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  TDEditor - New TextDraw creator with Preview models.
Posted by: Rafael_Rosse - 2019-04-18, 01:12 AM - Forum: Filterscripts - Replies (5)

Moved to GitHub: https://github.com/adri1samp/TDEditor

[Image: W6qNTlDSkYA.jpg]



The authors:

Romzes is the developer of the current modification.

adri1 is the author of the original version.





Current version TDEditor v2.3 ? Download: Yandex Disk



Right-click, click, open, preview, model, color. by text or color






Change fix

Everything is fully translated into Russian.

Added the ability to add comments to each of the textdraw separately.

(You need to click the mouse wheel on the Text icon)

Added the ability to hide each textdraw separately.

(You need to press SHIFT H)

Added a list of standard sprites.

Added support for Russian text in textdraw.

(Only for input through the dialog box, only English text is typed from the keyboard.)

Added the ability to select or deselect all textdraw at once.

A confirmation window has been added for exporting, deleting and copying.

The group editing mode has been reworked, it has become more convenient and more features have appeared.

(To enter it, right-click on the Manage icon)

Fixed a bug when buttons from the keyboard were pressed in a minimized game.

In view mode, the toolbar is completely hidden.

Fixed a bug with the transfer toolbar.

Reworked the appearance of some dialog boxes.

Many small and not only bug fixes.

Fixed bug with saving Russian text to files.

Added support for Russian titles for projects.

Slightly improved export projects.

You can set your own name for variables when exporting.

Added support for custom objects 0.3.8.





Control

CTRL N - Create a TextDraw.

CTRL X - Delete TextDraw.

CTRL C - Copy TextDraw.

CTRL H - Hide TextDraw.

CTRL I - Information about TextDraw.

CTRL R - Turn on the red line.

CTRL B - Move Control Panel.

END - Enter the view mode.

HOME - Enable pixel lock. (The position of the text of the game when moving will be rounded to a whole number

DELETE - Turn off group edit mode. (Only works if multiple textframes are selected)





[Video: https://www.youtube.com/watch?v=cYxV6S-sjbE]



Download

https://github.com/adri1samp/TDEditor







Installation

You have to install Microsoft Visual C 2010 Redistributable Package (x86) to run TDE



1. Download TDEditor

2. Copy TDE.pwn and TDE.amx to your filterscripts server folder.

3. Copy TDE.dll and sscanf.dll to your plugins server folder (create if you haven't)

4. Edit your server.cfg and add TDE in filterscripts, TDE and sscanf in plugins lines, example here.

5. Copy TDE.txd to C:/.../GTA San Andreas/models/txd

6. Download and install Microsoft Visual C 2010 Redistributable Package (x86)

7. Copy all .dll files from DLL Files folder to your main server folder

8. Open your server.[/LEFT]





Old versions

- (1.17) MediaFire (Contains .txd, plugins, source, TDEditor)

- (1.16) MediaFire (Contains .txd, plugins, source, TDEditor)

- (1.15) SolidFiles (Contains .txd, plugins, source, TDEditor)

- (1.14) SolidFiles (Contains .txd, plugins, source, TDEditor)

- (1.13) SolidFiles (Contains .txd, plugins, source, TDEditor)

- (1.12) SolidFiles (Contains .txd, plugins, source, TDEditor)

- (1.1) SolidFiles (Contains .txd, plugins, source, TDEditor)











Changelog

1.18 - Add paths for projects and exports in scriptfiles

1.18 - AFK checker

1.18 - Negative objects models id in preview models for support 0.3.8 custom objects

1.18 - Export project system improved



1.17 - New edit mode (delta, group textdraw move)

1.17 - BUG FIXED: Sometimes, when you duplicate a TextDraw, duplicated textdraw disappears.

1.16 - PixelLock now works with TextDrawSize

1.16 - New and better GameTextPlayers info

1.16 - Textdraw duplication fixed

1.16 - /TDE Box fixed

1.16 - Position edition and dialog box size fixed

1.16 - Improvement on box sizing

1.15 - YSF is not necessary now, then, TDEditor works on 0.3.7 now.

