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| Offensive-Core: TDM |
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Posted by: NikitaFoxze - 2024-08-15, 11:22 AM - Forum: Gamemodes
- Replies (3)
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Offensive-Core - is a large project combining a multifunctional game mode and accompanying files written in the Pawn language for servers in SA-MP and open.mp. Based on the implemented methods, you can create absolutely favorite modes and submodes for them. The code can be easily upgraded and expanded for your needs. The project presents the following modes: TDM, DM and Room.
The project is not a modification of other game modes. It is written and thought out completely from scratch.
Screenshots from the game on the server can be viewed here.
📌 Main systems- Modes: TDM, DM, Room
- Inventory
- Trading platform
- Quests
- Premium account
- Promo codes
- Functionality for admins
- Dina assistant
⚽ Mode TDM
In this mode, players fight as a team. Depending on the game mode (sub-mode), players need to capture dots, flags, hack computers, etc.
To spawn, the player can choose another player from his squad, either at a point or base.
There are 4 classes open to the player: Stormtrooper, Medic, engineer and Scout. Each class is upgraded individually.
Weapons, ammo, abilities, etc. are purchased using the internal currency. The maximum number of teams is 4.
⚾ Mode Room
The Room mode is slightly similar to the TDM mode. This is a custom mode in which the player creates their own session with their own parameters. To play it, you need at least 2 players, and a maximum of 10.
Players in a team also fight in this mode. Depending on the game mode (sub-mode), players need to capture points, hack computers, etc.
The player can only choose a base to spawn. There are no classes. The player can select the time, location, weapon, mode, etc. in the session parameters.
🔨 Logic of operation of all modes
The modes are in their own folders and have their own systems. They are like separate "worlds".
In the root of almost every mode there is a folder "locations". It contains a file with various functionality for manipulating
locations. The locations themselves are also placed in their folders.
When the server is started, all modes and their startup sessions are initialized.
When a location is changed in the mode, all created components (pickups, objects, etc.) on the location are deleted
and new ones are created for the new location.
This method of creating and deleting locations has many advantages.
The modes can be divided into several sessions, so you need to think about the limits of SA-MP,
and more specifically about the limits on the creation of transport, the rest of the components
by type of pickups are created dynamically.
The modes can be activated and deactivated, as well as sessions can be managed in them.
All modes are combined by the file "modes_main.pwn" in the "modes" folder.
📑 Architecture
The architecture of the project has been reduced to maximum simplification and ease of use.
As mentioned above, each mode has its own folder, just like the rest of the systems.
All systems are connected in the "offensive-core.pwn" file.
The server systems are located in the "sources" folder. The external files are in the "library" folder.
The distribution of systems by files was logical, because storing tens of thousands of lines of code in one file was already quite difficult to edit anything.
📄 Files
> name_head.inc - contains basic macros, functions, ...
> name_td.inc - contains all TextDraw's systems.
> name_main.pwn - contains all the functionality of the system.
🚀 Powerful TDM mode
The highlight of all of the above is the TDM mode.
For each location, you can create different individual moments and situations in it, for example,
in the Desert location, you can drop a nuclear bomb on the opposing team.
To do this, you need to capture the "Communication Point", then blow up the door next to it and launch the satellite.
Next, get access codes with the /accode command and get on the submarine and launch a nuclear missile there, which will fly to the enemy base.
With existing systems specifically for TDM mode, this is already easily implemented directly in the Desert location file.
At the same time, it is easy for everyone to manipulate various components through the code,
and the created components will be automatically deleted when the location is changed and resumed again!
This works in different sessions and they are not related to each other.
📖 Wiki
Much more information can be found in the Wiki section
🔧 Dependencies
The project uses several popular plug-ins and files of the latest versions for improved work with the code and their capabilities.
