MTA San Andreas\\server\\mods\\deathmatch\\resources\\amx
/* MTA AMX compatibility layer** Extension functions*/#if defined _amx_included#endinput#endif#define _amx_included// MTAnative lua(const fn[], {Float,_}:...);native amxRegisterPawnPrototypes(const prototype[][]);native amxVersion(&Float:ver);native amxVersionString(buffer[], maxsize);native md5hash(str[], const buf[], bufsize);// Eventsforward OnBotConnect(botid, name[]);forward OnBotEnterVehicle(botid, vehicleid, seatid);forward OnBotExitVehicle(botid, vehicleid);forward OnBotDeath(botid, killerid, weaponid, bodypart);forward OnVehicleDamage(vehicleid, Float:loss);forward OnPlayerShootingPlayer(playerid, attackerid, bodypart, Float:loss);forward OnPlayerWeaponSwitch(playerid, previousWeaponID, currentWeaponID);forward OnPlayerShoot(playerid, weapon, ammo, ammoInClip, Float:hitX, Float:hitY, Float:hitZ);forward OnMarkerCreate(markerid);forward OnMarkerHit(markerid, elemtype[], elemid, matchingDimension);forward OnMarkerLeave(markerid, elemtype[], elemid, matchingDimension);// Worldnative SetSkyGradient(topRed = 0, topGreen = 0, topBlue = 0, bottomRed = 0, bottomGreen = 0, bottomBlue = 0);native ResetSkyGradient();native GetCloudsEnabled();native SetCloudsEnabled(stateid);native IsGarageOpen(garageid);native SetGarageOpen(garageid, stateid);native IsGlitchEnabled(name[]);native SetGlitchEnabled(name[], stateid);native SetFPSLimit(fps);native GetPlayerCount();native GetRandomPlayer();native GetDistanceBetweenPoints2D(Float:X1, Float:Y1, Float:X2, Float:Y2);native GetDistanceBetweenPoints3D(Float:X1, Float:Y1, Float:Z1, Float:X2, Float:Y2, Float:Z2);// Waternative GetWaveHeight();native SetWaveHeight(Float:height);native SetWaterLevel(Float:level);// Pickupsnative GetPickupType(pickupid);native SetPickupType(pickupid, typeid, amount, ammo = 500);native GetPickupWeapon(pickupid);native GetPickupAmount(pickupid);native GetPickupAmmo(pickupid);// Native Markersnative CreateMarker(Float:X, Float:Y, Float:Z, type[], Float:size, red, green, blue, alpha);native DestroyMarker(markerid);native GetMarkerColor(markerid, colorid); // Color IDs: 0 = Red, 1 = Green, 2 = Blue, 3 = Alphanative GetMarkerIcon(markerid); // 0 = No icon, 1 = Arrow, 2 = Race finishnative GetMarkerSize(markerid, &Float:size);native GetMarkerTarget(markerid, &Float:X, &Float:Y, &Float:Z);native GetMarkerType(markerid); // 0 = Checkpoint, 1 = Ring, 2 = Cylinder, 3 = Arrow, 4 = Coronanative SetMarkerColor(markerid, red, green, blue, alpha);native SetMarkerIcon(markerid, iconid); // 0 = No icon, 1 = Arrow, 2 = Race finishnative SetMarkerSize(markerid, Float:size);native SetMarkerTarget(markerid, Float:X, Float:Y, Float:Z);native SetMarkerType(markerid, typeid); // 0 = Checkpoint, 1 = Ring, 2 = Cylinder, 3 = Arrow, 4 = Coronanative IsPlayerInMarker(markerid, playerid);native IsBotInMarker(markerid, botid);native IsVehicleInMarker(markerid, vehicleid);// Rulesnative GetRuleValue(rule[], const buf[], bufsize);native SetRuleValue(rule[], value[]);native RemoveRuleValue(rule[]);// Objectsnative GetObjectAlpha(objectid);native SetObjectAlpha(objectid, alpha);// Playersnative AddPlayerClothes(playerid, type, index);native GetPlayerClothes(playerid, type);native