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  open.mp
Posted by: Heaven - 2019-04-20, 11:26 PM - Forum: Questions and Suggestions - Replies (4)

What language will open.mp use to write a mod?


  IV.Digital - Community meeting on TeamSpeak! (Hour from now)
Posted by: Jack F. Dunford - 2019-04-20, 10:54 PM - Forum: General Discussions - No Replies

We'll?discussall things IV.Digital and what to expect from the OpenMP DM server, as well as other game servers--and we're inviting people?outside the?community to participate!





The?Teamspeak IP is "ts3.iv.digital" and the meeting commences at 8 PM Eastern today (an hour from this post time)



P.s. You're welcome to take 2-4 shots of your favorite liquor before attending.


  Trucking Server
Posted by: solstice - 2019-04-20, 09:08 PM - Forum: General Discussions - Replies (17)

Hey, I have decided to create a new trucking server gamemode from scratch, I need some ideas so I can finish and release it on this forum.



I was thinking to livestream it on twitch too, but not sure if I should do that. There's a poll, so you can vote.



Post your ideas and I'll implement some if I find them interesting & useful.


  SA-MP Chatlog organizer.
Posted by: BrunoBM16 - 2019-04-20, 08:04 PM - Forum: Releases - Replies (1)

An ASI which will automatically organize chat logs for you.



Rather than just creating a chatlog.txt file, the client will create the file with date and time as name (year-month-day hour.minutes.seconds.txt), on a folder called "Chatlogs" which will be located on your?GTA San Andreas User Files\SAMP folder.



Supported versions: 0.3.7-R1, 0.3.7-R2, 0.3.7-R3 and 0.3.DL



Download:?here

Source code:?here


Smile Textdraw show rule of sv RP
Posted by: #Beer - 2019-04-20, 04:09 PM - Forum: Filterscripts - No Replies




Link download & password?here.



Usage: Press "H" key

In file server.cfg add?useartwork 1





Author: FrogKid from PLAYGTA TEAM


  [Showcase/Mapp] Arab mapping in process
Posted by: Apex - 2019-04-20, 04:05 PM - Forum: Videos and Screenshots - Replies (9)

My contact on discord is #Apex0687

This mapp is for a military server.



on the map there are things that need to be deleted, therefore, the environment is a bit bad.



[Image: sa-mp-000.png]

[Image: sa-mp-001.png]

[Image: sa-mp-002.png]

[Image: sa-mp-003.png]

[Image: sa-mp-004.png]

[Image: sa-mp-005.png]

[Image: sa-mp-006.png]

[Image: sa-mp-007.png]

[Image: sa-mp-008.png]

[Image: sa-mp-009.png]


[Image: sa-mp-010.png]

[Image: sa-mp-011.png]

[Image: sa-mp-012.png]

I understand that I must erase things from the environment and make it a little more destroyed, I will do that, there will be places which can be accessed, which are many.



[Image: sa-mp-013.png]


  Fixes from SAMP Addon
Posted by: iReal Worlds - 2019-04-20, 03:33 PM - Forum: Questions and Suggestions - Replies (6)

I would like to suggest that all the fixes from the SAMP addon mod (https://gtaforums.com/topic/760017-samp-addon/) be implemented in the version which adds a client as well as a server.


  SA:MP specific objects
Posted by: BloodMaster - 2019-04-20, 02:16 PM - Forum: Questions and Suggestions - Replies (6)

As we know, SA:MP has many objects added that are not in GTA:SA by default.

Will those objects be featured in open.mp.

My guess is that they're copyrighted, so we're gonna have to import them ourselves with our own risk.





Also, maybe just a?thread for small questions would be great! :)


  Yet Another Lua Plugin
Posted by: IllidanS4 - 2019-04-20, 01:57 PM - Forum: Plugins - No Replies






Introduction

This plugin allows you to use Lua, your favourite dynamic flexible scripting language, in SA-MP, for all purposes, be it sandboxing user scripts, debugging the server, or developing filterscripts and gamemodes. YALP provides lightweight and flexible Lua environment that can use existing or future natives from SA-MP or plugins.



The main feature of YALP is a powerful interop API to interact with existing Pawn natives and callbacks. It is very easy to call existing functions, without needing to declare them anywhere:

Code:
interop.native.SetPlayerPos(0, 1235.31, -2331.84, 12.33)

YALP automatically converts all arguments to their proper Pawn cells, and allows you to specify what the function returns in the actuall call. All standard cell and single-dimensional array types are supported.



Callbacks can be specified in a similar simple way:

Code:
function interop.public.OnPlayerConnect(playerid)

? -- ...

end



Thanks to these mechanisms, you can use any framework you want, or build your own in Lua, without depending on new versions of this plugin.



Configuration

There is no special XML, JSON or other configuration of this plugin, because you can specify everything when you create a new Lua state (you can create any number you wish, and run any code inside). You can specify what packages should be loaded or available in the Lua instance, how much maximum memory it should take, or even limit for how long Lua functions can run.



Features

All standard Lua packages are available (although some of the more unsafe ones aren't allowed by default). The powerful interop package can interface with any Pawn native function or callback. There is also an advanced timer library with support for simple asynchronous functions (with Lua coroutines) and all sorts of timers. The remote package contains functions for remote communication between two separate Lua instance (via serialization or proxies).



The standard Lua packages are also enhanced with a couple of useful functions. Please see the wiki for a list of all new functions.



The Pawn API is basically a port of the Lua C API, allowing advanced manipulation of the Lua machine. It is recommended to use the Lua API, since it can do everything that Pawn can do, but if you need to interact with an existing complex Pawn library, it is possible as well.



Sample code

Code:
#include <a_samp>

#include <YALP>



public OnFilterScriptInit()

{

??? new Lua:l = lua_newstate(); // creates a new Lua instance

?? ?

??? if(lua_loadfile(l, "script.lua")) // loads a Lua script and returns an error code

??? {

??????? lua_stackdump(l); // prints the stack for more information about the error

??????? return;

??? }

??? lua_bind(l); // binds the Lua instance to the current Pawn filterscript/gamemode, so all interation with it is rerouted to Lua

??? // if the binding succeeds, this code is not run (and the Lua instance is destroyed if the script is unloaded)

??? lua_stackdump(l);

}

Code:
-- script.lua

local interop = require "interop"

interop.native.print("Hello from Lua!")


  SACNR-samp
Posted by: iSpark - 2019-04-20, 01:32 PM - Forum: Libraries - No Replies

This is a library which provides (for now) one function which returns information about any server present in monitor.sacnr.com



https://github.com/Ronnie-Skylar/sacnr-samp



Further information is present in the repository itself.



Credits

Me

IllidianS4 for pawnplus

GiamPy?