Tip: Include/Biblioteka
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Opis i dodatne informacije: Evo ovako. Ovo je bukvalno jedna biblioteka koja pomaze da lakse ispisete sistem za vozila. Koristi se da bi uprostio neke funkcije, koristi neke funkcije koje samp nema, kompaktibilan je sa odredjenim brojem YSF funkcija i ima aktivnog developera. Ukoliko pronadjete neki bug, mozete pisati ovde ili otvoriti issue na github repositorijumu. Koristi fixes biblioteku, u kojoj takodje ima mojih doprinosa bas zbog ove biblioteke, ima mogucnost zmigavaca, grupe vozila, sve cime ste morali da manipulisete, ako se tako mozemo izraziti, framework radi za vas. Koristi tagove. Krivo mi je sto nisam najbolje objasnio na wikipediji repozitorija, ali uskoro cu i to ispisati sve.
Lista funkcija:
Vehicle_ReturnName(vehicleid, name[], len=sizeof(name))
Vehicle_GetMass(vehicleid)
Vehicle_Create(modelid, Float: x, Float: y, Float: z, Float: rotation, color1, color2, respawn_delay, interior, virtual_world, bool:addsiren=false)
Vehicle_CreateEx(modelid, Float: x, Float: y, Float: z, Float: rotation, color1, color2, respawn_delay, interior, virtual_world, Float: health, const plate, bool:addsiren=false)
Vehicle_GetGroupByName(const name[])
Vehicle_GroupHas(VehicleGroup: groupid, vehicleid)
VehicleGroup: Vehicle_GroupInit(const name[])
Vehicle_IsValidGroup(VehicleGroup: groupid)
Vehicle_AddToGroup(VehicleGroup: groupid, vehicleid)
Vehicle_RemoveFromGroup(VehicleGroup: groupid, vehicleid)
Vehicle_ClearGroup(VehicleGroup: groupid)
Vehicle_IsEmptyGroup(VehicleGroup: groupid)
Vehicle_GroupDestroy(VehicleGroup: groupid)
Vehicle_Destroy(idx)
Vehicle_SetBlinking(VEHICLE_FRAMEWORK_TAGS: vehicleid, e_BLINKERS: side, bool:skip=false, tag=tagof(vehicleid)) //0 - left 1 - right 2 - emergy
Vehicle_IsBlinking(vehicleid)
Vehicle_CancelBlinking(vehicleid)
Vehicle_GetEngineState(vehicleid)
Vehicle_SetEngineState(VEHICLE_FRAMEWORK_TAGS: id, e_ENGINE_STATES: engine_state, tag=tagof(id))
Vehicle_GetDriveType(vehicleid)
Vehicle_GetEngineType(vehicleid)
Vehicle_GetBootState(vehicleid)
Vehicle_SetBootState(VEHICLE_FRAMEWORK_TAGS: id, e_BOOT_STATES: boot_state, tag=tagof(id))
Vehicle_GetBonnetState(vehicleid)
Vehicle_SetBonnetState(VEHICLE_FRAMEWORK_TAGS: id, e_BONNET_STATES: bonnet_state, tag=tagof(id))
Vehicle_GetObjectiveState(vehicleid)
Vehicle_SetObjectiveState(VEHICLE_FRAMEWORK_TAGS: id, e_OBJECTIVE_STATES: objective_state, tag=tagof(id))
Vehicle_SetLightsState(VEHICLE_FRAMEWORK_TAGS: id, e_LIGHT_STATES: left_lights, e_LIGHT_STATES: right_lights, e_LIGHT_STATES: back_lights, tag=tagof(id))
Vehicle_GetLightsState(vehicleid, &e_LIGHT_STATES: left_lights, &e_LIGHT_STATES: right_lights, &e_LIGHT_STATES: back_lights)
Vehicle_SetLightsRunState(VEHICLE_FRAMEWORK_TAGS: id, e_LIGHT_RUN_STATE: light_state, tag=tagof(id))
Vehicle_GetLightsRunState(vehicleid)
Vehicle_SetAlarms(VEHICLE_FRAMEWORK_TAGS: id, e_ALARMS_STATE: alarm_state, tag=tagof(id))
Vehicle_GetAlarms(vehicleid)
Vehicle_SetDoorState(VEHICLE_FRAMEWORK_TAGS: id, e_DOOR_STATES: hood, e_DOOR_STATES: trunk, e_DOOR_STATES: driver, e_DOOR_STATES: passenger, tag=tagof(id))
