ``` - Astfel, parola serverului o sa devină 'orice', dar o puteți schimba cu orice doriți. - De asemenea, puteți să schimbați parola direct din joc cu `/rcon password orice` - Puteți să scoateți parola dacă folosiți `/rcon password 0`, sau dacă restartați serverul. (parola o să rămână dacă ați scris-o în server.cfg, va trebui sa o ștergeți și de acolo) ## Despre RCON ### Cum să vă logați în RCON Puteți să vă logați dacă tastați `/rcon login parola` în joc sau dacă folosiți modul RCON în [Remote Console](remoteconsole). Parola va fi aceeași ca și în [server.cfg](server.cfg). ### Cum să adăugați interdicții ##### samp.ban samp.ban este fișierul în care se scriu banurile, dar și alte informații despre acestea, printre care: - IP-ul jucătorului - Data banului - Ora banului - Numele (Numele jucătorului sau un motiv, consultați [BanEx](../../functions/BanEx)) - Tipul banului Pentru a adăuga un ban, pur și simplu adăugați o linie ca aceasta în samp.ban: ``` IP_AICI [28/05/09 | 13:37:00] PLAYER - MOTIV BAN ``` Înlocuiți `IP_AICI` cu IP-ul pe care doriți să îl banați. ##### Funcția Ban() Funcția [Ban](../../functions/Ban) poate fi folosită ca să banați un jucător din script. Funcția [BanEx](../../functions/BanEx) este la fel, doar că puteți adăuga și un motiv: ``` 13.37.13.37 [28/05/09 | 13:37:00] Cheater - INGAME BAN ``` ##### Comanda RCON pentru ban Comanda RCON pentru ban se poate folosi cu /rcon ban în joc sau scriind "ban" în consola serverului. Aceasta se folosește pentru a bana un jucător care se află pe server. Pentru a bana un IP, vedeți următoarea secțiune. Pur și simplu scrieți: ``` # În joc: /rcon ban PLAYERID # Consola: ban PLAYERID ``` ##### banip Comanda RCON "banip" se poate folosi cu /rcon banip în joc sau scriind "banip" în consolă. Se folosește pentru a bana o adresă IP. Pentru a bana un jucător de pe server, vedeți secțiunea de mai sus. Pur și simplu scrieți: ``` # În joc: /rcon banip IP # Consolă: banip IP ``` ### Eliminarea unui ban Din moment ce cineva este banat, există două moduri în care puteți să-i dați unban. - Eliminați banul din samp.ban - Folosiți comanda RCON `unbanip` #### samp.ban samp.ban poate fi găsit în fișierele serverului dumneavoastră, acesta conține următoarele informații pentru fiecare ban: - IP - Dată - Oră - Nume (Numele jucătorului sau un motiv, consultați [BanEx](../../functions/BanEx)) - Tipul banului (INGAME, IP BAN etc.) Exemple: ``` 127.8.57.32 [13/06/09 | 69:69:69] NONE - IP BAN 13.37.13.37 [28/05/09 | 13:37:00] Kyeman - INGAME BAN ``` Ca să-i debanați, pur și simplu ștergeți linia cu pricina, apoi folosiți comanda RCON reloadbans. #### unbanip Comanda RCON unbanip se poate folosi din joc sau din consola serverului. Pentru a debana un IP, scrieți `/rcon unbanip IP` în joc sau `unbanip IP` în consolă Exemplu: ``` 13.37.13.37 [28/05/09 | 13:37:00] Kyeman - INGAME BAN ``` ``` # În joc: /rcon unbanip 13.37.13.37 # Consolă: unbanip 13.37.13.37 ``` După ce i-ați debanat, folosiși comanda RCON reloadbans pentru a reîncărca fișierul. #### reloadbans `samp.ban` este un fișier care conține informații despre IP-urile care sunt banate pe server. Acest fișier este citit atunci când serverul pornește, deci dacă debanați o persoană, trebuie neapărat să folosiți această comandă pentru a face serverul să citească `samp.ban` din nou. ### Comenzi RCON Puteți folosi comanda cmdlist (sau varlist pentru variabile) în joc pentru a vedea comenzile `/rcon cmdlist`. Acestea sunt comenzile pe care le puteți folosi ca admin: | Comandă | Descriere | | --------------------------------- | ------------------------------------------------------------------------------------------------------------------------------ | | `/rcon cmdlist` | Afișează o listă cu toate comenzile. | | `/rcon varlist` | Afișează o listă cu toate variabilele. | | `/rcon exit` | Închide serverul. | | `/rcon echo [text]` | Afișează `[text]` în consola serverului. | | `/rcon hostname [nume]` | Schimbă numele serverului (_exemplu: /rcon hostname serverul meu_). | | `/rcon gamemodetext [nume]` | Schimbă textul gamemode-ului (_exemplu: /rcon gamemodetext gamemode-ul meu_). | | `/rcon mapname [nume]` | Schimbă numele hărții (_exemplu: /rcon mapname San Andreas_). | | `/rcon exec [filename]` | Execută fișierul care conține server cfg (_exemplu: /rcon exec blah.cfg_). | | `/rcon kick [ID]` | Dă kick jucătorului cu ID-ul respectiv (_exemplu: /rcon kick 2_). | | `/rcon ban [ID]` | Dă ban jucătorului cu ID-ul respectiv (_exemplu: /rcon ban 2_). | | `/rcon changemode [mod]` | Această comandă o să schimbe gamemode-ul curent cu cel pe care l-ați scris în `[mod]` (_exemplu: dacă vreți să schimbați cu sftdm: /rcon changemode sftdm_). | | `/rcon gmx` | Această comandă va încărca următorul gamemode din [server.cfg](server.cfg). | | `/rcon reloadbans` | Va reîncărca fișierul samp.ban unde sunt scrise toate adresele de IP banate. Această comandă ar trebui folosită după ce debanați o adresă IP. | | `/rcon reloadlog` | Reîncarcă server_log.txt. Nu are efecte considerabile pe absolut nimic. | | `/rcon say` | Trimite un mesaj jucătorilor. (exemplu: `/rcon say salut` va afișa `Admin: salut`). | | `/rcon players` | Afișează jucătorii de pe server (cu tot cu nume, IP & ping). | | `/rcon banip [IP]` | Banează IP-ul respectiv (_exemplu: /rcon banip 127.0.0.1_). | | `/rcon unbanip [IP]` | Debanează IP-ul respectiv (_exemplu: /rcon unbanip 127.0.0.1_). | | `/rcon gravity` | Schimbă gravitația (_exemplu: /rcon gravity 0.008_). | | `/rcon weather [ID]` | Schimbă vremea (_exemplu: /rcon weather 1_). | | `/rcon loadfs` | Încarcă filterscript-ul pe care l-ați scris (_exemplu: /rcon loadfs adminfs_). | | `/rcon weburl [URL server]` | Schimbă URL-ul serverului în masterlists/SA-MP client. | | `/rcon unloadfs` | Dezactivează filterscript-ul respectiv (_exemplu: /rcon unloadfs adminfs_). | | `/rcon reloadfs` | Reîncarcă filterscriptul respectiv (_examplu: /rcon reloadfs adminfs_). | | `/rcon rcon\_password [parolă]` | Schimbă parola RCON. | | `/rcon password [parolă]` | Setează/resetează parola serverului. | | `/rcon messageslimit [număr]` | Schimbă numărul de mesaje pe care un jucător le poate să le trimită. (implicit 500) | | `/rcon ackslimit [număr]` | Schimbă limita de acks (implicit 3000) | | `/rcon messageholelimit [număr]` | Schimbă limita de message holes (implicit 3000) | | `/rcon playertimeout [limită m/s]` | Schimba timpul în milisecunde în care un player este considerat AFK, după ce nu mai trimite semnale către server. (implicit 1000) | | `/rcon language [limbă]` | Schimbă limba serverului (_exemplu: /rcon language English_). Se afișează și în browser. | Aceste limite au fost făcute pentru a evita pe cât posibil atacurile asupra serverelor de SA-MP. Deci, pur și simplu setați-le în concordanță cu serverul dumneavoastră. [Citiți mai mult aici](http://web-old.archive.org/web/20190426141744/https://forum.sa-mp.com/showpost.php?p=2990193&postcount=47). ### Funcții și callback-uri Următoarele funcții și callback-uri pot fi folositoare, întrucat au legătură cu acest articol într-un fel sau altul. #### Callback-uri - [OnRconLoginAttempt](../../callbacks/OnRconLoginAttempt): Atunci când cineva încearcă să se conecteze în RCON. #### Funcții - [IsPlayerAdmin](../../functions/IsPlayerAdmin): Verifică dacă un jucător este logat în RCON. - [SendRconCommand](../../functions/SendRconCommand): Trimite o comandă RCON din script.
openmultiplayer/web/docs/translations/ro/server/ControllingServer.md/0
{ "file_path": "openmultiplayer/web/docs/translations/ro/server/ControllingServer.md", "repo_id": "openmultiplayer", "token_count": 6178 }
417
--- title: Частые Проблемы --- ## Контент ## Клиент ### Я получаю ошибку "San Andreas не найден" San Andreas Multiplayer это **не** самостоятельная программа! Она добавляет функционал мультиплеера в San Andreas, поэтому необходимо иметь GTA San Andreas на ПК - она так же должна иметь gta_sa.exe версии **EU/US v1.0**, другие версии, такие, как v2.0 или Steam и Direct2Drive работать не будут. [Нажмите здесь, чтобы понизить версию вашей GTA: SA до версии 1.0](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661) ### Я не вижу ничего в списке серверов SA:MP Во-первых, убедитесь, что вы следуете процедурам, изложенным в [Быстром старте](https://team.sa-mp.com/wiki/Getting_Started). Если вы следовали тому, что там было сказано, и все еще не видите никаких серверов, вы должны разрешить SA:MP доступ через ваш брандмауэр. К сожалению, из-за большого количества доступного программного обеспечения брандмауэра мы не можем предложить дальнейшие шаги по этому вопросу - мы предлагаем заглянуть на сайт производителя или попробовать поиск в Google. Также убедитесь, что у вас есть последняя версия SA:MP! ### Вместо SA:MP запускается одиночная игра :::warning Вы не должны видеть опции одиночной игры (начать игру, загрузить игру и т.д.) - SA:MP должен запуститься отдельно и не иметь в себе данных опций. Если вы видите пункт "Новая игра" (Начать игру), то была загружена одиночная игра, не San Andreas Multiplayer. ::: Одиночная игра может быть запущена по двум причинам; вы установили SA:MP в другую папку или имеете неподходящую версию San Andreas. Если вы имеете неподходящую версию игры, вы можете использовать даунгрейдер GTA San Andreas. Кликните [здесь](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661) для загрузки. Иногда будет отображаться меню одиночной игры, но SA:MP на самом деле загрузится правильно. Чтобы исправить это, вам просто нужно выбрать пункт в меню, а затем нажать клавишу Esc, чтобы выйти из него, после чего SA:MP приступит к нормальной загрузке. ### Я получаю сообщение "Недопустимый никнейм", когда подключаюсь к серверу Убедитесь, что вы не используете запрещённые символы в вашем имени (используйте только 0-9, a-z, \[\], (), \$, @, ., \_ =), и что ваше имя не длиннее 20 символов. Это также может быть вызвано тем, что игрок находится на сервере с тем же именем, как и у вас (что может произойти, если вы быстро подключитесь к серверу после потери соединения или сбоя). Windows сервер SA:MP, работающий более 50 дней подряд, может иногда создавать данную ошибку. ### Бесконечная надпись "Connecting to IP:Port..." Сервер может быть выключен или если вы не можете подключиться ни к какому серверу, отключите ваш брандмауэр и проверьте работоспособность. Если работает, то вам следует перенастроить ваш брандмауэр. Это так же может быть вызвано тем, что вы используете устаревшую версию SA:MP - актуальную версию можно найти [здесь](http://sa-mp.com/download.php). ### У меня установлены модификации в GTA: San Andreas и SA:MP не запускается Если он не запускается, удалите проблемные моды ### Когда я запускаю GTA через SA:MP, она не запускается Удалите файл gta_sa.set из папки GTA San Andreas в документах, так же убедитесь, что у вас не установлены читы и прочий подобный софт. ### Игра вылетает, когда взрывается машина Если вы используете 2 монитора, есть 3 способа решить эту проблему: 1. Отключите второй монитор, играя в SA:MP. 2. Установите качество визуальных эффектов на минимум в настройках графики GTA: San Andreas. 3. Переименуйте папку GTA San Andreas (к примеру, в "GTA San Andreas2") ### Моя мышь перестаёт работать после выхода в меню паузы. Если ваша мышь кажется замороженной в игре, пока она (частично) работает в меню паузы, то вам следует отключить опцию многоядерности (multicore) [sa-mp.cfg](ClientCommands#файл-sa-mpcfg "Sa-mp.cfg") (установите 0). Непрерывное нажатие Esc до тех пор, пока мышь снова не заработает, также может работать, но совсем правильное решение. ### Файл dinput8.dll отсутствует Это, возможно, возникает, когда DirectX не установлен должным образом, попробуйте переустановить его и не забудьте перезагрузить компьютер. Если это не решает проблему, перейдите в директорию C:\\Windows\\System32 и скопируйте и вставьте файл dinput.dll в корневой каталог вашей GTA San Andreas. Это все решит. ### Я не вижу никнеймов других игроков! Пожалуйста, имейте в виду, что некоторые серверы имеют возможность глобального отключения никнеймов. В противном случае эта проблема часто возникает на компьютерах с интегрированными графическими процессорами Intel HD (которые на самом деле не предназначены для игр). К сожалению, точная причина неизвестна, и в настоящее время, похоже, нет универсального решения. Долгосрочным решением было бы установить другую видеокарту в ваш компьютер, если это возможно и если ваш бюджет позволяет это.
openmultiplayer/web/docs/translations/ru/client/CommonClientIssues.md/0
{ "file_path": "openmultiplayer/web/docs/translations/ru/client/CommonClientIssues.md", "repo_id": "openmultiplayer", "token_count": 4641 }
418
--- title: SetPlayerSkin description: Устанавливает скин игрока. tags: ["player"] --- ## Описание Устанавливает скин игрока. Скин игрока - это модель персонажа. | Параметр | Описание | | -------- | ------------------------------------------------------------ | | playerid | ID игрока которому хотите установить скин. | | skinid | [ID скина](../resources/skins.md) который хотите установить. | ## Возвращаемые данные 1: Функция выполнена успешно 0: Функция не выполнена Заметьте, что функция выполняется успешно, даже когда значение ID скина неверное (не в пределах 0-311 или равное 74) и установлен скин номер ID 0 (CJ). ## Примеры ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp(cmdtext, "/fireman", true) == 0) { // Устанавливает скин ID 277 ( скин пожарника ). SetPlayerSkin(playerid, 277); return 1; } return 0; } SetPlayerSkinFix(playerid, skinid) { if (!IsPlayerConnected(playerid)) { return 0; } new Float:tmpPos[4], vehicleid = GetPlayerVehicleID(playerid), seatid = GetPlayerVehicleSeat(playerid); GetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]); GetPlayerFacingAngle(playerid, tmpPos[3]); // Если значение скина неверное ( меньше 0, или больше 311, или равно 74 ), то ничего не делает и возвращает 0 if (0 > skinid > 311 || skinid == 74) { return 0; } if (GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_DUCK) { SetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]); SetPlayerFacingAngle(playerid, tmpPos[3]); TogglePlayerControllable(playerid, true); // убирает заморозку игрока ( не обязательно ) return SetPlayerSkin(playerid, skinid); } else if (IsPlayerInAnyVehicle(playerid)) { new tmp; RemovePlayerFromVehicle(playerid); SetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]); SetPlayerFacingAngle(playerid, tmpPos[3]); TogglePlayerControllable(playerid, true); // убирает заморозку игрока ( важно, т.к. запущена анимация выхода из транспорта ) tmp = SetPlayerSkin(playerid, skinid); PutPlayerInVehicle(playerid, vehicleid, (seatid == 128) ? 0 : seatid); return tmp; } else { return SetPlayerSkin(playerid, skinid); } } ``` ## Примечания :::warning Известные Баги: Если игроку установлен скин, когда он присел, находится в машине или выполняет определенные анимации, игрок может заморозиться или произойдёт сбой. Это может быть исправлено путём использования TogglePlayerControllable. Для определения положения сидя игрока используется GetPlayerSpecialAction (SPECIAL_ACTION_DUCK). Другие игроки могут поймать крэш, если он в машине или он входит/выходит из транспорта. Установка скина игроку, когда он мёртв может спровоцировать крэш игрокам, находящимся рядом с ним. Перерывается сидение на байках. ::: ## Связанные Функции - [GetPlayerSkin](GetPlayerSkin.md): Получает значение ID скина игрока. - [SetSpawnInfo](SetSpawnInfo.md): Установка информации для спавна игрока.
