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  Nouveau serveur
Posted by: tysanio - 9 hours ago - Forum: French/Français - No Replies

Nouveau serveur en construction!
Marre de LSC?
On veux du neuf!

[color=oklab(0.99328 0.00081415 0.00668276)]null null [b]ANNONCE OFFICIELLE[/b] null[/color]

[color=oklab(0.967507 0.00108408 0.00575962)]null Le projet [b]Silver RP[/b] est officiellement lancé ! null

Nous avons le plaisir de vous annoncer le début du développement de
[b]Silver RP[/b], un serveur [b]SA-MP Roleplay[/b] pensé pour offrir une expérience RP sérieuse, immersive et unique. null

null Le projet est actuellement en préparation
null Les premières informations arriveront très bientôt
null Une communauté solide commence à se construire

Restez connectés, l’aventure
[b]Silver RP[/b] ne fait que commencer… null

[b]Silver RP[/b]
[i]La nouvelle histoire commence ici.[/i]
[/color]

[color=oklab(0.967507 0.00108408 0.00575962)][i]https://discord.gg/g4rMgEFPyF

Je suis que joueur veuiller vous addressé a Acomix / Droto pour info
[/i]
[/color]


  My honest take on Drakaris Casino after a couple weeks
Posted by: LucasHart - 11 hours ago - Forum: Chat - No Replies

I spent a couple of weeks poking around Drakaris Casino after a friend mentioned it in a Discord server dedicated to online gambling. My first impression was that the site leans hard into a dragon/fantasy theme, which is fine, but I care more about what happens once you actually deposit money than about the artwork on the homepage. So this is a practical rundown rather than a marketing pitch.
Signing up took less than five minutes. Email, password, a quick phone confirmation, and I was in. The KYC step didn't hit me until my first withdrawal request, which is fairly standard these days — most licensed operators now delay document checks until you try to cash out rather than blocking you at registration. I uploaded a photo ID and a recent utility bill, and the verification was cleared in under a day. That's roughly in line with what I've seen at other mid-sized operators; nothing to complain about, nothing that blew me away either.
The welcome offer is built around a bonus code, FIRST, which unlocks a match on your first deposit plus a batch of free spins on one of their slot titles. Wagering requirements are on the higher side compared to some competitors, so if you're the type who wants to clear a bonus and walk away with real money quickly, read the terms before you opt in. I've seen worse, I've seen better — it sits in the middle of the pack.
Game selection is where Drakaris actually earns some credit. The casino lobby pulls from a handful of well-known studios, so you get a decent spread of slots, a solid live dealer section with several blackjack and roulette tables running around the clock, and enough table game variety that it doesn't feel like filler. If you're mainly there for slots, the RTP information is listed per game, which not every operator bothers to display clearly.
The sportsbook side surprised me more than the casino did. Coverage on football and tennis is deep, with a lot of in-play markets and reasonable odds compared to a couple of bigger-name books I check regularly. Basketball and esports markets are thinner but usable. Bet slip performance was smooth on both desktop and mobile browser, no lag, no weird freezes during a live match, which is more than I can say for some competitors in this bracket.
Payment options cover the usual range of cards and e-wallets, plus a couple of crypto options if that's your thing. Withdrawal processing, once KYC was done, landed in about two business days for a card payout — not instant, but not the multi-week horror stories you sometimes read about smaller operators. Customer support answered a live chat question in under ten minutes at 2am local time, which honestly says more about a casino's real reliability than any homepage badge.
On licensing, Drakaris displays UKGC and MGA marks on its footer. I'd treat those claims with some caution and verify directly against the regulator's public registry before relying on them, since footer badges alone aren't proof of an active license — that's just good practice with any offshore-leaning operator, not a knock specifically against this one.
For a deeper dive I'd point you to the drakaris casino that sportbar.casino put together, which is where I go when I want a second opinion before committing real money anywhere. Between their write-up and my own week of testing, my take is that Drakaris is a reasonably solid mid-tier option for players who want both a casino and a sportsbook under one login, as long as you go in with realistic expectations about the bonus terms and you do your own license verification rather than taking the footer icons at face value. It's not going to replace a top-five operator for a high-volume bettor, but for casual play across both the casino and sportsbook, it holds up fine.


  SmartEvents - a plugin for timed events
Posted by: email.d.value - Yesterday, 08:27 AM - Forum: Plugins - No Replies

SmartEvents
SA-MP/OMP plugin for managing timed player events: Mute, Jail, VIP, etc.