1.14 - Added mirror feature when duplicating textdraw.

1.14 - Added pixel lock feature (Mouse movement will round to nearest whole values).

1.14 - Removed gametext display and changed with textdraw (gametext can get hidden behind textdraws).

1.14 - Pixel lock is home key.

1.13 - Add Key 'END' (/tde cursor if not works) to enable/disable SelectTextDraw on TDE.

1.13 - Fixed some bugs.

1.13 - If no more bugs, this is the latest version.

1.12 - Fixed 2 bugs with outline and shadow levels.

1.1 - Initial version 23/10/14





Tutorial



Button: Manage

[Image: 3vlkSbpBtWw.jpg]



Left click

Show all created TextDraws, and you can select a TextDraw to edit.



Right click

Right click doesn't perform any action.



Button: Export

[Image: JgEatXYupZg.jpg]



Left click

This button will create a Normal TextDraw.



Right click

Show dialog with more options (Sprites, preview models, box).



Button: Delete

[Image: Ys7zopvrK54.jpg]



Left click

Delete the selected TextDraw.

When you remove a TextDraw will be selected previous TextDraw.



Right click

Right click doesn't perform any action.





Button: Duplicate

[Image: uo4Mxl0MNdA.jpg]



Left click

This button will duplicate the selected TextDraw.



Right click

Right click doesn't perform any action.





Button: Font

[Image: KvjlDo2JpYc.jpg]



Left click

When you press this button, TextDraw will change the font.



Right click

Right click doesn't perform any action.





Button: Position

[Image: acnDxEN9mL4.jpg]





Left click

When this mode is enabled, you can move the TextDraw with mouse or keys.

You can ajust movement speed with the keys:



Right click

Will display a dialog for introduce exact cords.





Button: Size

[Image: cjoZtjIup5Q.jpg]





Left click

When this mode is enabled, you can edit the TextDraw text with the keyboard keys.

This script recognizes most of all keys, but it doesn't perform, you've a possibility to use right click.

The script will recognize most of the keys pressed, but if it does not works good, look right click.

[Image: BfEo.gif]



Right click

Will display a dialog for introduce text.





Button: Color





Left click

When this mode is enabled, you can edit the colors by moving the mouse at the corners (with left click pressed).



Right click

Will display a dialog with some functions (principal colors, exact color and combine colors).





Button: BG Color





Left click

It work like the 'Color' button (BoxColor).



Right click

Will display a dialog with some functions (principal colors, exact color and combine colors).





Button: LetterSize



Left click

When this mode is enabled, you can edit the letter size of the TextDraw with mouse or keys.

You can ajust movement speed with the keys:



Right click

Will display a dialog for introduce exact cords.





Button: Outline





Left click

When this mode is enabled, you can edit the Outline with mouse or keys.



Right click

Will display a dialog for introduce Outline level.





Button: Shadow





Left click

When this mode is enabled, you can edit the shadow with mouse or keys.

If outline is on you can't see the shadow.



Right click

Will display a dialog for introduce shadow level.





Button: Use Box



Left click

Enable/Disable the box of a normal TextDraw.



Right click

Right click doesn't perform any action.





Button: Alignment



Left click

Switches between different alignment types.



Right click

Right click doesn't perform any action.





The tutorial will continue down.



Button: Global/Player





Left click

Switches between Global TextDraw or PlayerTextDraw.

This function hasn't effect on TDEditor, only on the exported project.



Right click

Right click doesn't perform any action.





Button: Selectable





Left click

Enable/Disable the 'selectable mode' of the TextDraw.

This function hasn't effect on TDEditor, only on the exported project.



Right click

Right click doesn't perform any action.





Button: Proportionality



Left click

Enable/Disable the 'proportion' of the TextDraw.



Right click

Right click doesn't perform any action.





Button: Models



Left click

When this mode is enable, you can edit RotX, RotY, RotZ, Zoom (see video) by moving the mouse at the corners (with left click pressed).



Right click

Will display a dialog with some functions (change modelid, edit rotx, edit roty, edit rotz, edit zoom, edite vehicle color 1, edit vehicle color 2).