Plugins:
Files:
💣 Download
Github
Google Drive
Yandex Drive
♥️ Thanks
NexiusTailer - great help on various topics
Neutralneu (Neuty) - implementation of the system for bots
Roberto_Coluccio, Artem_Gorden, Danil_Marciface, VanilaSW, Dima_Rendi, Fix_Unvardo, Itsuki_Yorimoto,
Flatt_Delx, Fredorico_Viton, Demetrio_Santini, Maks_Anurov, Kocmoc, Vladislav_Barsov,
Doni_Visage, DELIVER, Richi_Klay, Sebastian_Undeground - assistance in testing
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Open MP shutting down after loaded components! |
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Posted by: anil_erdogan0 - 2024-08-14, 10:34 AM - Forum: Support
- No Replies
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Type: Server
OS: Windows 10 64-Bit
S.Ver: 0.3.7 R2-2
Plugins: Not Installed
YSI: Not Icluded
I have a gamemode running on SAMP.
I copied this gamemode to Open:MP server for DB functions.
I changed every Qawno error with Open.MP wiki.
But i run "omp_server.exe", server loading components and shutting down after loaded components.
"log.txt":
Code: Starting open.mp server (1.2.0.2670) from commit 41ebf182bf73dc9cb11841bfe6b0179ba31f9dd5
Loading component Actors.dll
Successfully loaded component Actors (1.2.0.2670) with UID c81ca021eae2ad5c
Loading component Checkpoints.dll
Successfully loaded component Checkpoints (1.2.0.2670) with UID 44a937350d611dde
Loading component Classes.dll
Successfully loaded component Classes (1.2.0.2670) with UID 8cfb3183976da208
Loading component Console.dll
Successfully loaded component Console (1.2.0.2670) with UID bfa24e49d0c95ee4
Loading component CustomModels.dll
Successfully loaded component CustomModels (1.2.0.2670) with UID 15e3cb1e7c77ffff
Loading component Databases.dll
Successfully loaded component Databases (1.2.0.2670) with UID 80092e7eb5821a96
Loading component Dialogs.dll
Successfully loaded component Dialogs (1.2.0.2670) with UID 44a111350d611dde
Loading component GangZones.dll
Successfully loaded component GangZones (1.2.0.2670) with UID b3351d11ee8d8056
Loading component LegacyConfig.dll
Successfully loaded component LegacyConfig (1.2.0.2670) with UID 24ef6216838f9ffc
Loading component LegacyNetwork.dll
Successfully loaded component RakNetLegacyNetwork (1.2.0.2670) with UID ea9799fd79cf8442
Loading component Menus.dll
Successfully loaded component Menus (1.2.0.2670) with UID 621e219eb97ee0b2
Loading component Objects.dll
Successfully loaded component Objects (1.2.0.2670) with UID 59f8415f72da6160
Loading component Pawn.dll
Successfully loaded component Pawn (1.2.0.2670) with UID 78906cd9f19c36a6
Loading component Pickups.dll
Successfully loaded component Pickups (1.2.0.2670) with UID cf304faa363dd971
Loading component Recordings.dll
Successfully loaded component Recordings (1.2.0.2670) with UID 871144d399f5f613
Loading component TextDraws.dll
Successfully loaded component TextDraws (1.2.0.2670) with UID 9b5dc2b1d15c992a
Loading component TextLabels.dll
Successfully loaded component TextLabels (1.2.0.2670) with UID a0c57ea80a009742
Loading component Timers.dll
Successfully loaded component Timers (1.2.0.2670) with UID 2ad8124c5ea257a3
Loading component Unicode.dll
Successfully loaded component Unicode (1.2.0.2670) with UID 8ffb446f8353922b
Loading component Variables.dll
Successfully loaded component Variables (1.2.0.2670) with UID 75e121848bc01fa2
Loading component Vehicles.dll
Successfully loaded component Vehicles (1.2.0.2670) with UID 3f1f62ee9e22ab19
Loaded 21 component(s) from C:\Users\Anıl\Desktop\opensv\components
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| Grow Canabis Pawno Error |
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Posted by: nhocngu24 - 2024-08-13, 03:47 AM - Forum: Pawn Scripting
- Replies (1)
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error 012: invalid function call, not a valid address
warning 215: expression has no effect
error 001: expected token: ";", but found ")"
