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sa-mp's Introduction

Gammix's SA-MP Package

Includes a full package of FilterScripts/GameModes/Includes written and supported by me(Gammix)!

Please read the LICENSE.md before re-distributing the code with your addons!


FileName Information Thread
EnterExit.pwn GTA SA type moving arrow pickups, used to make enterance and exits N/A
TDEditor.pwn Keyboard based textdraw editor with modern features like having a Canvas panel allowing you to group textdraws and modify position together and lot more.. http://forum.sa-mp.com/showthread.php?t=642981
clan.pwn MySQL clan system, with nice textdraws. The system was build for a TeamDeathmatch type of gamemode http://forum.sa-mp.com/showthread.php?t=656790
gban.pwn SQLite ban system with IP Range ban support (player also see textdraw saying "You are banned" when banned) http://forum.sa-mp.com/showthread.php?t=637472
grenade_launcher.pwn Example script of projectile.inc. Basically your M4 rifle will get 5 grenades which you can shoot by pressing "N" (uses physics to calcualte path and also collides with SA world and players) N/A
inventory.pwn Basic textdraw menu inventory system for Survival servers http://forum.sa-mp.com/showthread.php?t=636974
mysql_ban.pwn Similar to "GBan.pwn" but built with MySQL plugin and more optimized or up-to-date N/A
spectate.pwn Nice clickable textdraw spectate menu with auto transition for virtual-world/vehicle/death state changes http://forum.sa-mp.com/showthread.php?t=652367
throw_deagle.pwn Another example of projectile.inc, this one is very basic, you can throw your deagle on ground, showing off physics in collision with SA world! N/A
signature.pwn Fully customizable Call of duty styled signature textdraws (display on deaths, from - who killed you) http://forum.sa-mp.com/showthread.php?t=582950
plabels.pwn Player statistics label; similar to /dl, but for players! You can also have one label for a specific player via: /pl http://forum.sa-mp.com/showthread.php?t=573495

FileName Information Thread
CopsAndTerrorists.pwn A small los santos town is under war between Cops and Local Terrorists, there are 3 flags to capture for both teams! N/A
Los Santos - Gangwars 5 gangs fight over turfs in los santos teritory http://forum.sa-mp.com/showthread.php?t=590991
RedRex Freeroam Fun freeroam gamemode with sub modes like: Team Deathmatch, Deathmatch, Race, Parkour and lot more... http://forum.sa-mp.com/showthread.php?t=582050
World War III Team deathmatch set in desert of Las Venturas http://forum.sa-mp.com/showthread.php?t=576348
World War IV Modern Team deathmatch set in desert of Las Venturas http://forum.sa-mp.com/showthread.php?t=597799

FileName Information Thread
EnableVehicleFriendlyFire.inc A fix for annoying bug, when you have "EnableVehicleFriendlyFire()" toggled ON but your teammates can still pop your vehicle's tires! http://forum.sa-mp.com/showthread.php?t=648320
PreviewModelDialog.inc Alternative to "mSelection.inc", more modern styled preview model textdraw menu with similar style to SA-MP dialogs http://forum.sa-mp.com/showthread.php?t=570213
attachments.inc Fix: When you aim with scoped weapons (like sniper, RPG, etc.), attachments change bone automatically and comes infront of screen making it hard to view.

There is a better fix using Pawn-RakNet plugin, posted by Jelly on forums somewhere!
N/A
cidr.inc Functions to check IP's range, can be used for range ban, AKA script! http://forum.sa-mp.com/showpost.php?p=4037582&postcount=10
dini2.inc Hevaily improved version of original and old dini INI file processor! Gives a great speed boost! http://forum.sa-mp.com/showthread.php?t=611399
easyDialog.inc (originally by Emmet_) Emmet's easy dialog mirror and with addon of support to my "PreviewModelDialog.inc", checkout function: "Dialog_OpenPreviewModel()" http://forum.sa-mp.com/showthread.php?t=475838
fader.inc Textdraw text color and box color fader http://forum.sa-mp.com/showthread.php?t=644785
gangzones.inc Adds borders and numbers to gangzones http://forum.sa-mp.com/showthread.php?t=649230
gmenu.inc Textdraw menu, alternative to GTA SA menus, works similarly but better functionality http://forum.sa-mp.com/showthread.php?t=574271
pause.inc Allows you to detect players who are away from keyboard N/A
progress.inc (originally by Toribio and SouthClaws for new styles) This have all progress2 features with ability to customize border/background/filler colors or even remove them (set color to 0x00).

