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  Busco mapeador para servidor Survival/Post-Apocalíptico
Posted by: Nikolay_Staggs - 2026-05-31, 03:20 PM - Forum: Programación - No Replies

Hola.
Estoy desarrollando un servidor Survival/Post-Apocalíptico para SA-MP/open.mp y busco un mapeador para realizar trabajos personalizados.
El trabajo será remunerado. El pago se acordará según la complejidad del mapa y la experiencia del mapeador.
Algunos de los proyectos que necesito son:

  • Campamentos de supervivientes.
  • Bases militares abandonadas.
  • Zonas contaminadas por radiación.
  • Pueblos destruidos.
  • Interiores personalizados.
El servidor ya está en línea y funcionando, por lo que los interesados pueden entrar a verlo antes de aceptar el trabajo.
Si estás interesado, responde a este tema o contáctame por Discord: mike9820_


  Best way to implement a small HUD logo without CEF/custom client
Posted by: cachegetfield - 2026-05-31, 08:00 AM - Forum: Questions and Suggestions - No Replies

Hi everyone.

What is the recommended way to render a small server logo as a native HUD element without CEF, custom client, modpack, or custom client-side TXD?

The logo is simple:

  • small emblem;
  • short wordmark;
  • 2-3 flat colors;
  • around 25 px high;
  • should be visible in HUD.

I tried using Img2TextDraw / Image2TextDraw, but even a small PNG generated around 200 TextDraws, which feels too expensive for an always-visible HUD element.
Would it be better to recreate this manually with normal TextDraws / PlayerTextDraws instead? For example:
  • emblem frame using box TextDraws;
  • emblem letter as normal text;
  • separator as a box;
  • wordmark split into 1–2 text elements;
  • underline as a box.

That would be around 8-12 TextDraws instead of ~200.

Questions:
  1. Is manual TextDraw construction the better approach for text-based HUD logos?
  2. Are there any Img2TextDraw optimization settings/workflows to reduce the count?
  3. Any best practices for placing such a logo without conflicting with the default GTA/SA HUD?


  Qawno for macOS — native open.mp Pawn editor
Posted by: Xyranaut - 2026-05-30, 07:20 PM - Forum: Releases - Replies (1)

Qawno for macOS — native open.mp Pawn editor

Qawno is the open.mp Pawn editor. This is a **native macOS port** (Apple Silicon + Intel) that now ships and runs a **native Pawn compiler** — compiling no longer needs Wine or CrossOver.

Background
Upstream Qawno is Windows-only (Win32 API), and the macOS workaround used to route the Pawn compiler through Wine/CrossOver. That's no longer necessary: a native pawncc built with 32-bit cells emits the AMX magic 0xF1E0 the open.mp server expects, so this build compiles natively end to end.

Features

  • Native editor — real macOS window chrome, traffic lights, system shadow. No Win32 emulation.
  • Native Pawn compiler — a native pawncc ships in the app and deploys into each project's qawno/native/ on compile. No pawncc download, no Wine, no bottle.
  • One-click compile — Compile / ⌘B, with a progress popup and the output panel.
  • Syntax highlighting + autocomplete — per-language themes; auto-completion from the native list.
  • Dark / Light / System themes.
  • Updater — checks GitHub for new Qawno releases.

Download
Grab Qawno.app (zipped) from the releases page, unzip, and drag it to /Applications:
github.com/Mac-Andreas/Qawno-macOS/releases/latest

The app is self-signed (ad-hoc), not notarized — Apple notarization isn't available for this build, so Gatekeeper warns on first launch. It's safe to open; right-click Qawno.app → Open → Open, or run:
Code:
xattr -dr com.apple.quarantine /Applications/Qawno.app

Compiling
Open a project folder (it needs a qawno/include folder for the .inc files), open a .pwn, and hit Compile. Qawno deploys the native compiler into qawno/native/ and writes the .amx beside your script. The output is byte-compatible with a Windows build — run it on your Windows/Linux server as usual.

