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Android app for developing game scripts |
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Posted by: Limedev - 2024-01-21, 09:58 PM - Forum: Tech
- No Replies
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Preface
Hi all! My name is Timofey and I am an Android developer. Let me make a reservation right away that what I want to talk about today does not quite fit the theme of SA:MP, but still, don’t judge, as they say, by its clothes, perhaps my application will be useful to you!
Subject
Today I want to tell you about an application that I have been developing for more than two years. MTA:SA Developers: Mobile is an Android application that includes:
- Mobile version of the MTA:SA Forum and MTA:SA Community
- Readable MTA:SA Wiki
- An improved file manager with the ability to view Renderware models
- And, of course, a code editor
![[Image: 2URCJcC.png]](https://i.imgur.com/2URCJcC.png)
Yes, this application is developed for MTA:SA, but perhaps it will also be useful for the SA:MP developer with such functions as:- File manager. You can open any zip archive and view and edit the files in it, for example dff and txd files, pictures, sounds and game scripts. The file manager can also encrypt Lua scripts
- Code editor. You can view and edit the code of game scripts. There is support for such languages as: Lua, XML, HLSL, HTML. Additionally, the code editor supports a physical keyboard
Features
Briefly about all the functions of the application:- Viewing MTA:SA forum news feed, participating in discussions, viewing forum content in details
- Viewing MTA:SA Wiki
- Viewing MTA:SA Community, including browsing MTA:SA servers and downloading MTA:SA resources
- Viewing and editing files. Unpacking, viewing and editing zip-archives
- Compiling Lua scripts directly in the archive
- Viewing Renderware models, including a visual view of the model as well as a view of the model dump
- Viewing and editing script code
- Compressing opened files into a zip-archive
- Choosing of dark or light theme
- Embedded browser
- Widget displaying online on MTA:SA servers
In addition, in the near future it is planned to add such features as: hints in the code editor and adding and removing files from the archive in the file manager.
Links
If you are interested in the application, you can download it using the links below:
Google play: https://play.google.com/store/apps/detai...dev.mtacse
App Gallery: https://appgallery.huawei.com/#/app/C103285117
Thank you all for your attention! I hope this article was at least a little useful for you :)
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| Latvian |
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Posted by: Krisitis - 2024-01-21, 11:10 AM - Forum: Other
- No Replies
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Paskatīsimies, varbūt te kāds vēl ir aizķēries!
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AttachVehicleToVehicle |
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Posted by: aguadecoco1301 - 2024-01-20, 12:53 AM - Forum: Pawn Scripting
- Replies (1)
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Hello everyone. I am programming a server in Pawn, and I would like to know if there is any function or plugin that allows to attach two vehicles and have them move at the same time, as it happens for example in the "Cop Wheels" mission where HPV1000 are hooked to the vehicle transporter truck.
This is something I've wanted to do for a long time and never found anything, I only remember once finding a post in the official forum about it only being possible with a plugin, but I never found any that allowed it.
I also add that I know you can teleport the vehicle for each update, but this looks ugly and causes collisions.
I also know that in Sanny Builder for programming in cleos there is such a function.
Does anyone know a way to do it?
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| discord ban?? |
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Posted by: CJ101 - 2024-01-19, 08:05 PM - Forum: Chat
- No Replies
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I seem to be banned from the SA-MP OpenMp discord. how would i go about appealing that?
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| issue with forEach |
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Posted by: CJ101 - 2024-01-19, 12:16 AM - Forum: Pawn Scripting
- Replies (2)
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Does open.mp not work with foreach? I get the error:
C:\Users\jdawg\OneDrive\Documents\RXDM\gamemodes\rxdm-sql.pwn(4887) : error 017: undefined symbol "Rows@YSII_Ag"
Here's part of my code, the error is on the foreach() line
Code: mysql_query(rxdm,"SELECT * FROM `props`");
new Rows = cache_num_rows();
new tmp[35];
if(Rows > 0)
{
foreach (new row:Rows)
{
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| Connecting and disconnecting the server |
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Posted by: iyat.asagy3 - 2024-01-18, 09:07 PM - Forum: Support
- No Replies
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Hello, how long has it been when I go to a server, after about 10 to 12 minutes the server restarts for me and sometimes I need to exit the game in all servers, how can I solve this problem?
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Parallel for missing iterations? |
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Posted by: visibleonbush1 - 2024-01-18, 07:00 PM - Forum: Questions and Suggestions
- Replies (2)
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Hi, I'm working on optimizing a piece of code, the code performs well for smaller values of 'n' (e.g., 10,000), but when 'n' is significantly larger (e.g., 100,000), it seems to skip a considerable number of iterations. Specifically, I've tested it with 'n' set to 100,000, and it only executes 1,410,065,408 iterations out of the expected 10,000,000,000., im asking here because if n is not so big (10k) he is perfectly fine, am i missing anything (thank you in advance).
Code: int compute_forces( void )
{
int n_intersections = 0;
int nThread = omp_get_num_threads();
int *nit = calloc(8, sizeof(int));
long long asdf = 0;
// Parallelized the outer function, because the internal would have a lot more overhead
#pragma omp parallel for collapse(2) default(none) shared(ncircles, circles, EPSILON, K, nit) schedule(static, ncircles) reduction(+:n_intersections) reduction(+:asdf)
for (int i=0; i<ncircles; i++) {
for (int j=0; j<ncircles; j++) {
//nit[omp_get_thread_num()]++;
asdf++;
if (j <= i) {
continue;
}
const float deltax = circles[j].x - circles[i].x;
const float deltay = circles[j].y - circles[i].y;
const float dist = hypotf(deltax, deltay);
const float Rsum = circles[i].r + circles[j].r;
if (dist < Rsum - EPSILON) {
n_intersections++;
const float overlap = Rsum - dist;
assert(overlap > 0.0);
const float overlap_tmp = overlap / (dist + EPSILON);
const float overlap_x = overlap_tmp * deltax;
const float overlap_y = overlap_tmp * deltay;
#pragma omp atomic
circles[i].dx -= overlap_x;
#pragma omp atomic
circles[i].dy -= overlap_y;
#pragma omp atomic
circles[j].dx += overlap_x;
#pragma omp atomic
circles[j].dy += overlap_y;
}
}
}
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