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  1. السلام عليكم , بعد غياب طويل عن البرمجة و كدا قلت ارجع لكم بسكربت جديد , ما اظن حد سواه فكرتي الجديدة Resource Manager المميزات : 1 - تقدر تختار نوع السكربتات الي تجيك في القائمة مثلا ( السكربتات الشغالة - المغلقة - الي فشل تحميلها - المحملة) و 2 - تقدر تشغل السكربت , تقدر تطفي السكربت , تقدر تسوي له رستارت , تقدر تمسحو , + الجديد تقدر تعيد تسميتو 3 - معلومات السكربت , الي مسويه , الأصدار حقو , نوعو , دسكربشن حقو 4 - المود مو مشفر للي يبون يتعلمو Note : المود مسويه مع صديق لي امريكي , نشوف المود صورة : 5 - المود هيكون تحت التطوير , هيكون في اضافات جديدة في الأصدارات الجاية ان شاء الله الأهدائات : 1 - Marshmello 2 - #CroSs 3 - Justboy 4 - Nassor - مبروك الأشراف اخيرا مشرف كويس جه منور , 5 - Me[Z]oO 6 - =x=|Bero|=x= 7- #Default 8 - برستيج 9 - تنطيل 10 - لنفسي الرابط : http://up.top4top.net/downloadf-344oc3hy1-zip.html
    6 points
  2. أخواني وأخواتي / أعضاء منتدى طارهـ , يسرني اليوم أن أقدم لكم آخر أعمالي وهو, نظام ساهر .. بميزات جديدة وحصرية أتمنى أن ينال على إعجابكم, ونشوف الصور : مميزات السكربت 1: إمكانية تفعيل / إلغاء التفعيل النظام من إدارة ساهر 2: إمكانية حذف قاعدة بيانات المخالفات, ( تصفير جميع المخالفات ) 3: إمكانية حذف المخالفات عن سيريال معين 4: التسديد والتحقق من المخالفات يكون من مركز ساهر 5: ماب يحتوي على كاميرات وسيارات, في الدايري والنخيل 6: لتغيير السيريالات عن طريق ملف command.lua التحميل : إضغط هنا إحداثيات مركز ساهر ( لإستخدامها في مود الإنتقالات إلخ.. ) : 1544.3516845703, -1675.6069335938, 13.558239936829 للتبليغ عن الأخطاء والملاحظات عن طريق الرسائل الخاصة أتمنى أن ينال على إعجابكم وإستحسانكم مع تحياتي / نكست في آمان الله وحفظه
    5 points
  3. In September 2013, we launched a service to compile Lua files for your MTA servers, hosted within our web network - https://luac.multitheftauto.com . Currently, the service offers some basic encryption abilities and some (admittedly imperfect) protection to prevent decompilation, and an API so that users can compile scripts as simply as possible. Over time this service has been gently encouraged in MTA Server debug warnings until it has become fully enforced. Now, all compiled scripts are required to go through this service or they will not run on your MTA Server. We've had no choice but to keep quiet on the motivations behind this process, but this post seeks to clarify the circumstances for which this had to happen. We can only apologize for the clear disruption this causes servers (particularly larger ones), but hope that you'll agree that when we say that we were backed into a corner. Keeping our users safe MTA is a complicated mod where we have multiple stakeholders that we have to consider. The main ones are hosting service providers, server owners, and our players. It's our job to ensure that all stakeholders are catered for, and crucially, they are kept safe. This is particularly a problem for players. We simply cannot trust server owners to always provide a safe environment for players - a scenario where a server owner baits players into joining to distribute viruses is unfortunately a reality that must be dealt with. Enter Lua bytecode. For those unaware, the junk that you see when you open a compiled script is called "bytecode", so a compiled script or bytecode are more or less the same thing. Over 3 years ago, a lecture by Peter Cawley at the Lua Workshop 2011 presented a number of bytecode exploits in Lua 5.1 and 5.2. I actually spoke to some resident Lua experts over at Freenode who only reiterated concerns surrounding the use of bytecode in Lua. The consequences of such a discovery is clear: a booby-trapped script can be sent to unwitting players who have their systems exploited. Around the time luac.multitheftauto.com was launched, a proof of concept exploit was released - exploiting the Lua engine in the game Company of Heroes 2. I can't recall exactly when we first became aware of the dangers of having bytecode enabled, but I think it was towards the end of 2012. We started taking serious consideration over the issue in early 2013. I actually contacted Peter regarding our options over this. After plenty of research we established a few possible ways to deal with the issue. What our options were 1) Disable compiled scripts. This is the most obvious answer, and the best way to guarantee safety for our users. Researching how other software dealt with this exploit revealed that this was the best option. Now we get back to stakeholders: by doing this we guarantee the safety of our players and the future of the mod, but agitate all our server owners in the process. 