openmultiplayer/web/docs/translations/ru/scripting/functions/SetPlayerSkin.md/0
{ "file_path": "openmultiplayer/web/docs/translations/ru/scripting/functions/SetPlayerSkin.md", "repo_id": "openmultiplayer", "token_count": 2215 }
419
--- title: OnFilterScriptExit description: Ta "callback" imenuje se, ko je "filterscript" ustavil. tags: [] --- ## Opis Ta "callback" imenuje se, ko je "filterscript" ustavil. Kliče se samo znotraj "filterscript" v katerem se ustavil. ## Primeri ```c public OnFilterScriptExit() { print("\n--------------------------------------"); print(" Moj "filterscript" se ustavil"); print("--------------------------------------\n"); return 1; } ``` ## Povezane Funkcijo
openmultiplayer/web/docs/translations/sl/scripting/callbacks/OnFilterScriptExit.md/0
{ "file_path": "openmultiplayer/web/docs/translations/sl/scripting/callbacks/OnFilterScriptExit.md", "repo_id": "openmultiplayer", "token_count": 176 }
420
--- title: ClearActorAnimations description: Prekine sve animacije aktivne na actoru. tags: [] --- ## Opis Prekine sve animacije aktivne na actoru. | Ime | Opis | | ------- | -------------------------------------------------------------- | | actorid | ID actora (vracen od CreateActor) za koga prekidamo animaciju. | ## Vraca 1: Funkcija je uspesno izvrsena. 0: Funkcija nije uspesno izvrsena. Dati actor ne postoji. ## Primeri ```c new gMyActor; public OnGameModeInit() { gMyActor = CreateActor(...); } // Somewhere else ApplyActorAnimation(gMyActor, ...); // Somewhere else ClearActorAnimations(gMyActor); ``` ## Srodne Funkcije - [ApplyActorAnimation](ApplyActorAnimation.md): Postavlja animaciju na actora.
openmultiplayer/web/docs/translations/sr/scripting/functions/ClearActorAnimations.md/0
{ "file_path": "openmultiplayer/web/docs/translations/sr/scripting/functions/ClearActorAnimations.md", "repo_id": "openmultiplayer", "token_count": 326 }
421
--- title: OnClientMessage description: Callback นี้ถูกเรียกเมื่อ NPC เห็น ClientMessage tags: [] --- ## คำอธิบาย Callback นี้ถูกเรียกเมื่อ NPC เห็น ClientMessage และจะเกิดขึ้นทุกครั้งที่มีการใช้ฟังก์ชั่น SendClientMessageToAll และทุกครั้งที่ฟังก์ชั่น SendClientMessage ถูกส่งไปยัง NPC และ Callback นี้จะไม่ถูกเรียกเมื่อใครบางคนพูดอะไรบางอย่าง เวอร์ชั่นสำหรับผู้เล่นดูได้ที่ NPC:OnPlayerText | ชื่อ | คำอธิบาย | | ------ | ------------------- | | color | สีจาก ClientMessage | | text[] | ข้อความ | ## ส่งคืน Callback นี้ไม่มีการส่งค่ากลับ ## ตัวอย่าง ```c public OnClientMessage(color, text[]) { if (strfind(text,"ยอดเงินในธนาคาร: $0") != -1) { SendClientMessage(playerid, -1, "ฉันจน :("); } } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน
openmultiplayer/web/docs/translations/th/scripting/callbacks/OnClientMessage.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/callbacks/OnClientMessage.md", "repo_id": "openmultiplayer", "token_count": 815 }
422
--- title: OnPlayerDisconnect description: This callback is called when a player disconnects from the server. tags: ["player"] --- ## คำอธิบาย This callback is called when a player disconnects from the server. | Name | Description | | -------- | -------------------------------------------------- | | playerid | The ID of the player that disconnected. | | reason | The reason for the disconnection. See table below. | ## ส่งคืน 0 - Will prevent other filterscripts from receiving this callback. 1 - Indicates that this callback will be passed to the next filterscript. มันถูกเรียกในฟิลเตอร์สคริปต์ก่อนเสมอ ## ตัวอย่าง ```c public OnPlayerDisconnect(playerid, reason) { new szString[64], playerName[MAX_PLAYER_NAME]; GetPlayerName(playerid, playerName, MAX_PLAYER_NAME); new szDisconnectReason[3][] = { "Timeout/Crash", "Quit", "Kick/Ban" }; format(szString, sizeof szString, "%s left the server (%s).", playerName, szDisconnectReason[reason]); SendClientMessageToAll(0xC4C4C4FF, szString); return 1; } ``` ## บันทึก :::tip Some functions might not work correctly when used in this callback because the player is already disconnected when the callback is called. This means that you can't get unambiguous information from functions like GetPlayerIp and GetPlayerPos. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน
openmultiplayer/web/docs/translations/th/scripting/callbacks/OnPlayerDisconnect.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/callbacks/OnPlayerDisconnect.md", "repo_id": "openmultiplayer", "token_count": 649 }
423
--- title: OnPlayerPickUpPickup description: Called when a player picks up a pickup created with CreatePickup. tags: ["player"] --- ## คำอธิบาย Called when a player picks up a pickup created with CreatePickup. | Name | Description | | -------- | ----------------------------------------------- | | playerid | The ID of the player that picked up the pickup. | | pickupid | The ID of the pickup, returned by CreatePickup. | ## ส่งคืน มันถูกเรียกในเกมโหมดก่อนเสมอ ## ตัวอย่าง ```c new pickup_Cash; new pickup_Health; public OnGameModeInit() { pickup_Cash = CreatePickup(1274, 2, 0.0, 0.0, 9.0); pickup_Health = CreatePickup(1240, 2, 0.0, 0.0, 9.0); return 1; } public OnPlayerPickUpPickup(playerid, pickupid) { if (pickupid == pickup_Cash) { GivePlayerMoney(playerid, 1000); } else if (pickupid == pickup_Health) { SetPlayerHealth(playerid, 100.0); } return 1; } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [CreatePickup](../../scripting/functions/CreatePickup.md): Create a pickup. - [DestroyPickup](../../scripting/functions/DestroyPickup.md): Destroy a pickup.
openmultiplayer/web/docs/translations/th/scripting/callbacks/OnPlayerPickUpPickup.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/callbacks/OnPlayerPickUpPickup.md", "repo_id": "openmultiplayer", "token_count": 568 }
424
--- title: OnRecordingPlaybackEnd description: This callback is called when a recorded file being reproduced with NPCStartRecordingPlayback has reached to its end. tags: [] --- ## คำอธิบาย This callback is called when a recorded file being reproduced with NPC:StartRecordingPlayback has reached to its end. | Name | Description | | ---- | ----------- | ## ตัวอย่าง ```c public OnRecordingPlaybackEnd() { StartRecordingPlayback(PLAYER_RECORDING_TYPE_DRIVER, "all_around_lv_bus"); //This would start the recorded file again once it finishes reproducing. } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - NPC:StartRecordingPlayback: Starts reproducing an already recorded .rec file. - NPC:StopRecordingPlayback: Stops reproducing a .rec file.
openmultiplayer/web/docs/translations/th/scripting/callbacks/OnRecordingPlaybackEnd.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/callbacks/OnRecordingPlaybackEnd.md", "repo_id": "openmultiplayer", "token_count": 283 }
425
--- title: AddSimpleModel description: Adds a new custom simple object model for download. tags: [] --- :::warning This function was added in SA-MP 0.3.DL R1 and will not work in earlier versions! ::: ## คำอธิบาย Adds a new custom simple object model for download. The model files will be stored in player's Documents\GTA San Andreas User Files\SAMP\cache under the Server IP and Port folder in a CRC-form file name. | Name | Description | | ------------ | --------------------------------------------------------------------------------------------------------------------------- | | virtualworld | The virtual world ID to make the model available at. Use -1 for all worlds. | | baseid | The base object model ID to use (original object to use when download is failed). | | newid | The new object model ID ranged from -1000 to -30000 (29000 slots) to be used later with CreateObject or CreatePlayerObject. | | dffname | Name of the .dff model collision file located in models server folder by default (artpath setting) | | txdname | Name of the .txd model texture file located in models server folder by default (artpath setting). | ## ส่งคืน 1: The function executed successfully. 0: The function failed to execute. ## ตัวอย่าง ```c public OnGameModeInit() { AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd"); return 1; } ``` ``` AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd"); ``` ## บันทึก :::tip useartwork must be enabled first in server settings in order for this to work When virtualworld is set, the models will be downloaded once the player enters the specific world ::: :::warning There are currently no restrictions on when you can call this function, but be aware that if you do not call them inside OnFilterScriptInit/OnGameModeInit, you run the risk that some players, who are already on the server, may not have downloaded the models. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [OnPlayerFinishedDownloading](../../scripting/callbacks/OnPlayerFinishedDownloading.md): Called when a player finishes downloading custom models.
openmultiplayer/web/docs/translations/th/scripting/functions/AddSimpleModel.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/AddSimpleModel.md", "repo_id": "openmultiplayer", "token_count": 937 }
426
--- title: AttachObjectToPlayer description: Attach an object to a player. tags: ["player"] --- ## คำอธิบาย Attach an object to a player. | Name | Description | | ------------- | ------------------------------------------------------------------ | | objectid | The ID of the object to attach to the player. | | playerid | The ID of the player to attach the object to. | | Float:OffsetX | The distance between the player and the object in the X direction. | | Float:OffsetY | The distance between the player and the object in the Y direction. | | Float:OffsetZ | The distance between the player and the object in the Z direction. | | Float:RotX | The X rotation between the object and the player. | | Float:RotY | The Y rotation between the object and the player. | | Float:RotZ | The Z rotation between the object and the player. | ## ส่งคืน This function always returns 0. ## ตัวอย่าง ```c new myobject; myobject = CreateObject(19341, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); AttachObjectToPlayer(myobject, playerid, 1.5, 0.5, 0.0, 0.0, 1.5, 2); ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [AttachObjectToVehicle](../../scripting/functions/AttachObjectToVehicle.md): Attach an object to a vehicle. - [AttachObjectToObject](../../scripting/functions/AttachObjectToObject.md): Attach an object to an object. - [AttachPlayerObjectToPlayer](../../scripting/functions/AttachPlayerObjectToPlayer.md): Attach a player object to a player. - [CreateObject](../../scripting/functions/CreateObject.md): Create an object. - [DestroyObject](../../scripting/functions/DestroyObject.md): Destroy an object. - [IsValidObject](../../scripting/functions/IsValidObject.md): Checks if a certain object is vaild. - [MoveObject](../../scripting/functions/MoveObject.md): Move an object. - [StopObject](../../scripting/functions/StopObject.md): Stop an object from moving. - [SetObjectPos](../../scripting/functions/SetObjectPos.md): Set the position of an object. - [SetObjectRot](../../scripting/functions/SetObjectRot.md): Set the rotation of an object. - [GetObjectPos](../../scripting/functions/GetObjectPos.md): Locate an object. - [GetObjectRot](../../scripting/functions/GetObjectRot.md): Check the rotation of an object. - [CreatePlayerObject](../../scripting/functions/CreatePlayerObject.md): Create an object for only one player. - [DestroyPlayerObject](../../scripting/functions/DestroyPlayerObject.md): Destroy a player object. - [IsValidPlayerObject](../../scripting/functions/IsValidPlayerObject.md): Checks if a certain player object is vaild. - [MovePlayerObject](../../scripting/functions/MovePlayerObject.md): Move a player object. - [StopPlayerObject](../../scripting/functions/StopPlayerObject.md): Stop a player object from moving. - [SetPlayerObjectPos](../../scripting/functions/SetPlayerObjectPos.md): Set the position of a player object. - [SetPlayerObjectRot](../../scripting/functions/SetPlayerObjectRot.md): Set the rotation of a player object. - [GetPlayerObjectPos](../../scripting/functions/GetPlayerObjectPos.md): Locate a player object. - [GetPlayerObjectRot](../../scripting/functions/GetPlayerObjectRot.md): Check the rotation of a player object.
openmultiplayer/web/docs/translations/th/scripting/functions/AttachObjectToPlayer.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/AttachObjectToPlayer.md", "repo_id": "openmultiplayer", "token_count": 1176 }
427
--- title: ConnectNPC description: Connect an NPC to the server. tags: ["npc"] --- ## คำอธิบาย Connect an NPC to the server. | Name | Description | | -------- | ---------------------------------------------------------------------------------------- | | name[] | The name the NPC should connect as. Must follow the same rules as normal player names. | | script[] | The NPC script name that is located in the npcmodes folder (without the .amx extension). | ## ส่งคืน This function always return 1. ## ตัวอย่าง ```c public OnGameModeInit() { ConnectNPC("[BOT]Pilot", "pilot"); return 1; } ``` ## บันทึก :::tip NPCs do not have nametags. These can be scripted with Attach3DTextLabelToPlayer. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [IsPlayerNPC](../../scripting/functions/IsPlayerNPC.md): Check if a player is an NPC or an actual player. - [OnPlayerConnect](../../scripting/callbacks/OnPlayerConnect.md): Called when a player connects to the server.
openmultiplayer/web/docs/translations/th/scripting/functions/ConnectNPC.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/ConnectNPC.md", "repo_id": "openmultiplayer", "token_count": 467 }
428
--- title: DestroyActor description: Destroy an actor which was created with CreateActor. tags: [] --- :::warning ฟังก์ชั่นนี้ถูกเพิ่มใน SA-MP 0.3.7 และจะไม่ทำงานในเวอร์ชั่นก่อนหน้านี้! ::: ## คำอธิบาย Destroy an actor which was created with CreateActor. | Name | Description | | ------- | -------------------------------------------------------- | | actorid | The ID of the actor to destroy. Returned by CreateActor. | ## ส่งคืน 1: The function executed successfully. 0: The function failed to execute. The actor with the ID specified does not exist. ## ตัวอย่าง ```c new MyActor; public OnFilterScriptInit() { MyActor = CreateActor(...); return 1; } public OnFilterScriptExit() { DestroyActor(MyActor); return 1; } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [CreateActor](../../scripting/functions/CreateActor.md): Create an actor (static NPC).
openmultiplayer/web/docs/translations/th/scripting/functions/DestroyActor.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/DestroyActor.md", "repo_id": "openmultiplayer", "token_count": 494 }
429
--- title: EditPlayerObject description: Allows players to edit a player-object (position and rotation) with a GUI and their mouse. tags: ["player"] --- ## คำอธิบาย Allows players to edit a player-object (position and rotation) with a GUI and their mouse. | Name | Description | | -------- | ------------------------------------------------ | | playerid | The ID of the player that should edit the object | | objectid | The object to be edited by the player | ## ส่งคืน 1: The function executed successfully. 0: The function failed to execute. Player or object not valid. ## ตัวอย่าง ```c new object[MAX_PLAYERS]; public OnPlayerSpawn(playerid) { object[playerid] = CreatePlayerObject(playerid, 1337, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/edit", true)) { EditPlayerObject(playerid, object[playerid]); SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: You now edit your object!"); return 1; } return 0; } ``` ## บันทึก :::tip You can move the camera while editing by pressing and holding the spacebar (or W in vehicle) and moving your mouse. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [CreateObject](../functions/CreateObject): Create an object. - [DestroyObject](../functions/DestroyObject): Destroy an object. - [MoveObject](../functions/MoveObject): Move an object. - [EditAttachedObject](../functions/EditAttachedObject): Edit an attached object. - [SelectObject](../functions/SelectObject): Select an object. - [CancelEdit](../functions/CancelEdit): Cancel the edition of an object.
