native Attach3DTextLabelToObject(Text3D:id, objectid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);native TextDrawFadeInOut(Text:text, fade, time); // Fade: 0=out 1=innative TogglePlayerInteriorEnterExits(playerid, entrance, bool:toggle); // \'entrance\' would be something like ENTRANCE_AMMU, ENTRANCE_PIZZA, etc. (or perhaps coordinates with a radius like RemoveBuildingForPlayer)native ToggleClientCommand(playerid, command[], bool:toggle); // Toggle the use of a client command, like disabling /save (some people use it to ripoff other servers). Should not work for /quit (/q)native SetPlayerWayPoint(playerid, Float:x, Float:y, Float:z); // Set the waypoint for a playernative GetPlayerWayPoint(playerid, &Float:x, &Float:y, &Float:z); // Get the player\'s set waypoint (0, 0, 0 if none)native GetVehicleParamsEx(vehicleid, &engine, &lights, &alarm, &doors, &bonnet, &boot, &objective, &feature) // Add \'feature\' parameter (like the one on the packer, andromada, etc.)native SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective, feature); // Add \'feature\' parameter (like the one on the packer, andromada, etc.) native ToggleVehicleBlip(vehicleid, bool:toggle); // Toggle grey blip on radar for a vehiclenative ToggleVehicleBlips(bool:toggle); // Toggle blips for all vehiclesnative TogglePlayerTearGasEffect(playerid, bool:toggle);native ToggleTearGasEffect(bool:toggle);native Set3DTextLabelSize(Text3D:id, Float:size);native ShowNameTags(bool:enabled, mode); // Modes: 0 = off, 1 = names, 2 = health/armour, 3 = allnative GetLOS(Float:x, Float:y, Float:z, Float:x2, Float:y2, Float:z2); // Returns the line-of-sight distance between 2 points.native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size, color); // Add color parameternative SetPlayerRaceCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size, color); // Add color parameternative SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime, LOS); // Add LOS parameternative WalkToPos(Float:x, Float:y, Float:z, mode); // Make the NPC walk to a point. The modes are: 0 = walking, 1 = jogging, 2 = sprintingnative CreatePlayerPickup(playerid, model, type, Float:X, Float:Y, Float:Z, Virtualworld)native ToggleVehicleCollision(vehicleid, bool:toggle);native ToggleVehicleCollisionForPlayer(playerid, vehicleid, bool:toggle);native ToggleObjectCollision(objectid, bool:toggle);native TogglePlayerObjectCollision(playerid, objectid, bool:toggle);native FadePlayerCamera(playerid, bool:fade, Float:speed); // Not necessarily needed if TextDrawFade is added (though could prevent textdraw limit being used)native SetWaterLevel(Float:height);native SetWaveHeight(Float:height);native GetPlayerCursorPos(playerid, &Float:x, &Float:y);native GetMouseClickPos(playerid, &Float:x, &Float:y); // What is this meant to do? Same as above..?native TogglePlayerRadar(playerid, bool:toggle);native SetPlayerChatMode(playerid, mode); // mode - 0=off 1=on 2=no outlinenative GetPlayerChatMode(playerid); // Returns: 0=off 1=on 2=no outlinenative SetPlayerCameraLookAtVehicle (playerid, vehicleid);native SetPlayerCameraLookAtPlayer (playerid, lookatplayerid);native MovePlayerCamera(playerid, Float:x, Float:y, Float:z, Float:x2, Float:y2, Float:z2, Float:speed);native SetVehicleHandling(?);native PutPlayerInCrane(playerid, craneid);native TogglePlayerSPCheat(playerid, cheatname[], bool:toggle);native GetTrainDirection(vehicleid); // Returns true if the train is driving clockwise on the train track, false if it is going counterclockwise.native SetTrainDirection(vehicleid, bool:clockwise);native GetTrainSpeed(vehicleid, &Float:speed);native SetTrainSpeed(vehicleid, Float:speed);native UsePlayerCopShootAnim(); // Needs explanationnative SetPlayerGravity(playerid, Float:gravity);native SetVehicleGravity(vehicleid, Float:gravity);native IsPlayerUsingJoypad(playerid);native TogglePlayerScoreboard(playerid, bool:toggle);native