Vehicle_GetDoorState(vehicleid, &e_DOOR_STATES: bonnet, &e_DOOR_STATES: boot, &e_DOOR_STATES: driver, &e_DOOR_STATES: passenger)
Vehicle_GetDoorsLockState(vehicleid)
Vehicle_SetDoorsLockState(VEHICLE_FRAMEWORK_TAGS: id, e_DOOR_LOCK_STATES: door_state, tag=tagof(id))
Vehicle_SetTireState(VEHICLE_FRAMEWORK_TAGS: id, e_TIRE_STATUS: rear_right_tire, e_TIRE_STATUS: front_right_tire, e_TIRE_STATUS: rear_left_tire, e_TIRE_STATUS: front_left_tire, tag=tagof(id))
Vehicle_GetTireState(vehicleid, &e_TIRE_STATUS: rear_right_tire, &e_TIRE_STATUS: front_right_tire, &e_TIRE_STATUS: rear_left_tire, &e_TIRE_STATUS: front_left_tire)
Vehicle_GetNumberPlate(vehicleid, plate[], len = sizeof(plate))
Vehicle_SetNumberPlate(VEHICLE_FRAMEWORK_TAGS: id, const plate[], tag=tagof(id))
Vehicle_GetWindowsNumber(vehicleid)
Vehicle_SetWindows(VEHICLE_FRAMEWORK_TAGS: id, e_WINDOWS_STATES: driver, e_WINDOWS_STATES: passenger, e_WINDOWS_STATES: backleft, e_WINDOWS_STATES: backright, tag=tagof(id))
Vehicle_GetWindows(vehicleid, &e_WINDOWS_STATES: driver, &e_WINDOWS_STATES: passenger, &e_WINDOWS_STATES: backleft, &e_WINDOWS_STATES: backright)
Vehicle_SetPanelStates(VEHICLE_FRAMEWORK_TAGS: id, e_PANEL_STATES: front_left_panel, e_PANEL_STATES: front_right_panel, e_PANEL_STATES: back_left_panel, e_PANEL_STATES: back_right_panel, tag=tagof(id))
Vehicle_GetPanelStates(vehicleid, &e_PANEL_STATES: front_left_panel, &e_PANEL_STATES: front_right_panel, &e_PANEL_STATES: back_left_panel, &e_PANEL_STATES: back_right_panel)
Vehicle_SetBumperStates(VEHICLE_FRAMEWORK_TAGS: id, e_PANEL_STATES: front_bumper, e_PANEL_STATES: rear_bumper, tag=tagof(id))
Vehicle_GetBumperStates(vehicleid, &e_PANEL_STATES: front_bumper, &e_PANEL_STATES: rear_bumper)
Vehicle_GetWindshieldState(vehicleid, &e_PANEL_STATES: windshield)
Vehicle_SetColor(VEHICLE_FRAMEWORK_TAGS: id, color1, color2, tag=tagof(id))
Vehicle_GetColor(vehicleid, &color1, &color2)
Vehicle_SetInterior(VEHICLE_FRAMEWORK_TAGS: id, interiorid, tag=tagof(id))
Vehicle_GetInterior(vehicleid)
Vehicle_SetVirtualWorld(VEHICLE_FRAMEWORK_TAGS: id, virtual_world, tag=tagof(id))
Vehicle_GetVirtualWorld(vehicleid)
Vehicle_SetDimensionInfo(VEHICLE_FRAMEWORK_TAGS: id, interiorid, virtual_world, tag=tagof(id))
Vehicle_GetDimensionInfo(vehicleid, &interiorid, &virtualworld)
Vehicle_SetPaintjob(VEHICLE_FRAMEWORK_TAGS: id, paintjobid, tag=tagof(id))
Vehicle_GetPaintjob(vehicleid)
Vehicle_GetSeatsNumber(vehicleid)
Vehicle_IsOccupied(vehicleid)
Vehicle_GetLastDriver(vehicleid)
Vehicle_AttachTrailer(vehicleid, trailerid)
Vehicle_DetachTrailer(vehicleid)
Vehicle_GetTrailer(vehicleid)
Vehicle_GetTrailerCab(trailerid)
Vehicle_SetRespawnDelay(VEHICLE_FRAMEWORK_TAGS: id, respawn_delay, tag=tagof(id))
Vehicle_GetRespawnDelay(vehicleid)
Vehicle_GetOccupiedTime(vehicleid)
Vehicle_GetRespawnedTime(vehicleid)
Vehicle_GetSirenEnable(vehicleid)
Vehicle_AddComponent(VEHICLE_FRAMEWORK_TAGS: id, componentid, tag=tagof(id))
Vehicle_RemoveComponent(vehicleid, componentid)
Vehicle_CanHaveComponent(vehicleid, componentid)
Vehicle_GetComponentInSlot(vehicleid, e_VEHICLE_COMPONENT_SLOT: slot)
Vehicle_GetComponentType(vehicleid, componentid)
Vehicle_SetHealth(vehicleid, Float:health)