And this include also adds support for Global Progress bars!
N/A
projectile.inc (originally by Pepe) Physics simulator include. Uses ColAndreas plugin for collision detection with SA World too! http://forum.sa-mp.com/showthread.php?t=630602
script_init.inc Adds two callbacks "OnScriptInit()" and "OnScriptExit()". So you no longer have to check if the script your include is being included in is a gamemode or a filterscript, just use these callbacks instead! N/A
vending.inc Serversided vending machines, you can control how much helth to give, how much money to deduct etc. using the callback "OnPlayerUseVendingMachine()".

Also, to get a vending machine (default SA machines) data, use this function: "GetVendingMachineData()".
N/A
weapon_damage.inc Serversided weapons, the server will control weapon damage which also means, this works as an anti cheat!

You can prevent weapon damage cheat, weapon range cheat, fake kill, and this also uses OnPlayerGiveDamage which makes hit registeratio 10 times more accurate in terms of hitting player on your screen!
N/A
strcalc.inc A simple string calculator, you provide a string with maths/numbers involved in it, and this function strcalc() will give you the result of it. http://forum.sa-mp.com/showthread.php?t=657830

Any Issues or Questions, post an issue: https://github.com/Agneese-Saini/SA-MP/issues/new

To post an issue about a library/mode, please include the filename so i know what you're talking about!

sa-mp's People

Contributors

agneese-saini avatar athallahdzaki avatar jedrzej94 avatar nexiustailer avatar sparke00 avatar

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sa-mp's Issues

Help saving deaths & kills

Hello, I hope you are very well, I am writing to you because I really liked your world war gamemode, but I have a problem and it is that it does not count the kills or deaths, could you please help me solve it? I would appreciate it very much

gmenu include - several errors appeards after releasing ur new version

Hello everybody, so i was trying to upgrape my gmenu include on my server files but on compilling i found several errors appeard

(23114) : warning 235: public function lacks forward declaration (symbol "OnMenuResponse")
(35895) : error 001: expected token: "-string end-", but found "-identifier-"
(35898) : error 017: undefined symbol "Current"
(35941) : error 001: expected token: "-string end-", but found "-identifier-"
(35942) : error 017: undefined symbol "Currentxmenu"
(35946) : error 017: undefined symbol "Current"
(35960) : error 017: undefined symbol "Current"
(35964) : error 017: undefined symbol "Current"
(35978) : error 017: undefined symbol "Current"
(35982) : error 017: undefined symbol "Current"
(35984) : error 017: undefined symbol "Current"
(35985) : error 017: undefined symbol "Current"
(35986) : error 017: undefined symbol "Current"
(35987) : error 017: undefined symbol "Current"
(35988) : error 017: undefined symbol "Current"
(35989) : error 017: undefined symbol "Current"
(35990) : error 017: undefined symbol "Current"
(35991) : error 017: undefined symbol "Current"
(35992) : error 017: undefined symbol "Current"
(35996) : error 017: undefined symbol "Current"
(36010) : error 017: undefined symbol "Current"
(36012) : error 017: undefined symbol "Current"
(36014) : error 017: undefined symbol "Current"
(36028) : error 017: undefined symbol "Current"
(36030) : error 017: undefined symbol "Current"
(36032) : error 017: undefined symbol "Current"
(36046) : error 017: undefined symbol "Current"```

PreviewModelDialog Columns & Rows

unknown
If we change:

#define MAX_DIALOG_PREVIEW_ROWS 2
#define MAX_DIALOG_PREVIEW_COLUMNS 6

To

#define MAX_DIALOG_PREVIEW_ROWS 4
#define MAX_DIALOG_PREVIEW_COLUMNS 8

PreviewModelDialog include x rotation doesnt work

image

I have try to use custom model rotation, but it doesnt work as well. x rotation doesnt work with any number. Althought y and z rotation work perfectly. x rotation parameter doesnt do anything.

Any idea about this?
Thank you.

Issues with inventory script

Is there any way to edit the rotation/zoom of the model previews?

Also, for some reason /edititem doesn't seem to work. I start by /additem, pick it up, then drop it. After doing /edititem (when the item right next to me on the floor); the dialog "Edit nearby items" is completely blank.
edititem

Also, after the first /newitem, the second shows another blank dialog: Created items history.
newitem

fader.inc: infinite loop

'OnPlayerTextDrawFaded' is not called when defined and neither is the timer killed when the animation ends. There is an infinite loop (I debugged).