RemovePlayerClothes(playerid, type);native ShowPlayerMarker(playerid, show);native IsPlayerInWater(playerid);native IsPlayerOnFire(playerid);native IsPlayerDucked(playerid);native IsPlayerOnGround(playerid);native GetPlayerFightingStyle(playerid);native SetPlayerFightingStyle(playerid, styleid);native SetPlayerOnFire(playerid, fire);native GetPlayerStat(playerid, statid);native SetPlayerStat(playerid, statid, Float:value);native GetPlayerCanBeKnockedOffBike(playerid);native SetPlayerCanBeKnockedOffBike(playerid, stateid);native GetPlayerDoingDriveBy(playerid);native SetPlayerDoingDriveBy(playerid, stateid);native SetPlayerWeaponSlot(playerid, slotid);native SetPlayerHeadless(playerid, stateid);native GetPlayerBlurLevel(playerid);native SetPlayerBlurLevel(playerid, level);native GetPlayerAlpha(playerid);native SetPlayerAlpha(playerid, alpha);native FadePlayerCamera(playerid, fadeIn, Float:timeToFade = 1.0, red = 0, green = 0, blue = 0);native GetPlayerVehicleSeat(playerid);native GetPlayerVelocity(playerid, &Float:X, &Float:Y, &Float:Z);native SetPlayerVelocity(playerid, Float:X, Float:Y, Float:Z);native SetPlayerControlState(playerid, control[], stateid);// Vehiclesnative GetVehicleMaxPassengers(vehicleid);native GetVehicleVelocity(vehicleid, &Float:vx, &Float:vy, &Float:vz);native SetVehicleVelocity(vehicleid, Float:vx, Float:vy, Float:vz);native SetVehicleModel(vehicleid, model);native GetVehicleEngineState(vehicleid);native SetVehicleEngineState(vehicleid, stateid);native GetVehicleDoorState(vehicleid, door);native SetVehicleDoorState(vehicleid, door, stateid);native GetVehicleLightState(vehicleid, lightid);native SetVehicleLightState(vehicleid, lightid, stateid);native GetVehicleOverrideLights(vehicleid);native SetVehicleOverrideLights(vehicleid, stateid);native GetVehicleWheelState(vehicleid, wheelid);native SetVehicleWheelState(vehicleid, frontLeft = -1, rearLeft = -1, frontRight = -1, rearRight = -1);native GetVehiclePanelState(vehicleid, panelid);native SetVehiclePanelState(vehicleid, panelid, stateid);native GetVehicleAlpha(vehicleid);native SetVehicleAlpha(vehicleid, alpha);native GetVehiclePaintjob(vehicleid);native GetVehicleComponentInSlot(vehicleid, slot);native GetVehicleSirensOn(vehicleid);native SetVehicleSirensOn(vehicleid, stateid);native IsTrainDerailable(vehicleid);native IsTrainDerailed(vehicleid);native SetTrainDerailable(vehicleid, stateid);native SetTrainDerailed(vehicleid, stateid);native GetTrainDirection(vehicleid);native SetTrainDirection(vehicleid, direction);native GetTrainSpeed(vehicleid, &Float:speed);native SetTrainSpeed(vehicleid, &Float:speed);// Botsnative CreateBot(modelid, Float:x, Float:y, Float:z, name[] = \"Bot\");native SetBotHealth(botid, Float:health);native GetBotHealth(botid, &Float:health);native SetBotArmour(botid, Float:armour);native GetBotArmour(botid, &Float:armour);native SetBotPos(botid, Float:X, Float:Y, Float:Z);native GetBotPos(botid, &Float:X, &Float:Y, &Float:Z);native SetBotRot(botid, Float:RotX, Float:RotY, Float:RotZ);native GetBotRot(botid, &Float:RotX, &Float:RotY, &Float:RotZ);native IsBotInWater(botid);native IsBotOnFire(botid);native IsBotDucked(botid);native IsBotOnGround(botid);native GetBotFightingStyle(botid);native