error 029: invalid expression, assumed zero
fatal error 107: too many error messages on one line
4 Errors.
Quote:p, li { white-space: pre-wrap; }
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) {
if (dialogid == DIALOG_CANNABIS) {
if (response == DIALOG_RESPONSE_OK) { // Kiểm tra nếu phản hồi là OK
switch (listitem) {
case 0: // Đặt chậu
{
PlacePlantPot(playerid); ( where error)
} else {
SendClientMessage(playerid, COLOR_RED, "Không thể đặt chậu.");
}
}
case 1: // Gieo hạt
{
PlantSeeds(playerid);
} else {
SendClientMessage(playerid, COLOR_RED, "Không thể gieo hạt.");
}
}
case 2: // Tưới nước cho cây
{
WaterPlants(playerid);
} else {
SendClientMessage(playerid, COLOR_RED, "Không thể tưới nước cho cây.");
}
}
case 3: // Phun thuốc trừ sâu
{
ApplyPesticide(playerid);
} else {
SendClientMessage(playerid, COLOR_RED, "Không thể phun thuốc trừ sâu.");
}
}
case 4: // Bón phân
{
ApplyFertilizer(playerid);
} else {
SendClientMessage(playerid, COLOR_RED, "Không thể bón phân.");
}
}
case 5: // Thu hoạch
{
HarvestCannabis(playerid);
} else {
SendClientMessage(playerid, COLOR_RED, "Không thể thu hoạch.");
}
}
case 6: // Đóng
{
// Đóng hộp thoại hoặc thực hiện bất kỳ hành động nào khác nếu cần
}
{
SendClientMessage(playerid, COLOR_RED, "Lựa chọn không hợp lệ.");
}
}
} else if (response == DIALOG_RESPONSE_CANCEL) { // Kiểm tra nếu phản hồi là Hủy bỏ
SendClientMessage(playerid, COLOR_RED, "Hộp thoại đã bị hủy.");
}
}
return 1; // Trả về 1 để chỉ ra rằng phản hồi đã được xử lý
}
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Can I use MS Access for Database on Open:MP? |
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Posted by: anil_erdogan0 - 2024-08-07, 09:09 AM - Forum: Questions and Suggestions
- Replies (1)
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I want create a new Roleplay server.
I tried learn MySQL or alternatives (like SQLite) but I don't like its running style.
I think, I can use a new modern method for storing data.
Can I use Microsoft Access database (.mdb / .accdb) files or Libre Office / Open Office database (.odb) files on OPEN:MP with C++?
If I can use, how? (I don't start coding now, if this way can using I start developing.)
I know, I can't do this on older SA:MP. I hope I can do this on OPEN:MP.
If I can't, you can write other ways like .json (actually i don't know json can running).
Thanks for reading and sorry for my half-bad English. 😊
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| Autorefundsystem errors |
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Posted by: COLT45 - 2024-08-05, 07:25 PM - Forum: Pawn Scripting
- Replies (1)
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Code: new bool:AlreadyRefunded[ MAX_PLAYERS ];
CMD:refundme( playerid )
{
if( AlreadyRefunded[ playerid ] == true ) SendClientMessage( playerid, COLOR_GREY, "You're already refunded, what are you trying to do, mhm..?" );
else
{
PlayerInfo[playerid][pLevel] = PlayerInfo[playerid][pLevel]+3;
GiveMoney(playerid, 2500000);
PlayerInfo[playerid][pDonateRank] = 2;
format(str, 32, "%02d/%02d/%d", Month, Day, Year);
strmid(PlayerInfo[giveplayerid][pVIPJoinDate], str, 0, strlen(str), 255);
format(str, 32, "%02d/%02d/%d", Month +1, Day, Year);
strmid(PlayerInfo[giveplayerid][pVIPExpDate], str, 0, strlen(str), 255);
if(Month == 12)
{
format(PlayerInfo[giveplayerid][pVIPExpDate], 32, "%02d/%02d/%d", 1, Day, Year +1);
}
format(str, sizeof(str), "Join Date: %s, Expire Date: %s", PlayerInfo[giveplayerid][pVIPJoinDate], PlayerInfo[giveplayerid][pVIPExpDate]);
SendClientMessage(giveplayerid, COLOR_GRAD2, str);
}
return 1;
}
And the errors i get when compiling script: Code: ../gamemodes/inc/autorefundsys.inc(10) : error 017: undefined symbol "str"
../gamemodes/inc/autorefundsys.inc(11) : error 017: undefined symbol "str"
../gamemodes/inc/autorefundsys.inc(12) : error 017: undefined symbol "str"
../gamemodes/inc/autorefundsys.inc(13) : error 017: undefined symbol "str"
../gamemodes/inc/autorefundsys.inc(14) : error 017: undefined symbol "Month"
../gamemodes/inc/autorefundsys.inc(16) : error 017: undefined symbol "giveplayerid"
../gamemodes/inc/autorefundsys.inc(18) : error 017: undefined symbol "str"
../gamemodes/inc/autorefundsys.inc(18) : error 017: undefined symbol "str"
../gamemodes/inc/autorefundsys.inc(18) : error 029: invalid expression, assumed zero
../gamemodes/inc/autorefundsys.inc(18) : fatal error 107: too many error messages on one line
Compilation aborted.