PlayerTextDrawFade(playerid, playertextdraw_0[playerid], 0x000000FF, 0x00000000, fade_type_box, 25, 5);

fixer.inc - Crashes the server

Version: 2.3.1 [BETA] (last updated on 5 September, 2016)

Log:

[join] Yousha has joined the server (0:127.0.0.1)
[debug] Server crashed while executing cnr.amx
[debug] AMX backtrace:
[debug] #0 native SetTimerEx () from samp-server.exe
[debug] #1 0000d7c0 in FIXER_ApplyAnimation (playerid=0, animlib[]=@004c9b14 "sha", animname[]=@004c9b00 "", Float:fDelta=0.00000, loop=0, lockx=0, locky=0, freeze=0, time=0, forcesync=0, delay=250) at E:\SA-MP server\pawno\include\fixer.inc:1568
[debug] #2 0000d9dc in public FIXER_OnAnimPreload (playerid=0, animlib[]=@004c9b14 "sha", animname[]=@004c9b00 "", Float:fDelta=0.00000, loop=0, lockx=0, locky=0, freeze=0, time=0, forcesync=0) at E:\SA-MP server\pawno\include\fixer.inc:1587

Also removes ALL login dialogs.

Stop this mono repository mess! (Issue about bad habits in Git)

Issues

Many people do follow the progress of your releases, and so far nothing much has changed regarding the issues mentioned by community members.
This repository is an example of using Git and GitHub in an incorrect way.
For example:

  • It is a mono repository for multiple independent projects
  • Treated as a file uploading service instead of a version control system
  • No support for sampctl, as this is a repository for PAWN scripts

How to solve

Mono repository

Make a repository for each projects. The benefits for that is that you can properly version your projects independently by using Git tags.
It is more appealing for users and fellow developers to look into your project to contribute or get the needed files from.
GitHub allows developers to make wikis for their projects. This is the one of the best ways to document your code.
You can optimize search engines by naming your repositories according to your releases. This will help users and developers to find your projects easier.
Abadoned projects (refering to #27) do not have to be removed, and encourage developers to update your stuff.

File uploading

GitHub is not designed to be a file uploading service. It uses Git to be a platform with version control in mind for open-source and closed-source projects.
I encourage you to use the official Git client for all of your projects, leaving the file uploading feature of GitHub in case of an emergency where you can't for some reason use a Git client.

Using sampctl

I can't tell you enough to use sampctl for your projects. It is well documented and straight forward to use. It is farly easy to implement sampctl into your projects. You don't need a master degree in computer science to work with sampctl.
If you use sampctl, you don't have to redirect users to download the required dependecies. sampctl automates that very process.

Conclusion

I hope you won't come up with an excuse to ignore the advices given to you.

Clarification on weapon_damage.inc

I've noticed that alot of very useful scripts come & go on this repository, but unfortunately there's not much of an announcement when this ever happens. What's even more suprising, is it's not even listed on the repositories README.md

Since hitreg.inc is supposedly abandoned/removed from the repository, is weapon_damage supposed to be the new version of it or something?

Also, it looks strikingly similar to weapon-config, so it makes me wonder; do I need to implement SKY plugin as well? Since weapon-config was abandoned long ago, with some nasty bugs hidden.. this new mysterious weapon_damage just might be my perfect solution :D

Thanks again for all your hard work, cracking out code Gammix!

Progress2

Hi, I've see this thread: http://forum.sa-mp.com/showthread.php?t=629401

You have write this:

The include also support previous version (1.0 and 2.0) syntax and function names.

I'll try your include and is not present none of the written functions, especially that for global bars.
Why?

fader.inc problem

Hello. I found a disadvantage in your fader.inc. When using with fader_type_text which has outline fader doesn't work correctly. Because it has to change background color too (from 0 to 255). If I turn off outline there's no need to change background and it works properly.
Check the screens (outline is set):
https://imgur.com/a/4cXgnWE

Progress2

Could you add fully support to use your version together with the Editor from Emmet_ ?
I tried to create a Progressbar, but I can only move it to left and right, up and down doesn't work.