SetBotFightingStyle(botid, styleid);native SetBotOnFire(botid, fire);native GetBotStat(botid, statid);native SetBotStat(botid, statid, Float:value);native GetBotState(botid);native PutBotInVehicle(botid, vehicleid, seatid);native RemoveBotFromVehicle(botid);native SetBotControlState(botid, control[], stateid);native SetBotAimTarget(botid, &Float:X, &Float:Y, &Float:Z);native GetBotDoingDriveBy(botid);native SetBotDoingDriveBy(botid, stateid);native GetBotCanBeKnockedOffBike(botid);native SetBotCanBeKnockedOffBike(botid, stateid);native SetBotWeaponSlot(botid, slotid);native SetBotHeadless(botid, stateid);native BotKill(botid);native GetBotAlpha(botid);native SetBotAlpha(botid, alpha);native GetBotName(botid, const buf[], bufsize);native GetBotVehicleSeat(botid);native GetBotVelocity(botid, &Float:X, &Float:Y, &Float:Z);native SetBotVelocity(botid, Float:X, Float:Y, Float:Z);
Amúgy nem néztétek meg jobban az MTA könyvtárait? MTA San Andreas\\server\\mods\\deathmatch\\resources\\amx http://dlurl.xgn.in.th:8080/mtasa/amx/readme.htmlNem csak Lua nyelven írhatjátok a módot, hanem Pawn nyelven is.Bár az MTA szerverek ugyanúgy drágák lesznek.Nézzétek meg az a_amx függvénykönyvtárat, egyszerûen imádom! /* MTA AMX compatibility layer** Extension functions*/#if defined _amx_included#endinput#endif#define _amx_included// MTAnative lua(const fn[], {Float,_}:...);native amxRegisterPawnPrototypes(const prototype[][]);native amxVersion(&Float:ver);native amxVersionString(buffer[], maxsize);native md5hash(str[], const buf[], bufsize);// Eventsforward OnBotConnect(botid, name[]);forward OnBotEnterVehicle(botid, vehicleid, seatid);forward OnBotExitVehicle(botid, vehicleid);forward OnBotDeath(botid, killerid, weaponid, bodypart);forward OnVehicleDamage(vehicleid, Float:loss);forward OnPlayerShootingPlayer(playerid, attackerid, bodypart, Float:loss);forward OnPlayerWeaponSwitch(playerid, previousWeaponID, currentWeaponID);forward OnPlayerShoot(playerid, weapon, ammo, ammoInClip, Float:hitX, Float:hitY, Float:hitZ);forward OnMarkerCreate(markerid);forward OnMarkerHit(markerid, elemtype[], elemid, matchingDimension);forward OnMarkerLeave(markerid, elemtype[], elemid, matchingDimension);// Worldnative SetSkyGradient(topRed = 0, topGreen = 0, topBlue = 0, bottomRed = 0, bottomGreen = 0, bottomBlue = 0);native ResetSkyGradient();native GetCloudsEnabled();native SetCloudsEnabled(stateid);native IsGarageOpen(garageid);native SetGarageOpen(garageid, stateid);native IsGlitchEnabled(name[]);native SetGlitchEnabled(name[], stateid);native SetFPSLimit(fps);native GetPlayerCount();native GetRandomPlayer();native GetDistanceBetweenPoints2D(Float:X1, Float:Y1, Float:X2, Float:Y2);native GetDistanceBetweenPoints3D(Float:X1, Float:Y1, Float:Z1, Float:X2, Float:Y2, Float:Z2);// Waternative GetWaveHeight();native SetWaveHeight(Float:height);native SetWaterLevel(Float:level);// Pickupsnative GetPickupType(pickupid);native SetPickupType(pickupid, typeid, amount, ammo = 500);native GetPickupWeapon(pickupid);native GetPickupAmount(pickupid);native GetPickupAmmo(pickupid);// Native Markersnative CreateMarker(Float:X, Float:Y, Float:Z, type[], Float:size, red, green, blue, alpha);native DestroyMarker(markerid);native