2) Implement a way to detect malicious scripts. If the client and server had a built in way to detect the scripts that are malicious, then we could simply block those. Unfortunately, none of the team are experienced enough with Lua's intricacies to stand any chance at implementing this ourselves. A 3rd-party Lua verifier was actually released, but only for Lua 5.2. There are a number of issues with this. We don't support Lua 5.2 - so we'd have to spend time upgrading it in MTA. This might not sit nicely with things such as the then in-progress OOP implementation. The main issue is that there was no active development on the verifier, with the last commit being in September 2011. This is arguably fine for something that's 'finished', but after further indications that the author wasn't actively looking at bytecode issues, worries of a 'cat and mouse scenario' began to creep in. Even if we adopt this verifier, there's a chance more bytecode exploits are found - and when that happens we have to wait for an inactive project to be updated. On top of all of this, compiled scripts in Lua 5.1 aren't compatible in 5.2, which means everything would have to be recompiled anyway. 3) Make sure that all compiled scripts are safe. This third option is subtly different to (2). What if we can verify compiled scripts are safe by making sure the compiler is safe? If only a single compiler can be used, then no one could booby-trap their scripts. This would further require a way to prevent users from modifying scripts used by this compiler. Initially, the consensus was to disable compiled scripts completely, and we had been discussing ways to replace the functionality of compiled scripts. Protecting scripts could be offered by some form of encryption - but we're not cryptographic experts and could never guarantee protection of scripts - in fact script protection was more of an idea and didn't really have a solid roadmap. It made me wonder whose responsibility it actually was to protect the content of scripts. Either way, all the existing compiled scripts would be rendered incompatible with a newly introduced encryption system. I've already gone into detail over why option (2) proved to be impractical, which left our third option - providing our own compiler. By ensuring all scripts are compiled by https://luac.multitheftauto.com, we know for sure that they are legitimate and have nothing harmful in them. So, why not distribute an offline compiler? We also have to prevent against script tampering - i.e. scripts compiled with our "official compiler" then modified afterwards. We prevent this using code-signing technology - the same certification system we use to sign the MTA client itself. In layman's terms, we put an MTA "seal of approval" so if someone tampers with the MTA client executable, the seal is damaged and things break. The same principle applies to scripts compiled on https://luac.multitheftauto.com. It's simply not possible for code-signing to happen offline since we're the only ones who can stamp the 'seal'. Hosting the compiler gave us the opportunity to implement some extra features that server owners may benefit from, such as anti-decompile, and some basic encryption. It also opens doors in future - we can potentially take further action against some of our shadier scripting community. I'd also like to point out all this research and the final decision happened over several months of deliberation - how we stop the exploit, when we can implement it, and how we tell the community about it. Why we remained silent This was an extremely delicate situation. If this post had been made back in 2013, we would have effectively announced to the world that there's an security hole sitting in MTA waiting to be exploited. Equally, by not coming clean we would basically be forcing server owners to pass scripts through our servers and not explain why. Overall, we felt the safest choice was settling for the latter, despite issues we might face. We chose to make our online compiler, but phase it in over the period of almost a year. Before now, I've responded to angry server owners by pointing out the benefits of things like the script encryption, but the underlying motivation has always been about bytecode exploits. It's inevitable that things like anti-decompile are being cracked, but there are now new avenues to enhance protection to make things better for server owners. We announce this now because we feel our players are largely safe. To keep it this way, we urge anyone who's found an exploit or even got around our compilation to check our Security bounty scheme. What does luac.multitheftauto.com actually do? There are various rumours over what luac.multitheftauto.com actually does, and what we do with your scripts. The answer is simple: you send a script to the server. The server then puts it through a standard Lua 5.1 compiler. It then signs the script. If you opted for encryption, the script is encrypted using a private key. Then it gives it back to you. Nothing is stored, and there's not even anything automated to