Prefer VS Code?
The same native, Wine-free compiler is also available as a VS Code extension (also works in Cursor / VSCodium):

Open Pawn — on the VS Code Marketplace
Code:
code --install-extension Mac-Andreas.open-pawn

It bundles a native pawncc for Windows, macOS, and Linux, plus full editor tooling:

Feature Open Pawn (VS Code) Qawno (this app)
Native compiler — no WineYesYes
Bundled compiler (Win / macOS / Linux)YesmacOS
Syntax highlightingYesYes
SnippetsYesYes
Autocomplete / IntelliSenseYesYes
Hover · Go-to-definitionYes—
Document / workspace symbolsYes—
Code foldingYes—
Document formatterYes—
Build task · compile-on-saveYesCompile button
Problems-panel diagnosticsYesOutput panel
Cross-platform editorYes (VS Code)macOS only

Both produce the same open.mp-compatible .amx (0xF1E0) — use whichever fits your workflow.

Source
github.com/Mac-Andreas/Qawno-macOS — GPL (upstream Qawno licence). Bug reports and pull requests welcome.


Information rust-samp 3.0.0 Released
Posted by: NullSablex - 2026-05-30, 05:34 PM - Forum: Libraries - No Replies

rust-samp 3.0.0 Released

Write once in Rust, run as a SA-MP plugin or as a native Open Multiplayer component using a single binary.

GitHub Repository
|
Documentation


rust-samp 3.0.0 is now available.

This release represents the biggest milestone since the fork from the original samp-rs project.

What started as a SA-MP SDK has evolved into a complete Rust development platform focused on safety, stability, maintainability and native support for both SA-MP and Open Multiplayer.

Highlights

  • Native Open Multiplayer component support
  • Universal binary support
  • Pure Rust implementation
  • No C or C++ dependencies
  • Unified tick handling
  • Automatic component metadata generation
  • Integrated logging support
  • Improved safety and reliability
  • Modern documentation and examples

Native Open Multiplayer Support

The Open Multiplayer component ABI was fully analyzed and implemented in pure Rust.

No Open Multiplayer C/C++ implementation is required.

No C/C++ bindings are required.

No runtime dependency on Open Multiplayer is required.

Plugins can run as native Open Multiplayer components while maintaining a completely Rust-based codebase.

Universal Binary Support

A single build can operate as:
  • A traditional SA-MP plugin
  • A native Open Multiplayer component

No separate builds are necessary.

Compile once and deploy wherever needed.

Unified Tick Handling

SA-MP and Open Multiplayer use different tick mechanisms.

rust-samp 3.0.0 introduces a significantly improved abstraction layer that handles these differences internally and provides a predictable development experience regardless of runtime environment.

Developers can focus on plugin logic instead of platform-specific behavior.

Automatic Component Metadata

Traditional Open Multiplayer development requires manually generating and maintaining component identifiers.

rust-samp automates this process and integrates naturally with Cargo metadata while still allowing manual customization when necessary.

Less boilerplate.

Less duplication.

Fewer mistakes.

Integrated Logging

The SDK provides built-in logging support.

Developers can immediately use logging without adding extra logging crates or implementing platform-specific integrations.

Safety and Stability

rust-samp includes extensive improvements focused on:
  • Memory safety
  • Pointer validation
  • Bounds checking
  • Panic handling
  • Safer runtime internals
  • Cross-platform consistency
  • Extensive testing

The SDK is designed to provide a reliable and predictable foundation for production-grade plugins.

Used by Real Projects

The SDK already powers multiple plugins:

These projects already benefit from native Open Multiplayer support and the universal binary architecture introduced in v3.0.0.

Example

Code:
use samp::prelude::*;
use samp::{initialize_plugin, SampPlugin};

#[derive(SampPlugin, Default)]
struct MyPlugin;

initialize_plugin!(
    type: MyPlugin,
    natives: [],
);

Documentation

https://rust-samp.nullsablex.com

Recommended reading:

Plugin Anatomy

Repository

https://github.com/NullSablex/rust-samp

Português (Brasil)

rust-samp 3.0.0 já está disponível.

Esta é a maior atualização desde o fork do projeto original samp-rs.

O que começou como um SDK para SA-MP evoluiu para uma plataforma completa de desenvolvimento em Rust, focada em segurança, estabilidade, manutenção de longo prazo e suporte nativo para SA-MP e Open Multiplayer.