GetMarkerColor(markerid, colorid); // Color IDs: 0 = Red, 1 = Green, 2 = Blue, 3 = Alphanative GetMarkerIcon(markerid); // 0 = No icon, 1 = Arrow, 2 = Race finishnative GetMarkerSize(markerid, &Float:size);native GetMarkerTarget(markerid, &Float:X, &Float:Y, &Float:Z);native GetMarkerType(markerid); // 0 = Checkpoint, 1 = Ring, 2 = Cylinder, 3 = Arrow, 4 = Coronanative SetMarkerColor(markerid, red, green, blue, alpha);native SetMarkerIcon(markerid, iconid); // 0 = No icon, 1 = Arrow, 2 = Race finishnative SetMarkerSize(markerid, Float:size);native SetMarkerTarget(markerid, Float:X, Float:Y, Float:Z);native SetMarkerType(markerid, typeid); // 0 = Checkpoint, 1 = Ring, 2 = Cylinder, 3 = Arrow, 4 = Coronanative IsPlayerInMarker(markerid, playerid);native IsBotInMarker(markerid, botid);native IsVehicleInMarker(markerid, vehicleid);// Rulesnative GetRuleValue(rule[], const buf[], bufsize);native SetRuleValue(rule[], value[]);native RemoveRuleValue(rule[]);// Objectsnative GetObjectAlpha(objectid);native SetObjectAlpha(objectid, alpha);// Playersnative AddPlayerClothes(playerid, type, index);native GetPlayerClothes(playerid, type);native RemovePlayerClothes(playerid, type);native ShowPlayerMarker(playerid, show);native IsPlayerInWater(playerid);native IsPlayerOnFire(playerid);native IsPlayerDucked(playerid);native IsPlayerOnGround(playerid);native GetPlayerFightingStyle(playerid);native SetPlayerFightingStyle(playerid, styleid);native SetPlayerOnFire(playerid, fire);native GetPlayerStat(playerid, statid);native SetPlayerStat(playerid, statid, Float:value);native GetPlayerCanBeKnockedOffBike(playerid);native SetPlayerCanBeKnockedOffBike(playerid, stateid);native GetPlayerDoingDriveBy(playerid);native SetPlayerDoingDriveBy(playerid, stateid);native SetPlayerWeaponSlot(playerid, slotid);native SetPlayerHeadless(playerid, stateid);native GetPlayerBlurLevel(playerid);native SetPlayerBlurLevel(playerid, level);native GetPlayerAlpha(playerid);native SetPlayerAlpha(playerid, alpha);native FadePlayerCamera(playerid, fadeIn, Float:timeToFade = 1.0, red = 0, green = 0, blue = 0);native GetPlayerVehicleSeat(playerid);native GetPlayerVelocity(playerid, &Float:X, &Float:Y, &Float:Z);native SetPlayerVelocity(playerid, Float:X, Float:Y, Float:Z);native SetPlayerControlState(playerid, control[], stateid);// Vehiclesnative GetVehicleMaxPassengers(vehicleid);native GetVehicleVelocity(vehicleid, &Float:vx, &Float:vy, &Float:vz);native SetVehicleVelocity(vehicleid, Float:vx, Float:vy, Float:vz);native SetVehicleModel(vehicleid, model);native GetVehicleEngineState(vehicleid);native SetVehicleEngineState(vehicleid, stateid);native GetVehicleDoorState(vehicleid, door);native SetVehicleDoorState(vehicleid, door, stateid);native GetVehicleLightState(vehicleid, lightid);native SetVehicleLightState(vehicleid, lightid, stateid);native GetVehicleOverrideLights(vehicleid);native SetVehicleOverrideLights(vehicleid, stateid);native GetVehicleWheelState(vehicleid, wheelid);native SetVehicleWheelState(vehicleid, frontLeft = -1, rearLeft = -1, frontRight = -1, rearRight = -1);native GetVehiclePanelState(vehicleid, panelid);native SetVehiclePanelState(vehicleid, panelid, stateid);native GetVehicleAlpha(vehicleid);native