openmultiplayer/web/docs/translations/th/scripting/functions/EditPlayerObject.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/EditPlayerObject.md", "repo_id": "openmultiplayer", "token_count": 646 }
430
--- title: GangZoneFlashForPlayer description: Makes a gangzone flash for a player. tags: ["player", "gangzone"] --- ## คำอธิบาย Makes a gangzone flash for a player. | Name | Description | | ---------- | ---------------------------------------------------------------------------------------------------------- | | playerid | The ID of the player to flash the gangzone for. | | zone | The ID of the zone to flash. | | flashcolor | The color to flash the gang zone, as an integer or hex in RGBA color format. Alpha transparency supported. | ## ส่งคืน This function does not return any specific values. ## ตัวอย่าง ```c new gangzone; public OnGameModeInit() { gangzone = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319); return 1; } public OnPlayerSpawn(playerid) { GangZoneFlashForPlayer(playerid,gangzone,COLOR_RED); return 1; } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [GangZoneCreate](../functions/GangZoneCreate): Create a gangzone. - [GangZoneDestroy](../functions/GangZoneDestroy): Destroy a gangzone. - [GangZoneShowForPlayer](../functions/GangZoneShowForPlayer): Show a gangzone for a player. - [GangZoneShowForAll](../functions/GangZoneShowForAll): Show a gangzone for all players. - [GangZoneHideForPlayer](../functions/GangZoneHideForPlayer): Hide a gangzone for a player. - [GangZoneHideForAll](../functions/GangZoneHideForAll): Hide a gangzone for all players. - [GangZoneFlashForAll](../functions/GangZoneFlashForAll): Make a gangzone flash for all players. - [GangZoneStopFlashForPlayer](../functions/GangZoneStopFlashForPlayer): Stop a gangzone flashing for a player. - [GangZoneStopFlashForAll](../functions/GangZoneStopFlashForAll): Stop a gangzone flashing for all players.
openmultiplayer/web/docs/translations/th/scripting/functions/GangZoneFlashForPlayer.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/GangZoneFlashForPlayer.md", "repo_id": "openmultiplayer", "token_count": 848 }
431
--- title: GetGravity description: Get the currently set gravity. tags: [] --- ## คำอธิบาย Get the currently set gravity. | Name | Description | | ---- | ----------- | ## ตัวอย่าง ```c #if !defined GetGravity native Float:GetGravity(); #endif printf("Current gravity: %f", GetGravity()); ``` ## บันทึก :::warning This function is not defined by default. Add 'native Float:GetGravity();' under the inclusion of a_samp.inc to use it. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [SetGravity](../functions/SetGravity): Set the global gravity.
openmultiplayer/web/docs/translations/th/scripting/functions/GetGravity.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/GetGravity.md", "repo_id": "openmultiplayer", "token_count": 264 }
432
--- title: GetPlayerArmour description: This function stores the armour of a player into a variable. tags: ["player"] --- ## คำอธิบาย This function stores the armour of a player into a variable. | Name | Description | | ------------- | --------------------------------------------------------- | | playerid | The ID of the player that you want to get the armour of. | | &Float:armour | The float to to store the armour in, passed by reference. | ## ส่งคืน 1 - success 0 - failure (i.e. player not connected). The player's armour is stored in the specified variable. ## ตัวอย่าง ```c new Float:armour; GetPlayerArmour(playerid, armour); new s[40]; format(s, sizeof(s), "SERVER: Your armour is %0.f percent", armour); SendClientMessage(playerid, 0xFFFFFFAA, s); ``` ## บันทึก :::warning Even though the armour can be set to near infinite values on the server side, the individual clients will only report values up to 255. Anything higher will wrap around; 256 becomes 0, 257 becomes 1, etc. Armour is obtained rounded to integers: set 50.15, but get 50.0 ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [SetPlayerArmour](../functions/SetPlayerArmour): Set the armour of a player. - [GetPlayerHealth](../functions/GetPlayerHealth): Find out how much health a player has. - [GetVehicleHealth](../functions/GetVehicleHealth): Check the health of a vehicle.
openmultiplayer/web/docs/translations/th/scripting/functions/GetPlayerArmour.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/GetPlayerArmour.md", "repo_id": "openmultiplayer", "token_count": 539 }
433
--- title: GetPlayerFightingStyle description: Get the fighting style the player currently using. tags: ["player"] --- ## คำอธิบาย Get the fighting style the player currently using. | Name | Description | | -------- | -------------------------------------------------- | | playerid | The ID of the player to get the fighting style of. | ## ส่งคืน The ID of the fighting style of the player. ## ตัวอย่าง ```c if (GetPlayerFightingStyle(playerid) == FIGHT_STYLE_NORMAL) { SendClientMessage(playerid,0xFFFFFFAA,"You are using normal fighting style!"); } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [SetPlayerFightingStyle](../functions/SetPlayerFightingStyle): Set a player's fighting style.
openmultiplayer/web/docs/translations/th/scripting/functions/GetPlayerFightingStyle.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/GetPlayerFightingStyle.md", "repo_id": "openmultiplayer", "token_count": 321 }
434
--- title: GetPlayerPos description: Get the position of a player, represented by X, Y and Z coordinates. tags: ["player"] --- ## คำอธิบาย Get the position of a player, represented by X, Y and Z coordinates. | Name | Description | | -------- | ---------------------------------------------------------------------------- | | playerid | The ID of the player to get the position of. | | &Float:x | A float variable in which to store the X coordinate in, passed by reference. | | &Float:y | A float variable in which to store the Y coordinate in, passed by reference. | | &Float:z | A float variable in which to store the Z coordinate in, passed by reference. | ## ส่งคืน true on success. false on failure (i.e. player not connected). ## ตัวอย่าง ```c public OnPlayerDeath(playerid, killerid, WEAPON:reason) { // Declare 3 float variables to store the X, Y and Z coordinates in new Float:x, Float:y, Float:z; // Use GetPlayerPos, passing the 3 float variables we just created GetPlayerPos(playerid, x, y, z); // Create a cash pickup at the player's position CreatePickup(1212, 4, x, y, z, -1); return 1; } ``` ## บันทึก :::warning This function is known to return unreliable values when used in OnPlayerDisconnect and OnPlayerRequestClass. This is because the player is not spawned. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - SetPlayerPos: Set a player's position. - GetVehiclePos: Get the position of a vehicle. - IsPlayerInRangeOfPoint: Check whether a player is in range of a point. - GetPlayerDistanceFromPoint: Get the distance between a player and a point.
openmultiplayer/web/docs/translations/th/scripting/functions/GetPlayerPos.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/GetPlayerPos.md", "repo_id": "openmultiplayer", "token_count": 653 }
435
--- title: GetPlayerWantedLevel description: Gets the wanted level of a player. tags: ["player"] --- ## คำอธิบาย Gets the wanted level of a player. | Name | Description | | -------- | -------------------------------------------------------------- | | playerid | The ID of the player that you want to get the wanted level of. | ## ส่งคืน The player's wanted level. ## ตัวอย่าง ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp(cmdtext, "/getmywantedlevel", true) == 0) { // Gets the current wanted level, saves it in the variable wantedlevel //and then tells the player his wanted in a client message. new wantedlevel; wantedlevel = GetPlayerWantedLevel(playerid); new tmp[64]; format(tmp, sizeof(tmp), "Your current wanted level is: %i", wantedlevel); SendClientMessage(playerid, 0xFF0000FF, tmp); return 1; } return 0; } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - SetPlayerWantedLevel: Set a player's wanted level. - PlayCrimeReportForPlayer: Play a crime report for a player.
openmultiplayer/web/docs/translations/th/scripting/functions/GetPlayerWantedLevel.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/GetPlayerWantedLevel.md", "repo_id": "openmultiplayer", "token_count": 518 }
436
--- title: GetVehicleComponentType description: Find out what type of component a certain ID is. tags: ["vehicle"] --- ## คำอธิบาย Find out what type of component a certain ID is. | Name | Description | | --------- | -------------------------- | | component | The component ID to check. | ## ส่งคืน The component slot ID of the specified component or -1 if the component is invalid. ## ตัวอย่าง ```c public OnVehicleMod(playerid, vehicleid, componentid) { new componentType = GetVehicleComponentType(componentid); if (componentType != -1) { new clientMessage[41]; format(clientMessage, sizeof(clientMessage), "You have modified your vehicle on slot %i", componentType); SendClientMessage(playerid, 0xFFFFFFFF, clientMessage); } else { SendClientMessage(playerid, 0xFF0000FF, "The component is invalid."); } return 1; } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - AddVehicleComponent: Add a component to a vehicle. - RemoveVehicleComponent: Remove a component from a vehicle. - GetVehicleComponentInSlot: Check what components a vehicle has. - OnVehicleMod: Called when a vehicle is modded. - OnEnterExitModShop: Called when a vehicle enters or exits a mod shop.
openmultiplayer/web/docs/translations/th/scripting/functions/GetVehicleComponentType.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/GetVehicleComponentType.md", "repo_id": "openmultiplayer", "token_count": 486 }
437
--- title: GetVehicleZAngle description: Get the rotation of a vehicle on the Z axis (yaw). tags: ["vehicle"] --- ## คำอธิบาย Get the rotation of a vehicle on the Z axis (yaw). | Name | Description | | -------------- | ----------------------------------------------------------------------- | | vehicleid | The ID of the vehicle to get the Z angle of. | | &Float:z_angle | A float variable in which to store the Z rotation, passed by reference. | ## ส่งคืน 1: The function was executed successfully. 0: The function failed to execute. This means the vehicle does not exist. The vehicle's rotation is stored in the specified variable. ## ตัวอย่าง ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp(cmdtext, "/vehrot", true) == 0) { new currentveh; new Float:z_rot; new message[40]; currentveh = GetPlayerVehicleID(playerid); GetVehicleZAngle(currentveh, z_rot); format(message, sizeof(message), "The current vehicle rotation is: %.0f", z_rot); SendClientMessage(playerid, 0xFFFFFFFF, message); return 1; } return 0; } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - GetVehicleRotationQuat: Get the quaternion rotation of a vehicle. - GetVehicleRotation: Get the rotation of a vehicle on the XYZ axis. - SetVehicleZAngle: Set the direction of a vehicle. - GetVehiclePos: Get the position of a vehicle. - GetPlayerFacingAngle: Check where a player is facing.
openmultiplayer/web/docs/translations/th/scripting/functions/GetVehicleZAngle.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/GetVehicleZAngle.md", "repo_id": "openmultiplayer", "token_count": 682 }
438
--- title: IsPlayerInRaceCheckpoint description: Check if the player is inside their current set race checkpoint (SetPlayerRaceCheckpoint). tags: ["player", "checkpoint", "racecheckpoint"] --- ## คำอธิบาย Check if the player is inside their current set race checkpoint (SetPlayerRaceCheckpoint). | Name | Description | | -------- | ------------------------------ | | playerid | The ID of the player to check. | ## ส่งคืน 0: Player is not in a race checkpoint. 1: Player is in a race checkpoint. ## ตัวอย่าง ```c if (IsPlayerInRaceCheckpoint(playerid)) { SetPlayerHealth(playerid, 100); } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [SetPlayerCheckpoint](../../scripting/functions/SetPlayerCheckpoint.md): Create a checkpoint for a player. - [DisablePlayerCheckpoint](../../scripting/functions/DisablePlayerCheckpoint.md): Disable the player's current checkpoint. - [IsPlayerInCheckpoint](../../scripting/functions/IsPlayerInCheckpoint.md): Check if a player is in a checkpoint. - [SetPlayerRaceCheckpoint](../../scripting/functions/SetPlayerRaceCheckpoint.md): Create a race checkpoint for a player. - [DisablePlayerRaceCheckpoint](../../scripting/functions/DisablePlayerRaceCheckpoint.md): Disable the player's current race checkpoint. - [OnPlayerEnterCheckpoint](../../scripting/callbacks/OnPlayerEnterCheckpoint.md): Called when a player enters a checkpoint. - [OnPlayerLeaveCheckpoint](../../scripting/callbacks/OnPlayerLeaveCheckpoint.md): Called when a player leaves a checkpoint. - [OnPlayerEnterRaceCheckpoint](../../scripting/callbacks/OnPlayerEnterRaceCheckpoint.md): Called when a player enters a race checkpoint. - [OnPlayerLeaveRaceCheckpoint](../../scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md): Called when a player leaves a race checkpoint.
openmultiplayer/web/docs/translations/th/scripting/functions/IsPlayerInRaceCheckpoint.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/IsPlayerInRaceCheckpoint.md", "repo_id": "openmultiplayer", "token_count": 590 }
439
--- title: LinkVehicleToInterior description: Links a vehicle to an interior. tags: ["vehicle"] --- ## คำอธิบาย Links a vehicle to an interior. Vehicles can only be seen by players in the same interior (SetPlayerInterior). | Name | Description | | ---------- | ------------------------------------------------------------- | | vehicleid | The ID of the vehicle to link to an interior. | | interiorid | The [Interior ID](../resources/interiorids.md) to link it to. | ## ส่งคืน 1: The function was executed successfully. 0: The function failed to execute. This means the vehicle does not exist. ## ตัวอย่าง ```c public OnGameModeInit() { new vehicle1 = AddStaticVehicle(559, 2543.7505, -21.8345, 27.1899, 52.6054, -1, -1); LinkVehicleToInterior(vehicle1, 6); } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [SetVehicleVirtualWorld](../functions/SetVehicleVirtualWorld.md): Set the virtual world of a vehicle. - [SetPlayerInterior](../functions/SetPlayerInterior.md): Set a player's interior.
openmultiplayer/web/docs/translations/th/scripting/functions/LinkVehicleToInterior.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/LinkVehicleToInterior.md", "repo_id": "openmultiplayer", "token_count": 460 }
440
--- title: PlayerSpectatePlayer description: Makes a player spectate (watch) another player. tags: ["player"] --- ## คำอธิบาย Makes a player spectate (watch) another player. | Name | Description | | -------------- | -------------------------------------------------------------------------------------------- | | playerid | The ID of the player that will spectate. | | targetplayerid | The ID of the player that should be spectated. | | mode | The [mode](../resources/spectatemodes.md) to spectate with (optional; defaults to 'normal'). | ## ส่งคืน 1: The function was executed successfully. 0: The function failed to execute. One of the players specified does not exist. ## ตัวอย่าง ```c public OnPlayerDeath(playerid, killerid, WEAPON:reason) { TogglePlayerSpectating(playerid, 1); PlayerSpectatePlayer(playerid, killerid); return 1; } ``` ## บันทึก :::warning Order is CRITICAL! Ensure that you use TogglePlayerSpectating before PlayerSpectatePlayer. playerid and targetplayerid's virtual world and interior must be the same for this function to work properly. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - PlayerSpectateVehicle: Spectate a vehicle. - TogglePlayerSpectating: Start or stop spectating.