Pawn compiler 3.10.8 Copyright (c) 1997-2006, ITB CompuPhase
10 Errors.
Im really new to scripting :D if you guys can figure this out, could you explain how do you define symbols? like str, giveplayerid?
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| What's the deal with timers? |
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Posted by: M.B. Kovas - 2024-08-05, 08:32 AM - Forum: Pawn Scripting
- No Replies
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Hello everyone.
I've gotten back into scripting after a long delay and was once again reminded of the issues regarding timers. I am not using any timer plugins (I'll get to that later) so this regards the native 'SetTimer' and 'SetTimerEx'. The inaccuracy of them is one thing, although there is another problem - sometimes the timers are either not calling the function or they are not starting at all. My primary assumption was that something was off with the code, but a specific test I have conducted has proven to me that this might be beyond my control.
I have set up a print/SCM message for a select few functions that timers are supposed to execute, and the proportion is something along the lines of 3-5 times out of 10 the function not being called at all. I have even tried a memory-costing alternative of setting up three timers to call the same function after the same amount of time as an insurance policy, and usually I would get 3 messages back, but sometimes I would get only 2 - one of the timers would not start/call the function. Needless to say I would rather not resort to multiplying timers for the same thing to not cause data packet overload.
Code: public OnPlayerDeath(playerid, killerid, reason)
{
SetTimerEx("TestFunction", 1000, false, "i", playerid);
SetTimerEx("TestFunction", 1000, false, "i", playerid);
SetTimerEx("TestFunction", 1000, false, "i", playerid);
return 1;
}
forward TestFunction(playerid);
public TestFunction(playerid)
{
SendClientMessage(playerid, -1, "Test");
return 1;
}
For example, this particular code above seemingly needs to return the message three times, but on some occasions it only returns it twice. This is a major obstacle for me.
My question, however, is not whether the native timers are faulty. That's a given. My question would rather be what are the most stable and reputable timer plugins and includes out there? What do you, scripters, personally like to use? This also concerns the accuracy of timers.
We can open a broader discussion from this.
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| Il reste des français sur samp ?? |
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Posted by: Lionel62300 - 2024-08-04, 06:58 AM - Forum: French/Fran?ais
- Replies (2)
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Bonjour, je suit un ancien de gta Samp ca date un peu
j'ai fait plusieurs serveur SFRP, IFRP, LACRP , jetait développeur pour la plupart ..
J'aimerais juste savoir si des personnes française joue encore a samp en 2024 ?
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SAMP and Kalcor/Kyeman |
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Posted by: Rintos - 2024-08-02, 02:45 PM - Forum: General Discussions
- Replies (3)
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Im going straight to the point, ive done some research about the history of SAMPnull and as i have research about the members of the SAMP development team (Silent, Wicko, dugi, CrazyBob) i found out that Y_Less is still somehow active (https://github.com/pawn-lang/YSI-Includes). Im wondering if he works with the Open.MP team, and also what happened to the SAMP development team, like what made them dissolve, leaving only Kalcor to add security updates to 0.3.7 and make 0.3.8 (0.3DL-R1)
Some parts of my script, its translated to english, originally this is written in Spanish as its where im from.
