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  NPC's of GTA SA
Posted by: G0NZ4L0 - 2019-04-26, 03:22 PM - Forum: Questions and Suggestions - Replies (3)

It would be nice if there was a way to put the NPCs that the GTA San Andreas brings as well as FiveM in GTA V that you can leave to the NPC's that use cars, they go on the street, that's the same but in here with Open.mp and that Of course, we could interact with them by adding functions, etc ...



And of course, if it is added, it may also be that they can be activated or deactivated through the server configuration.



(Sorry if it's a bad English but you know the Google translator xD)


  Anticheat incorporado
Posted by: Soichiro - 2019-04-25, 10:11 PM - Forum: Discusi?n GTA SA Multijugador - Replies (6)

Deberian incorporar un anticheat para los sobeit, cleos y ect para que estos no puedan usarse si el jugador activa esta opcion.


  Open:MP and MTA:SA
Posted by: Jusonex - 2019-04-25, 07:05 PM - Forum: Questions and Suggestions - Replies (36)

Hello,



before I start, let me very quickly introduce myself. I am a member of the MTA Team and actively developing MTA. This post is as well approved by the other team members.



We?ve been silently observing what?s currently happening with SA:MP and you for the past few days. We decided to wait a bit till the turmoil in the SA:MP scene cooled down a bit - that?s why we haven?t said anything earlier.



In our opinion, the current situation is a great chance for MTA:SA and SA:MP to come closer. We do understand that you?re not happy with the current situation, but we believe that starting another multiplayer project from nearly ground up seems counterproductive for an ancient game like GTA:SA. We love San Andreas - just as you do - although player counts are stable, we can?t deny it?s difficult to attract new players, especially considering the change in demographic.



Instead, we?d like to encourage you to think about joining the MTA community. Talking about technical details, we think that implementing an SA:MP compatibility layer for MTA is totally possible and an optimal long-term solution. On the other hand it will also get you faster to an initial release (which we assume is one of your greatest problems).

To mention some stats: During the past three years, we released four new versions in addition to lots of rolling-release fixes and anticheat updates whereas the last official SA:MP release is more than four years ago (according to sa-mp.com).



Apart from a few exceptions, MTA is technically already capable of ?emulating? all features SA:MP has and we?re sure - with your help as experienced developers - we?ll be able to address the remaining exceptions together as well.



Furthermore, we already have a resource called amx (https://github.com/multitheftauto/mtasa-resources/tree/master/%5Bgamemodes%5D/%5Bamx%5D) that runs a Pawn virtual machine inside MTA. Unfortunately, it?s outdated since a couple of years and probably needs refactoring, but the general approach works.



In the end, we?re sure that it will be a win-win situation for both sides and is a great opportunity for both communities: Besides more workforce and fresh ideas, we?d benefit from better gameplay diversity for our players and you?d delight in an influx of new players (e.g. ?die-hard? MTA fans) and lots of new scripting features.



If you have doubts about any kind of possible issues, we?d be happy to discuss them with you.



Kind regards,

- on behalf of the MTA Team


  tag mismatch?
Posted by: mr_sacrimoni - 2019-04-25, 02:07 PM - Forum: Pawn Scripting - Replies (11)

PHP Code:
482: if(isequal(operator_str"")) {

483:? ? ?if(int_check == 1PlayerInfo[playerid][pInfo:id] = strval(str_split[1]);

484:? ? ?else if(int_check == 2PlayerInfo[playerid][pInfo:id] = floatstr(str_split[1]);

485: }

486:?else {

487:? ? ?if(int_check == 1PlayerInfo[playerid][pInfo:id] = strval(str_split[1]);

488:? ? ?else if(int_check == 2PlayerInfo[playerid][pInfo:id] = floatstr(str_split[1]);

489:? ? ?else format(PlayerInfo[playerid][pInfo:id], 256"%s"str_split[1]);

490: } 



.pwn(488) : warning 213: tag mismatch



It's funny because lines 484 and 488 are basically the same, just the different operator and yet I get an error on 488. Why?


  Looking for scripters/helpers? Post here!
Posted by: Shady - 2019-04-25, 12:55 PM - Forum: Pawn Scripting - No Replies

1. Only post if you are looking for someone to help you, or want someone to write a script for you.



2. Do not reply to posts in this thread, PM them. This is not a discussion thread.



3. If you no longer need anyone to help you, edit your post and replace it with -Delete- (or something similar) and it will be deleted



4. Do not make multiple posts, post once per server.



5. Do not repeatedly request for your post to be deleted just to make a new one.



6. You must be the server owner.



Credits to Cessil for original thread.


  Will open.mp server support ARM?
Posted by: ohmios - 2019-04-25, 01:40 AM - Forum: Questions and Suggestions - Replies (4)

On?https://www.open.mp/progress I saw a merge request titled "Clang, ARM cross-build support".

Could this mean that open.mp server will support ARM so that it can run on devices such as the Raspberry Pi?


  Official server listing
Posted by: Jack F. Dunford - 2019-04-24, 09:05 PM - Forum: Questions and Suggestions - Replies (11)

What will be the requirements? My suggestion is that servers who show quality management and development become official. Not just the most popular, but also the up and coming to drive them dedicated traffic they need to succeed. It's also not far fetched to suggest people pay a fee to maintain the listing as a way to give back to OpenMP/Burgershot.


Lightbulb UGMP and open.mp teams should work together, change my mind
Posted by: ronfino - 2019-04-24, 07:24 PM - Forum: General Discussions - Replies (10)

^

I've?sent a message recently in the discord?about a possibile division of the players between the two communities,?UGMP and open.mp, then actual devs replied and?turns out that the UGMP code could be easily integrated in the open.mp code.

OpenGround.MP when? I really love this idea, they're both ambitious projects, i hope it'll happen.


  VisualTexture l Pawn - SA:MP
Posted by: MrHind - 2019-04-24, 06:57 PM - Forum: Videos and Screenshots - No Replies

[Image: Captura.PNG]



VisualTexture is a multi-tool that has been created with the purpose of having access to certain things in case a person is programming his Gamemode and does not have Internet connection to visualize things like:



Quote:.- ID Characters / Skins.

.- Vehicle ID.

.- Data on Textures.

.- Etc.



They exist and there is also one other tool which can help in these cases, but these tools are a little "incomplete", so you could say that you only have access to these options, only in the form of text, and not visual , so I find myself improving these aspects.

Some of the options that VisualTexture brings have been created by me, and my development team, some others have been added within VisualTexture. It should be noted that these same would also be optimized and done differently with the passage of time.







  Fast testing and debugging
Posted by: Sasino97 - 2019-04-24, 04:48 PM - Forum: Questions and Suggestions - Replies (1)

Hello, I have two new suggestions (for when the times open.mp client will be made).



1. Fast Testing

Please, make that after compiling the new script, you can quickly test?it without a GMX or reloadfs. This could create some problems in some scenarios where a restart is necessary?of course, but in many cases it will just speed the workflow up (for example when dealing with text draws).



2. Debugging

Allow breakpoints, pausing, changing the instruction pointer's position?and reading/writing variables?at runtime (without pausing the multiplayer sync). Also it would be cool to integrate in the compiler a tool that generates sort of .pdb files, which would give you line numbers and positions when a runtime error occurs.



Thanks.