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    1. Support for MTA:SA 1.x

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  3. MTA Community

    1. Scripting

      All Lua scripting topics related to Multi Theft Auto.

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    4. Other Creations & GTA modding

      This section includes things such as GUI themes, forum userbars, user-created MTA logos, etc. Also contains topics which cover general GTA modding areas that can be used in MTA, such as modelling.

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    6. Servers

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    2. Multi Theft Auto 0.5r2

      Discussion regarding Multi Theft Auto 0.5r2 for GTAIII and Vice City.

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    3. Third party GTA mods

      Showcase for single player mods and requests.

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  • Posts

    • Put the bone in the number 5 (head)   exports["pattach"]:attach(heltmet, player, 5, x, y, z, xr, yr, zr)  
    • Hello guys! How this works with helmets? I tryid to ad a bulletproof vest and it worked fine, but with helmet, its the oposite. While I walking or running with my charadter, the helmet goes to the oposite side.
    • Hi, I wanted to make reverse lights for cars on my server and found a suitable script from Lord Henry on the Wiki. https://wiki.multitheftauto.com/wiki/IsVehicleReversing I've already made lights for many IDs, but it turns out that the lights only work properly within a radius of about 300 meters from the car's spawn point. At greater distances, the lights start to turn on for a short period of time (specified in the timer at the end of the code), then turn off, and after about a second, turn on again and turn off. How can I solve this problem? Lord Henry said that when he made this script a long time ago, everything worked fine. Perhaps it depends on the MTA version, or he didn't quite understand the problem. It makes no difference whether the script is running on the server or the client. The server.lua code, which is almost identical to the standard one and works the same way: function isVehicleReversing(theVehicle) local getMatrix = getElementMatrix (theVehicle) local getVelocity = Vector3 (getElementVelocity(theVehicle)) local getVectorDirection = (getVelocity.x * getMatrix[2][1]) + (getVelocity.y * getMatrix[2][2]) + (getVelocity.z * getMatrix[2][3]) if (getVectorDirection < 0) then return true end return false end rearLightL = {} rearLightR = {} function setVehicleRearLightState566 (theVehicle, light, state) local x, y, z = getElementPosition (theVehicle) if getElementModel (theVehicle) == 566 then if light == 0 then if state == 0 then if not rearLightL[theVehicle] then rearLightL[theVehicle] = createMarker (x, y, z, "corona", 0.1, 255, 255, 220, 200) end setMarkerSize (rearLightL[theVehicle], 0.12) attachElements (rearLightL[theVehicle], theVehicle, -0.45, -2.69, 0.01) elseif state == 1 then if rearLightL[theVehicle] then setMarkerSize (rearLightL[theVehicle], 0) end elseif state == 2 then if rearLightL[theVehicle] then destroyElement (rearLightL[theVehicle]) rearLightL[theVehicle] = nil end end elseif light == 1 then if state == 0 then if not rearLightR[theVehicle] then rearLightR[theVehicle] = createMarker (x, y, z, "corona", 0.1, 255, 255, 220, 200) end setMarkerSize (rearLightR[theVehicle], 0.12) attachElements (rearLightR[theVehicle], theVehicle, 0.45, -2.69, 0.01) elseif state == 1 then if rearLightR[theVehicle] then setMarkerSize (rearLightR[theVehicle], 0) end elseif state == 2 then if rearLightR[theVehicle] then destroyElement (rearLightR[theVehicle]) rearLightR[theVehicle] = nil end end else return false end end end function isRearing () local everyone = getElementsByType ("player") for i,v in ipairs (everyone) do local vehicle = getPedOccupiedVehicle (v) if vehicle then if isVehicleReversing(vehicle) then setVehicleRearLightState566 (vehicle, 0, 0) -- Turns the 'back light' on. setVehicleRearLightState566 (vehicle, 1, 0) else setVehicleRearLightState566 (vehicle, 0, 1) -- Turns the 'back light' off. setVehicleRearLightState566 (vehicle, 1, 1) end end end end setTimer (isRearing, 100, 0) There's a similar script that creates flashing lights, and I sometimes use it as hazard lights. https://forum.multitheftauto.com/topic/37967-rel-emerlights-10-emergency-lights/ It works across the entire map in main dimension. Both scripts create markers in coordinates specified in the script and don't require model modifications.
    • I tried using setPedVoice and getPedVoice function but nothing worked, the swat officer skin is already assigned the correct ped voice ("PED_TYPE_EMG", "VOICE_EMG_SWAT1") but they don't say anything when they punch/jack/get bumped on     
    • For many, MTA was not just a mod, but a whole stage of life: the first servers, acquaintances, endless experiments with modes. It is especially impressive how the team was able to go from a simple prototype to a full-fledged platform with its own ecosystem. Personally, what I remember most was the freedom that MTA gave: you were not limited by the framework of the standard game, but could create something of your own or just have fun with others. This is a case where the community actually made the game more durable than the developers themselves could have expected. It’s cool to read about the early days of MTA — it feels like that chaotic but very lively period when everything was driven by enthusiasm and experimentation. The story with Vice City and the first multiplayer tests is like a moment when an idea suddenly stops being an idea and starts working. It’s also interesting that you’ve continued to move on and do your own projects like Goblin Keep. It’s the same approach: just take it and implement it, even if everything isn’t perfect in terms of post-release support. And it’s really nice to see that MTA is still alive — but without those early people who laid the foundation, it simply wouldn’t have happened.

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