Your version is kinda useless if it's not possible to use it together with an editor..

map_parse bug

new tmpobjid;
tmpobjid = CreateDynamicObject(19789, 665.249450, 2497.190673, 1279.320312, 0.000000, -0.199999, 33.600017, -1, -1, -1, 300.00, 300.00);
SetDynamicObjectMaterial(tmpobjid, 0, 18646, "matcolours", "grey-10-percent", 0x00000000);
tmpobjid = CreateDynamicObject(19789, 665.246520, 2497.188964, 1280.280395, 0.000000, -0.199999, 33.600017, -1, -1, -1, 300.00, 300.00);
SetDynamicObjectMaterial(tmpobjid, 0, 18646, "matcolours", "grey-10-percent", 0x00000000);
If i have objects in this format include not reads them. This is particularly burdensome because in such a format there are objects from texture studio. Here https://github.com/Southclaws/samp-object-loader/blob/master/object-loader.pwn it is working good

GangZone ID 0

gangzones.inc - GangZone ID 0 always show the default color

[SUGGESTION] YSF optional dependency for attachments.inc

For https://github.com/Agneese-Saini/SA-MP-Files/blob/master/pawno/include/attachments.inc:

As you may know, @kurta999 tried to add player attachment functions per-player:

native SetPlayerAttachedObjForPlayer(forplayerid, attachtoplayerid, index, modelid, bone, Float:fOffsetX = 0.0, Float:OffsetY = 0.0, Float:fOffsetZ = 0.0, Float:fRotX = 0.0, Float:fRotY = 0.0, Float:fRotZ = 0.0, Float:fScaleX = 1.0, Float:fScaleY = 1.0, Float:fScaleZ = 1.0, materialcolor1 = 0, materialcolor2 = 0);
native GetPlayerAttachedObjForPlayer(forplayerid, attachtoplayerid, index, &modelid, &bone, &Float:fX, &Float:fY, &Float:fZ, &Float:fRotX, &Float:fRotY, &Float:fRotZ, &Float:fSacleX, &Float:fScaleY, &Float:fScaleZ, &materialcolor1, &materialcolor2);
native RemPlayerAttachedObjForPlayer(forplayerid, removefromplayerid, index);
native IsPlayerAttachedObjForPlayer(forplayerid, attachtoplayerid, index);

but he said that for now that code is crashing in YSF.

In the future, when he will manage to fix it, you could add the optional dependency for YSF in this plugin or you could do that now and server owners could benefit of this immediately after YSF adds those functions. (anyway, I'm pretty sure kurta999 will manage to solve that problem and add them officially) You could have a check like
#if defined SetPlayerAttachedObjForPlayer
where needed.

This would benefit servers because it would be automatically converted at compile time to use YSF and because other players won't see the attached objects disappearing, only the player who is aiming.

Question regarding map_parser.inc

I loaded all my maps (76 to test) & the console even said the maps loaded correctly.. but nothing is shown ingame, no RemoveBuilding nor CreateDynamicObject

fader.inc

I just want to say some things because I started creating my own fader include and I cannot waste any more time on this because I almost rewritten 70% of the code and still some things weren't good.

So here is the thing:
You're increasing idx with counter++ variable but you do not increase the actuall variable so problem and infinite loop appears in looping thorugh them.

I also noticed that Internal_StopFade wasn't even called and some functions like Valid variable weren't true so PlayerTextDrawStopFade never worked.
( Do not get me wrong, it WAS called only when fading finished but user cannot terminate it with PlayerTextDrawStopFade ).

Also, you missed one argument, it should be "iiii" instead of "iii" for SetTimer inside PlayerFader.

I recommend you to force users to use foreach if they want to use fader because you won't get anywhere like this :)

help for cmdd

hello can anybody help me to create mcd /createh to createhouse icon in samp server and /removeh to remove house and /createbiz to create an biz and /removebiz to remove can anybosy gimme script to add on filterscript plss

EnterExit.pwn compatibility issue

After trying to test EnterExit.pwn, I realized its using an old version of fader.inc. I tried to update the code for the latest fader.pwn, but it resulted in a bugged entrance. After walking up to the entrance, it fades the screen; but doesn't unfade back (stuck at black screen).

GMenu.Inc

Hey man! I need your GMenu Include for my project, but I use sampctl, planning on, creating on a single Repo here on Github and add a pawn.json applicable for sampctl...

Will place the link here when I've made it properly work.

Saving problem....

hi gammix its me again :P
so i found a link but it seems to be redrex BUILD 4 however i tested it and it was perfect like the others but i found a problem that i thought that it will be fixed in this build but it wasnt, well the problem is saving i cant save skins please help !