SetVehicleAlpha(vehicleid, alpha);native GetVehiclePaintjob(vehicleid);native GetVehicleComponentInSlot(vehicleid, slot);native GetVehicleSirensOn(vehicleid);native SetVehicleSirensOn(vehicleid, stateid);native IsTrainDerailable(vehicleid);native IsTrainDerailed(vehicleid);native SetTrainDerailable(vehicleid, stateid);native SetTrainDerailed(vehicleid, stateid);native GetTrainDirection(vehicleid);native SetTrainDirection(vehicleid, direction);native GetTrainSpeed(vehicleid, &Float:speed);native SetTrainSpeed(vehicleid, &Float:speed);// Botsnative CreateBot(modelid, Float:x, Float:y, Float:z, name[] = \"Bot\");native SetBotHealth(botid, Float:health);native GetBotHealth(botid, &Float:health);native SetBotArmour(botid, Float:armour);native GetBotArmour(botid, &Float:armour);native SetBotPos(botid, Float:X, Float:Y, Float:Z);native GetBotPos(botid, &Float:X, &Float:Y, &Float:Z);native SetBotRot(botid, Float:RotX, Float:RotY, Float:RotZ);native GetBotRot(botid, &Float:RotX, &Float:RotY, &Float:RotZ);native IsBotInWater(botid);native IsBotOnFire(botid);native IsBotDucked(botid);native IsBotOnGround(botid);native GetBotFightingStyle(botid);native SetBotFightingStyle(botid, styleid);native SetBotOnFire(botid, fire);native GetBotStat(botid, statid);native SetBotStat(botid, statid, Float:value);native GetBotState(botid);native PutBotInVehicle(botid, vehicleid, seatid);native RemoveBotFromVehicle(botid);native SetBotControlState(botid, control[], stateid);native SetBotAimTarget(botid, &Float:X, &Float:Y, &Float:Z);native GetBotDoingDriveBy(botid);native SetBotDoingDriveBy(botid, stateid);native GetBotCanBeKnockedOffBike(botid);native SetBotCanBeKnockedOffBike(botid, stateid);native SetBotWeaponSlot(botid, slotid);native SetBotHeadless(botid, stateid);native BotKill(botid);native GetBotAlpha(botid);native SetBotAlpha(botid, alpha);native GetBotName(botid, const buf[], bufsize);native GetBotVehicleSeat(botid);native GetBotVelocity(botid, &Float:X, &Float:Y, &Float:Z);native SetBotVelocity(botid, Float:X, Float:Y, Float:Z);
A Lua nekem ugyan olyan könnyû mint a PAWN, mivel MTA-ban is scriptelek meg SAMP-ben is.
NOW RELEASED
Én sem értem.. a több ezer ötletbõl (amik mellesleg nagyon jók) alig pár (30 alatt) valósul meg. Én például 0.2x óta arra várok, hogy CJ-t lehessen fejleszteni... Mindezt hiába.
Én sem értem.. a több ezer ötletbõl (amik mellesleg nagyon jók) alig pár (30 alatt) valósul meg. Én például 0.2x óta arra várok, hogy CJ-t lehessen fejleszteni... Mindezt hiába. MTA-ban minden sokkal szebb Gondolok itt a színárnyalatokra, arra, hogy CJ-t lehet öltöztetni. Kár hogy nincs magyar MTA RP szever.[/quote]Ez igaz.. Sokkal több függvény van benne, ami használható.. De mivel egy külön \'gaming engine\', ezért nagyobb a gépigénye..Sokan szidják, hogy laggos.. Szerintem még nem jártak 70player fölötti SAMP szerveren..Az MTA azért jutott el oda, ahol van, mert Open-Source, és akárki tehetett bele akármilyen ötletet, mert a tervezõ nem egymaga dolgozott vele, mint Kalcor, aki, valljuk be, félti a forráskódot mással megosztani.
MTA-ban minden sokkal szebb Gondolok itt a színárnyalatokra, arra, hogy CJ-t lehet öltöztetni. Kár hogy nincs magyar MTA RP szever.
1et hiányolok nagyon hogy a limiteket nem emelte meg.