Principais Destaques
  • Suporte nativo a componentes Open Multiplayer
  • Binário universal
  • Implementação 100% Rust
  • Sem dependências de C ou C++
  • Sistema de ticks unificado
  • Geração automática de metadados
  • Sistema de logs integrado
  • Maior segurança e confiabilidade
  • Documentação moderna e exemplos completos

Suporte Nativo ao Open Multiplayer

A ABI de componentes do Open Multiplayer foi totalmente analisada e implementada em Rust puro.

Não há dependência da implementação oficial em C/C++.

Não há dependência de bindings C/C++.

Não há dependência de runtime do Open Multiplayer.

Os plugins podem funcionar como componentes nativos do Open Multiplayer mantendo uma base de código totalmente em Rust.

Binário Universal

Um único build pode funcionar como:
  • Plugin tradicional do SA-MP
  • Componente nativo do Open Multiplayer

Sem necessidade de compilações separadas.

Sistema de Tick Unificado

SA-MP e Open Multiplayer utilizam mecanismos diferentes para execução de ticks.

A versão 3.0.0 introduz uma camada de abstração significativamente mais robusta que resolve essas diferenças internamente e fornece uma experiência muito mais previsível para o desenvolvedor.

Metadados Automáticos

No fluxo tradicional do Open Multiplayer é necessário gerar e manter identificadores manualmente.

O rust-samp automatiza esse processo e integra essas informações ao Cargo, reduzindo código repetitivo e eliminando erros comuns.

Sistema de Logs Integrado

O SDK fornece suporte nativo para logs.

Não é necessário adicionar bibliotecas extras ou implementar integrações específicas para cada plataforma.

Segurança e Estabilidade

O rust-samp inclui diversas melhorias focadas em:
  • Segurança de memória
  • Validação de ponteiros
  • Verificação de limites
  • Tratamento de panic
  • Internos mais seguros
  • Consistência entre plataformas
  • Ampla cobertura de testes

O objetivo é fornecer uma base muito mais confiável, previsível e estável para plugins em produção.

Projetos Utilizando o SDK

Documentação

Plugin Anatomy

GitHub Repository


  Open Pawn — Cross-platform Pawn compiler & tools for VS Code
Posted by: Xyranaut - 2026-05-30, 02:09 PM - Forum: Releases - No Replies

Open Pawn — Cross-platform Pawn compiler & tools for VS Code (no Wine on macOS)

Open Pawn is a VS Code extension for SA-MP / open.mp Pawn development that bundles a native pawncc compiler for all three desktop platforms, allowing gamemodes to be compiled directly from the editor with no extra setup and no Wine/CrossOver on macOS.

Background
On Apple Silicon Macs there was no clean way to compile: the official pawn-lang macOS release ships a 32-bit i386 binary that cannot run on modern macOS, so the common workaround was running the Windows pawncc.exe under Wine. Wine is not actually required — building pawncc natively (with the default 32-bit cells) produces output the open.mp server accepts (AMX magic 0xF1E0). This extension bundles that native compiler for each OS.

Features

  • Native pawncc bundled — Windows x64, macOS (Apple Silicon), and Linux x64. All verified producing open.mp-compatible AMX.
  • Compile workflow — compile command, Ctrl/Cmd+Shift+B build task, compile-on-save, errors/warnings in the Problems panel.
  • IntelliSense — autocomplete, hovers, signature help, go-to-definition, document/workspace symbols (indexed live from .inc / .pwn files).
  • Syntax highlighting — Pawno-equivalent colours, including format placeholders and tags.
  • Snippets — common callbacks and constructs (OnPlayerConnect, command handlers, dialogs, enum+data arrays, timers, etc.).
  • Folding & a dependency-free formatter — no astyle WASM, so none of the extension-host crashes that affected other formatters.
  • Smart compiler discovery — finds pawncc in qawno/, pawno/, on PATH, or uses the bundled one; legacy SA-MP layouts work out of the box. Falls back to a Wine wrapper only if desired.