PS 2: im a newbie in coding

fader.inc AOB

Crashdetect:
https://pastebin.com/qiMCJwsw

Code:
safe-zones.inc:

hook OnPlayerEnterDynArea(playerid, STREAMER_TAG_AREA:areaid)
{
	if(areaid == sZoneSpawn)
		PlayerNotifyShow(playerid, "You entered safe zone (Spawn).");

	return Y_HOOKS_CONTINUE_RETURN_1;
}

hook OnPlayerLeaveDynArea(playerid, STREAMER_TAG_AREA:areaid)
{
	if(areaid == sZoneSpawn)
		PlayerNotifyShow(playerid, "You left safe zone (Spawn).");

	return Y_HOOKS_CONTINUE_RETURN_1;
}

notify inc:

PlayerNotifyShow(playerid, const text[])
{
	if(strlen(text) >= 34) return err("Expected input shorter than 34 chars but got longer!", _s("Text", text), _i("Extra chars", strlen(text) - 34 ));
	
	PlayerTextDrawStopBoxFade(playerid, PTD_NOTIFY[playerid][0]);
	PlayerTextDrawStopFade(playerid, PTD_NOTIFY[playerid][1]);
	PlayerTextDrawStopFade(playerid, PTD_NOTIFY[playerid][2]);

	PlayerTextDrawHide(playerid, PTD_NOTIFY[playerid][0]);
	PlayerTextDrawHide(playerid, PTD_NOTIFY[playerid][1]);
	PlayerTextDrawHide(playerid, PTD_NOTIFY[playerid][2]);

	PlayerTextDrawShow(playerid, PTD_NOTIFY[playerid][0]);
	PlayerTextDrawShow(playerid, PTD_NOTIFY[playerid][1]);
	PlayerTextDrawShow(playerid, PTD_NOTIFY[playerid][2]);

	PlayerTextDrawSetString(playerid, PTD_NOTIFY[playerid][1], text);

	PlayerTextDrawBoxFade(playerid, PTD_NOTIFY[playerid][0], 0x00000050, 0x00000000, 2, 50);

	PlayerTextDrawFade(playerid, PTD_NOTIFY[playerid][1], 0xFFFFFFFF, 0xFFFFFF00, 2, 50);

	PlayerTextDrawFade(playerid, PTD_NOTIFY[playerid][2], 0xFFFFFFFF, 0xFFFFFF00, 2, 50);
	
	return 1;
}

I even removed some YSF and other validity checks and still get this,,
This is 327 from fader.inc:
textDrawFader[playerid][idx][TEXTDRAW_FADE_VALID] = true;
https://github.com/Agneese-Saini/SA-MP/blob/master/pawno/include/fader.inc#L327

Just to add:
When I add some checks I still get same error but for example one or two time it is executed properly than same Backtrace...
Here is what I tried for example:

if(IsPlayerTextDrawVisible(playerid, PTD_NOTIFY[playerid][2]))
	{
		print("visible");
		PlayerTextDrawStopBoxFade(playerid, PTD_NOTIFY[playerid][0]);
		PlayerTextDrawStopFade(playerid, PTD_NOTIFY[playerid][1]);
		PlayerTextDrawStopFade(playerid, PTD_NOTIFY[playerid][2]);
	}
	else
	{
		print("else");
		PlayerTextDrawSetString(playerid, PTD_NOTIFY[playerid][1], text);

		PlayerTextDrawBoxFade(playerid, PTD_NOTIFY[playerid][0], 0x00000050, 0x00000000, 2, 50);

		PlayerTextDrawFade(playerid, PTD_NOTIFY[playerid][1], 0xFFFFFFFF, 0xFFFFFF00, 2, 50);

		PlayerTextDrawFade(playerid, PTD_NOTIFY[playerid][2], 0xFFFFFFFF, 0xFFFFFF00, 2, 50);
	}```

Targetid

OnPlayerStateChange > newstate == PLAYER_STATE_ONFOOT > SpectatePlayer(playerid, playerid, SPECTATE_MODE_NORMAL);

First"playerid" should be "i".
Line: 713

img

BTW, thanks for the fs.

gmenu.inc - New bug detected

hello dude.

i found a new bug on gmenu include yesterday and i emailed you it on skype.
and its -> on scrolling bettwen ittems on my menus it always return my non-respone message --> 'order canceled' please fix that bug soon sir
i mean on switching between my items on my menus and betwen my menus it always returns both of my non-respone message -> 'Order Canceled' & respone codes 'you have just bought this weapon for .....$' please fix this bug soon sir.....

Recycle bin

You should have a recycle bin for all the abandoned/unfinished scripts that you delete from the repo. That way some else can revive the code :)

textanims.inc

In connection with the closure of the forum, I tried to search for your inclusion, but all without success, I would like to see this inclusion "textanims", and some other developments as well, I apologize for the English)

PreviewModelDialog

Hi!