How it works
When creating an event you need to specify:
  • Event name
  • Callback - called once when the time expires. If the remaining time is more than 24 hours, the callback isn't added to the queue until the next server restart, which optimizes performance.
  • Time type - there are two types:
    • false - offline: time counts down even when the player isn't on the server. Saved once when the event is assigned.
    • true - online: time counts down only while the player is on the server. Saved when assigned and every time the player disconnects.
Crash protection
Even for online events, data loss on crash isn't a problem.
When an event is assigned, the necessary data is written to a temporary table, and it's removed when the player disconnects.
If the server crashes, the data stays there.
On restart the plugin checks the temporary table, calculates the difference between the saved time and the current startup time, and updates the main table.

Requirements
  • Automatic server restart once a day (present on all decent servers)
  • An auto-restart-on-crash script (present by default on all hosting providers; set up manually on a VPS)

Data storage
All data is stored in an SQLite database at scriptfiles/SmartEvents.db.

Integration
Call two functions in your gamemode - one after login, another after registration:

Code:
public OnPlayerLogin(playerid)
{
    // Your account loading
    cache_get_value_name_int(0, "ID", PlayerInfo[playerid][pID]);

    SE_OnPlayerLogin(playerid, PlayerInfo[playerid][pID]);
}

public OnPlayerSignIn(playerid)
{
    // When the player has registered
    PlayerInfo[playerid][pID] = cache_insert_id();
    SE_OnPlayerSignIn(playerid, PlayerInfo[playerid][pID]);
}

Usage example
Code:
new SE:gPlayerMute;
new SE:gPlayerJail;

public OnGameModeInit()
{
    SE_SetLanguage("en");
    gPlayerMute = SE_AddEvent("mute", "OnMuteExpired", true); // online - in-game time only
    gPlayerJail = SE_AddEvent("jail", "OnJailExpired", true); // online - in-game time only
}

CMD:mute(playerid, params[])
{
    SE_SetPlayerEvent(targetid, gPlayerMute, SE_MinutesToSeconds(30));
    SendClientMessage(targetid, -1, "You have been muted for 30 minutes");
}

CMD:unmute(playerid, params[])
{
    SE_RemovePlayerEvent(targetid, gPlayerMute);
    SendClientMessage(targetid, -1, "Your mute has been removed");
}

CMD:jail(playerid, params[])
{
    SE_SetPlayerEvent(targetid, gPlayerJail, SE_HoursToSeconds(1));
    SendClientMessage(targetid, -1, "You have been jailed for 1 hour");
}

public OnPlayerText(playerid, text[])
{
    if (SE_IsPlayerEventActive(playerid, gPlayerMute))
    {
        SendClientMessage(playerid, -1, "You are muted");
        return 0;
    }
    return 1;
}

public OnPlayerSpawn(playerid)
{
    if (SE_IsPlayerEventActive(playerid, gPlayerJail))
    {
        SetPlayerPos(playerid, x, y, z);
    }
    return 1;
}

SE_Event:OnMuteExpired(playerid)
{
    SendClientMessage(playerid, -1, "Your mute has expired");
}

SE_Event:OnJailExpired(playerid)
{
    SetPlayerPos(playerid, x, y, z);
    SendClientMessage(playerid, -1, "Your jail time has expired");
}

Why is this better than subtracting and saving every second?

DB queries: Tick & Save - every second per player / SmartEvents - on assignment + on disconnect
Callback calls: Tick & Save - every second / SmartEvents - once, on expiration

Benchmark
100 players with a 5-hour mute and 15 reconnects per player (reconnect for the plugin only).
[Image: Benchmark.png]


Documentation >> https://github.com/i-Saibot/SmartEvents/wiki
Release >> https://github.com/i-Saibot/SmartEvents/releases


  PawnMap - a plugin for creating maps in Pawn
Posted by: email.d.value - Yesterday, 08:19 AM - Forum: Plugins - No Replies

PawnMap - a plugin for creating maps in Pawn

Main goal: to make a map for Pawn that is as clear and performant as possible.
So it could be used in regular systems, without significantly falling behind raw Pawn arrays, and where some data operation is needed (search, sorting), it would even be faster.