How it compares
vs the existing Pawn Development Tool extension:

Feature Pawn Development Tool Open Pawn
Syntax highlightingYesYes
SnippetsYesYes
Autocomplete / IntelliSenseYesYes
Hover / Go-to-definitionYesYes
Document / workspace symbolsYesYes
Code foldingYesYes
Document formatterYes (astyle WASM)Yes (dependency-free, no host crashes)
Build task → pawnccYesYes
Problems-panel diagnosticsPartialYes
Bundles a compilerNo (bring your own)Yes — Windows / macOS / Linux
Native macOS (no Wine)NoYes

Both can coexist, but running them together may produce duplicate autocomplete/hovers — Open Pawn will offer to help disable the other.

Platform support
  • Windows 10/11 (x64) — pawncc.exe runs natively, works out of the box.
  • macOS Apple Silicon — native pawncc bundled, no Wine.
  • Linux x64 — native pawncc bundled.
  • Intel Mac — build once with the included script.

Install
Code:
code --install-extension Mac-Andreas.open-pawn
(Also works in Cursor / VSCodium via Open VSX.)

Source & issues
github.com/Mac-Andreas/vscode-open-pawn — MIT licensed. Bug reports and pull requests welcome.

This is an early (0.1) release. The compiler pipeline is tested on all three platforms and verified against a real open.mp server; feedback is welcome, particularly from Windows and Linux users.


  Dołącz do ekipy projektu ourFarm RolePlay
Posted by: Sztakier - 2026-05-27, 01:30 PM - Forum: Ogólne - No Replies

Cześć, szukamy osób do ekipy projektu ourFarm RolePlay SA:MP.

Aktualnie najbardziej potrzebujemy:
• obiektorów/maperów,
• osoby, która potrafi zrobić styl pod MyBB (najlepiej razem z panelami, ale sam styl forum też będzie okej),
• doświadczonych opiekunów grup oraz frakcji,
• liderów frakcji,
• osoby do tworzenia fabuły/lore projektu, questów oraz wydarzeń serwerowych.

Jeśli znasz się na którejś z tych rzeczy i chciałbyś pomóc przy rozwijającym się projekcie RP w klimacie Red County - zapraszam na nasz serwer Discord!
► Discord społeczności: https://ourfarm.pl/discord


  engkqSelections.inc
Posted by: Engkq - 2026-05-27, 02:58 AM - Forum: Libraries - No Replies

engkqSelections.inc — Custom Model Selection Menu for open.mp

engkqSelections.inc is a custom library (include) designed for open.mp servers to simplify the creation of visual model selection menus (such as skins, vehicles, or objects). While inspired by `mSelection.inc`, its codebase has been rewritten entirely from scratch to be more lightweight, clean, and optimized for server performance.

Unlike traditional menu systems that require each option to be coded manually one by one, this include utilizes a looping system. This ensures that the selection boxes are automatically and neatly arranged downward, perfectly aligned with the original layout coordinates.

Author: Engkq
Framework: open.mp
GitHub: https://github.com/engkqq/engkqSelections


  FCNPC for open.mp - the classic FCNPC API, ported
Posted by: Xyranaut - 2026-05-26, 01:26 AM - Forum: Plugins - No Replies

FCNPC for open.mp - the classic FCNPC API, ported
Repo: https://github.com/Mac-Andreas/open.mp-FCNPC
Download (DLL + SO + INC + test script): releases/latest



What is this
Fully Controllable NPC - the classic FCNPC FCNPC_* Pawn API, re-implemented for open.mp.

The original FCNPC is a SA-MP plugin: it drives NPCs by patching the samp03svr binary at fixed memory addresses and injecting raw RakNet packets. That cannot work on open.mp - a different, open-source binary with a proper component SDK. open.mp instead ships a built-in NPC engine (INPCComponent).

This component is a compatibility layer: it re-exposes the FCNPC_* natives on top of INPCComponent, plus the remaining ~5% of FCNPC that open.mp's NPC engine does not provide. Existing FCNPC gamemodes run largely unmodified.

Status
All 182 FCNPC_* natives are declared in FCNPC.inc and implemented: 180 ported, 2 pending. Most call open.mp's INPC / INPCComponent / IPlayer directly; the features open.mp lacks are hand-rolled in this component. Full per-native breakdown is in port-status.md.