read the code in the scripts. Hopefully everything I've said already makes it clear that there's no reason for anything else to happen. We have no interest in stealing your scripts Which leads me to an important point: we don't want to steal your scripts. We don't care for drama or politics, only for our user base. There is no motivation for any of us to steal your scripts. This should be self-explanatory - it makes no sense for us to introduce a way to hurt the users of our software. "But what if you wanted to sell the scripts for your personal gain, and probably world dominance?" I hear you cry. I say this: if we wanted to steal your scripts, don't you think we would have come up with a much smarter way than to invite people onto our website to upload them? We're developing a piece of software that's designed to interact with servers to send and receive files. You do the math. Other concerns that are commonly raised is that server owners don't want to risk their scripts being exposed in case our server is hacked. Once again, for reasons outlined above, we don't store your scripts. That's a waste of our webspace. We only care for compiling them, and making sure they're sane. Nothing is stored on our servers. Another one is that by making scripts go through us, we're making scripters rely on the indefinite existence of https://luac.multitheftauto.com . What if we can't afford the rent and the website suddenly goes down? This is a valid point, but for reasons stated above we have no choice but to compile the scripts ourselves, on our web server. Moreover, the server browser master list and other services are already hosted by us - so some form of dependence on MTA's services is uncontrollable. Will things ever go back to how they were? As you can see, we spent a long time figuring out how to deal with this problem. It's unlikely things can ever go back to traditional offline compiling. But keep in mind the reasons why this was introduced. If you have experience or possible avenues that could be explored, we're always open to suggestions (or even someone implementing it themselves). At the end of the day, we try to make sure all our users are happy. So if there is a Option (4) out there, it's not something that's already ruled out. In the meantime, we've tried to bridge the gap by offering an API, and some members of the community have developed tools to help. Thanks for reading
    1 point
  4. السلام عليكم ورحمة الله وبركاته .... مب لاقي شي اسويه ولا اي افكار فقلت خلني اشرح بعض الاشياء .... شرحي رح يكون عن setTimer .... والـ هو مؤقت يسوي شي كل وقت او يسوي شي بعد فترة محددة .... طيب خلنا نبدأ على بكرة الله .... المثال الاول رح اشرح فيه طريقة انشاء شي معين كل فترة معينة -- server function theFunctionName ( ) exports["guimessages"]:outputServer(root,"message from server file.",0,255,0,root) -- YourCode end setTimer ( theFunctionName, 5000, 0 ) -- لاحظ الرقم 0 -- client function theFunctionName ( ) exports["guimessages"]:outputClient("message from client file.",0,255,0) -- YourCode end setTimer ( theFunctionName, 5000, 0 ) -- لاحظ الرقم 0 المثال الثاني رح اشرح فيه طريقة انشاء شيء معين بعد فترة معينة -- server function theFunctionName ( ) exports["guimessages"]:outputServer(root,"message from server file.",0,255,0,root) -- YourCode end setTimer ( theFunctionName, 5000, 1 ) -- لاحظ الرقم 1 -- client function theFunctionName ( ) exports["guimessages"]:outputClient("message from client file.",0,255,0) -- YourCode end setTimer ( theFunctionName, 5000, 1 ) -- لاحظ الرقم 1 اذا لاحظتوا الفرق بين المثال الاول والمثال الثاني وهو شي واحد وهو الرقم 0 و الرقم 1 وهم يتحكمون في نوع المؤقت المؤقت مع الرقم 0 يسوي شي معين كل فترة معينة المؤقت مع الرقم 1 يسوي شي معين بعد فترة معينة المثال الثالث رح اشرح فيه كيفية تحديد وقت المؤقت .... واللي ما يعرف هذا الشي علامة الضرب [ * ] علامة القسمة [ / ] علامة الطرح [ - ] علامة الجمع [ + ] رح تقولولي وش فائدتهم بقولكم تقدرون تستفيدون منهم في البرمجة .... وقت المؤقت يكون عبارة عن 1000 جزء من الثانية بمعنى 1000 ميلي ثانية = ثانية .... طيب بنشوف مثال -- server -- guimessages ( outputServer ) function theFunctionName ( ) exports["guimessages"]:outputServer(root,"message from server file.",0,255,0) end setTimer ( theFunctionName, 5000, 0 ) -- رقم 5000 = 5 ثواني -- يمكن كتابته بصورة مختلفة مثل setTimer ( theFunctionName, 5*1000, 0 ) -- 1000 * 5 = 5000 وهذه فائدة الضرب -- طيب اذا ابي اسوي مؤقت يخرج رسالة كل 5 دقائق مثلاً وش اسوي ؟ -- هذا المثال يوضح كيف function Timer5 ( ) -- Timer5 = اسم الامر ويمكن كتابته اي شيء تريده exports["guimessages"]:outputServer(root,"مرحباً بك في السيرفر",0,255,0) end setTimer ( Timer5, (5*60*1000), 0 ) -- 5*60*1000 = 5 دقائق هذا الـ عندي اتمنى انكم استفدتم اذا ما فهمت الكود اكتب تعليق وبساعدك بإذن الله اذا قصرت في الشرح فأنا آسف هذا اول شرح لي والقادم افضل بإذن الله ... ... والسلام عليكم ورحمة الله وبركاته ...