The development of SAMP
As soon as San Andreas came out for PC, the development of SAMP began. At first there was a lot of controversy. The developers announced that SAMP would avoid being a multiplayer experience full of Deathmatch, Roleplays and different play styles like VCMP was and would have a mode . Cooperation in which you could play with five friends, with six slots on each server. This idea was received poorly by the community and the GTANet forums were filled with hate towards the development team's decision.
About three months after this decision, Kyeman (Kalcor at the time), the head of the team, decided to abandon the project in the middle of the Cooperation mode debate, leaving all the work and code to the second in command, spooky, who changed the project name to GTA:Multiplayer.
Within about a month, Kyeman returned and decided to help out on the project, at this point the Co-op mode idea was completely scrapped and the project was renamed to SAMP (San Andreas Multiplayer).
The versions of SAMP
I am not going to talk about all versions of SAMP, rather I will focus on 0.3.7, its patches and the most important one. It was October 18, 2019 and Kalcor had declared that he had abandoned SAMP completely, at that time the latest version was 0.3.7-R4, according to Kalcor, he never moved towards 0.4 because he had the belief that four was a symbol of bad luck, he called his version rating style "kalver", the R meant a small change, a security patch, and the change in number, for example 0.2 to 0.3 meant a major update . In any case, although Kalcor abandoned the project in 2019, it was not until November 2022 that he released a new security patch, patch 0.3.7-R5. Kalcor's words. "There is an exploit in the client. It is a critical RCE vulnerability that allows server owners to execute unauthorized code on players' PCs" clarifying that the -R versions contained security patches and bug fixes, finally advising to the community. "Always use the latest version"
Please, help.
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Open.mp can be usefull in 32 bits pc? |
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Posted by: Cranjis - 2024-08-02, 12:57 AM - Forum: Questions and Suggestions
- No Replies
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I'm trying install open.mp in my pc (32 bits), but the program request a 64 bits system, so i dont know if the open.mp can be usefull in 32 bits. If have a any solution, or alternative, please shared with me, good night (or day)
(i accept responses in spanish and english)
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| Rogue RPG ~ in the big deal. |
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Posted by: samp.roguerpg - 2024-08-01, 09:27 PM - Forum: Turkish
- No Replies
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🌟 Rogue GunRP - Kapsamlı ve Eşsiz Bir Rol Oynama Deneyimi! 🌟
🚀 Hoşgeldiniz!
Eğer siz de dinamik ve sürükleyici bir rol oynamak istiyorsanız adım atmak istiyorsanız, doğru yerdesiniz! Rogue GunRP, size kapsamlı ve zengin bir RP deneyimi sunarak, sanal dünyada gerçek bir karakter yaşamı yaşama fırsatı sunuyor.
🔫 Neden Rogue GunRP?
Özgün İçerikler: Tamamen özgün senaryolar ve karakter arka planları ile benzersiz bir RP deneyimi.
Gerçekçi Sistemler: Detaylı ekonomi ve sosyal sistemler ile gerçekleştirilebilir bir oyun deneyimi.
Topluluk Odakli: Aktif ve yardımsever bir topluluk, dağıtıma anında yanıt verir.
Yatırım Yapılmış İnovasyon: Sürekli güncellenen ve iyileştirilmiş sistemler, yeni özellikler.
🌐 Katılın ve Başlayın!
Hemen üye olun ve Rogue GunRP'den bir adım atın! Karakterinizi birleştirin, rolünüzü seçin ve fantastik bir sürüme başlayın!
Rogue GunRP hakkında en güncel bilgiler ve topluluk gelişmelerini forumumuzdan takip edebilir, diğer oyuncularla destekleyebilir!
💬 Sorularınız mı Var?
Herhangi bir sorunuz varsa, bize ulaşmaktan çekinmeyin! Boyut eşitliği olmadan özgürlük duyarlılığınız.
Rogue GunRP - Yola Çıkın İçin Gerçek Bir Rol Yapma Deneyimi!
Anlaşmazlık: discord.gg/roguerpg
İp Adresi: 185.160.30.237:7777 / Kilitli
[/alıntı]
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