A couple of the gaps it fills (things bare INPCComponent does not do):
  • FCNPC_GoToPlayer - open.mp's moveToPlayer defaults autoRestart = false, so the NPC walks to the player's initial spot then stops. This port forces continuous re-tracking, so the NPC keeps chasing a moving player.
  • FCNPC_SetMoveMode (MAPANDREAS / COLANDREAS) - INPC::move does no terrain grounding (NPCs float / sit on roofs). The component samples ground Z each tick via the companion plugin while the NPC moves.
Nothing falls back to SA-MP.

Install
  1. Download the latest release.
  2. Put FCNPC.dll (Windows) / FCNPC.so (Linux) into your server's components/.
  3. Put FCNPC.inc into your Pawn qawno/include/.
  4. Make sure the NPC component is enabled in config.json (ships with open.mp).

Code:
#include <open.mp>
#include <FCNPC>

public OnGameModeInit()
{
    new id = FCNPC_Create("Bot");
    FCNPC_Spawn(id, 0, 1958.33, 1343.12, 15.36);
    return 1;
}

public OnPlayerConnect(playerid)
{
    // walk every bot to the new player
    new npcs[100], count = FCNPC_GetValidArray(npcs);
    for (new i = 0; i < count; i++)
        FCNPC_GoToPlayer(npcs[i], playerid, FCNPC_MOVE_TYPE_RUN);
    return 1;
}

Test it in-game (and see exactly what is ported)
The release ships fcnpc_test.pwn (also in the repo under test/). It is two things at once: a feature test that drives every category of the API live, and a showcase of what this port adds over the bare open.mp engine - so you can verify, in-game, the parts of FCNPC that INPCComponent never implemented.

Load it as a filterscript and type /fcnpc for a dialog menu:
  • Commands - spawn / walk / run / sprint / follow (chase) / aim / shoot / melee / animation / enter+exit vehicle / move-path patrol / play node / invulnerable / kill / respawn / stop all / destroy. One button per native group, run on a demo NPC in front of you.
  • Config - live tunables (move type/mode/pathfinding/speed, weapon/ammo/reloading/fighting style/accuracy, skin/health/armour, plugin update+tick rate, global ColAndreas/raycast modes) with defaults shown + restore-to-defaults.
  • Ported features (INPC vs FCNPC) - the important one. It spawns a native INPC NPC and an FCNPC NPC side by side, labelled with floating 3D text ("INPC" / "FCNPC") so you can tell them apart, and lets you fire the same action at both to compare. Every test prints three lines in chat: the intended behaviour, what bare INPC does, and what FCNPC does. Current comparisons:
    • Chase / autoRestart - INPC NPC_MoveToPlayer defaults autoRestart = false: it walks to your starting spot and stops, even as you move. FCNPC keeps re-tracking and chasing you. (This is the headline gap the port fills.)
    • Rotation - SetAngleToPlayer on the native INPC vs the FCNPC NPC, so the facing/orientation behaviour is directly comparable.
    This section is how the "remaining ~5% open.mp's NPC engine does not provide" stops being a claim and becomes something you watch happen.
  • Debug - on-screen HUD (state, health, weapon, moving, speed, distance to you).
Needs <open.mp>, <omp_npc> and <FCNPC> - no other dependencies.

Companion plugins
The collision / heightmap / surfing natives call the standalone plugins at runtime (the same companion-plugin model the original FCNPC used) - install the open.mp builds:
  • MapAndreas (heightmap Z) - Philip
  • ColAndreas (full map collision / raycasting) - Pottus, uL Chris42O, Slice
  • Streamer (dynamic objects, for FCNPC_*SurfingDynamicObject) - Incognito

Build from sourceopen.mp's Windows server is x86 and components must use the Microsoft C++ ABI. The repo includes a no-Visual-Studio cross-build (clang-cl + lld against the MSVC SDK via msvc-wine), a Windows CMake path, and a Linux .so path. CI builds FCNPC.dll + FCNPC.so and attaches them with FCNPC.inc to every tagged release.

