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PAWN skriptanje, gamemodovi, filterskripte, include fajlovi, mape, pluginovi => FilterScripte, Include, Pluginovi za SA-MP => Filterskripte & include fajlovi => Temu započeo: Mergevos poslato Septembar 22, 2021, 15:50:37 POSLE PODNE

Naslov: vehicle-framework | Pojednostavljene funkcije za vozila | Nove stvari | Fixevi!
Poruka od: Mergevos poslato Septembar 22, 2021, 15:50:37 POSLE PODNE
Tip: Include/Biblioteka
Slike ili Video: Nema, ako treba skontace se nesto
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[MAX_NUMBER_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
Naslov: Odg: vehicle-framework | Pojednostavljene funkcije za vozila | Nove stvari | Fixevi!
Poruka od: // xunder poslato Septembar 23, 2021, 20:32:57 POSLE PODNE
Veoma lijepo odradjeno.
Necu da zamaram sitnim PRovima ali

Vehicle_gsIsOccupied[MAX_VEHICLES][4]
Mislim da neka vozila imaju mogucnost smijestanja vise od 4 igraca u vozilu.

Iterator: Vehicle_gsGroups[VehicleGroup: MAX_VEHICLE_GROUPS]<MAX_VEHICLES>
Ovo bih imenovao drugacije npr
Vehicle_gsGroupVehicles
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 :D
Naslov: Odg: vehicle-framework | Pojednostavljene funkcije za vozila | Nove stvari | Fixevi!
Poruka od: Mergevos poslato Septembar 24, 2021, 11:36:27 PRE PODNE
Citat: // xunder poslato Septembar 23, 2021, 20:32:57 POSLE PODNE
Veoma lijepo odradjeno.
Necu da zamaram sitnim PRovima ali

Vehicle_gsIsOccupied[MAX_VEHICLES][4]
Mislim da neka vozila imaju mogucnost smijestanja vise od 4 igraca u vozilu.

Iterator: Vehicle_gsGroups[VehicleGroup: MAX_VEHICLE_GROUPS]<MAX_VEHICLES>
Ovo bih imenovao drugacije npr
Vehicle_gsGroupVehicles
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 :D

Hvala za sve, dobra opažanja.
Otvori samo issue i zapisi ovo na engleskom, bio bih zahvalan. <3
Naslov: Odg: vehicle-framework | Pojednostavljene funkcije za vozila | Nove stvari | Fixevi!
Poruka od: Mergevos poslato April 04, 2023, 18:32:58 POSLE PODNE
Tema je refreshovana jer bih voleo da sto vise ljudi ostavi svoje mislenje, jer je ista biblioteka updated, i bice odrzavana zbog open.mp
Naslov: Odg: vehicle-framework | Pojednostavljene funkcije za vozila | Nove stvari | Fixevi!
Poruka od: devster poslato April 04, 2023, 21:46:34 POSLE PODNE
Odlican kao i uvek :)
Naslov: Odg: vehicle-framework | Pojednostavljene funkcije za vozila | Nove stvari | Fixevi!
Poruka od: schatzi poslato April 05, 2023, 09:42:29 PRE PODNE
super super