Button: Modelid


  distributed enumerators - enums
Posted by: hastlaking - 2019-04-18, 12:34 AM - Forum: Pawn Scripting - Replies (3)

example:



Code:
enum E_ADMIN_DATA



{

? ? ? e_admin_position_none = 0,

? ? ? e_admin_position_admin = 1

}



enum E_PLAYER_DATA



{

? ? ?e_id,

? ? ?e_name[MAX_PLAYER_NAME],

? ? ?E_ADMIN_DATA:e_admin,

}



new player[MAX_PLAYERS][E_PLAYER_DATA];

....



public OnPlayerConnect(playerid)

{

? ? ?// will it be like so.....?

? ? ?player[playerid][e_admin] = E_ADMIN_DATA:e_admin_position_none;

? ? ?return 1;

}



RetrieveAdminLevel(playerid, E_ADMIN_DATA:level)

{

? ? ? ?switch(level) { .... }

? ? ? ?return level;

}



can any of the code i gave as an example will help distributing data into enums/arrays to its usage?


  A logo I created years ago for my community
Posted by: JustMichael - 2019-04-18, 12:20 AM - Forum: Art - Replies (14)

The Story



So around about 5 - 6 years ago, after I had just left college and had gotten myself my first job as a UI/UX designer, at a fairly big company in the middle of Leicester. At this time I was also part time managing a game community I had previous started a year ago. So having been at this company for around 6 - 7 months I felt I had?learned enough that I started giving Logo design a chance, now this being my first time at it, it didn't go too well. Some of my designs were kinda crazy, and it wasn't until around about 3 months after I started trying to learn the process, I got stuck. I had hit a brick wall, for the life of me I wasn't able to get any further, my designs were all right?at this point but nothing creatively amazing.?



So at this?point in time my gaming community needed to be expanded, and it really did need a complete makeover, I had a decent website, but it was looking outdated (This was about the time I really pushed myself into web development). At this point I had been trying to perfect logo design and I had a community that needed work, so this is where I merged the two together and decided I was going to use my newly found talent for logo design, to come up with a logo that would take my community to the next level, of course at first this was anything but next level, they lacked the creativity and branding it needed. Which made me work harder and longer.



So I had just finished bringing my web development skills up to par with the latest trends at the time, and decided to take another go at designing a logo for my community, I had just watched about 8 - 9 videos on the process of designing a logo and how branding works. So I finally felt I?was ready, and I went to work designing and re-designing my logo, and it took a couple of revisions (12 to be exact)?before finally I got what I wanted. I had?finally created a logo that I felt I was very happy with, it fitted well with my current community and the colours were the correct fit. I had done it, given life back to my community. So this is where my story ends, and down below you can see the final outcome of my efforts.



The Final Outcome



[Image: logo-full.png]



I hope this inspires others to share their story as well as their designs :)


  Burgershot Outage Post-mortem
Posted by: Southclaws - 2019-04-18, 12:06 AM - Forum: Tech - No Replies

Hey everyone!



This is a post-mortem of the forum outage. This was reported?2019-04-17 at 21:28 GMT and resolved 2019-04-18 at 00:56 GMT.



The outage was caused by a disk filling up with logs from another service running on the same machine.



Cause of why the logs of this service reached 335237897538 bytes are currently unknown. It seems that Docker does not rotate logs for services that run indefinitely. The service in question has been online since October 2018 and log output has built up substantially.





Code:
-rw-r-----? 1 root root 335237897538 Apr 17 23:45 384a7fd0aff65a82d3dfb406767edcbf5a16d321404a5b1848cfdc3ead95f624-json.log



The node is configured with the default logging driver: https://docs.docker.com/config/container...json-file/



Steps to Prevent



So, to prevent this happening again I am going to do something I have been meaning to do for a long time and move logging aggregation to an external service. This is yet to be decided but I should have some time before this happens again.



In the meantime, I will be configuring AlertManager (Prometheus) to properly alert me (and potentially other staff members) of these issues ahead of time so we can mitigate these events before they happen.