Credits
  • Original FCNPC: OrMisicL (2013-2015), ziggi (2016-2024).
  • open.mp NPC engine (INPCComponent): the open.mp team.
  • open.mp port: Xyranaut.
  • Companion plugins: MapAndreas (Philip), ColAndreas (Pottus, uL Chris42O, Slice), Streamer (Incognito).


Bug reports / PRs welcome on the repo. Tested against open.mp 1.5.x.


  🚀 ¡Buscamos Mapeador para nuevo servidor RolePlay! 🚀
Posted by: Dramack - 2026-05-25, 05:34 PM - Forum: Discusión GTA SA Multijugador - No Replies

SE BUSCA Mapeador para Proyecto RolePlay desde cero

¡Hola a todos! Estoy en la búsqueda de un Mapeador para unirse a un proyecto de RolePlay que se está desarrollando completamente desde cero.
Estado del proyecto: Llevo 3 meses de desarrollo constante trabajando en el GameMode (GM), el cual ya se encuentra en un 60% de avance . Todos los sistemas han sido creados y programados desde cero, garantizando código limpio y original.
¿Qué busco? Alguien que se encargue de la obtención de coordenadas y la creación de mapeos (son trabajos relativamente sencillos). Aunque tengo los conocimientos para hacerlo, prefiero delegar esta área para poder concentrarme al 100% en la programación de los sistemas y así acelerar el lanzamiento del servidor.
Si te interesa formar parte de un proyecto serio y con bases sólidas, ¡escríbeme al privado para más detalles!

Adjunto algunas imágenes, de algunos de los sistemas

https://imgur.com/a/rNADfDF

Sistema de casas listo. desde 0 con gareges.

Sistema de Bandas/mafias (Implementando mas funciones)

Sistema de Almacén "Tipo GTA V" comprar cajas, vender mercancía, "con riesgo de perder si llega otra banda y te la roba en el proceso de venta"

FACCIONES: LVPD, SFPD, LSPD, 

Trabajos: Camionero lv1 lv2 lv3   Pizzero 

Sistema de botiquín

Sistema de plantar marihuana.

Estos son solo algunos, Necesito Coordenadas, Mapeos para darle avance al 100% con este proyecto


  Welcome to los santos !
Posted by: xInVinCiBlE - 2026-05-25, 10:00 AM - Forum: Advertisements - No Replies

Greetings everyone, Are you looking for amazing SA -MP servers? There you go!

Visit our SA-MP Servers :

[EN] - s2.gta-multiplayer.cz:7777 (Welcome To Los Santos 2)

- s3.gta-multiplayer.cz:7777 (Welcome To Los Santos 3)

[CZ/SK/EN]- s1.gta-multiplayer.cz:7777 (Welcome To Los Santos)

s4.gta-multiplayer.cz (Welcome To Los Santos 4) [SA-MP 0.3.DL]



Server’s Website : [EN] www.gta-multiplayer.cz/en/

[CZ]www.gta-multiplayer.cz/cz/



Why should you play on our game servers?

- Unique game server with original features.

- Professional, Friendly and helpful admin team.

- Weekly updates and effective anti-cheat system.

- You can play Minigames such as Basketball, Races, Pool, Destructive Derby, Deatchmatches and much more.

- You can find over 30 Unique jobs to earn money (Police, Paramedic, Burglary, Taxi, Farmer, Trucker, Valet, Pilot, Securicar etc.)

- You can do unique missions (Sweet, Ryder, Big Smoke, Madd Dog, Cesar, Woozie, Catalina, Truth, Toreno and Zero)

- You can start CEO challenges with your friends (GTA Online Feature), share cuts and use special vehicles.

- Amazing events every 30minutes (Hide’n’Seek, Fallout, Warzone, Death run and much more)

- Heists from GTA V.

- Video game QUB3D from GTA 4

- Lots of Properties, Garages, Hotel suites and Houses to purchase.

- Custom made Roulettes, Slot machines, video poker , Black Jack, Texas Holdem Poker and Wheel of fortune.

- You can trade Shares on Stock market BAWSAQ from GTA 5

- Gang wars over 119 territories

- You can purchase a premium account and gain alot of benefits.

- Gyms, strip clubs, clothes shops, hidden packages, oysters, spray tags, horseshoes and much more