SampSharp
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A framework for writing game modes for SA-MP in C#. SA-MP is a free Massively Multiplayer Online game mod for the PC version of Rockstar Games Grand Theft Auto: San Andreas.
OS: Debian 10 Error: `Segementation fault` during plugin from master loading (no error with v0.9.3) Debug Trace: ``` #0 0x0818d9c0 in std::filesystem::__cxx11::path::_M_split_cmpts() () #1 0xee9ccf3e in std::filesystem::__cxx11::path::path (__source=..., this=0xffffcc84) at...
With the following code, `/v tug` does not work (Usage message displayed), but `/v Tug` works. ```cs [Command("vehicle", "veh", "v", DisplayName = "v")] private static void SpawnVehicleCommand(Player player, VehicleModelType model)...
#411 Added extension method which returns the player's vehicle is currently in
Hi, Using SampSharp 0.10.1 ECS, player.Vehicle returns SampSharp.Entities.EntityID instead of Vehicle. Is this the intended behaviour? If so how do I retrieve the Vehicle instance from EntityID? Thanks.
**todo** - [x] Parser structure - [ ] Argument parsing - [ ] Command overloading - [ ] Usage messages - [ ] Structure for help commands - [ ]...
Requirements: - (most) code should be shared between GM/ECS - should support RCON commands and player commands - command groups - command overloads - permission requirements for player commands -...
Hi, i need to show a dialog asynchronously using SampSharp.Entities framework. How can i do that? Thanks.
It would be great to work with the object edit awaiting it instead of using events. Just like in the dialogs. Example: ```Csharp await myObject.EditAsync(); Console.WriteLine("Finished editing"); ```
I created a two variants of same command: A) `/admin skin [targetPlayerId] [skinId]` B) `/admin skin [skinId]` All parameters are int. When the server loads in the console log I...
If I do `player.Name = "$^&*#аооплапо";` there is no exception and name is not changed. On PAWN we get return code -1 meaning "The name can not be changed (it's...