-



Thank you for your understanding, we live and learn!


  I need some help with my /whois command.
Posted by: Stefhan - 2019-04-17, 07:20 PM - Forum: Pawn Scripting - Replies (2)

So I am trying to create a /whois command that does the following:



You type '/whois character Sean_Johnson' for example.



As a result, you get this string/msgbox:



SQLID: 10

Account: Stefhan

Characters: Sean_Johnson, Carl_Johnson, Kendl_Johnson

CHRIDS: 40, 41, 49

Level: 10, 5, 8



However, the info required is in two seperate tables (accounts & characters), which is where I get stuck. I simply don't know how to proceed. Can anyone guide me further? What is an?efficient way to do this??Am I even doing it right? I appreciate the assistance.



PHP Code:
CMD:whois(playeridparams[])

{

? ? if(
Account[playerid][Admin] >= 2)

? ? {

? ? ? ? new 
subcmd[30], scmd_params[30];



? ? ? ? if(
sscanf(params"s[30]S()[30]",subcmdscmd_params))

? ? ? ? ? ? return 
SendClientMessage(playeridCOLOR_INFO"/whois [character/chrid/account/sqlid]");





? ? ? ? 
// whois character subcmd

? ? ? ? if(strmatch(subcmd"character"))

? ? ? ? {

? ? ? ? ? ? new 
target[MAX_PLAYER_NAME], str[128];



? ? ? ? ? ? if(
sscanf(params"s[30]s[24]",subcmdtarget))

? ? ? ? ? ? ? ? return 
SendClientMessage(playeridCOLOR_INFO"/whois character [Character_Name(case sensitive)]");



? ? ? ? ? ? new 
query[250];

? ? ? ? ? ? 
mysql_format(MHRP_SQLquerysizeof(query), "SELECT SQLID FROM characters WHERE CharName = '%e'",target);

? ? ? ? ? ? 
mysql_tquery(MHRP_SQLquery"OnWhoIsCharacter""is"playeridtarget);

? ? ? ? }



? ? ? ? 
// whois chrid subcmd

? ? ? ? if(strmatch(subcmd"chrid"))

? ? ? ? {



? ? ? ? }



? ? ? ? 
// whois account subcmd

? ? ? ? if(strmatch(subcmd"account"))

? ? ? ? {

? ? ? ? ? ??

? ? ? ? }



? ? ? ? 
// whois sqlid subcmd

? ? ? ? if(strmatch(subcmd"sqlid"))

? ? ? ? {

? ? ? ? ? ??

? ? ? ? }



? ? ? ? 
// if no strmatch

? ? ? ? else return SendClientMessage(playeridCOLOR_ERROR"That subcommand does not exist.");

? ? }



? ? else return 
SendClientMessage(playerid,COLOR_ERROR,"You do not have the required access to execute this command.");



? ? return 
1;

}



forward OnWhoIsCharacter(playeridtarget[]);

public 
OnWhoIsCharacter(playeridtarget[])

{

? ? if(
cache_num_rows() != 1)

? ? ? ? return 
SendClientMessage(playeridCOLOR_ERROR"That character does not exist.");



? ? new 
targetid;

? ? 
cache_get_value_name_int(0"SQLID"targetid);



? ? 
mysql_format(MHRP_SQLquerysizeof(query), "SELECT CHRID, CharName, Level FROM characters WHERE SQLID = %d LIMIT 3"targetid);

? ? 
mysql_tquery(MHRP_SQLquery"OnWhoIsCharacterProcess""ii"playeridtargetid);

? ? return 
1;

}



forward OnWhoIsCharacterProcess(playeridtargetid);

public 
OnWhoIsCharacterProcess(playeridtargetid)

{

? ? new 
str[500], C_IDC_Name[MAX_PLAYER_NAME], C_LVL;

? ? for( new 
id 0id cache_num_rows(); id)

? ? {

? ? ? ? 
cache_get_value_name_int(id"CHRID"C_ID);

? ? ? ? 
cache_get_value_name(id"CharName"C_Name);

? ? ? ? 
cache_get_value_name_int(id"Level"C_LVL);