    1 point
  5. السلام عليكم ورحمة الله تعالى وبركاته, شرح مفصل عن كيف تسوي سكربت وكيف تحط ميتا له وكيف تبرمجه وتصمم لوحة وتخليها تفتح بواسطة زر أول شرح في دخول البرمجة, أتمنى يكون الشرح مفيد لكل الأشخاص اللي يبون يكونون مبرمجين لآتنسى دعمي بالضغط على زر لايك للفيديو والإشتراك بالقناة لو كنت حاب انزل مودات وشروحات واشياء اكثر, الشرح : في أمان الله, اخوكم مستر جراند
    1 point
  6. # السلام عليكم رحمة الله وبركاتة .. ! كيف حالكم يا مجتمع .. ! ان شاء لله بخير .. ! قبل اي شئ .. اريد اقل لكم " كل عام وانتم بخير " .. ! * تم برمجة مود حفظ المكان في تاريخ ( 2016/12/10 ) - الساعة ( 08:30 مساء ) + هذا لعيون جميع اعضاء المنتدي الحلوين .. ! نشوف صورة لة .. ! # ملاحظة اذا حملت المود وشغلتة بسيرفرك .. وفتحتة مو وجدت الحفظ موجود يجب عليك تسوي حفظ جديد حتي يتم جميع الحفظ الي قمت بحفظها سيظهر * جميع آلملفات مشفرة لحفظ آلحقوق .. ! # ملف Key.lua - غير مشفر وقابل للتعديل علي الزر .. ! رابط التحميل .. ! http://mtaarabs.com/vb/showthread.php?t=1325
    1 point
  7. Here, try this https://wiki.multitheftauto.com/wiki/Main_Page
    1 point
  8. ¿Seguro que no sirve? a mi me funciona. Prueba cambiando player por localPlayer, aunque será lo mismo. Ahí vi que daba error el triggerClientEvent en el client.lua, ¿no estarás usando esa función en client, verdad?
    1 point
  9. What about to make this using tables? it will be easier to add remove the messages here is what you have to do : local aMessagesOne = { [ 'Message One' ] = true; [ 'Message Two' ] = true; }; local aMessagesTwo = { [ 'Message Three' ] = true; [ 'Message Four' ] = true; }; addEventHandler ( 'onPlayerChat',root, function ( aMessage ) if aMessagesOne[aMessage] then outputChatBox( '#14B866[M] #FF699CPlaybot#898395: #808080Rangot tudsz venni. F10 gombot ha megnyomod, megtalálod az infókat a vásárláshoz. ( #ffFFff'..getPlayerName(source)..'#808080 )',root,255,0,0,true ); end if aMessagesTwo[aMessage] then outputChatBox( '#14B866[M] #FF699CPlaybot#898395: #808080Fegyvert kétféle módon lehet szerezni. Egyik: F7, másik, hogy keresel! ( #ffFFff'..getPlayerName(source)..'#808080)',root,255,0,0,true ); end end ); PS. Not tested but should work replace the whole messages with yours. @Turbo777
    1 point
  10. I will make it with table, like this, try it: local swears = { "buzi", "fasz", "geci", "kurva", "baszd", "bazmeg" } for i=1, #swears do local m = swears[ i ] if string.find( message, m ) then end end
    1 point
  11. Just to make things clear, Arran & fastman92, this is a discussion so that the team can understand what the community wants from the limit adjuster, and how they want to make use of the limit adjuster in MTA. It is not a poll. Once the team has understood what the community wants, we can decide on how we want things to be implemented. If fastman92 goes through the enormous amount of effort in submitting a pull request with his limit adjuster integrated into MTA (without prior discussion), and if his implementation does not align with how we'd like things to be implemented, we will have to reject the PR. Wasting effort is not fun for all parties involved - for the team to review the code and for fastman92 to implement the limit adjuster. A particularly personal note: People who fork MTA (i.e, The_GTA with MTA Eir) have complete creative freedom to do what they like with their forks. It would be absolutely awesome to have some features of Eir in MTA, but Eir has branched out way too far and all the work would likely have to be rewritten from scratch to work with the codebase we have today. If I'm not wrong, Eir was written around 2012? So Eir is four years out of date of all MTA features.