All detailed documentation with examples is in my repository >> https://github.com/i-Saibot/PawnMap/wiki
Here I'll just briefly show the list of functions and a couple of examples:

Functions
Code:
Map_Create - Creates a new map instance.
Map_Destroy - Deletes a map instance.
Map_IsValid - Checks whether the map exists in memory.
Map_Clear - Completely clears the map.
Map_Clone - Creates a full copy of an existing map.
Map_Merge - Merges two maps.
Map_Set - Sets a set of values for the specified key.
Map_Get - Retrieves all data stored under the specified key.
Map_RemoveKey - Removes the specified key.
Map_SafeRemoveKey - Safely removes the specified key inside a loop.
Map_RenameKey - Changes the identifier of an existing key to a new one.
Map_Swap - Swaps the data of two specified keys.
Map_ContainsKey - Checks whether the specified key exists in the map.
Map_GetKeyByIndex - Gets the key value by its index.
Map_GetKeyCount - Gets the number of keys in the map.
Map_FindKeyByField - Searches for a key by its value.
Map_SortByKey - Sorts all keys in the map according to the selected order.
Map_SortByField - Sorts entries in the map based on the values of an enum field.
Map_SetString - Helper function for safely writing a string into an array.
mapfor - A loop for iterating over keys in a map.
Map_StringKeyToIntor - Converts a string key to an int for the map.
Map_GetIdByStringKey - Finds and returns the integer (ID) of an existing string key in the map.
Map_ContainsStringKey - Checks whether an entry with the specified string key exists in the map.
Map_GetStringById - Gets the string name of a key by its numeric identifier (ID).


Dm Zone
Let's say we need to make a DM arena where we'll track the number of kills, deaths, and damage.
At the end of the round we need to sort the list, print the data, and clear the map for the next round.
In this map we use playerid as the key.

Code:
enum e_dm_zone
{
    Kills,
    Death,
    Float:Damage
}
new PawnMap:MapDmZone;

public OnGameModeInit()
{
    // Create the map on mode start
    MapDmZone = Map_Create();
    return 1;
}

public OnGameModeExit()
{
    // Destroy the map
    Map_Destroy(MapDmZone);
    return 1;
}

public OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart)
{
    // Check whether the player is in the DM zone

    static data[e_dm_zone];

    // Get the player's current data to update it
    Map_Get(MapDmZone, playerid, data);

    data[Damage] += amount;

    // Update only the damage
    Map_Set(MapDmZone, playerid, data);
    return 1;
}

public OnPlayerDeath(playerid, killerid, reason)
{
    // Check whether the player is in the DM zone

    static data[e_dm_zone];

    // Update deaths (Death)
    Map_Get(MapDmZone, playerid, data);
    data[Death] += 1;
    Map_Set(MapDmZone, playerid, data);

    // Update kills (Kill)
    if(killerid != INVALID_PLAYER_ID)
    {
        Map_Get(MapDmZone, killerid, data);
        data[Kills] += 1;
        Map_Set(MapDmZone, killerid, data);
    }
    return 1;
}

stock DmZoneRoundFinish()
{
    // Sort in descending order (players with more kills first)
    Map_SortByField(MapDmZone, e_dm_zone:Kills, MAP_SORT_DESC);

    static data[e_dm_zone];
    new string[144];

    mapfor(MapDmZone, i)
    {
        Map_Get(MapDmZone, i, data);

        format(string, sizeof(string),
            "[DM ZONE] playerid %d | kills %d | death %d | damage %.2f",
            i,
            data[Kills],
            data[Death],
            data[Damage]
        );
        SendClientMessageToAll(-1, string);
    }
   
    // Clear the data for the next round
    Map_Clear(MapDmZone);
    return 1;
}

Inventory
Let's say we need to implement a simple inventory with a basic set of functions.
In this architecture we use the slot ID as the unique key (Key), and the item structure as the value (Value).
This allows efficient management of slots, moving items, and quickly checking whether the bag is full.
In this system we use the slot ID as the key (Key), and the item structure as the value (Value).