openmultiplayer/web/docs/translations/th/scripting/functions/PlayerSpectatePlayer.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/PlayerSpectatePlayer.md", "repo_id": "openmultiplayer", "token_count": 631 }
441
--- title: PlayerTextDrawSetShadow description: Adds a shadow to the bottom-right side of the text in a player-textdraw. tags: ["player", "textdraw", "playertextdraw"] --- ## คำอธิบาย Adds a shadow to the bottom-right side of the text in a player-textdraw. The shadow font matches the text font. | Name | Description | | -------- | --------------------------------------------------------------------- | | playerid | The ID of the player whose player-textdraw to set the shadow size of. | | text | The ID of the player-textdraw to change the shadow of | | size | The size of the shadow. 0 will hide the shadow. | ## ส่งคืน 1: The function was executed successfully. 0: The function failed to execute. This means the player-textdraw doesn't exist. ## ตัวอย่าง ```c new Text:MyTextDraw = CreatePlayerTextDraw(playerid, 100.0, 33.0, "Example Text"); PlayerTextDrawSetShadow(playerid, MyTextDraw, 1); ``` ## บันทึก :::tip The shadow can be cut by the box area if the size is set too big for the area. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - CreatePlayerTextDraw: Create a player-textdraw. - PlayerTextDrawDestroy: Destroy a player-textdraw. - PlayerTextDrawColor: Set the color of the text in a player-textdraw. - PlayerTextDrawBoxColor: Set the color of a player-textdraw's box. - PlayerTextDrawBackgroundColor: Set the background color of a player-textdraw. - PlayerTextDrawAlignment: Set the alignment of a player-textdraw. - PlayerTextDrawFont: Set the font of a player-textdraw. - PlayerTextDrawLetterSize: Set the letter size of the text in a player-textdraw. - PlayerTextDrawTextSize: Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable). - PlayerTextDrawSetOutline: Toggle the outline on a player-textdraw. - PlayerTextDrawSetProportional: Scale the text spacing in a player-textdraw to a proportional ratio. - PlayerTextDrawUseBox: Toggle the box on a player-textdraw. - PlayerTextDrawSetString: Set the text of a player-textdraw. - PlayerTextDrawShow: Show a player-textdraw. - PlayerTextDrawHide: Hide a player-textdraw.
openmultiplayer/web/docs/translations/th/scripting/functions/PlayerTextDrawSetShadow.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/PlayerTextDrawSetShadow.md", "repo_id": "openmultiplayer", "token_count": 782 }
442
--- title: SelectTextDraw description: Display the cursor and allow the player to select a textdraw. tags: ["textdraw"] --- ## คำอธิบาย Display the cursor and allow the player to select a textdraw | Name | Description | | ---------- | -------------------------------------------------------------- | | playerid | The ID of the player that should be able to select a textdraw | | hovercolor | The color of the textdraw when hovering over with mouse (RGBA) | ## ส่งคืน This function does not return any specific values. ## ตัวอย่าง ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/tdselect", true)) { SelectTextDraw(playerid, 0x00FF00FF); // Highlight green when hovering over SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: Please select a textdraw!"); return 1; } return 0; } ``` ## บันทึก :::tip It is the TEXT which will be highlighted when hovered over, NOT the box (if one is shown). ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [CancelSelectTextDraw](../functions/CancelSelectTextDraw.md): Cancel textdraw selection with the mouse - [TextDrawSetSelectable](../functions/TextDrawSetSelectable.md): Sets whether a textdraw is selectable through SelectTextDraw - [PlayerTextDrawSetSelectable](../functions/PlayerTextDrawSetSelectable.md): Sets whether a player-textdraw is selectable through SelectTextDraw - [OnPlayerClickTextDraw](../callbacks/OnPlayerClickTextDraw.md): Called when a player clicks on a textdraw. - [OnPlayerClickPlayerTextDraw](../callbacks/OnPlayerClickPlayerTextDraw.md): Called when a player clicks on a player-textdraw.
openmultiplayer/web/docs/translations/th/scripting/functions/SelectTextDraw.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/SelectTextDraw.md", "repo_id": "openmultiplayer", "token_count": 631 }
443
--- title: SetGravity description: Set the gravity for all players. tags: [] --- ## คำอธิบาย Set the gravity for all players. | Name | Description | | ------------- | ----------------------------------------------------------------- | | Float:gravity | The value that the gravity should be set to (between -50 and 50). | ## ส่งคืน This function always returns 1, even when it fails to execute if the gravity is out of the limits (lower than -50 or high than +50). ## ตัวอย่าง ```c public OnGameModeInit() { // Set moon-like gravity SetGravity(0.001); return 1; } ``` ## บันทึก :::warning Default gravity is 0.008. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - GetGravity: Get the currently set gravity. - SetWeather: Set the global weather. - SetWorldTime: Set the global server time.
openmultiplayer/web/docs/translations/th/scripting/functions/SetGravity.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/SetGravity.md", "repo_id": "openmultiplayer", "token_count": 394 }
444
--- title: SetPlayerCameraLookAt description: Set the direction a player's camera looks at. tags: ["player"] --- ## คำอธิบาย Set the direction a player's camera looks at. Generally meant to be used in combination with SetPlayerCameraPos. | Name | Description | | -------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | playerid | The ID of the player whose camera to set. | | Float:x | The X coordinate for the player's camera to look at. | | Float:y | The Y coordinate for the player's camera to look at. | | Float:z | The Z coordinate for the player's camera to look at. | | cut | The [style](../resources/cameracutstyles.md) of the change. Can be used to interpolate (change slowly) from old pos to new pos using CAMERA_MOVE. | ## ส่งคืน 1: The function was executed successfully. 0: The function failed to execute. The player specified does not exist. ## ตัวอย่าง ```c SetPlayerCameraPos(playerid, 320.0, 50.0, 170.0); SetPlayerCameraLookAt(playerid, 324.34, 54.122, 173.35); ``` ## บันทึก :::warning Using the camera functions directly after enabling spectator mode doesn't work. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - SetPlayerCameraPos: Set a player's camera position. - SetCameraBehindPlayer: Set a player's camera behind them. - GetPlayerCameraPos: Find out where the player's camera is. - GetPlayerCameraFrontVector: Get the player's camera front vector
openmultiplayer/web/docs/translations/th/scripting/functions/SetPlayerCameraLookAt.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/SetPlayerCameraLookAt.md", "repo_id": "openmultiplayer", "token_count": 1265 }
445
--- title: SetPlayerObjectNoCameraCol description: Toggles a player object camera collision. tags: ["player"] --- :::warning ฟังก์ชั่นนี้ถูกเพิ่มใน SA-MP 0.3.7 และจะไม่ทำงานในเวอร์ชั่นก่อนหน้านี้! ::: ## คำอธิบาย Toggles a player object camera collision. | Name | Description | | -------- | ---------------------------------------- | | playerid | The playerID the object belongs to. | | objectid | The ID of the object you want to toggle. | ## ส่งคืน 1 - Regardless of if the object exists or not. ## ตัวอย่าง ```c public OnPlayerObjectMoved(playerid, objectid) { new Float:objX, Float:objY, Float:objZ; GetPlayerObjectPos(playerid, objectid, objX, objY, objZ); if (objX >= 3000.0 && objY >= 3000.0) { SetPlayerObjectNoCameraCol(playerid, objectid); } return 1; } ``` ## บันทึก :::tip This does not work inside the normal SA map boundaries. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - SetObjectNoCameraCol: Disables collisions between camera and object.
openmultiplayer/web/docs/translations/th/scripting/functions/SetPlayerObjectNoCameraCol.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/SetPlayerObjectNoCameraCol.md", "repo_id": "openmultiplayer", "token_count": 563 }
446
--- title: SetPlayerWeather description: Set a player's weather. tags: ["player"] --- ## คำอธิบาย Set a player's weather. | Name | Description | | -------- | ------------------------------------------ | | playerid | The ID of the player whose weather to set. | | weather | The weather to set. | ## ส่งคืน This function does not return any specific values. ## ตัวอย่าง ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/storm", true)) { SetPlayerWeather(playerid, 8); return 1; } return 0; } ``` ## บันทึก :::tip If TogglePlayerClock is enabled, weather will slowly change over time, instead of changing instantly. There are only valid 21 weather IDs in the game (0 - 20), however the game does not have any form of range check. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - SetWeather: Set the global weather. - SetGravity: Set the global gravity.
openmultiplayer/web/docs/translations/th/scripting/functions/SetPlayerWeather.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/SetPlayerWeather.md", "repo_id": "openmultiplayer", "token_count": 436 }
447
--- title: SetVehiclePos description: Set a vehicle's position. tags: ["vehicle"] --- ## คำอธิบาย Set a vehicle's position | Name | Description | | --------- | -------------------------------------------- | | vehicleid | Vehicle ID that you want set new position. | | Float:x | The X coordinate to position the vehicle at. | | Float:y | The Y coordinate to position the vehicle at. | | Float:z | The Z coordinate to position the vehicle at. | ## ส่งคืน 1: The function executed successfully. 0: The function failed to execute. The vehicle specified does not exist. ## ตัวอย่าง ```c // Put the player's vehicle at the coordinates 0, 0, 3 (center of SA) new vehicleid = GetPlayerVehicleID(playerid); SetVehiclePos(vehicleid, 0, 0, 3); ``` ## บันทึก :::warning An empty vehicle will not fall after being teleported into the air. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - SetPlayerPos: Set a player's position. - GetVehiclePos: Get the position of a vehicle. - SetVehicleZAngle: Set the direction of a vehicle.
openmultiplayer/web/docs/translations/th/scripting/functions/SetVehiclePos.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/SetVehiclePos.md", "repo_id": "openmultiplayer", "token_count": 435 }
448
--- title: StopPlayerHoldingObject description: Removes attached objects. tags: ["player"] --- ## คำอธิบาย Removes attached objects. | Name | Description | | -------- | ---------------------------------------------------- | | playerid | ID of the player you want to remove the object from. | ## ส่งคืน 1 on success, 0 on failure ## ตัวอย่าง ```c public OnPlayerDeath(playerid, killerid, WEAPON:reason) { if (IsPlayerHoldingObject(playerid)) { StopPlayerHoldingObject(playerid); } return 1; } ``` ## บันทึก :::warning This function was removed in SA-MP 0.3c. See [RemovePlayerAttachedObject](RemovePlayerAttachedObject) ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน
openmultiplayer/web/docs/translations/th/scripting/functions/StopPlayerHoldingObject.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/StopPlayerHoldingObject.md", "repo_id": "openmultiplayer", "token_count": 362 }
449
--- title: TextDrawSetPreviewVehCol description: If a vehicle model is used in a 3D preview textdraw, this sets the two colour values for that vehicle. tags: ["textdraw"] --- ## คำอธิบาย If a vehicle model is used in a 3D preview textdraw, this sets the two colour values for that vehicle. | Name | Description | | ------ | ------------------------------------------------------------------ | | text | The textdraw id that is set to display a 3D vehicle model preview. | | color1 | The primary Color ID to set the vehicle to. | | color2 | The secondary Color ID to set the vehicle to. | ## ส่งคืน This function does not return any specific values. ## ตัวอย่าง ```c new Text:textdraw; public OnGameModeInit() { textdraw = TextDrawCreate(320.0, 240.0, "_"); TextDrawFont(textdraw, TEXT_DRAW_FONT_MODEL_PREVIEW); TextDrawUseBox(textdraw, 1); TextDrawBoxColor(textdraw, 0x000000FF); TextDrawTextSize(textdraw, 40.0, 40.0); TextDrawSetPreviewModel(textdraw, 411); // Display model 411 (Infernus) TextDrawSetPreviewVehCol(textdraw, 6, 6); // Set the Infernus to have colour 6 (Yellow) //You still have to use TextDrawShowForAll/TextDrawShowForPlayer to make the textdraw visible. return 1; } ``` ## บันทึก :::warning The textdraw MUST use the font type TEXT_DRAW_FONT_MODEL_PREVIEW in order for this function to have effect. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [TextDrawSetPreviewModel](../functions/TextDrawSetPreviewModel.md): Set the 3D preview model of a textdraw. - [TextDrawSetPreviewRot](../functions/TextDrawSetPreviewRot.md): Set rotation of a 3D textdraw preview. - [TextDrawFont](../functions/TextDrawFont.md): Set the font of a textdraw. - [OnPlayerClickTextDraw](../callbacks/OnPlayerClickTextDraw.md): Called when a player clicks on a textdraw.
openmultiplayer/web/docs/translations/th/scripting/functions/TextDrawSetPreviewVehCol.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/TextDrawSetPreviewVehCol.md", "repo_id": "openmultiplayer", "token_count": 759 }
450
--- title: UpdateVehicleDamageStatus description: Sets the various visual damage statuses of a vehicle, such as popped tires, broken lights and damaged panels. tags: ["vehicle"] --- ## คำอธิบาย Sets the various visual damage statuses of a vehicle, such as popped tires, broken lights and damaged panels. | Name | Description | | --------- | ------------------------------------------------- | | vehicleid | The ID of the vehicle to set the damage of. | | panels | A set of bits containing the panel damage status. | | doors | A set of bits containing the door damage status. | | lights | A set of bits containing the light damage status. | | tires | A set of bits containing the tire damage status. | ## ส่งคืน This function does not return any specific values. ## ตัวอย่าง ```c new VEHICLE_PANEL_STATUS:panels, VEHICLE_DOOR_STATUS:doors, VEHICLE_LIGHT_STATUS:lights, VEHICLE_TIRE_STATUS:tires; GetVehicleDamageStatus(vehicleid, panels, doors, lights, tires); tires = VEHICLE_TIRE_STATUS:15; // Setting tires to 15 will pop them all // Or do it like this: tires = (VEHICLE_TIRE_STATUS_FRONT_LEFT_POPPED | VEHICLE_TIRE_STATUS_FRONT_RIGHT_POPPED | VEHICLE_TIRE_STATUS_REAR_LEFT_POPPED | VEHICLE_TIRE_STATUS_REAR_RIGHT_POPPED); UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires); ``` ## บันทึก :::tip For some useful functions for working with vehicle damage values, see here. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [SetVehicleHealth](SetVehicleHealth): Set the health of a vehicle. - [GetVehicleHealth](GetVehicleHealth): Check the health of a vehicle. - [RepairVehicle](RepairVehicle): Fully repair a vehicle. - [GetVehicleDamageStatus](GetVehicleDamageStatus): Get the vehicle damage state for each part individually. ## Related Callbacks - [OnVehicleDamageStatusUpdate](../callbacks/OnVehicleDamageStatusUpdate): Called when a vehicle's damage state changes. ## Related Resources - [Damage Status](../resources/damagestatus) - [Vehicle Panel Status](../resources/vehicle-panel-status) - [Vehicle Door Status](../resources/vehicle-door-status) - [Vehicle Light Status](../resources/vehicle-light-status) - [Vehicle Tire Status](../resources/vehicle-tire-status)
openmultiplayer/web/docs/translations/th/scripting/functions/UpdateVehicleDamageStatus.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/UpdateVehicleDamageStatus.md", "repo_id": "openmultiplayer", "token_count": 836 }
451
--- title: fgetchar description: Reads a single character from a file. tags: [] --- :::warning This function starts with lowercase letter. ::: ## คำอธิบาย Reads a single character from a file. | Name | Description | | ------ | ---------------------------------------------------------------- | | handle | The file handle to use; returned by fopen. | | value | This parameter has no use, just keep it "0". | | utf8 | If true, read a character as UTF-8, otherwise as extended ASCII. | ## ส่งคืน If succeed, it returns the extended ASCII or UTF-8 value of the character at the current position in the file, otherwise EOF (end of file). ## ตัวอย่าง ```c // Open "file.txt" in "read only" mode new File:handle = fopen("file.txt", io_read), // Declare "g_char" g_char; // Check, if "file.txt" is open if (handle) { // Read all characters, while ignoring UTF-8. while((g_char = fgetchar(handle, 0, false)) != EOF) { // Print the character printf("[ \"file.txt\" ] 0x%x", g_char); } // Close "file.txt" fclose(handle); } else { // Error print("Failed to open \"file.txt\"."); } ``` ## บันทึก :::warning Using an invalid handle will crash your server! Get a valid handle by using fopen or ftemp. ::: ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [fopen](../functions/fopen): Open a file. - [fclose](../functions/fclose): Close a file. - [ftemp](../functions/ftemp): Create a temporary file stream. - [fremove](../functions/fremove): Remove a file. - [fwrite](../functions/fwrite): Write to a file. - [fread](../functions/fread): Read a file. - [fputchar](../functions/fputchar): Put a character in a file. - [fgetchar](../functions/fgetchar): Get a character from a file. - [fblockwrite](../functions/fblockwrite): Write blocks of data into a file. - [fblockread](../functions/fblockread): Read blocks of data from a file. - [fseek](../functions/fseek): Jump to a specific character in a file. - [flength](../functions/flength): Get the file length. - [fexist](../functions/fexist): Check, if a file exists. - [fmatch](../functions/fmatch): Check, if patterns with a file name matches.