SetScoreHeader(header[]); // or something similar - changes the \'score\' header to header[]native GetPlayerNoise(playerid, &Float:noise); // just like in the burgulary missions (callback also)native ToggleClassSelection(bool:toggle); // Disable class selection (players spawn straight away when joining (unless scripted otherwise))native TogglePlayerClassSelection(playerid, bool:toggle); // Same as above but for a single playernative SetPlayerID(playerid, id); // Sets the ID of a player. Returns 1 if change was successful, returns 0 if it was unable to complete the request (invalid ID or ID taken)native GetPlayerLungCapacity(playerid, &Float:capacity);native SetPlayerLungCapacity(playerid, Float:capacity);native SetPlayerParamsForPlayer(playerid, forplayerid, objective, color); // basically making objectives in selected color to show above players like in SPnative SetVehicleParamsForPlayer(vehicleid, playerid, objective, color, doorslocked); // being able to choose color of the objectivenative TogglePlayerHUD(playerid, component, bool:toggle); // component - 0 - Radar, 1 - Money, 2 - HealthBar, etc.native SetPlayerGameSpeed(playerid, Float:speed); // Pretty self explanatory, toggles the slow motion effect caused by the pill pickup.native CreateFaced3DTextLabel(text[], color, Float:x, Float:y, Float:z, Float:angle, Float:drawdistance, virtualworld, LOS);native TextDrawMove(Text:text, Float:x, Float:y, Float:speed);native ToggleOcuppiedVehicleDamage(bool:toggle); native ToggleOcuppiedVehicleDamageForVehicle(vehicleid, bool:toggle); native ToggleWorldSun(bool:toggle);native AddScoreboardColumn(name[], position) // Position is the position of the column (like before player id column, after player id column, etc).native RemoveScoreboardColumn(name[]);native SetScoreboardColumnValue(playerid, name[], value);native SendDeathMessageForPlayer(playerid, killer, victim, reason);native AttachVehicleToObject(vehicleid, objectid);native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], {Float,_}:...); // Change button1[] and button2[] to allow for 1 or more buttonsnative TogglePlayerMouseCursor(playerid, bool:toggle);native TogglePlayerControllable(playerid, mode) // modes: 0 - controllable 1 - cant move player or camera (current) 2 - can\'t move but can move cameranative SetPlayerMaxHealth(playerid, Float:health); // If health is above 100, it will increase the healthbar sizenative GetPlayerMaxHealth(playerid, &Float:health);native TogglePlayerSpeedBlur(playerid, bool:toggle);native ToggleSpeedBlur(bool:toggle);native ToggleVehicleDamage(vehicleid, bool:toggle); // Works on vacant vehicles too (vacant vehicles set to invincible by default).native ToggleCombineHarvesterDeath(bool:toggle); native TogglePlayerHead(playerid, bool:toggle); native GetPlayerPageSize(playerid);native SetVehicleWheelSize(vehicleid, size);
forward OnPlayerDamageObject(playerid, objectid, Float:damage, destroyed); // To detect, for example, when a player shoots an explosive barrel (object destruction could/should also be synced with other players)forward OnPlayerEnterVehicle(playerid, vehicleid, seatid); // Add seatid parameter, and returning 0 should prevent entranceforward OnPlayerClickPlayer(playerid, clickedplayerid, source); // Add sources: CLICK_SOURCE_CHAT and CLICK_SOURCE_NAMETAG (MP2: how would CLICK_SOURCE_CHAT work when using SendClientMessage for chat as I do in my server (to add IDs)? I\'m guessing this would only work for default chat.forward OnPlayerVend(playerid, oldmoney, newmoney, machinetype);forward OnPlayerCasinoPlay(playerid, oldmoney, newmoney, casinoid, machinetype); // Machine type is like vending machine, blackjack, etc. casinoid is the casino (4 dragons, casigulas, redsands)forward OnPlayerRecieveStuntBonus(playerid, amount, details[]); // \'details\' contains a string of the details of the stunt, such as distance and height (like GetPlayerNetworkStats)forward OnPlayerDeath(playerid, killerid, reason, bodypart); // Add bodypart parameter (BODYPART_HEAD, BODYPART_TORSO etc.)forward OnPlayerMouseClick(playerid, press, buttonid); // Press would be 1 if the button was pressed, 0 if released. buttonid would be LMB, RMB, MMB, etc.forward OnPlayerShoot(playerid, weaponid, Float:x, Float:y, Float:z); // x y z are where the bullet hitsforward OnVehicleDeath(vehicleid, reason); // Reason would be explosion or waterforward OnEnterExitModShop(playerid, enterexit, interiorid); // returning 0 here will prevent the player from entering