Code:
const INVENTORY_MAX_SLOTS = 15;

enum e_inventory
{
    Item,
    Amount,
    Name[24]
}
new PawnMap:MapInventory[MAX_PLAYERS] = {INVALID_MAP_ID, ...};

public OnPlayerConnect(playerid)
{
    // Create a map for each player on connect
    MapInventory[playerid] = Map_Create();
    return 1;
}

public OnPlayerDisconnect(playerid, reason)
{
    new PawnMap:mapid = MapInventory[playerid];

    // Check validity before deleting
    if (Map_IsValid(mapid))
    {
        // Fully destroy the map and free the memory in the plugin
        Map_Destroy(mapid);
       
        // Reset the variable to its initial state
        MapInventory[playerid] = INVALID_MAP_ID;
    }
    return 1;
}

stock GiveInventoryItems(playerid, itemid, amount, const name[])
{
    new PawnMap:mapid = MapInventory[playerid];
    // Check whether this item already exists in the inventory (by the Item field)
    new slotid = Map_FindKeyByField(mapid, e_inventory:Item, MAP_TYPE_INT, itemid);

    static data[e_inventory];

    if (slotid != INVALID_MAP_KEY_ID)
    {
        // If the item is found - increase the amount
        Map_Get(mapid, slotid, data);
        data[Amount] += amount;
        Map_Set(mapid, slotid, data);
    }
    else
    {
        // If the item is new - check the slot limit
        if (Map_GetKeyCount(mapid) >= INVENTORY_MAX_SLOTS)
        {
            SendClientMessage(playerid, -1, "No free slot for the item.");
            return 0;
        }

        new free_slotid = Map_GetFreeKey(mapid);
        if (free_slotid == INVALID_MAP_KEY_ID)
        {
            SendClientMessage(playerid, -1, "Error finding a free slot.");
            return 0;
        }

        data[Item] = itemid;
        data[Amount] = amount;
        Map_SetString(data[Name], name);

        Map_Set(mapid, free_slotid, data);
    }
    SendClientMessage(playerid, -1, "Inventory updated.");
    return 1;
}

stock RemoveInventoryItems(playerid, itemid)
{
    new PawnMap:mapid = MapInventory[playerid];
    new slotid = Map_FindKeyByField(mapid, e_inventory:Item, MAP_TYPE_INT, itemid);

    if (slotid == INVALID_MAP_KEY_ID)
    {
        SendClientMessage(playerid, -1, "Error: item not found.");
        return 0;
    }
    Map_RemoveKey(mapid, slotid);
    SendClientMessage(playerid, -1, "Item removed.");
    return 1;
}

stock UseInventoryItems(playerid, itemid, amount)
{
    new PawnMap:mapid = MapInventory[playerid];
    new slotid = Map_FindKeyByField(mapid, e_inventory:Item, MAP_TYPE_INT, itemid);

    if (slotid == INVALID_MAP_KEY_ID)
    {
        SendClientMessage(playerid, -1, "Error: item not found.");
        return 0;
    }

    static data[e_inventory];
    Map_Get(mapid, slotid, data);

    data[Amount] -= amount;

    if (data[Amount] <= 0)
    {
        Map_RemoveKey(mapid, slotid);
    }
    else
    {
        Map_Set(mapid, slotid, data);
    }
    return 1;
}

stock SwapInventoryItems(playerid, slot_1, slot_2)
{
    new PawnMap:mapid = MapInventory[playerid];

    if (Map_Swap(mapid, slot_1, slot_2))
    {
        SendClientMessage(playerid, -1, "Items successfully moved.");
    }
    else
    {
        SendClientMessage(playerid, -1, "Move error.");
    }
    return 1;
}

stock ShowInventory(playerid)
{
    new PawnMap:mapid = MapInventory[playerid];
    new string[1024];
   
    mapfor(mapid, slotid)
    {
        static data[e_inventory];
        Map_Get(mapid, slotid, data);

        format(string, sizeof(string),
            "%s№%d\t%s\tAmount: %d\n",
            string,
            slotid,
            data[Name],
            data[Amount]
        );
    }
    ShowPlayerDialog(playerid, 1000, DIALOG_STYLE_LIST, "Inventory", string, "Select", "Close");
    return 1;
}

public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
    if (dialogid == 1000)
    {
        if (!response) return 0;

        new slotid = listitem;
        new PawnMap:mapid = MapInventory[playerid];

        static data[e_inventory];
        if (Map_Get(mapid, slotid, data))
        {
            new string[144];
            format(string, sizeof(string),
                "You selected - Name: %s | ID: %d | Amount: %d",
                data[Name], data[Item], data[Amount]
            );
            SendClientMessage(playerid, -1, string);
        }
    }
    return 1;
}