Vehicle_GetHealth(vehicleid, &Float:health = 0.0)
Vehicle_Repair(vehicleid)
Novi callbackovi:
OnVehicleFirstSpawn(vehicleid);
OnVehicleDestroy(vehicleid);
OnGroupInitialize(VehicleGroup: groupid);
OnGroupAdd(VehicleGroup: groupid, vehicleid);
OnGroupRemoveMember(VehicleGroup: groupid, vehicleid);
OnGroupClear(VehicleGroup: groupid);
OnVehiclePaintjobChange(vehicleid, paintjobid);
OnTrailerHook(vehicleid, trailerid);
OnTrailerUnhook(vehicleid, trailerid);
OnVehicleHealthChange(vehicleid, Float:health);
Postoji jos toga dosta da se objasni, pogledajte https://github.com/Mergevos/samp-vehicle-framework/wiki
Download link: ```sampctl p install Mergevos/samp-vehicle-framework``` ili ako ne koristite sampctl idite na https://github.com/Mergevos/samp-vehicle-framework/releases i skinite poslednju verziju.
Scan link: Github
Credits: Ja za pravljenje skripte, doprinosioci i svi ostali koji su nesto uradili ili dali neku ideju, i nekim tamo likovima ciji sam blinker system uzeo i integrisao u ovu biblioteku
vehicle-framework | Pojednostavljene funkcije za vozila | Nove stvari | Fixevi!
1,942
pregleda
6
postova
23. Sep. 2021.
Veoma lijepo odradjeno.
Necu da zamaram sitnim PRovima ali
Mislim da neka vozila imaju mogucnost smijestanja vise od 4 igraca u vozilu.
Ovo bih imenovao drugacije npr
Logika iza ovoga je da tvoj iterator ne sadrzi grupe vozila nego vozila u grupi.
Sve u svemu, odavno niko sa nasih prostora nije napisao bas koristan include, i vrijeme je bilo.
Jako lijepo odaradjeno i veliki respect za offset blinkera 😄
Necu da zamaram sitnim PRovima ali
Vehicle_gsIsOccupiedMislim da neka vozila imaju mogucnost smijestanja vise od 4 igraca u vozilu.
Iterator: Vehicle_gsGroups[VehicleGroup: MAX_VEHICLE_GROUPS]Ovo bih imenovao drugacije npr
Vehicle_gsGroupVehiclesLogika iza ovoga je da tvoj iterator ne sadrzi grupe vozila nego vozila u grupi.
Sve u svemu, odavno niko sa nasih prostora nije napisao bas koristan include, i vrijeme je bilo.
Jako lijepo odaradjeno i veliki respect za offset blinkera 😄
24. Sep. 2021.
// xunder wrote on September 23, 2021, 6:32 pm:
Veoma lijepo odradjeno.
Necu da zamaram sitnim PRovima ali
Mislim da neka vozila imaju mogucnost smijestanja vise od 4 igraca u vozilu.
Ovo bih imenovao drugacije npr
Logika iza ovoga je da tvoj iterator ne sadrzi grupe vozila nego vozila u grupi.
Sve u svemu, odavno niko sa nasih prostora nije napisao bas koristan include, i vrijeme je bilo.
Jako lijepo odaradjeno i veliki respect za offset blinkera 😄
Necu da zamaram sitnim PRovima ali
Vehicle_gsIsOccupiedMislim da neka vozila imaju mogucnost smijestanja vise od 4 igraca u vozilu.
Iterator: Vehicle_gsGroups[VehicleGroup: MAX_VEHICLE_GROUPS]Ovo bih imenovao drugacije npr
Vehicle_gsGroupVehiclesLogika iza ovoga je da tvoj iterator ne sadrzi grupe vozila nego vozila u grupi.
Sve u svemu, odavno niko sa nasih prostora nije napisao bas koristan include, i vrijeme je bilo.
Jako lijepo odaradjeno i veliki respect za offset blinkera 😄
Hvala za sve, dobra opažanja.
Otvori samo issue i zapisi ovo na engleskom, bio bih zahvalan. <3
Morate biti prijavljeni da biste odgovorili na ovu temu.
Prijava