I am having a problem with this library, I have about 500 skins, but I cannot fully display them all through the library, how much display is the library supporting? I'm using MemoryPluginVersion.inc version. Thanks!
Capture

Hi Gammix !

sorry about that !
but i didn't find anyway to contact you, i have saw your impressive gamemode in samp forums (redrex gamemode) and i can't find any links, i found an older version redrex build 2/3 but there's a problem in saving system it cant save skins etc... to test it so can you please give me a working link to download it and give me permission to edit it, thanks !!!!

PS: if you can give me the Redrex gamemode V5 that would be greater !

Disappearing Dialogs

Hello,

So upon using the latest version of this include, I encountered a weird problem, when I create a dialog (type DIALOG_STYLE_PREVIEW_MODEL), I make it so that for every listitem I click, the other dialog (type DIALOG_STYLE_PREVIEW_MODEL) displays, the problem is, when it displays, it instantly like after 0.5 second
disappears and the dialog that redirected me to it displays instead,

here is the code snippet.

`
case DIALOG_CAMPTENT_CRAFTING_INDEX :
{
if(!response) return ApplyAnimation(playerid, "CAMERA", "camcrch_to_camstnd", 5, 0, 0, 0, 0, 1000, 1);

		switch(listitem)
		{
			case 0: ShowPlayerDialog(playerid, DIALOG_CAMPTENT_CRAFTING_WEAPONS, DIALOG_STYLE_PREVIEW_MODEL, "Camptent - Crafting Menu - Weapons", "\
				336\tBaseball Bat~n~x2 Log of Wood\n\
				335\tKnife~n~x1 Rubber~n~x1 Steel\n\
				337\tShovel~n~x2 Log of Wood~n~x1 Steel\n\
				338\tPool Cue~n~x2 Log of wood", "Select", "Cancel");
			case 1: ShowPlayerDialog(playerid, DIALOG_CAMPTENT_CRAFTING_EQUIPMENT, DIALOG_STYLE_PREVIEW_MODEL, "Camptent - Crafting Menu - Equipment", "\
				19088\tRope~n~x1 Cloth\n\
				18632\tFishing Rod~n~x1 Rope~n~x1 Rubber~n~x1 Steel\n\
				19904\tHeat Vest~n~x1 Rubber~n~x5 Cloth", "Select", "Cancel");
			case 2: ShowPlayerDialog(playerid, DIALOG_CAMPTENT_CRAFTING_MEDICINE, DIALOG_STYLE_PREVIEW_MODEL, "Camptent - Crafting Menu - Medicine", "\
				11747\tBandage~n~x2 Cloth\n\
				2709\tPainkiller~n~x1 Clove~n~x1 Neem\n\
				19570\tAntibiotics~n~x1 Guava~n~x1 Garlic", "Select", "Cancel");
			case 3:
			{

			}
		}
	}

	case DIALOG_CAMPTENT_CRAFTING_WEAPONS :
	{
		if(!response) ShowPlayerDialog(playerid, DIALOG_CAMPTENT_CRAFTING_INDEX, DIALOG_STYLE_PREVIEW_MODEL, "Camptent - Crafting Menu", "346\tWeapons\n2045\tEquipment\n2709\tMedicine\n3383\tCrafting Bench", "Select", "Cancel");
	}

	case DIALOG_CAMPTENT_CRAFTING_EQUIPMENT :
	{
		if(!response) ShowPlayerDialog(playerid, DIALOG_CAMPTENT_CRAFTING_INDEX, DIALOG_STYLE_PREVIEW_MODEL, "Camptent - Crafting Menu", "346\tWeapons\n2045\tEquipment\n2709\tMedicine\n3383\tCrafting Bench", "Select", "Cancel");
	}

	case DIALOG_CAMPTENT_CRAFTING_MEDICINE :
	{
		if(!response) ShowPlayerDialog(playerid, DIALOG_CAMPTENT_CRAFTING_INDEX, DIALOG_STYLE_PREVIEW_MODEL, "Camptent - Crafting Menu", "346\tWeapons\n2045\tEquipment\n2709\tMedicine\n3383\tCrafting Bench", "Select", "Cancel");
	}

`

Note: I never encountered this problem when I used the earlier version.

MAX_DIALOG_LIST_ITEMS

I wanted to have a dialog menu, where I can choose every possible SA:MP skin (312 in total), but the maximum dialog can show is 256. Can I redefine this limit? Will it cause any problems?

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