Speed test 

OPERATION PawnMap Raw Array DIFF (RA/PM)
CREATE & DEL 2 ms 0 ms x0.0
SET 2 ms 1 ms x0.5
GET 1 ms 2 ms x2.0
ADD 1 ms 0 ms x0.0
FIND 8 ms 417 ms x52.1
CONTAINS 0 ms 1052 ms x1052.0
REMOVE 44 ms 1901 ms x43.2
SWAP 0 ms 4 ms x4.0
SORT 4 ms 18 ms x4.5
SET STR 1 ms 1 ms x1.0
CONS STR 0 ms 1394 ms x1394.0
TOTAL TIME 63 ms 4790 ms x76.0

Quote:At this point, only an integer (int) can be a key. In four years of working on projects, I only needed a string identifier for a system once;I don't recall other cases where it would have been necessary. To avoid cluttering the API with duplicate functions with the _Str postfix (which would need to be added to practically every function) and to avoid reducing map performance, I decided not to implement string key support. Instead, I implemented the ability to convert a string into an integer key.

Example
Code:
enum inventory_struct
{
    Itemid,
    Amount
}

public OnGameModeInit()
{
    new PawnMap:mapid = Map_Create();

    // 1. Convert the string "Deagle" into a numeric ID and write the data
    new keyid = Map_StringKeyToInt(mapid, "Deagle");

    if (keyid != INVALID_MAP_KEY_ID)
    {
        new data[inventory_struct];

        data[Itemid] = 24;
        data[Amount] = 100;

        // Save the data array under this ID
        Map_Set(mapid, keyid, data);

        printf("String 'Deagle' successfully converted to ID: %d", keyid);
    }

    // 2. Get the ID by string (using the already created variable, without 'new')
    keyid = Map_GetIdByStringKey(mapid, "Deagle");

    if (keyid != INVALID_MAP_KEY_ID)
    {
        printf("ID for key 'Deagle' found: %d", keyid);
    }
    else
    {
        printf("This string key does not exist in the map.");
    }

    // 3. Check for the key directly
    if (Map_ContainsStringKey(mapid, "Deagle"))
    {
        printf("Key 'Deagle' exists in this map.");
    }
    else
    {
        printf("Key 'Deagle' not found.");
    }

    // 4. Convert the numeric ID back to a string
    new buffer[32];

    if (Map_GetStringById(mapid, keyid, buffer))
    {
        printf("Name of key under ID %d - '%s'", keyid, buffer);
    }

    return 1;
}

Download: >> https://github.com/i-Saibot/PawnMap/releases


Star SAMP Tres Islas Reality Roleplay Server
Posted by: RenzyYtribe - 2026-08-07, 02:06 PM - Forum: Advertisements - No Replies

[Image: 1522161017298223104]
Tres Islas Reality Roleplay (TIRRP)

Create Your Story. Build Your Legacy.

[Image: yourbanner.png]



[/HR]

📖 About Tres Islas Reality Roleplay

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Our relaunch has already reached 60+ peak players, and we're continuing to improve the server with our brand-new NGG-inspired Roleplay Gamemode, featuring new systems, better optimization, and continuous updates.


[/HR]

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[/HR]

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[/HR]

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[/HR]

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  • Organize your robbery crew.
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[/HR]

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[/HR]


🚀 Join Today!

Server IP

Code:
72.62.75.251:7777

Discord

https://discord.gg/AesbJwVXyE

Create Your Story.
Build Your Legacy.
Welcome to Tres Islas Reality Roleplay.



  SAMP on mac
Posted by: amer-5 - 2026-08-06, 11:41 AM - Forum: Support - No Replies

[color=oklab(0.895351 0.00118113 -0.00387758)]I need help, I miss samp so much and i want to play with my friends but i dont have windows pc anymore but macbook air m1 2020 with 8gb of ram and ive downloaded crossover to try playing it but game crashes after printing out line connecting to .... Is there anyone who plays samp on mac and if he could help me connect to server it doesnt have to be crossover only thing that is impoortant is that i need to be able to play[/color]


Heart Welcome to los santos
Posted by: MoonWatcher - 2026-08-06, 10:50 AM - Forum: Advertisements - No Replies

Why Choose Our Game Servers?

The GTA-Multiplayer.cz (WTLS) server provides a unique and comprehensive multiplayer experience that supports multiple platforms, including SA-MP, FiveM, VC-MP, and Liberty Unleashed. This allows you to play different versions of the GTA series all in one place. Our servers are hosted on powerful, high-end hardware, ensuring smooth and stable performance with absolutely zero connection issues or server lags during gameplay. All servers are updated every single day!