openmultiplayer/web/docs/translations/th/scripting/functions/fgetchar.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/fgetchar.md", "repo_id": "openmultiplayer", "token_count": 915 }
452
--- title: floatsub description: Subtracts one float from another one. tags: [] --- :::warning This function starts with lowercase letter. ::: ## คำอธิบาย Subtracts one float from another one. Note that this function has no real use, as one can simply use the standard operator (-) instead. | Name | Description | | ----- | ---------------------------------------------------- | | oper1 | First Float. | | oper2 | Second Float (gets subtracted from the first float.) | ## ส่งคืน The difference of the two given floats. ## ตัวอย่าง ```c public OnGameModeInit() { new Float:Number1 = 5, Float:Number2 = 2; //Declares two floats, Number1 (5) and Number2 (2) new Float:Difference; Difference = floatsub(Number1, Number2);//Saves the Difference(5-2 = 3) of Number1 and Number2 in the float "Difference" return 1; } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [Floatadd](../functions/Floatadd): Adds two floats. - [Floatmul](../functions/Floatmul): Multiplies two floats. - [Floatdiv](../funtions/Floatdiv): Divides a float by another.
openmultiplayer/web/docs/translations/th/scripting/functions/floatsub.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/floatsub.md", "repo_id": "openmultiplayer", "token_count": 492 }
453
--- title: heapspace description: Returns the amount of memory available for the heap/stack in bytes. tags: [] --- :::warning This function starts with lowercase letter. ::: ## คำอธิบาย Returns the amount of memory available for the heap/stack in bytes. | Name | Description | | ---- | ----------- | ## ตัวอย่าง ```c public OnGameModeInit() { printf("Heapspace: %i kilobytes", heapspace() / 1024); return 1; } ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน
openmultiplayer/web/docs/translations/th/scripting/functions/heapspace.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/heapspace.md", "repo_id": "openmultiplayer", "token_count": 223 }
454
--- title: strdel description: Delete part of a string. tags: [] --- :::warning This function starts with lowercase letter. ::: ## คำอธิบาย Delete part of a string. | Name | Description | | -------- | ---------------------------------------------- | | string[] | The string to delete part of. | | start | The position of the first character to delete. | | end | The position of the last character to delete. | ## ส่งคืน This function does not return any specific values. ## ตัวอย่าง ```c new string[42] = "We will delete everything apart from this"; strdel(string, 0, 37); // string is now "this" ``` ## ฟังก์ชั่นที่เกี่ยวข้องกัน - strcmp: Compare two strings to check if they are the same. - strfind: Search for a string in another string. - strtok: Get the next 'token' (word/parameter) in a string. - strins: Insert text into a string. - strlen: Get the length of a string. - strmid: Extract part of a string into another string. - strpack: Pack a string into a destination string. - strval: Convert a string into an integer. - strcat: Concatenate two strings into a destination reference.
openmultiplayer/web/docs/translations/th/scripting/functions/strdel.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/functions/strdel.md", "repo_id": "openmultiplayer", "token_count": 461 }
455
--- title: Connection status description: Connection status to be used with NetStats_ConnectionStatus. --- ## คำอธิบาย Connection status to be used with [NetStats_ConnectionStatus](../functions/NetStats_ConnectionStatus.md). ## Often used | ID | State | Meaning | | --- | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------ | | 0 | NO_ACTION | unknown | | 1 | DISCONNECT_ASAP | playerid still exists but [OnPlayerDisconnect](../callbacks/OnPlayerDisconnect.md) have already been called. | | 2 | DISCONNECT_ASAP_SILENTLY | unknown | | 3 | DISCONNECT_ON_NO_ACK | unknown | | 4 | REQUESTED_CONNECTION | connection request "cookie" has been sent for this ID | | 5 | HANDLING_CONNECTION_REQUEST | unknown | | 6 | UNVERIFIED_SENDER | unknown | | 7 | SET_ENCRYPTION_ON_MULTIPLE_16_BYTE_PACKET | unknown | | 8 | CONNECTED | playerid is connected to the server |
openmultiplayer/web/docs/translations/th/scripting/resources/connectionstatus.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/resources/connectionstatus.md", "repo_id": "openmultiplayer", "token_count": 1358 }
456
--- title: Map Icon Styles description: A list of Map Icons --- | ID | Constant | Has checkpoint marker | Radar map range | | --- | ------------------------- | --------------------- | -------------------------------------- | | 0 | MAPICON_LOCAL | No | Close proximity Only | | 1 | MAPICON_GLOBAL | No | Show on radar edge as long as in range | | 2 | MAPICON_LOCAL_CHECKPOINT | Yes | Close proximity only | | 3 | MAPICON_GLOBAL_CHECKPOINT | Yes | Show on radar edge as long as in range | ## ฟังก์ชั่นที่เกี่ยวข้องกัน - [SetPlayerMapIcon](/docs/scripting/functions/SetPlayerMapIcon): Create a mapicon for a player.
openmultiplayer/web/docs/translations/th/scripting/resources/mapiconstyles.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/resources/mapiconstyles.md", "repo_id": "openmultiplayer", "token_count": 406 }
457
--- title: Special Actions description: A list of all the player special actions to be used with the [SetPlayerSpecialAction](../functions/SetPlayerSpecialAction.md) function. tags: ["player"] sidebar_label: Special Actions --- This page compiles the list of all the player special actions to be used with the [SetPlayerSpecialAction](../functions/SetPlayerSpecialAction.md) function. Both pages contain examples on how to use the values below. ## Special Actions :::warning Special Actions marked with \* can't be set ::: | ID | Action | Description | | --- | ------------------------------- | ----------------------------------------------- | | 0 | SPECIAL_ACTION_NONE | Clears player of special actions | | 2 | SPECIAL_ACTION_USEJETPACK | Will make make the player using jetpack | | 5 | SPECIAL_ACTION_DANCE1 | Applies dancing animation for player | | 6 | SPECIAL_ACTION_DANCE2 | Applies dancing animation for player | | 7 | SPECIAL_ACTION_DANCE3 | Applies dancing animation for player | | 8 | SPECIAL_ACTION_DANCE4 | Applies dancing animation for player | | 10 | SPECIAL_ACTION_HANDSUP | Will make make the player put hands up | | 11 | SPECIAL_ACTION_USECELLPHONE | Will make make the player speaking on cellphone | | 12 | SPECIAL_ACTION_SITTING \* | Detects if the player is sitting | | 13 | SPECIAL_ACTION_STOPUSECELLPHONE | Makes players stop using cellphone | | 1 | SPECIAL_ACTION_DUCK \* | Detect if the player is crouching. | | 3 | SPECIAL_ACTION_ENTER_VEHICLE \* | Detect if the player is entering a vehicle via an animation. | | 4 | SPECIAL_ACTION_EXIT_VEHICLE \* | Detect if the player is exiting a vehicle via an animation. | | 20 | SPECIAL_ACTION_DRINK_BEER | Will increase the player's drunk level when used | | 21 | SPECIAL_ACTION_SMOKE_CIGGY | Will give the player a cigar. | | 22 | SPECIAL_ACTION_DRINK_WINE | Will give the player a wine bottle to get drunk from | | 23 | SPECIAL_ACTION_DRINK_SPRUNK | Will give the player a sprunk bottle to drink from | | 68 | SPECIAL_ACTION_PISSING | Will make make the player perform the pissing animation with visible pee. | | 24 | SPECIAL_ACTION_CUFFED | Will force the player in to cuffs (hands are behind their back) (**does not work on CJ skin**). | | 25 | SPECIAL_ACTION_CARRY | Will apply a 'carrying' animation to the player and make them unable to sprint, jump or punch (**does not work on CJ skin**). |
openmultiplayer/web/docs/translations/th/scripting/resources/specialactions.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/resources/specialactions.md", "repo_id": "openmultiplayer", "token_count": 1138 }
458
--- title: Weather IDs --- To be used with [SetWeather](../functions/SetWeather) and [SetPlayerWeather](../functions/SetPlayerWeather). ```c 0 = EXTRASUNNY_LA 1 = SUNNY_LA 2 = EXTRASUNNY_SMOG_LA 3 = SUNNY_SMOG_LA 4 = CLOUDY_LA 5 = SUNNY_SF 6 = EXTRASUNNY_SF 7 = CLOUDY_SF 8 = RAINY_SF 9 = FOGGY_SF 10 = SUNNY_VEGAS 11 = EXTRASUNNY_VEGAS (heat waves) 12 = CLOUDY_VEGAS 13 = EXTRASUNNY_COUNTRYSIDE 14 = SUNNY_COUNTRYSIDE 15 = CLOUDY_COUNTRYSIDE 16 = RAINY_COUNTRYSIDE 17 = EXTRASUNNY_DESERT 18 = SUNNY_DESERT 19 = SANDSTORM_DESERT 20 = UNDERWATER (greenish, foggy) ``` There are 21 different weather IDs (0-20), however the game does not feature any range checking for weather IDs and thus you can use weather IDs upto 255. Values higher than 255 or lower than 0 are turned into remainder of the division by 256 (for example, weather ID 300 is the same as ID 44, because 300 % 256 = 44). Weather IDs 0-22 appear to work correctly but other IDs result in strange effects such as pink sky and flashing textures during certain times. :::note - Some weathers appear very different at certain times. You can see [here](http://hotmist.ddo.jp/id/weatherhtml) what different weather types look like at different times. - [GTA San Andreas weather gallery](https://dev.prineside.com/en/gtasa_weather_id/) explains the situation with weather IDs better than any words. You can also use it if you wish to view weathers at certain times and look for problematic weather that cause strange effects :::
openmultiplayer/web/docs/translations/th/scripting/resources/weatherid.md/0
{ "file_path": "openmultiplayer/web/docs/translations/th/scripting/resources/weatherid.md", "repo_id": "openmultiplayer", "token_count": 487 }
459
--- title: OnActorStreamIn description: Bu callback, bir aktör başka bir oyuncunun akış alanına girdiğinde tetiklenir. tags: [] --- :::warning Bu callback SA-MP 0.3.7 sürümünde eklendi ve önceki sürümlerde çalışmaz. ::: ## Açıklama Bu callback, bir aktör başka bir oyuncunun akış alanına girdiğinde tetiklenir. | Adı | Açıklama | | ----------- | ---------------------------------------- | | actorid | Oyuncunun akışına giren aktörün id'si. | | forplayerid | Aktörün akışına girdiği oyuncunun id'si. | ## Çalışınca Vereceği Sonuçlar It is always called first in filterscripts. ## Örnekler ```c public OnActorStreamIn(actorid, forplayerid) { new string[40]; format(string, sizeof(string), "%d id'li aktör görüş alanına girdi.", actorid); SendClientMessage(forplayerid, 0xFFFFFFFF, string); return 1; } ``` ## Notlar :::tip Bu callback NPC'ler için de tetiklenebilir. ::: ## Bağlantılı Fonksiyonlar
openmultiplayer/web/docs/translations/tr/scripting/callbacks/OnActorStreamIn.md/0
{ "file_path": "openmultiplayer/web/docs/translations/tr/scripting/callbacks/OnActorStreamIn.md", "repo_id": "openmultiplayer", "token_count": 449 }
460
--- title: OnPlayerConnect description: Bu callback oyuncu sunucuya bağlandığında çağrılır. tags: ["player"] --- ## Açıklama Bu callback oyuncu sunucuya bağlandığında çağrılır. | Ad | Açıklama | | -------- | ------------------------- | | playerid | Bağlanan oyuncunun id'si. | ## Çalışınca Vereceği Sonuçlar 0 - Diğer filterscriptler içerisinde çağrılmasını engeller. 1 - Diğer filterscriptler içinde aranması için pas geçilir. Her zaman öncelikle filterscriptlerde çağrılır. ## Örnekler ```c public OnPlayerConnect(playerid) { new string[64], playerName[MAX_PLAYER_NAME]; GetPlayerName(playerid, playerName, MAX_PLAYER_NAME); format(string, sizeof string, "%s sunucuya bağlandı.", playerName); SendClientMessageToAll(0xFFFFFFAA, string); return 1; } ``` ## Notlar :::tip Bu callback NPC tarafından da çağrılabilir. ::: ## Bağlı Fonksiyonlar
openmultiplayer/web/docs/translations/tr/scripting/callbacks/OnPlayerConnect.md/0
{ "file_path": "openmultiplayer/web/docs/translations/tr/scripting/callbacks/OnPlayerConnect.md", "repo_id": "openmultiplayer", "token_count": 426 }
461
--- title: OnPlayerLeaveRaceCheckpoint description: Bu fonksiyon, bir oyuncu yarış kontrol noktasından çıktığında çağrılır. tags: ["player", "checkpoint", "racecheckpoint"] --- ## Açıklama Bu fonksiyon, bir oyuncu yarış kontrol noktasından çıktığında çağrılır. | Parametre | Açıklama | | --------- | --------------------------------------------------- | | playerid | Kontrol noktasından çıkış yapan oyuncunun ID'si. | ## Çalışınca Vereceği Sonuçlar Filtercsript komutlarında her zaman ilk olarak çağrılır. ## Örnekler ```c public OnPlayerLeaveRaceCheckpoint(playerid) { printf("%d ID'li oyuncu yarış kontrol noktasından çıkış yaptı!", playerid); return 1; } ``` ## Notlar <TipNPCCallbacks /> ## Bağlantılı Fonksiyonlar - [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Oyuncu için kontrol noktası oluşturma. - [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Oyuncu için kontrol noktasını devre dışı bırakma. - [IsPlayerInCheckpoint](../functions/IsPlayerInCheckpoint): Oyuncunun kontrol noktasında olup olmadığını kontrol etme. - [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Oyuncu için yarış kontrol noktası oluşturma. - [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Oyuncu için yarış kontrol noktasını devre dışı bırakma. - [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Oyuncunun yarış kontrol noktasında olup olmadığını kontrol etme.
openmultiplayer/web/docs/translations/tr/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md/0
{ "file_path": "openmultiplayer/web/docs/translations/tr/scripting/callbacks/OnPlayerLeaveRaceCheckpoint.md", "repo_id": "openmultiplayer", "token_count": 665 }
462
--- title: OnRconCommand description: Bu fonksiyon, RCON oturumu açmış oyuncu RCON komutu kullandığında çağrılır. (/rcon -komut-) tags: [] --- ## Açıklama Bu fonksiyon, RCON oturumu açmış oyuncu RCON komutu kullandığında çağrılır. (/rcon -komut-) | Parametre | Açıklama | | --------- | --------------------------------------------------------------------------------- | | cmd[] | Yazılan komutu ve aktarılan parametreleri içeren bir dize.| ## Çalışınca Verilen Sonuçlar Filterscript komut dosyalarında her zaman ilk olarak çağrılır, bu nedenle 1 döndürmek oyun modunun görmesini engeller. ## Örnekler ```c public OnRconCommand(cmd[]) { printf("[RCON]: '/rcon %s' komutu girildi!", cmd); return 0; } public OnRconCommand(cmd[]) { if (!strcmp(cmd, "merhaba", true)) { SendClientMessageToAll(0xFFFFFFAA, "Merhaba Dünya!"); print("Dünyaya merhaba dedin."); // Bu, sohbette rcon komutunu yazan oyuncuya beyaz olarak görünecektir. return 1; } return 0; } ``` ## Notlar :::tip Bir oyuncu bir komut yazdığında "/rcon" "cmd" ye dahil edilmez. Burada "print" işlevini kullanırsanız, hem oyun içinde komutu yazan oyuncuya hem de günlüğe bir mesaj gönderir. Bu fonksiyon, oyuncu RCON yöneticisi olarak oturum açmadığında çağrılmaz.Oyuncu RCON yöneticisi olarak oturum açmadığında ve /rcon login kullandığında, bu fonksiyon çağrılmaz ve onun yerine OnRconLoginAttempt çağrılır. Ancak, oyuncu RCON yöneticisi olarak oturum açtığında, bu komutun kullanılması bu fonksiyonu çağıracaktır. ::: :::warning Oyun modunda çalışması için bu fonksiyonu çalışan bir oyun modunun komut dosyasına eklemeniz gerekir! ::: ## Bağlantılı Fonksiyonlar - [IsPlayerAdmin](../functions/IsPlayerAdmin): Oyuncunun RCON oturumu açıp açmadığını kontrol etme. - [OnRconLoginAttempt](OnRconLoginAttempt): Bu fonksiyon, oyuncu RCON oturumu açmayı denediğinde çağrılır.