Remove all default sounds from interiors (casino music, ammunation, saint marks bistro, shamal interior, welcome pump diner interior, strip clubs, etc)Sync flamesVehicle on vehicle surfing (for example ability to transport cars on the packer)The ability to right click on a server in the internet/hosted list to add it to your favouritesSearch for hostname in the server browserDisplay a message if the password is incorrect on the client, instead of ingame.Synced back doors on 4door carsSynced paintjobs and vehicle colorsSynced furniture in burgulary housesfix drive-by for passenger - the player can keep his head down and tuck in pressing \"H\"Send the \'Connected to servername\' message BEFORE OnPlayerConnectAbility to highlight text in chat like in the type-box (and copy etc.)Log opcodes to a fileMake TAB show the scoreboard, and hide when it is released
RCON command (re/un)loadplugin [pluginname]
GVars (Global Vars) - possibly put the plugin by Incognito \"into\" SA:MPControl over dialog designFunctions to attach vehicles to players and vice-versaFunctions to create and control the design of buttonsplayerid parameter is UsePlayerPedAnimsDetection for all keysClient-sided timersRounded textdraw corners (toggle)A way to add messages to the \'breif\' section of a player\'s pause menuAutomatic directory creation in fwrite if the directory doesn\'t exist-1 in the \'world\' parameter of 3D labels//----------------------------------------------------New dialog types:Tickbox dialog typeRadio button dialog typeTAB dialog type (like a button that\'s either push in or out, and stays like that)//----------------------------------------------------New spectate modes SPECTATE_MODE_CINEMATIC (spec with cinematic view) SPECTATE_MODE_TEXTDRAW (hide textdraws) SPECTATE_MODE_RADAR (show radar)//----------------------------------------------------A function to hide the class selection GUIEnable pool tables (or a function to toggle it) (OnPlayerPlayPool - OnPlayerPoolBallHit)A \'freeze\' parameter in SetPlayerCameraPos that determins whether a player can move their camera afterA function to let players use the minigun like in the RC baron mission with zero in singleplayerA function to disable auto-aim (weapons)Enable/Disable SpawnbuttonsThe ability to attach players to vehicles//--------------------------------------------------------------------------------Make colour embedding work in dialog buttons\"\\a<1-3>\" --Sets the alignment for the following text in a dialog (1=left alignment, 2=center, 3=right alignment)\"\\p<0-1>\" --Sets proportional characters for even spacing (0=disable, 1=enable)\"\\d\" --The following texts won\'t be selectable if using DIALOG_STYLE_LIST\"\\e\" --The following texts will be selectable\"\\i<0-1>\" --Italics (0=disable, 1=enable)\"\\b<0-1>\" --Bold (0=disable, 1=enable)\"\\s<1-40>\" --Letter size\"\\u<0-1>\" --Under lining (0=disable, 1=enable)//--------------------------------------------------------------------------------Proxy settings for HTTP().Ability to use the cranes and for the trains to derail.
Miért van olyan érzésem, hogy ennek a negyede sem lesz bent az új vezióban? :hmmm:
Volt lehetõség erre, csak történt valami vele...
Elvileg 0.3c/d-ben is bekerült valami ezzel. kapcs, nem?
ShowNameTagsForPlayer se ártana, például RP szeróra szoliban lévõ adminnak.