We take pride in our professional, friendly, and helpful admin team, always available to assist players both in-game and on our official forums to resolve issues and guide newcomers. Additionally, our project maintains a strict policy against cheaters, relying on a highly effective, custom anticheat system and continuous admin monitoring to guarantee a fair and enjoyable gaming environment for everyone. If you ever feel lost on any server, simply message any online helper using the /helpers command.

Our SA-MP servers are widely considered the best due to their massive feature list, which includes scripted heists, diverse missions, races, gang wars, organizations, businesses, and properties. On top of that, you can experience our unique virtual BAWSAQ stock market and exclusive minigames such as pool, golf, basketball, poker, and the classic QUB3D videogame.

We also have FiveM servers featuring most of the incredible SA-MP server mechanics you love! By playing here, you join a great and active community of players where you can cooperate with others in jobs, shared missions, and large-scale events. We organize frequent challenges, events, and contests with amazing prizes to keep the competition exciting and rewarding!

🎮 Server Connection Info & IPsConnect to any of our active servers below. Please note the specific gameplay rules for Server 2 and Server 4:

Server 1 IP: s1.gta-multiplayer.cz:7777

Server 2 IP: s2.gta-multiplayer.cz:7777 (No dual Sawn-off / No drive-by as a driver)

Server 3 IP: s3.gta-multiplayer.cz:7777

Server 4 IP: s4.gta-multiplayer.cz:7777 (No dual Sawn-off / No Micro SMG / No drive-by as a driver)

FiveM 1: cfx.re/join/ej46gb

FiveM 2: cfx.re/join/objpqy

🚀 Join Us Today!
Don't miss out on the ultimate GTA multiplayer experience. Connect to our servers now, create your legacy, and become part of our growing global community! If you experience any issues, please do not hesitate to use our website.

🌐 Official Website: https://www.gta-multiplayer.cz/
📺 Latest Updates & Videos: https://www.youtube.com/@GTAMPCZ


Heart Argus Police Pursuit - Next-Gen Pursuit Server 🚔
Posted by: undefined - 2026-08-04, 08:17 PM - Forum: Advertisements - No Replies

[Image: logo.png]

ARGUS POLICE PURSUIT
Cops vs Criminals. Pursuits, gunplay, teamwork.
open.mp & SA-MP

● LAUNCHING SOON ●
Join our Discord to stay updated and participate in early tests!

Server IP: LAUNCHING SOON
Join DiscordVisit Website

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Two sides: police and criminals.

As a cop, you chase suspects, box them in, and take them down in combat. As a criminal, you escape, outmaneuver pursuit units, and fight back when cornered. Driving skills matter just as much as sharp aim.

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Gameplay Features:
  • 100% Zero Pay-to-Win: No buying your way to the top. Every vehicle (/car), weapon (/gun), and skin is unlocked purely by playing, winning matches, and earning points. Skill wins, not wallets.
  • Progressive Pursuit Phases: No random spray-and-pray. Initial pursuit -> PIT maneuvers & spike strips authorized -> Full deadly force if criminals open fire.
  • Downed System (DBNO): You don't die instantly in combat; you enter a 30s downed state where teammates can get you back up with /revive.
  • Paintball Arena: Jump into /paintball to warm up your aim while waiting in the lobby.
  • Field Repair & Medkits: Limited kits for tactical survivability on the run.

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Server & Infrastructure:
  • Custom Anti-Cheat: Built on open.mp + Pawn.RakNet. Play clean without cheaters ruining matches.
  • 6 Languages Supported: English, Turkish, German, Spanish, French, Portuguese.
  • Active Staff: Multilingual administration team active across different time zones.

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Get ready for the launch — Join the Discord!

argus-pp.comdiscord.gg/9wsPNCU2mA


Brick Project San Andreas Roleplay [0.3DL - Mobile/PC] [Pre-Launch BETA]
Posted by: Artysh - 2026-08-03, 06:17 AM - Forum: Advertisements - No Replies

[Image: ZGtxF6h.png]
About Project San Andreas Roleplay

Project San Andreas Roleplay is an open.mp roleplay server built completely from scratch, currently in active development and approaching its public launch.

Most of our core systems are already fully built and running — including AI-driven NPCs, dynamic bank heists, and a full smuggling & weapon crafting economy (details below). We are now recruiting staff members, faction leaders, mappers, and beta testers to help shape the server from day one.