openmultiplayer/web/docs/translations/tr/scripting/callbacks/OnRconCommand.md/0
{ "file_path": "openmultiplayer/web/docs/translations/tr/scripting/callbacks/OnRconCommand.md", "repo_id": "openmultiplayer", "token_count": 983 }
463
--- title: AddPlayerClassEx description: Bu işlev, bir takım parametresi eklenmesiyle birlikte AddPlayerClass işleviyle tamamen aynıdır. tags: ["player"] --- ## Açıklamalar Bu işlev, bir takım parametresi eklenmesiyle birlikte AddPlayerClass işleviyle tamamen aynıdır. | İsim | Açıklama | | ------------- | --------------------------------------- | | teamid | Oyuncunun doğmasını istediğiniz takım. | | modelid | Oyuncunun kapladığı deri. | | Float:spawn_x | Sınıfın doğma konumunun X koordinatı. | | Float:spawn_y | Sınıfın doğma konumunun Y koordinatı. | | Float:spawn_z | Sınıfın doğma konumunun Z koordinatı. | | Float:z_angle | Oyuncunun doğduktan sonra bakacağı yön. | | weapon1 | Oyuncunun ilk silahı. | | weapon1_ammo | İlk mühimmat. | | weapon2 | Oyuncunun ikinci silahı. | | weapon2_ammo | İkinci silah mühimmat miktarı. | | weapon3 | Oyuncunun üçüncü silahı. | | weapon3_ammo | Üçüncü silah mühimmat miktarı. | ## Çalışınca Vereceği Sonuçlar Yeni eklenen sınıfın kimliği. 319 sınıf sınırına (320) ulaşıldıysa. Mümkün olan en yüksek sınıf kimliği 319'dir. ## Örnekler ```c public OnGameModeInit() { // Oyuncular iki farklı şekilde doğabilir: // CJ Skin (ID 0) in team 1. // The Truth skin (ID 1) in team 2. AddPlayerClassEx(1, 0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ AddPlayerClassEx(2, 1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth return 1; } ``` ## Notlar :::tip Maksimum sınıf kimliği 319'dir (0'dan başlayarak toplam 320 sınıf). Bu sınıra ulaşıldığında, eklenen daha fazla sınıf ID 319'nin yerini alır. ::: ## Bağlantılı Fonksiyonlar - [AddPlayerClass](AddPlayerClass.md): Sınıf ekleyin. - [SetSpawnInfo](SetSpawnInfo.md): Bir oyuncunun doğma ayarını yapın. - [SetPlayerTeam](SetPlayerTeam.md): Bir oyuncunun takımını belirleyin. - [SetPlayerSkin](SetPlayerSkin.md): Bir oyuncunun cildini ayarlayın.
openmultiplayer/web/docs/translations/tr/scripting/functions/AddPlayerClassEx.md/0
{ "file_path": "openmultiplayer/web/docs/translations/tr/scripting/functions/AddPlayerClassEx.md", "repo_id": "openmultiplayer", "token_count": 1100 }
464
--- title: AttachCameraToPlayerObject description: Oyuncunun kamerası bir başka oyuncunun nesnesine bağlanır. tags: ["player", "camera"] --- ## Açıklama Oyuncunun kamerası bir başka oyuncunun nesnesine bağlanır. Oyuncu, objeye bağlıyken kamerasını hareket ettirebilir. MovePlayerObject ve AttachPlayerObjectToVehicle ile kullanılabilir. | Parametre | Açıklama | | -------------- | ------------------------------------------------------------------------------ | | playerid | Kamerası bağlanılacak oyuncunun ID'si. | | playerobjectid | Bağlanılacak olan objenin ID'si | ## Çalışınca Vereceği Sonuçlar Bu fonksiyon herhangi bir belirli değer döndürmez. ## Örnekler ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/attach", false)) { new playerobject = CreatePlayerObject(playerid, 1245, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0); // Obje ayrı olarak komutu kullanaN oyuncu için oluşturuldu. AttachCameraToPlayerObject(playerid, playerobject); // Oyuncu kamerası, oyuncu objesiyle bağlandı. SendClientMessage(playerid, 0xFFFFFFAA, "Kameranız objeye bağlanmıştır."); return 1; } return 0; } ``` ## Notlar :::tip Oyuncunun kamerasını objeye bağlamadan önce oyuncu objesi oluşturulmalıdır. ::: ## Bağlantılı Fonksiyonlar - [AttachCameraToObject](AttachCameraToObject): Oyuncunun kamerasını statik bir nesneye bağlama. - [SetPlayerCameraPos](SetPlayerCameraPos): Bir oyuncunun kamera konumunu ayarlama. - [SetPlayerCameraLookAt](SetPlayerCameraLookAt): Bir oyuncunun kamerasının nereye bakacağını ayarlama.
openmultiplayer/web/docs/translations/tr/scripting/functions/AttachCameraToPlayerObject.md/0
{ "file_path": "openmultiplayer/web/docs/translations/tr/scripting/functions/AttachCameraToPlayerObject.md", "repo_id": "openmultiplayer", "token_count": 831 }
465
--- title: CreateActor description: Statik aktör oluşturma. tags: [] --- <VersionWarnTR version='SA-MP 0.3.7' /> ## Açıklama Statik 'aktör' oluşturun. Aktörler NPC'lere benzer, ancak işlevleri sınırlıdır. Aktörler oyuncu slotlarını doldurmazlar. | Parametre | Açıklama | | -------- | -------------------------------------------------- | | modelid | Aktöre ait olacak model (Skin) ID'si. | | x | Aktörün oluşturulacağı X koordinatı. | | y | Aktörün oluşturulacağı Y koordinatı. | | z | Aktörün oluşturulacağı Z koordinatı. | | Rotation | Aktöre ait olan açı. | ## Çalışınca Vereceği Sonuçlar 1: Aktör başarıyla oluşturuldu. (ID 0'dan başlar). 0: Aktör oluşturulamadı. (Eğer aktör limitine (1000) ulaşılırsa) ## Örnekler ```c new gActorCJ; public OnGameModeInit() { // Aktörümüzü harita üzerinde Blueberry Acress Bölgesi üzerinde oluşturuyoruz. gActorCJ = CreateActor(0, 0.0, 0.0, 3.0, 0.0); } public OnGameModeExit() { // Sevgili CJ'i sildik. (CJ) DestroyActor(gActorCJ); } ``` ## Notlar :::tip Aktörler, kasiyerler ve barmenler gibi sadece bir yerde duracak şekilde tasarlanmıştır. ApplyActorAnimation kullanarak (döngü veya bir kez) animasyonlar gerçekleştirebilir. ::: :::warning Aktörler NPC'lerden tamamen farklıdır. Sunucunun slotlarını KULLANMAZLAR ve NPC'ler gibi KULLANILMAZLAR. Aktörler 1000 (MAX_ACTORS) ile sınırlıdır. Araçlar ile itilebilirler, ayrıca konumlarına geri koymak içinde timer kullanılabilir. 0.3.7 R2 sürümü ve sonraki sürümlerde aktörler dokunulmaz (hasar almaz) olarak ayarlanabilir. ::: ## Bağlantılı Fonksiyonlar - [DestroyActor](DestroyActor): Oluşturduğunuz aktörü silme. - [SetActorPos](SetActorPos): Aktörün harita üzerindeki pozisyonunu düzenleme. - [GetActorPos](GetActorPos): Aktörün harita üzerindeki pozisyonunu kontrol etme. - [SetActorFacingAngle](SetActorFacingAngle): Aktörün açısını düzenleme. - [GetActorFacingAngle](GetActorFacingAngle): Aktörün açısını kontrol etme. - [SetActorVirtualWorld](SetActorVirtualWorld): Aktörün sanal dünya değerini düzenleme. - [GetActorVirtualWorld](GetActorVirtualWorld): Aktörün sanal dünya değerini kontrol etme. - [ApplyActorAnimation](ApplyActorAnimation): Aktöre animasyon uygulatma. - [ClearActorAnimations](ClearActorAnimations): Aktörün animasyonunu durdurma. - [GetPlayerCameraTargetActor](GetPlayerCameraTargetActor): Bir oyuncunun baktığı aktör ID'sini çekme. - [IsActorStreamedIn](IsActorStreamedIn): Oyuncu için aktörün olup olmadığını kontrol etme. - [SetActorHealth](SetActorHealth): Aktörün can değerini düzenleme. - [GetActorHealth](GetActorHealth): Aktörün candeğerini kontrol etme. - [SetActorInvulnerable](SetActorInvulnerable): Aktörün dokunulmazlığını düzenleme. - [IsActorInvulnerable](IsActorInvulnerable): Aktörün dokunulmazlığını kontrol etme. - [IsValidActor](IsValidActor): Aktörün oluşturulup oluşturulmadığını kontrol etme. - [GetActorPoolSize](GetActorPoolSize): Sunucuda oluşturulan en son aktörü kontrol etme. - [GetPlayerTargetActor](GetPlayerTargetActor): Oyuncunun hedef aldığı (silahla) aktörün ID'sini kontrol etme. - [OnActorStreamIn](../callbacks/OnActorStreamIn): Bu callback, bir aktör başka bir oyuncunun akış alanına girdiğinde tetiklenir. - [OnActorStreamOut](../callbacks/OnActorStreamOut): Bu callback, bir aktör oyuncunun akış alanından ayrıldığında tetiklenir. - [OnPlayerGiveDamageActor](../callbacks/OnPlayerGiveDamageActor): Bu callback, bir oyuncu bir NPC'ye hasar verdiğinde çağırılır.
openmultiplayer/web/docs/translations/tr/scripting/functions/CreateActor.md/0
{ "file_path": "openmultiplayer/web/docs/translations/tr/scripting/functions/CreateActor.md", "repo_id": "openmultiplayer", "token_count": 1674 }
466
--- title: db_open description: The function is used to open a connection to a SQLite database file, which is inside the `/scriptfiles` folder. keywords: - sqlite --- <LowercaseNoteTR /> ## Açıklama Bu fonksiyon, /scriptfiles klasörü içerisinde bir SQLite veritabanı açmak için kullanılır. | İsim | Açıklama | | ------ | ------------------------ | | name[] | Veritabanının dosya adı. | ## Çalışınca Vereceği Sonuçlar Veritabanı dosyasının dizinini döndürür. (1'den başlar.) ## Örnekler ```c static DB:gDBConnectionHandle; // ... public OnGameModeInit() { // ... // example.db isimli veritabanı dosyasına bağlantı oluşturur. gDBConnectionHandle = db_open("example.db"); // Eğer bağlantı sağlanmışsa. if (gDBConnectionHandle) { // Veritabanı bağlantısı sağlandı bilgisi gönderir. print("Successfully created a connection to database \"example.db\"."); } else { // Eğer bağlantı sağlama başarısız olmuşsa, bağlantı sağlanamadı bilgi print("Failed to open a connection to database \"example.db\"."); } // ... return 1; } public OnGameModeExit() { // ğer bağlantı sağlanmış durumdaysa, kapanırken bağlantıyı keser. if (db_close(gDBConnectionHandle)) { // Ekstra temizlik gDBConnectionHandle = DB:0; } // ... return 1; } ``` ## Notlar :::warning Eğer /scriptsfolder içerisinde SQLite veritabanı dosyası yoksa bunu kendisi oluşturacaktır, sunucu kapanırken veritabanı bağlantısını [db_close](db_close)! fonksiyonu ile kesin. :::
openmultiplayer/web/docs/translations/tr/scripting/functions/db_open.md/0
{ "file_path": "openmultiplayer/web/docs/translations/tr/scripting/functions/db_open.md", "repo_id": "openmultiplayer", "token_count": 741 }
467
--- title: Yaygın Sunucu Sorunları --- ## Sunucunun hemen çökmesi En yaygın olarak, server.cfg dosyanızda bir hata veya oyun modunuzun eksik olmasından kaynaklanıyor olabilir. server_log.txt dosyasını kontrol edin, sunucunun çökmesine sebep olan sorun genellikle en altta yazar. Eğer bulamazsanız, crashinfo.txt dosyasını kontrol edin. Çökmeye neyin sebep olduğunu bulmak için daha iyi bir bir yöntem olan, Zeex/0x5A656578 tarafından geliştirilen Crash Detect eklentisini kullanmaktır ([link için tıklayın](https://github.com/Zeex/samp-plugin-crashdetect)). Bu eklenti, satır numaraları, fonksiyon adları, parametre değerleri gibi daha fazla bilgi sağlayacaktır. Eğer script debug modunda derlenmişse (-d3 flag), derleyici tüm bu bilgileri çıktı olarak .amx dosyasına ekleyecektir. ## Sunucu çalışmıyor - güvenlik duvarı devre dışı Sunucunuza oyuncuların katılmasına izin vermek için portlarınızı yönlendirmeniz gerekecek. PF Port Checker'ı www.portforward.com adresinden indirip, kullanarak portlarınızı yönlendirebilirsiniz. Portlar yönlendirilmediyse, bu portları yönlendirmeniz gerektiği anlamına gelir. Bunun için [http://portforward.com/english/routers/port_forwarding/routerindex.htm](http://portforward.com/english/routers/port_forwarding/routerindex.htm) adresindeki yönlendirici listesini kontrol edebilirsiniz. Bu, portların nasıl yönlendirileceğiyle ilgili tüm bilgileri içerir. ## 'Packet was modified' Bu hata genellikle şu şekilde gösterilir: ``` [ss:dd:ss] Packet was modified, sent by id: <id>, ip: <ip>:<port> ``` Oyuncu zaman aşımına uğradığında veya bağlantı sorunları yaşıyorsa meydana gelir. ## 'Warning: client exceeded messageslimit' Bu hata genellikle şu şekilde gösterilir: ``` Warning: client exceeded 'messageslimit' (1) <ip>:<port> (<count>) Limit: x/sec ``` Bir oyuncunun sunucuya saniyede gönderdiği mesaj sayısı sınırı aştığında meydana gelir. ## 'Warning: client exceeded ackslimit' Bu hata genellikle şu şekilde gösterilir: ``` Warning: client exceeded 'ackslimit' <ip>:<port> (<count>) Limit: x/sec ``` Bir oyuncu Acks (acknowledgments) sınırını aştığında meydana gelir. ## 'Warning: client exceeded messageholelimit' Bu hata genellikle şu şekilde gösterilir: ``` Warning: client exceeded 'messageholelimit' (<type>) <ip>:<port> (<count>) Limit: x ``` Oyuncuların belirli türdeki mesajları (iletişim paketleri) aşırı miktarda göndermelerini engellemek için olan sınırı aştığında meydana gelir. ## 'Warning: Too many out-of-order messages' Bu hata genellikle şu şekilde gösterilir: ``` Warning: Too many out-of-order messages from player <ip>:<port> (<count>) Limit: x (messageholelimit) ``` Bu, 'out of order messages', yani oyuncularım belirli türdeki mesajları (iletişim paketleri) aşırı miktarda göndermelerini engellemek için olan sınırın aşılması durumunda meydana gelir. Daha fazla bilgi için, [bu bağlantıya](ControllingServer#RCON_Commands) bakın. ## Oyuncular sürekli "Unacceptable NickName" hatası alıyor, ancak geçerli Eğer kabul edilebilir bir isim kullanıldığından eminseniz ve sunucu Windows üzerinde çalışıyorsa, samp-server.exe dosyasının uyumluluk seçeneğini Windows 98'e değiştirmeyi deneyin, muhtemelen sunucu yeniden başlatıldıktan sonra sorun çözülecektir. Uzun süre çalışan Windows sunucuları bu soruna neden olabilir. Bu, yaklaşık 50 gün sunucu çalışma süresinde fark edilmiştir. Sorunu çözmek için işletim sisteminin yeniden başlatılması gereklidir. ## `MSVCR___.dll`/`MSVCP___.dll` bulunamadı Bu sorun genellikle bir Windows sunucusunda, bilgisayarınızda şu anda yüklü olan Visual C++ runtime'ın daha yüksek bir sürümünü kullanan bir eklentiyi yüklemeye çalışırken ortaya çıkar. Bu durumu düzeltmek için uygun Microsoft Visual C++ runtime kütüphanelerini indirin. Unutmayın ki SA-MP sunucusu 32 bit olduğu için mimariye bakılmaksızın runtime'ın 32 bit (x86) sürümünü de indirmeniz gerekecektir. İhtiyacınız olan runtime sürümü, dosya adındaki sayılarla belirtilir (aşağıdaki tabloya bakınız), ancak hepsini indirmenizde bir sakınca yoktur. Bu kütüphaneler yığılmaz, yani başka bir deyişle: yalnızca 2015 sürümünü yüklerseniz, 2013 ve önceki sürümlerin runtime'larını alamazsınız. | Sürüm numarası | Runtime | | -------------- | --------------------------------------------- | | 10.0 | Microsoft Visual C++ 2010 x86 Redistributable | | 11.0 | Microsoft Visual C++ 2012 x86 Redistributable | | 12.0 | Microsoft Visual C++ 2013 x86 Redistributable | | 14.0 | Microsoft Visual C++ 2015 x86 Redistributable |