    1 point
  12. addCommandHandler( "empezar", function( player ) triggerClientEvent( player, "sound:startSound", player, player ) end ) -- Cliente addEvent( "sound:startSound", true ) addEventHandler( "sound:startSound", getRootElement( ), function( player ) local x, y, z = getElementPosition( player ) local sound = playSound3D( "track.mp3", x, y, z ) setSoundVolume( sound, 1 ) setSoundMinDistance( sound, 1 ) setSoundMaxDistance( sound, 100 ) attachElements( sound, player, 0, 0, 0 ) end )
    1 point
  13. addCommandHandler( "sound", function( player ) triggerClientEvent( player, "playSound", player ) end )
    1 point
  14. If you need a faster or a slower response time, lower the 1000 interval. To low may cause some performance impacts due to it looping through every thing of that object type every time that is triggered though.
    1 point
  15. You can try this; I'm not sure of the performance impact it would have though. -- Table to store current elements Elements = {} -- Type of element you want to search for Type = "object" -- Factor in already created objects -- for i,v in pairs(getElementsByType(Type)) do Elements[v] = true end -- Every secound check for new elements -- setTimer ( function() for i,v in pairs(getElementsByType(Type)) do if not Elements[v] then Elements[v] = true triggerCreated(v) end end end, 1000, 0 ) -- Output chat box the elements data if it was newly created -- function triggerCreated(element) outputChatBox(tostring(element).." Created") end
    1 point
  16. function capsMute(message) c = 0 for i = 1, #message do if (string.match(message, "%u%u")) then c = c + 1 end end if c >= 2 then outputChatBox("Muted") -- mute player end end addEventHandler("onPlayerChat", root, capsMute) Fixed, my bad.
    1 point
  17. root إختصار لـ getRootElement يعني نفسها source, الإلمنت, " صاحب الحدث ", يعني ممكن تكون سيارة أو لاعب أو بيد إلخ, على حسب الحدث
    1 point
  18. Thanks oh wait.. when i type this 'Asd asd asd' for example, me muted.. why?
    1 point
  19. function capsMute(message) c = 0 for i = 1, #message do if (string.match(message, "%u")) then c = c + 1 end end if c >= 2 then outputChatBox("Muted") -- mute player end end addEventHandler("onPlayerChat", root, capsMute) I guess something like this should work. Change the "2" to increase the amount of capitals needed to mute. For example, if I changed it from 2 to 10, I'd have to type "AAAAAAAAAA" to get muted, rather than "AA" Also, No you can't. Not just with "string.len"
    1 point
  20. خلاص تم حليت المشكله مثل ماقلت يانكست طلع من متغير
    1 point
  21. مافي فرق بس هم حأطين root للاختصار لاكن انا متعود من زمان اكتبها getRootElement ( )
    1 point
  22. Servidor function sendToHim( ) triggerClientEvent( source, "playSound", source ) end addCommandHandler("sound", sendToHim) Cliente addEvent("playSound", true) addEventHandler("playSound",root, function () local x, y, z = getElementPosition(localPlayer) local sound = playSound3D("track.mp3", x, y, z) setSoundVolume( sound, 1 ) setSoundMinDistance(sound, 1) setSoundMaxDistance(sound, 100) attachElements (sound,localPlayer, 0, 0, 0 ) end )
    1 point
  23. I guess I thought, that because the spawnpoint was being treated like an object through "getElementsByType", checking whether the element was an object wouldn't have any effect. and yeah I guess that's the only way to do it in this situation. Much appreciated
    1 point
  24. хотя нет. это не все. если написать ник например вот так #FF#000000FFFF то после такой проверки останется #FFFFFF так что такую проверку нужно повторить пару раз
    1 point
  25. Mmmm they should be elements, which are NOT objects... also your code IS correct. Still it's easy to workaround i guess, get element type and check if it's actually an object: getElementType
    1 point
  26. طيب ماقال يبي ادمن قال تيم واستخدم هذي <> عشان تطرح الكود بشكل صحيح ومنظم
    1 point
  27. ليش الترايقرات وليش تكتب كذا الاكواد طالع شكلها غير مفهوم!؟
    1 point
  28. I'm not sure if i understand correctly... but spawnpoints aren't physical objects that can be clicked >.> That's why it works with objects but not with spawnpoints, which are also custom elements.