Our goal is to build a serious English-based medium/heavy roleplay community set in San Andreas.

For now, new players can join without applications. However, applications will soon become mandatory in order to create an account and play.

Systems Already Built
  • Dynamic faction system with 8 faction types
  • Gang turf warfare and capture points
  • Gang upgrades and territory income
  • Hitman contracts placed by players across the city
  • Dynamic housing and property ownership
  • Furniture placement and house storage
  • Business ownership and management with 9 business types
  • Vehicle ownership with fuel, mods, and impounds
  • Vehicle rentals
  • Personal garages with upgrade levels
  • 12 leveled jobs, both legal and illegal
  • Full inventory and item system with 45+ item types
  • Drug planting, growing, and harvesting
  • Weapon crafting and crate smuggling routes
  • Player-driven economy with banking and taxation
  • Dynamic event system, including TDM, Deathmatch, Racing, and more
  • VIP membership tiers
  • Aura farming system
  • FBI surveillance, wiretapping, and undercover operations
  • Phone, radio, and communication systems
  • Hunger, thirst, injury, and hospital system
  • Character creation with multi-character accounts
  • Starter tasks and guided new player tutorial
  • AI-powered NPCs with real conversations, memory, and dynamic combat behavior
  • Dynamic, multi-bank robbery system
  • Special Materials smuggling routes and Special Weapon crafting
  • And much more still to be revealed

We Are Hiring
We are currently recruiting for the following positions:
  • Server Staff
  • Helpers
  • Faction Leaders
  • Mappers
  • Beta Testers

If you are interested in helping build a serious roleplay community from the ground up, now is the perfect time to join us.



🧬 Welcome Our New Residents!

New faces have moved in — people with names, routines, jobs and tempers. They walk their blocks, work their corners, and remember who caused them trouble. Treat them like people, because they'll treat you like one.

Word on the streets
  • 💊 A dealer works the back alleys — always moving. Approach quietly, press N, keep your voice down. He's got seeds, if you've got cash.
  • 🕶️ The suits outside certain compounds aren't decoration. Let off rounds near their post and you'll hear it: "FINAL WARNING — one more move and I put you down."
  • 🌭 The vendor sells hot food and first aid, the performer works for tips, and the receptionist knows more than she lets on.
  • 🚗 Some just live here — walking to their jobs, driving to their homes.

New city standards
  • Lay a hand on them — fist, bullet, bumper or rotor blade — and they defend themselves. Some wound and walk away. Some don't stop.
  • That "unarmed" dealer? Watch his hands — he might quickly draw a weapon on you, and it's a different conversation.
  • Hurt one of a crew and the radio crackles: "TAKING FIRE! All units converge, NOW!" Then they come. All of them.
  • They bleed, they fall — but the city always sends someone new. Buy from them, provoke them, case their compounds — the city breathes now.

They have names. They have jobs. They have limits. 🎯

https://www.youtube.com/watch?v=XMdiA5P9he0



🤖 NPCs Chat & Combat Update

Our dynamic NPCs are no longer limited to scripted dialogs or fixed reactions. They can now hold real conversations with players, remember previous interactions, and make roleplay decisions based on the situation around them.

💬 Real Conversations
Players can approach supported NPCs and speak with them naturally. Their responses are influenced by their:
  • Personality
  • Occupation
  • Current situation
  • Relationship with the player
  • Previous interactions
  • Available server information

A dealer may refuse to cooperate, react to your reputation, or discuss current prices. A receptionist may provide relevant information, while a witness may remember what happened and decide whether you can be trusted.

NPCs can securely access selected database fields when necessary, allowing conversations to reflect real server data such as prices, stock, character information, reputation, and other relevant details.

🎥 NPC Chat & Memory Demonstration:
https://www.youtube.com/watch?v=kDO-ssWFL48

🧠 Memory & Context
NPCs can remember important details from earlier conversations and use them during future interactions. The way you speak to them — threaten them, help them, or treat them — may affect how they respond the next time you meet.

They do not simply pretend to understand the world around them — they can react using information from the actual server environment.

⚔️ Smarter Combat Decisions
Their combat behavior has also received major improvements.

NPCs can now:
  • Evaluate nearby threats
  • Decide when to warn, attack, retreat, or call for backup
  • React differently according to their role and personality
  • Support nearby allies
  • Adjust their behavior as the situation develops
  • Make AI-driven combat decisions rather than following one fixed pattern

A guard, dealer, civilian, and bodyguard will not respond to danger in the same way.