openmultiplayer/web/docs/translations/tr/server/CommonServerIssues.md/0
{ "file_path": "openmultiplayer/web/docs/translations/tr/server/CommonServerIssues.md", "repo_id": "openmultiplayer", "token_count": 2058 }
468
--- title: OnClientMessage description: 每当NPC看到一个客户端消息时,这个回调就会被调用。 tags: [] --- ## 描述 每当 NPC 看到一个客户端消息时,这个回调就会被调用。 每次使用 SendClientMessageToAll 函数以及每次向 NPC 发送 SendClientMessage 函数时,都会出现这种情况。 当玩家说话时,不会调用此回调。 有关玩家的文本的版本,请参阅 NPC:OnPlayerText。 | 参数名 | 说明 | | ------ | ------------------ | | color | 客户端消息的颜色。 | | text[] | 实际的消息内容。 | ## 返回值 此回调不处理返回。 ## 案例 ```c public OnClientMessage(color, text[]) { if (strfind(text,"银行存款余额: $0") != -1) { SendClientMessage(playerid, -1, "我好穷 :("); } } ```
openmultiplayer/web/docs/translations/zh-cn/scripting/callbacks/OnClientMessage.md/0
{ "file_path": "openmultiplayer/web/docs/translations/zh-cn/scripting/callbacks/OnClientMessage.md", "repo_id": "openmultiplayer", "token_count": 499 }
469
--- title: OnPlayerClickMap description: 当玩家在暂停菜单地图上放置一个目标/路径点时(通过右键单击),OnPlayerClickMap回调函数被调用。 tags: ["player"] --- ## 描述 当玩家在暂停菜单地图上放置一个目标/路径点时(通过右键单击),OnPlayerClickMap 回调函数被调用。 | 参数名 | 描述 | | -------- | --------------------------------------------- | | playerid | 放置目标/路径点的玩家 ID | | Float:fX | 玩家点击的 X 轴浮点坐标 | | Float:fY | 玩家点击的 Y 轴浮点坐标 | | Float:fZ | 玩家点击的 Z 轴浮点坐标 (不准确-见下面的说明) | ## 返回值 1 - 将阻止其他过滤脚本接收到这个回调。 0 - 表示这个回调函数将被传递给下一个过滤脚本。 它在游戏模式中总是先被调用。 ## 案例 ```c public OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ) { SetPlayerPosFindZ(playerid, fX, fY, fZ); return 1; } ``` ## 要点 :::tip 就像回调名想表达的,当玩家点击标记的目标时才会调用它,而不会在按键的时候调用。在地图上被点击的区域距离玩家较远时,返回的 Z 轴值为 0 (无效);使用 MapAndreas 或 ColAndreas 插件获取更精确的 Z 轴坐标。 ::: ## 相关回调
openmultiplayer/web/docs/translations/zh-cn/scripting/callbacks/OnPlayerClickMap.md/0
{ "file_path": "openmultiplayer/web/docs/translations/zh-cn/scripting/callbacks/OnPlayerClickMap.md", "repo_id": "openmultiplayer", "token_count": 931 }
470
--- title: OnPlayerGiveDamage description: 当一个玩家对另一个玩家造成伤害时,这个回调会被调用。 tags: ["player"] --- ## 描述 当一个玩家对另一个玩家造成伤害时,这个回调会被调用。 | 参数名 | 描述 | | --------- | -------------------------------------------------------------------------------------------------------- | | playerid | 造成伤害的玩家的 ID。 | | damagedid | 受到伤害的玩家的 ID。 | | Float:amount | 生命值/装甲伤害的损失(总和). | | WEAPON:weaponid | 造成伤害的武器/原因的 ID | | bodypart | 被击中的[身体部位](../resources/bodyparts) | ## 返回值 1 - 回调不会在其他过滤脚本中被调用。 0 - 允许在其他过滤脚本中调用此回调。 它在过滤脚本中总是先被调用,所以在那里返回 1 会阻止其他过滤脚本看到它。 ## 案例 ```c public OnPlayerGiveDamage(playerid, damagedid, Float:amount, WEAPON:weaponid, bodypart) { new string[128], victim[MAX_PLAYER_NAME], attacker[MAX_PLAYER_NAME]; new weaponname[24]; GetPlayerName(playerid, attacker, sizeof (attacker)); GetPlayerName(damagedid, victim, sizeof (victim)); GetWeaponName(weaponid, weaponname, sizeof (weaponname)); format(string, sizeof(string), "%s 已造成 %.0f 点伤害给 %s, 武器: %s, 身体部分: %d", attacker, amount, victim, weaponname, bodypart); SendClientMessageToAll(0xFFFFFFFF, string); return 1; } ``` ## 要点 :::tip 请记住,该函数在某些情况下可能是不准确的。 如果你想防止某些玩家互相伤害,请使用 SetPlayerTeam。 武器 ID 会从任何火源(如燃烧弹,18) 返回 37(火焰喷射器);会从任何制造爆炸的武器(如 RPG,手榴弹) 返回 51 。 只有玩家 ID 能调用该回调。 数量总是武器所能造成的最大伤害,即使当剩余生命值低于最大伤害时也是如此。 所以当玩家拥有 100.0 的生命值并被伤害值为 46.2 的沙漠之鹰击中时,他需要 3 次射击才能杀死该玩家。 所有 3 次射击都将显示 46.2,即使当最后一次射击命中时,玩家只剩下 7.6 生命值。 :::
openmultiplayer/web/docs/translations/zh-cn/scripting/callbacks/OnPlayerGiveDamage.md/0
{ "file_path": "openmultiplayer/web/docs/translations/zh-cn/scripting/callbacks/OnPlayerGiveDamage.md", "repo_id": "openmultiplayer", "token_count": 1630 }
471
--- title: OnPlayerStreamOut description: 当某个玩家从其他玩家的客户端流出时,会调用此回调。 tags: ["player"] --- ## 描述 当某个玩家从其他玩家的客户端流出时,会调用此回调。 | 参数名 | 描述 | | ----------- | ------------------- | | playerid | 已被流出的玩家 ID。 | | forplayerid | 失去该流的玩家 ID | ## 返回值 它在过滤脚本中总是先被调用。 ## 案例 ```c public OnPlayerStreamOut(playerid, forplayerid) { new string[80]; format(string, sizeof(string), "你的电脑刚刚流出了玩家ID %d", playerid); SendClientMessage(forplayerid, 0xFF0000FF, string); return 1; } ``` ## 要点 <TipNPCCallbacksCN /> ## 相关函数
openmultiplayer/web/docs/translations/zh-cn/scripting/callbacks/OnPlayerStreamOut.md/0
{ "file_path": "openmultiplayer/web/docs/translations/zh-cn/scripting/callbacks/OnPlayerStreamOut.md", "repo_id": "openmultiplayer", "token_count": 421 }
472
--- title: OnVehicleSpawn description: 这个回调函数在载具重生时被调用。 tags: ["vehicle"] --- :::warning 这个回调函数**仅**在载具**重生**时被调用。 CreateVehicle 和 AddStaticVehicle(Ex) 函数 **不会** 触发此回调。 ::: ## 描述 这个回调函数在载具重生时被调用。 | 参数名 | 描述 | | --------- | ----------------- | | vehicleid | 生成的载具的 ID。 | ## 返回值 0 - 将阻止其他过滤脚本接收到这个回调。 1 - 表示这个回调函数将被传递给下一个过滤脚本。 它在过滤脚本中总是先被调用。 ## 案例 ```c public OnVehicleSpawn(vehicleid) { printf("载具 %i 生成!",vehicleid); return 1; } ``` ## 相关函数 - [SetVehicleToRespawn](../functions/SetVehicleToRespawn): 重生载具。 - [CreateVehicle](../functions/CreateVehicle): 创建载具。
openmultiplayer/web/docs/translations/zh-cn/scripting/callbacks/OnVehicleSpawn.md/0
{ "file_path": "openmultiplayer/web/docs/translations/zh-cn/scripting/callbacks/OnVehicleSpawn.md", "repo_id": "openmultiplayer", "token_count": 515 }
473
--- title: ApplyActorAnimation description: 将动画应用于演员。 tags: [] --- <VersionWarnCN version='SA-MP 0.3.7' /> ## 描述 将动画应用于演员。 | 参数名 | 说明 | | ---------- | ----------------------------------------------------------------------------------------------------------------------------- | | actorid | 要应用动画的演员的 ID。 | | animlib[] | 要应用动画的动画库的名称。 | | animname[] | 在指定的库中,要应用的动画的名称。 | | fDelta | 播放动画的速度(默认使用 4.1)。 | | loop | 如果设置为 1,动画将循环播放。如果设置为 0,动画将播放一次。 | | lockx | 如果设置为 0,一旦动画完成,演员就会返回到他们原来的 X 坐标(对于会移动演员位置的动画,如行走)。1 将不会返回到他们的旧位置。 | | locky | 与上述相同,但对 Y 轴而言。应保持与前面的参数相同。 | | freeze | 设置为 1 会在动画结束时定住演员。0 则不会。 | | time | 计时器,单位是毫秒。对于永远要循环的动画,应传入 0。 | ## 返回值 1:函数执行成功。 0:函数执行失败,传入的演员不存在。 ## 案例 ```c new gMyActor; public OnGameModeInit() { gMyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // 演员在武器国度中扮演销售员 ApplyActorAnimation(gMyActor, "DEALER", "shop_pay", 4.1, 0, 0, 0, 0, 0); // 结账动画 return 1; } ``` ## 要点 :::tip 你必须为演员将要应用的动画的玩家预装动画库,而不是为演员预装。 否则,动画将不会被应用到角色上,直到该函数被再次执行。 ::: ## 相关函数 - [ClearActorAnimations](ClearActorAnimations): 清除应用在演员身上的任何动画。
openmultiplayer/web/docs/translations/zh-cn/scripting/functions/ApplyActorAnimation.md/0
{ "file_path": "openmultiplayer/web/docs/translations/zh-cn/scripting/functions/ApplyActorAnimation.md", "repo_id": "openmultiplayer", "token_count": 1867 }
474
--- title: GetPlayerCameraFrontVector description: 该函数返回玩家在三维空间的当前瞄准方向,坐标是相对于视角的位置,参见GetPlayerCameraPos。 tags: ["player", "camera"] --- ## 描述 该函数返回玩家在三维空间的当前瞄准方向,坐标是相对于视角的位置,参见 GetPlayerCameraPos。 | 参数名 | 说明 | | -------- | ----------------------------------- | | playerid | 要获取视角前向量的玩家的 ID | | Float:x | 通过引用传递,存储 X 坐标的浮点数。 | | Float:y | 通过引用传递,存储 Y 坐标的浮点数。 | | Float:z | 通过引用传递,存储 Z 坐标的浮点数。 | ## 返回值 存储在引用传递的参数中。 ## 案例 ```c // 一个简单的命令,使用GetPlayerCameraPos的位置来操作这个向量。 // 这个命令将在玩家所看的方向上创建一个九头蛇导弹。 public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/test camera vector")) { new Float:fPX, Float:fPY, Float:fPZ, Float:fVX, Float:fVY, Float:fVZ, Float:object_x, Float:object_y, Float:object_z; // 换成你想要的比例。更大的比例增加了与视角的距离。 // 负的比例将反转矢量,使其朝向相反的方向。 const Float:fScale = 5.0; GetPlayerCameraPos(playerid, fPX, fPY, fPZ); GetPlayerCameraFrontVector(playerid, fVX, fVY, fVZ); object_x = fPX + floatmul(fVX, fScale); object_y = fPY + floatmul(fVY, fScale); object_z = fPZ + floatmul(fVZ, fScale); CreateObject(345, object_x, object_y, object_z, 0.0, 0.0, 0.0); return 1; } return 0; } ``` ## 要点 :::tip 在 0.3a 中,只有当玩家在犀牛、S.W.A.T.坦克、消防车内或步行时才能获得视角的前向量。从 0.3b 开始,当玩家在任何车辆中或步行时都可以获得视角数据。 ::: ## 相关函数 - [GetPlayerCameraPos](GetPlayerCameraPos): 找出玩家的视角在哪里。
openmultiplayer/web/docs/translations/zh-cn/scripting/functions/GetPlayerCameraFrontVector.md/0
{ "file_path": "openmultiplayer/web/docs/translations/zh-cn/scripting/functions/GetPlayerCameraFrontVector.md", "repo_id": "openmultiplayer", "token_count": 1267 }
475
--- title: asin description: 以度为单位求正弦值的倒数。 tags: ["math"] --- <LowercaseNoteCN /> ## 描述 以度为单位求正弦值的倒数。在三角函数中,反正弦是正弦的逆运算。 | 参数名 | 说明 | | ----------- | ---------------------------------- | | Float:value | 以区间[-1,+1]为单位计算的正弦值。 | ## 返回值 以度为单位的角度,在区间[-90.0,+90.0]内。 ## 案例 ```c // 0.500000的反正弦值是30.000000度。 public OnGameModeInit() { new Float:param, Float:result; param = 0.5; result = asin(param); printf(" %f 的正弦是 %f 度。", param, result); return 1; } ``` ## 相关函数 - [floatsin](floatsin): 从特定角度求正弦值。 - [floatcos](floatcos): 从特定角度求余弦值。 - [floattan](floattan): 从特定角度求正切值。 - [acos](acos): 以度为单位求余弦函数的倒数。 - [atan](atan): 以度为单位求正切值的倒数。 - [atan2](atan2): 以度为单位求正切的多值倒数。
openmultiplayer/web/docs/translations/zh-cn/scripting/functions/asin.md/0
{ "file_path": "openmultiplayer/web/docs/translations/zh-cn/scripting/functions/asin.md", "repo_id": "openmultiplayer", "token_count": 628 }
476
# SA-MP 維基(Wiki) 和 open.mp 文件 這裡是由open.mp團隊以及來自各界SAMP的團體所共同維護的 SAMP維基! 這個網站的目的在於,為SAMP以及open.mp提供可以更容易訪問、且更容易共同編輯的文件。 ## SA-MP 官方維基已逝 由SAMP官方經營的維基已經被關閉,雖然現在仍然可在網站歸檔資料庫可以找到。 正因此,才需要大家的雙手來幫助我們重新完成這個新家。 如果你願意提供幫助,可以參照 [貢獻](/docs/meta/Contributing) 這篇文章以獲得更多說明。 若沒有任何 Github 的使用經驗,或是 HTML 的相關知識,也別擔心! 也可以直接告訴我們哪裡有問題、或是需要改進的地方 (可以從 [Discord](https://discord.gg/samp), [论坛](https://forum.open.mp)或是其他社交媒體網站),最重要的是,可以幫助我們:_宣傳宣傳再宣傳!_ 還請幫我們收藏這個網站,並且分享給更多需要SAMP維基的各位朋友。 非常歡迎來一起幫忙構建這個新家,一起發布、編寫頁面,也可以製作一些比較常用到的內容教學(例如,編寫一些gamemode(腳本),或是介紹 library(函式庫)和plugin(插件)的使用。如果對發布貢獻有興趣的話,可以訪問我們的[GitHub頁面](https://github.com/openmultiplayer/web)。
openmultiplayer/web/docs/translations/zh-tw/index.md/0
{ "file_path": "openmultiplayer/web/docs/translations/zh-tw/index.md", "repo_id": "openmultiplayer", "token_count": 928 }
477
--- title: Vehicle Sync date: "2019-11-09T11:33:00" author: Southclaws --- Brzi post koji pokazuje evoluciju sinhronizacije vozila. <video autoPlay loop width="100%" controls> <source src="https://assets.open.mp/assets/images/videos/vehicle_sync_01.mp4" type="video/mp4" /> Sorry, your browser doesn't support embedded videos. </video> <video autoPlay loop width="100%" controls> <source src="https://assets.open.mp/assets/images/videos/vehicle_sync_02.mp4" type="video/mp4" /> Sorry, your browser doesn't support embedded videos. </video> <video autoPlay loop width="100%" controls> <source src="https://assets.open.mp/assets/images/videos/vehicle_sync_03.mp4" type="video/mp4" /> Sorry, your browser doesn't support embedded videos. </video>
openmultiplayer/web/frontend/content/bs/blog/vehicle-sync.mdx/0
{ "file_path": "openmultiplayer/web/frontend/content/bs/blog/vehicle-sync.mdx", "repo_id": "openmultiplayer", "token_count": 258 }
478