? ? ? ? 
format(strsizeof(str), "%d %s %d\n"C_IDC_NameC_LVL);

? ? ? ? 
SendClientMessage(playeridstr);

? ? }



? ? new 
query[250];

? ? 
mysql_format(MHRP_SQLquerysizeof(query), "SELECT Username FROM accounts WHERE SQLID = %d"targetid);

? ? 
mysql_tquery(MHRP_SQLquery);



? ? new 
A_Name[MAX_PLAYER_NAME];

? ? 
cache_get_value_name(0"Username"A_Name[24]);

? ? return 
1;



  The Last of Us Project
Posted by: Riddick - 2019-04-17, 06:30 PM - Forum: Filmiki i zdjecia - Replies (1)

[Image: NgiDamJ.png]

Czesc,

W 2014 roku w grudniu, gdy dni byly zimne, ja nie mialem zony i mieszkalem samotnie w Anglii... Rozpoczalem prace nad nowym trybem?gry dla SA-MP'a pod nazwa?"The Last of Us (SA-MP) Project". Swego czasu nie chcialem o nim zbyt wiele wspominac oficjalnie... do czasu.

Kr?ciutko

Na poczatku?udalo mi sie stworzyc zesp?l, kt?ry pom?gl mi w tworzeniu projektu. Mielismy swoje lepsze i gorsze dni, niekt?rzy opuscili projekt, a inni musieli niestety zostac usunieci. Nie mniej jednak dziekuje wszystkim za wklad oraz chec pomocy mi w projekcie.

Od samego poczatku bylem jedynym deweloperem w kontekscie skryptu/gamemode'u. Nie ma innej osoby, kt?ra tym zarzadza. Pr?cz mnie jest jeszcze jedna osoba, kt?ra od niedawna zaczela mi pomagac w riggowaniu modeli z oryginalnej gry The Last of Us?(PS3/PS4)

Zaloga

Riddick, kt?ry jest odpowiedzialny za development od samego poczatku oraz pelna dokumentacje projektu. Utworzyl on takze pewna liczbe modeli oraz wykonal edycje niestandardowych animacji dla projektu. Jego zadaniem bylo takze utworzenie osobnego installer'a dla serwera, kt?ry instaluje niestandardowe pliki do MP, aby docelowo wszyscy potencjalni gracze posiadali te same modyfikacji (tj. animacje, model itd.). Riddick jest zalozycielem projektu TLoU (SA-MP) Project.

Solidcal, nowy czlonek zespolu, kt?ry zajmuje sie riggowaniem postaci z oryginalnych plik?w danych z gry The Last of Us (modele z wersji PS3/PS4). Solidcal dolaczyl do zespolu dwa miesiace temu. Jego prace mozna zobaczyc w sekcji "Zdjecia" na dole postu.

Na temat trybu gry

Zalozeniem projektu: "The Last of Us (OpenMP ?) Project"?NIE bylo stworzenie kolejnego trybu gry RP. W zwiazku z tym, ze projekt zawiera nazwe oryginalnej gry w tytule, oznaczalo to, ze projekt mial zawierac oryginalne pojecie i zawartosc z oryginalnej gry. Projekt podaza za wlasciwosciami z gry Single-Player pomijajac funkcjonalnosci z trybu Mutli-Player. Gl?wnym zadaniem projektu bylo osiagniecie jak najbardziej przyblizonego swiata TLoU w SA-MP/OpenMP.

---
Bylo tutaj wiecej informacji zawartych po angielsku, ale nie chce mi sie juz tlumaczyc, a Tobie czytac:)
---

Progress!