    1 point
  29. Events are really nice: they are so much helpful in most situation. Better performance, easier to script and understand. Also tables are a powerful tool. Also remember that using local with a variable gives a performance boost in lua. Try to use it every time it is possible. Also functions can be local... but i'm not used to write it in the scripts so i omit this, damn. Nobody is perfect Still have fun with scripting, good luck and if you have any doubt the wiki and internet are your best friend, followed by us that will help you at any specific question or problem PS: Reading too much is annoying (at least for me). It is much funnier trying already done script, and reading their codes trying to figure out how they work
    1 point
  30. Thank you for the love of god!!! I'm gona figure out how it works and what was the problem after I get some sleep And yes,I was planning to read about Event system,because I'm new in LUA scripting
    1 point
  31. بالتوفيق ي اخي ، بالمناسبة يوم تكون الكودات متفارقة تقدر تركز وتفكر فالـ اللوقاريثم حق السكربت
    1 point
  32. الله يعطيكم العافيه تمت الافاده شكرا لكم
    1 point
  33. function logo ( ) dxDrawRectangle ( 0,0,1202,768,tocolor ( 255,0,0,255 ) ); end; addEventHandler ( 'onClientRender',root,logo ); function Close ( ) removeEventHandler ( 'onClientRender',root,logo ); end; bindKey ( 'enter','down',Close );
    1 point
  34. bindKey removeEventHandler -- أنصحكـ تسوي متغيرات تحقق انة اللوحة مفتوحة أو لا لتفادي اخطاء الحدث + وعليكم السلام ;D
    1 point
  35. تسلم , + شوف الرابط انا غيرتو كنت ناسي شي
    1 point
  36. usa la función. attachElements getElementPosition
    1 point
  37. local Accounts = getAccounts ()
    1 point
  38. 1 point
  39. Just tried it.. I have nothing to say... very very Nice and good JOB~!
    1 point
  40. سوي تايمر وحط الارقمنت الاخير 1 عشان م يتكرر ..
    1 point
  41. function callFunctionWithSleeps(calledFunction, ...) local co = coroutine.create(calledFunction) --we create a thread coroutine.resume(co, ...) --and start its execution end function sleep(time) local co = coroutine.running() local function resumeThisCoroutine() --since setTimer copies the argument values and coroutines cannot be copied, co cannot be passed as an argument, so we use a nested function with co as an upvalue instead coroutine.resume(co) end setTimer(resumeThisCoroutine, time, 1) --we set a timer to resume the current thread later coroutine.yield() --we pause the execution, it will be continued when the timer calls the resume function end -----------example----------- function pauseExample(a, b, c) outputChatBox("Started the execution. a value: "..tostring(a)) sleep(5000) outputChatBox("Waited 5 seconds. b value: "..tostring(b)) sleep(5000) outputChatBox("Waited 10 seconds, finishing the execution. c value: "..tostring(c)) end callFunctionWithSleeps(pauseExample, 1, 2, 3) Not tested, but should work. Keep in mind, however, that this exact implementation won't display errors within the called function, because coroutine.resume returns the error as a string instead of propagating it to the caller.
    1 point
  42. Problem was already solved if you didn't know
    1 point
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