🎥 NPC Combat & AI Decisions Demonstration:
http://youtube.com/watch?v=db7V8Mnst4A



🏦 Dynamic Bank Robberies
Dynamic, multi-bank heists are now live. Gather a crew, crack the vault, collect the cash, and escape before law enforcement closes in.

🎥 Full heist video:
https://www.youtube.com/watch?v=i1-8ZF5vUOE
(Check attached images for successful vs. failed hacks, and lasers.)

🚨 Read This First
Starting a robbery immediately gives every crew member 6 Warrants (Wanted Stars). Police and FBI are alerted, suspects are identified, and an armed robbery charge is logged.

You stay wanted whether the robbery succeeds, fails, or is abandoned.

💰 How It Works
Gather Your Crew
Use /startrobbery at a bank entrance. The bank must be available, enough officers must be online, and enough robbers must be present. Confirmation triggers alarms and a server-wide alert.

Crack the Vault
  • Buy a Crowbar from a 24/7 and use /crackdoor. It takes around 15 seconds.
  • Use /stopcracking to cancel. Crowbars may break, so bring spares.

Gather Cash
  • After all doors open, use /gathercash.
  • Stop with /stopgather.
  • Payout is split between the crew.

Deliver the Bag
Carriers receive a drop-off checkpoint and appear on police/FBI maps. Deliver the bag to get paid. Lost bags are gone.

Escape
Undelivered cash is lost if time runs out or the crew is eliminated.

🖥️ Hacking Terminals
Use /hackrobbery near a terminal:
  • Success: 25% faster gathering and laser immunity
  • Failure: no bonus, but you may retry
  • One attempt per player, per robbery

🔴 Laser Tripwires
Crossing a beam freezes you for 15 seconds and triggers an alert. Duck underneath to pass safely.
If the hack succeeds, the crew is immune to the laser freezes.

🚨 Plan your crew and escape route.



✈️ Special Materials Smuggling & Weapon Crafting
Weapon Dealers have a new way to earn and a new way to spend it. Fly smuggling routes for Special Materials, then craft them into upgraded weapons with real combat effects.

🎥 Full smuggling video: https://www.youtube.com/watch?v=BV7PYHmNOqw
🎥 Full crafting video: https://www.youtube.com/watch?v=qYpyZGJcYxk

💰 How Smuggling Works
Start a Run:
Use /startmaterialrun at a pickup point. The route needs a free plane, and some routes charge an entry fee to begin.

Load Up:
Fly the plane to the first checkpoint, land, and hold it steady for 60 seconds while materials are loaded.

Fly & Unload:
Head to the second checkpoint, land, and hold steady for another 60 seconds to unload.

Get Paid:
Materials are paid out based on your job level — the higher you rank, the more you earn per run.

Manage your run anytime with /cancelmaterialrun and /mymaterialrun.

🤝 Trading Materials
Got extra Special Materials? Sell them straight to another player with /sellmaterials — they can /acceptmaterials or /declinematerials.

⛏️ Crafting Special Weapons
Requires Level 5 Weapon Dealer. Head to the weapon factory and use /craftspecialweapon.

Pick a weapon you own and pay its materials + cash cost.
Crafting takes 60 seconds.
On success, your weapon is replaced with its Special version.

Check your special weapon effects with /myspecialweapons

🎯 Special Weapon Effects
  • Special Desert Eagle — chance to fully strip an enemy's armor on hit
  • Special Shotgun — chance to freeze a target in place for 3 seconds
  • Special Sniper — chance to drop a target in one shot
  • Special M4 — chance to heal yourself on a successful hit
  • Special AK-47 — chance to restore your own armor on a successful hit
  • Special Katana — chance to make a target bleed, even through armor



🔗 Quick Links
🌐 https://psa-rp.online/
🖥️ https://ucp.psa-rp.online
💬 https://discord.gg/D7jyp64b4Y
📺 https://www.youtube.com/@ProjectSanAndreasRoleplay-samp
🎮 play.psa-rp.online:7777

For more information, visit our website or join our Discord community.

We are waiting to see you in San Andreas!


  Looking for partner/founder
Posted by: cyk444 - 2026-08-03, 01:09 AM - Forum: Chat - No Replies

Hi I'm starting a new project where I'm gonna be using NGG as based gamemode, and I need someone to fund the project with me. Just DM me on discord if you're interested 

Discord ID : cyk444