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  Add to OpenMP - Criminal Russia
Posted by: Feelestyle - 2019-05-24, 01:48 PM - Forum: Questions and Suggestions - Replies (6)

Quote:This is the thought of one person who is serovno, what others will say besides the developers :)




Hi, my nickname?is Feelestyle and your multiplayer will play the most Russian users, why not add Russia to your project? "CRMP"

Naturally, the San Andreas engine will not be able to pull all of Russia, but add part of Russia to the Moscow Region. It would be interesting to see how it turned out.



There is also such a question:



??Is it possible to get a team to play the role of tester of your multiplayer and what do you need for this?








  PawnDoc to Markdown Documentation
Posted by: Ahmad45123 - 2019-05-24, 02:52 AM - Forum: Releases - No Replies

Hello,

Not sure if anyone will find this useful but this parses for PAWN documentation in any pawn files and then create markdown files that is usable in GitHub Wiki. The tool was originally made by me to parse YSI for all the docs and create a kind of?proper wiki.

How to use:
Basically just select the files you want to parse for pawn doc and then select an output folder and click that button and ta da.. You have a complete wiki.

Examples:
YSI by Y_Less - https://github.com/pawn-lang/YSI-Includes/wiki
Dynamic Doors by Crayder - https://github.com/Crayder/Dynamic-Doors...amic-doors

Download:
Download Binary Only
Github Source


  Camera Manipulation
Posted by: Pinch - 2019-05-23, 01:48 PM - Forum: Questions and Suggestions - No Replies

Hello Community, I came with great idea about Camera Manipulation!?

Code:
native CreatePlayerCamera(playerid, Float:X, Float:Y, Float:Size);
- playerid = Who's camera to be created?
- X, Y = 2D Coords for UI (like textdraw)
- Size = Size of UI
I also recommend to just Copy-Paste TextDraw UI and edit it to works with Cameras cuz every argument we need like size, outline, shadow is there...?

Code:
native AttachPlayerCameraToPlayer(playerid, targetid);
Show playerid's camera to targetid as UI

Also attaching cameras to objects will be great thing!


  The Language Thread
Posted by: Sasino97 - 2019-05-23, 11:36 AM - Forum: Life - Replies (24)

Hi guys! This is a thread about languages!
Feel free to answer a few or all of the following questions; I will answer them first:

What languages do you speak??

  • Italian (native)
  • English (good)
  • Spanish (Latin America) (good)
What languages did you partially learn?
  • French (basic skills)
  • Japanese (read슸 hiragana, katakana, ~150 kanji,?basic conversation)
  • Arabic (read슸 the alphabet, pronunciation of words)
  • Wolof (simple everyday conversation)
What languages are you learning now??
  • Portuguese (Brazil) (beginner)
  • Mandarin Chinese (beginner)
(update: no longer learning them now)

What languages would you like to learn in the future?
  • Korean
  • Russian


  Deleted post
Posted by: James - 2019-05-23, 08:19 AM - Forum: Videos and Screenshots - Replies (7)

Empty


  Custom Modifications on the Server
Posted by: Yurs - 2019-05-22, 05:13 PM - Forum: General Discussions - Replies (1)

I do not know if it's too early to talk about it, but come on.



I am currently creating a server in the version of SA-MP 0.3-DL and to see openMP I was very interested, however the following question is: Will you have custom modifications like 0.3-DL or not? And what do you think of that?



I particularly think much of the time,

my server simulates Brazil and being so I can put changes of the police and such, giving a more Brazilian aspect to all the players, objects too!


  Players Count
Posted by: Trox - 2019-05-22, 04:35 PM - Forum: General Discussions - Replies (2)

yo guys .. today i was googling some news about samp and i discovered this website -?samp-servers.net . What do you know about it ? i mean i saw that?the number of players increased enormous but at the same time it has duplicated servers [ ip dns ].[url=https://samp-servers.net/][/url]



I mean , i heard smt that sa-mp.com doesnt count really good the number of players ... so in the end whats the truth , whats the real number of players?


  [SHW][MODDING] El Corona Streets v0.0.1 ALPHA
Posted by: Freeze - 2019-05-22, 04:24 PM - Forum: Videos and Screenshots - Replies (3)

I'm starting a map in El Corona, creating a new street in place of the existing (and useless) shed, and joining what used to be a cul-de-sac to alhambra street.




  Attach players to objects/vehicles
Posted by: Caledonite - 2019-05-22, 04:02 PM - Forum: Questions and Suggestions - No Replies

Hi.



I'm suggesting the ability to attach players/peds to the vehicles, which means they can't like fall off and are basically "stuck" to the vehicle. For the objects, there could be such thing like walking on the wall side, with being 90 degrees rotated towards left or right. Not certain if that's possible, but it'd be a nice thing.


  Timers module
Posted by: Y_Less - 2019-05-22, 03:15 PM - Forum: Development Updates - Replies (32)

This is a sneak-peek at one of the improved modules we've done, for timers in open.mp:

PHP Code:
native SetTimer(const func[], msIntervalbool:repeat) = SetTimerEx;
native SetTimerEx(const func[], msIntervalbool:repeat, const params[], GLOBAL_TAG_TYPES:...);
native KillTimer(timer) = Timer_Kill;

// CreateTimer
native Timer:Timer_Create(const func[], usDelayusIntervalrepeatCount, const params[] = ""GLOBAL_TAG_TYPES:...);

// KillTimer
native bool:Timer_Kill(Timer:timer);

// Return time till next call.
native Timer_GetTimeRemaining(Timer:timer);

// Get number of calls left to make (0 for unlimited).
native Timer_GetCallsRemaining(Timer:timer);

// Get `repeatCount` parameter.
native Timer_GetTotalCalls(Timer:timer);

// ?Get `usInterval` parameter.
native Timer_GetInterval(Timer:timer);

// Reset time remaining till next call to `usInterval`.
native bool:Timer_Restart(Timer:timer); 

The first two are just for backwards-compatibility, the rest are the improved API:

PHP Code:
native Timer:Timer_Create(const func[], usDelayusIntervalrepeatCount, const params[] = ""GLOBAL_TAG_TYPES:...); 
  • `func` - Fairly obvious; what to call.
  • `usDelay` - Again obvious, the delay before the call (in microseconds).
  • `usInterval` - What to reset `usDelay` to after the first call. ?So if you wanted a timer on the hour every hour, but it was 8:47am right now, the call would be `Timer_Create("OnTheHour", 780 SECONDS, 3600 SECONDS, 0);`
  • `repeatCount` - Unlike the old functions, which are just "once" or "forever", this instead takes the number of times to call the function. ?"once" would be `1`, `500` would stop after 500 calls, and (backwards from the old API) `0` means "forever".
  • `GLOBAL_TAG_TYPES` - Like `{Float, ...}`, but with more tags.