--- title: SA-MP 0.3DL compatibility plus other added features and bug fixes - SERVER BETA RELEASE 9 date: "2022-09-08T03:28:00" author: Potassium --- Posted in our Discord server announcements channel by kseny (discord.gg/samp) Hello everyone We have just released open.mp server beta 9, fixing several reported issues and adding several new features. The most notable change being - SA:MP 0.3DL support. You can now run 0.3.7 and 0.3.DL compatible servers from the same binary. Other Changes ------------- - Dynamic tick rate. Specify a target tickrate, rather than a fixed sleep time. * Use the tickrate console command to set the rate. * sleep can now be a float to accomodate precise tick rates. - More plugin compatibility - fsutil, Discord connector (only with non static build) - SetSpawnInfo return fixed. - Fix weather and time not resetting after GMX. - Fix various GMX bugs. - Fix various console commands. - Fix GetPlayerClass. - Fix GetVehicleLastDriver. - Add GetVehicles native. - Add GetPlayers native. - Add GetActors native. - All lagcomp modes are now available through config. - Fix trailer sync. - Fix GetVehicleLastDriver. - Fix GetPlayerRotationQuat. - Fix crash in vehicle component. SA:MP DL ---------- This is the big news obviously, and comes with a whole host of new settings: - Implemented all DL natives and callbacks (AddSimpleModel, AddSimpleModelTimed, GetPlayerCustomSkin, OnPlayerFinishedDownloading, OnPlayerRequestDownload): * RedirectDownload native and OnPlayerRequestDownload callback are now deprecated in favour of CDN config options. - Add artwork.enable (legacy: useartwork) config option. - Add artwork.models_path (legacy: artpath) config option. * Server can load custom models from artconfig.txt file like SA:MP does. - 0.3.7 compatibility is preserved and can be configured by network.allow_037_clients config option (true by default). - open.mp server comes now with a built in webserver used to serve custom models * Webserver is using open.mp server bind address and port. Please allow TCP connections on your port in firewall if you plan to use it. * If your public IP address is different than bind address (ex: you're behind a router) you'll need to set it in network.public_addr config option. ### Notes - Due to few changes old config.json files may not work properly. Please use ./omp-server --default-config to generate a new one - server.cfg users are not affected. - While allowing 0.3.7 connections only 1000 objects can be created - open.mp server now provides two types of Linux builds, standard and static. You are encouraged to use the standard build if possible, it will minimize incompatibilities with various plugins; however, it will require openssl 1.1 installed on your system. If you can't install modern openssl on your system (typically if it's very old), you can use the static build, but some plugins or components might fail to load and crash the server. Official Includes ------------------- Preparing a full release is not just having a working server, but all the other peripherals as well - libraries, tools, documentation, and more. On the pawn side open.mp is a significant upgrade, with many QoL improvements already seen through fixes and new functions, and more to come. A big part of this push is more compiler diagnostics to find code problems ahead of time, mostly through more tags and const-correctness. While the offical versions aren't out yet you can still help in the meantime by testing your code with the following includes and tools: https://github.com/pawn-lang/samp-stdlib/tree/consistency-overhaul https://github.com/pawn-lang/pawn-stdlib/tree/backported-natives https://github.com/openmultiplayer/upgrade https://github.com/pawn-lang/compiler These were originally developed to improve the default SA:MP includes, but never fully released (i.e. never merged to master, despite the PR being accepted). The open.mp includes build on the foundation established here so think of these as a stepping-stone to full open.mp tag and const safety; and important feedback on their direction. See the links above for far more information and documentation on pugrading. As ever, if you don't want to upgrade old code and includes will still work (at least for the first release).
openmultiplayer/web/frontend/content/en/blog/server-beta-9.mdx/0
{ "file_path": "openmultiplayer/web/frontend/content/en/blog/server-beta-9.mdx", "repo_id": "openmultiplayer", "token_count": 1106 }
479
<h1>Open Multiplayer</h1> Un prochain mod multijoueur pour <em>Grand Theft Auto: San Andreas</em> qui sera entièrement rétrocompatible avec le mod actuel <em>San Andreas Multiplayer</em>. <br /> Cela veut dire que <strong>le client SA:MP actuel ainsi que tous les scripts créés pour SA:MP fonctionneront avec open.mp</strong>, et qu'en plus de cela, beaucoup de bugs côté serveur seront corrigés sans avoir besoin de les contourner par d'autres moyens. Si vous souhaitez savoir quand la date de sortie est prévue, ou comment vous pouvez contribuer à ce projet, veuillez visiter <a href="https://forum.open.mp/showthread.php?tid=99">ce topic sur notre forum</a> pour plus d'informations. # [FAQ](/faq)
openmultiplayer/web/frontend/content/fr/index.mdx/0
{ "file_path": "openmultiplayer/web/frontend/content/fr/index.mdx", "repo_id": "openmultiplayer", "token_count": 249 }
480
<h1>DUK</h1> <hr /> <h2>Kas yra open.mp?</h2> open.mp (Open Multiplayer, OMP) yra multiplayer režimo modas skirtas San Andreas, jis buvo pradėtas kaip atsakas į padidėjusį problemų skaičių administruojant bei naujinant SA:MP modą. Pirmoji modo versija bus jokių papildomų pastangų iš savininkų nereikalaujantis serverio atnaujinimas (nereikės nieko keisti kode). Visi esami SA:MP žaidėjai galės jungtis į šį serverį. Ateityje žaidėjams bus išleista nauja open.mp programa, kuri savininkams suteiks galimybę kurti įdomesnius atnaujinimus. <hr /> <h2>Ar tai SA:MP atšaka?</h2> Ne. Tai yra nuo nulio kurtas modas, kuris išnaudos dešimtmečius kauptas žinias bei patirtį. Praeityje buvo bandymų atsišakoti nuo SA:MP, bet mes manome, kad tie bandymai turėjo dvi itin dideles problemas: <ol> <li> Jų pagrindas buvo neteisėtai paplatintas SA:MP programinis kodas. Šių modų autoriai neturėjo jokių juridinių teisių šiam kodui, todėl buvo pasmerkti tiek etiškai, tiek teisiškai. Mes visiškai atsisakome naudoti šį paplatintą kodą. Dėl to nukentės mūsų progreso greitis, tačiau žiūrint į ateitį - tai teisingas sprendimas. </li> <li> Jie bandė visko per daug perdaryti. Ar tai pakeisti visą skriptų variklį, ar pašalinti vieną funkcionalumą, bet kartu pridėti naują, ar tiesiog koreguojant kodą taip, kad jis tampa nebesuderinamas. Tai užveria galimybes jau egzistuojantiems serveriams su dideliu kodo ir žaidėjų kiekiu migruoti pas juos, nes tam reiktų perrašyti dalį, o kartais net ir visą kodą. Visi suprantame, kad tai milžiniška užduotis. Mes pilnai pasiryžę eigoje pridėti naujo funkcionalumo, atlikti korekcijas, bet kartu mes itin sutelkę dėmesį į jau egzistuojančių serverių palaikymą, leidžiant jiems naudoti mūsų kodą nepakeitus savojo. </li> </ol> <hr /> <h2>Kodėl jūs tai darote?</h2> Nepaisant daugelio bandymų atnaujinti SA:MP per idėjas, zirzimą, testuotojų komandos siūlymus padėti ir visa tai kartu su bendruomene, kuri garsiai prašė bet kokių atnaujinimų, nepasirodė jokių progreso apraiškų. Tai buvo paprasčiausiai nurašyta ant susidomėjimo trūkumo iš modo kūrėjo, kas savaime nėra problema, tačiau nebuvo numatyta jokia modo perdavimo kitiems kūrėjams galimybė. Vietoje to, kad modo kūrimo valdžia būtų perduota tiems, kas buvo susidomėję darbų tęstinumu, kūrėjas tiesiog nusprendė, kad jis nori nuskęsti su modu kaip kapitonas su savo laivu, įdedant tik pačias mažiausias pastangas, kad laikas būtų pratemptas kiek įmanoma ilgiau. Vieni teigia, kad tai vyko dėl generuojamo pelno, tačiau nėra jokio pagrindo taip manyti. Nepaisant didelio susidomėjimo ir stiprios bei artimos kaip didelė šeima bendruomenės, jis tikėjo, kad modo gyvavimui beliko 1-2 metai ir bendruomenė, kuri taip sunkiai dirbo kad paverstų SA:MP tuo, koks šis modas yra šiandien, nenusipelnė tęsinio. <br /> Mes nesutinkame. <hr /> <h2>Kokia yra jūsų nuomonė apie Kalcor, SA:MP ir t.t.?</h2> Mes mylime SA:MP, būtent todėl čia esame ir mes amžinai liksime skolingi Kalcor už šią galimybę. Per daugelį metų, jis davė tiek daug šiam modui ir jo pastangos bei įnašas tikrai nebus užmirštas ar ignoruojamas. Veiksmai, kurie privedė prie open.mp sukūrimo buvo inicijuoti, nes nesutikome su keliais neseniai priimtais sprendimais ir, nepaisant bandymų vesti modą kita kryptimi, nebuvo prieita prie jokių sprendimų ar bent jų užuomazgų. Taigi mes buvome priversti priimti skaudų sprendimą ir tęsti SA:MP dvasioje, bet be Kalcor. Tai nėra veiksmai priimti asmeniškai prieš jį ir jie neturėtų būti vertinami kaip jo puolimas. Mes netoleruosime jokių asmeninių įžeidinėjimų prieš bet ką - nesvarbu ar jie palaiko, ar nepalaiko open.mp; mes privalome turėti erdvę protingai diskusijai nepuolant įžeidinėti vienas kito. <hr /> <h2>Ar tai nėra tiesiog bendruomenės išskaidymas?</h2> Tai nėra mūsų tikslas. Tobulu atveju, nevyktų joks skilimas, tačiau bent dalinai atsiskirti ir tą atskirtą dalį išgelbėti yra daug geriau nei stebėti kaip iš lėto miršta visuma. Tiesą pasakius, nuo tada, kai šis modas buvo paskelbtas, didelė dalis ne anglakalbių bendruomenių atkūrė kontaktą su angliškaja dalimi. Šios bendruomenės buvo iš lėto išstumiamos ir, taip sakant, pasodintos ant suolelio, todėl jų grįžimas netgi vienija šiuo metu išskaidytą SA:MP bendruomenę. Didelė dalis žmonių buvo užblokuota iš oficialaus SA:MP forumo (kai kuriais atvejais buvo net pašalinti visi jų pranešimai), bet pats Kalcor pabrėžė, kad oficialusis forumas nėra SA:MP, o tik SA:MP sudedamoji dalis. Daug žaidėjų ir serverių savininkų niekada net nėra parašę žinutės ar net užsiregistravę į forumą. Todėl, vėlgi, bendraujant su šiais žmonėmis yra vykdomas bendruomenės vienijimas. <hr /> <h2> Skaitant pavadinimą „Open“ Multiplayer kyla klausimas - ar tai bus atviro kodo (open source) modas? </h2> Anksčiau ar vėliau - taip, toks yra mūsų planas. Kol kas mes bandome tą atvirumą perteikti mūsų komunikacijoje ir skaidrume (kas jau savaime yra patobulėjimas) ir judėsime link kodo atvėrimo iškart, kai tik viskas bus išsiaiškinta ir aprims. <hr /> <h2>Kada bus išleistas modas?</h2> Klausimas senas kaip pasaulis, tačiau atsakymas lygiai tiek pat senas: kai tik bus užbaigtas. Paprasčiausiai nėra galimybės žinoti, kiek truks tokio projekto įgyvendinimas. Jis jau kurį laiką yra tyliai kuriamas ir yra patyręs banguotą kūrėjų aktyvumą, priklausomai nuo to kiek jie yra užsiėmę. Bet nesijaudinkite, jis yra stipriai pasistūmėjęs priekin ir progresuoja greitai tam tikrų dizaino sprendimų dėka (apie programinę architektūra pakalbėsime ateityje). <hr /> <h2>Kaip aš galiu prisidėti?</h2> Nenuleiskit akių nuo forumo. Mes turime temą konkrečiai šiam uždaviniui ir pastoviai ją atnaujinsime, kai atsiras galimybių padėti. Nors projektas buvo atskleistas anksčiau nei planuota, bet mes jau rimtai įsivažiavę kuriant pirmąją versiją ir tai jokiu būdu nereiškia, kad papildoma pagalba nėra laukiama. Iš anksto AČIŪ, kad susidomėjote ir tikite mūsų projektu: <br /> <a href="https://forum.open.mp/showthread.php?tid=99"> <u>„Kaip aš galiu prisidėti“ tema forume</u> </a> <hr /> <h2>Kas yra burgershot.gg?</h2> burgershot.gg yra žaidimų forumas ir nieko daugiau. Daug žmonių yra įsijungę į abiejas bendruomenes (tiek OMP, tiek burgershot.gg) ir dalis OMP atnaujinimų yra aprašomi burgershot forume, tačiau tai yra vienas nuo kito NEpriklausomi projektai. Tai nėra nei OMP forumas, nei OMP priklauso burgershot. Vos tik pilnas OMP puslapis bus įjungtas ir pradės veiklą, abu galės išsiskirti (panašiai kaip SA:MP kažkada buvo GTAForums dalis, kol neturėjo nuosavo puslapio). <hr /> <h2>O kaip su OpenMP?</h2> Open Multi-Processing projektas (daugiagijo, lygiagretaus programavimo sąsaja, API) yra vadinamas „OpenMP“, mes esame „open.mp“. Mūsų projektai visiškai nesusiję.
openmultiplayer/web/frontend/content/lt/faq.mdx/0
{ "file_path": "openmultiplayer/web/frontend/content/lt/faq.mdx", "repo_id": "openmultiplayer", "token_count": 3470 }
481