Modele obiekt?w, kt?re sa przedstawione na zrzutach ekran?w sa to gl?wnie oryginalne obiekty GTA: SA. Czesc ludzi, kt?ra kiedys byla w zespole na stanowisku "Mapper" miala r?wniez dostep do modeli niestandardowych (tzn. nowy utworzonych modeli oryginalna tekstura)
  • Wiecej na serwerze Discord (kliknij na logo Discord):?Discord
  • Materialy na:?YouTube
[Video: https://www.youtube.com/watch?v=gf-P9dEz...HT&index=6]

_____________________
R?zne mapy, kt?re pozostaly po czlonkach zespolu:
_____________________
Rozbudowa GUI plecaka (od poczatku po dzien dzisiejszy)
https://imgur.com/a/1FAnwgw


[Image: giphy.gif] [Image: giphy.gif]

[Image: Om1smcZ.gif]?[Image: WvQ5gsE.gif]

[Image: F9ttDbM.gif] [Image: b6f1WbR.gif]

[Image: C7aDlQm.gif] [Image: lTAPLBf.gif]

[Image: DjKiY9z.gif] [Image: P8jgaT0.gif]

Podsumowanie :)

Dzieki za uwage i przeczytanie posta (i tak jest o wiele kr?tszy jak kiedys byl).?
Jakby potrzeba bylo wiecej informacji to prosze pisac. Chetnie udostepnie wiecej prezentacji projektu.


  A few missing things from SAMP
Posted by: LaszloR1 - 2019-04-17, 05:48 PM - Forum: Questions and Suggestions - Replies (1)

There are a few vehicles in gta that have 4 colors, samp only let's you use two.



Code:
camper, 1,31,1,0, 1,31,1,0, 1,20,3,0, 1,5,0,0, 0,6,3,0, 3,6,3,0, 16,0,8,0, 17,0,120,0

cement, 60,24,23,0, 61,27,123,0, 65,31,31,0, 61,61,30,0, 81,35,23,0, 62,61,62,0, 83,66,64,0, 83,64,64,0

squalo, 0,0,0,1, 1,5,1,1, 3,3,0,1, 1,22,1,1, 1,35,1,1, 1,44,1,1, 1,53,1,1, 1,57,1,1

carcols.dat



On SA-MP you can not choose what variation of a car or bike you want. (There are extras on bikes and cars, would be cool to be able to choose when spawning)

http://static2.wikia.nocookie.net/__cb20...A-rear.jpg (Wingless ZR350)

https://gtwfilesie-thumb.grandtheftwiki....-front.jpg (ZR350 with wing)



Some tuning parts are appliable in SP, but not in SA-MP. These parts are in the data file, just commented out and do fit the cars. There are probably more possible variations to these.

https://forum.sa-mp.com/showthread.php?t=525760 (Scroll down to the bottom for the interesting ones)



Moved from: https://www.burgershot.gg/showthread.php...19#pid2519


Exclamation [WAZNE] Reklamowanie serwer?w
Posted by: Riddick - 2019-04-17, 05:35 PM - Forum: Filmiki i zdjecia - No Replies

Jezeli chcesz reklamowac sw?j serwer, skorzystaj z forum?Serwery?pod tym adresem:



[Kliknij mnie, jezeli chcesz reklamowac sw?j?serwer!]



lub



https://www.burgershot.gg/forumdisplay.php?fid=45





Tematy powiazane z reklamowaniem swoich lub innych serwer?w w tej sekcji?beda usuwane.


Video Smalltalk
Posted by: MyU - 2019-04-17, 05:32 PM - Forum: German/Deutsch - Replies (12)

Heyo, bis es die Kategorien gibt findet ihre den Smalltalk hier.


Question [INFO] Czego dotyczy ta czesc forum?
Posted by: Riddick - 2019-04-17, 05:25 PM - Forum: Skryptowanie - No Replies

Ta czesc forum dotyczy wsparcia dla ludzi, kt?rzy tego wymagaja przy skryptowaniu w jezyku PAWN (lub nowym API)?dla OpenMP lub SA-MP.



Jezeli masz problem z:


  • Error'ami/Warning'ami w Twoim skrypcie

  • Nie potrafisz napisac jakiegos skryptu

  • Potrzebujesz og?lnej pomocy przy skryptowaniu


Powinienes najpierw przeszukac to forum.?



Jezeli nie znalazles odpowiedzi na sw?j problem w naszej polskiej czesci, mozesz utworzyc nowy temat opisujac sw?j problem szczeg?lowo.