Leaderboard
Popular Content
Showing content with the highest reputation on 22/01/22 in Posts
-
Dear MTA forums administration, there appears to be a fair amount of users on our forums that auto-translate all of the content on this web-page. Support topics start with the impression that they are awkwardly-speaking-but-trying English speakers but in replies the quotes turn out to be Spanish, Polish, etc giving away that they actually auto-translate everything. There are people who do not know about this problem because they just set the auto-translator for everything English. Those people suffer from issues of understanding, essentially because the auto-translator botches-up the original writing. I suggest that users should have the ability to decide whether their forums posts should be posted using auto-translation disabled on the HTML elements. This can be done using the HTML translate attribute on div tags. I suggest that there be a new option in the user's preferences to put this attribute on all of their posts by default. Then you should be able to decide on an individual post's basis if auto-translation should be allowed. Please think about the future of our forums. ?2 points
-
Depends on how you define 'gamemode', because a gamemode is just another script. mapmanager and other related resources provide a standard way to do some things, but you don't have to use them - in fact, I don't remember ever doing that. I'll assume your confusion is the same as mine was a long time ago, which is getting anything to work at all, so that with the gamemode you would have a minimally playable game. There are several (per-player) things you need to do. First, a player is not physically present in the game world upon joining the server. You need to call spawnPlayer to make them appear. Also, their camera is set to some position where only the sky is visible. To make the player's camera follow the player, call setCameraTarget, passing the player element to both arguments. And last, the screen is black when you start. You have to call fadeCamera for that. That's how the player gets to run around in the game world. The rest is up to your imagination.2 points
-
@Burak5312 Hey there! Burak, your code has done the job with very slight modification on the first line at 'damage_causing == 49'. I was still taking damage from the ramming vehicles with the godmode players so I just removed the 'damage_causing == 49' and some of what i did previously. So now we have this. Working as intended ? Many many thanks! ? function godmodePlayers(attacker, weapon, bodypart) if (weapon == 53 or weapon == 54) then return end if attacker and getElementType(attacker) == "vehicle" then local player = getVehicleOccupant(attacker) local isGodForSource = getElementData(source, "godmode.active") local isGodForAttacker = getElementData(player, "godmode.active") if(isGodForSource or isGodForAttacker) then if(player ~= source) then cancelEvent() end end end if attacker and getElementType(attacker) == "player" then local isGodForSource = getElementData(source, "godmode.active") local isGodForAttacker = getElementData(attacker, "godmode.active") if(isGodForSource or isGodForAttacker) then if(attacker ~= source) then cancelEvent() end end end end addEventHandler("onClientPlayerDamage", getLocalPlayer(), godmodePlayers)1 point
-
for vehicle and player damage you can try these but I haven't tested them if attacker and getElementType(attacker) == "vehicle" and damage_causing == 49 then local player = getVehicleOccupant(attacker) local isGodForSource = getElementData(source, "godmode.active") local isGodForAttacker = getElementData(player, "godmode.active") if(isGodForSource or isGodForAttacker) then if(player ~= source) then cancelEvent() end end end if attacker and getElementType(attacker) == "player" then local isGodForSource = getElementData(source, "godmode.active") local isGodForAttacker = getElementData(attacker, "godmode.active") if(isGodForSource or isGodForAttacker) then if(attacker ~= source) then cancelEvent() end end end1 point
-
local function tableToString(table, bIgnoreKey) -- if bIgnoreKey is true, the function won't print the key name, useful only in list-like tables where -- the key is sequential and/or unused local str = "" for k, v in pairs(table) do if (type(k) == "string" or type(k) == "number") and (type(v) == "string" or type(v) == "number") then -- only add to string if both key and value are printable strings or numbers -- this ignores userdata, tables, elements, etc, so if you want them, you'll have to extend this -- function yourself if type(v) == "string" then -- add double quotation marks (" ... ") before and after a string value v = '"' .. v .. '"' end -- append key followed by colon and space if not ignored, then the value, a comma and space to the draft string str = str .. (bIgnoreKey and "" or (k .. ": ")) .. v .. ", " end end -- return the draft string with last two characters omitted (trailing comma and space) return str:sub(0, -2) end Does this function produce strings that you're looking for? Given you seem to want to print data out of a SQL query, I'm assuming you don't need functionality for printing userdata, elements, etc. only the standard printable types like string and number, right? local theTable = { CapturePoints = 1002 } outputChatBox(tableToString(theTable)) -- CapturePoints: 1002 local theTable = { CapturePoints = 1002, anotherKey = "someValue", ["key with spaces"] = 53.2 } outputChatBox(tableToString(theTable)) -- key with spaces: 53.2, anotherKey: "someValue", CapturePoints: 1002 -- note that the order is not guaranteed and can be different everytime the table changes and at different -- run times While this answers your question, it does seem a little over-engineered if all you're interested in is printing a single value out of the table, in which case it would be much simpler and faster to simply write if rezultat and rezultat.CapturePoints then outputChatBox("CapturePoints: " .. rezultat.CapturePoints) else outputChatBox("Failed to get CapturePoints") end1 point
-
Hi. Piecing a full gamemode together can be a big task. I have recently undertaken the task of doing the same thing. And I started with making a login resource, and character selection(roleplay), but it depends on what your gamemode is.1 point
-
Thank you so much, this seems to fix the problem. You are absolutely right, it went by me that I should use a variable for the current tick as well. This is what I was looking for, thank you for the help guys. I'm sorry but I don't really want to make this resource depend on another one. However, I will consider making it client side, since as IIYAMA mentioned, /shownetstat gets a little bit higher values, I haven't really used this command before for debugging, so I don't really understand it yet, fortunately packet loss doesn't happen. Thank you for educating me again, have a nice day!1 point
-
I wonder whether you are looking for the ped bone matrix. You can query it using the getElementBoneMatrix function. The bone matrix describes the orientation of the bone in 3D space (rotation + position).1 point
-
1 point
-
Hi. Could you better explain what you're trying to achieve please? Are you doing something similar to the invisible mode in GTA 5?1 point
-
To answer the original question, you should store the current time in a variable so that it is synchronized for the entire timer callback. setTimer(function() local now = getTickCount() for _,vehicle in pairs(getElementsByType('vehicle')) do (...) Then you should use the "now" variable in the following operations instead of the direct call to "getTickCount", for example... end if tonumber(data.blinkFreq) and VEHICLE_BLINK_TICK[vehicle] and VEHICLE_BLINK_TICK[vehicle][light] and now - VEHICLE_BLINK_TICK[vehicle][light].tick > data.blinkFreq then --if data.blink then The reason for that is that the getTickCount function does fetch the current time point and you seem to be oblivious to the fact that execution of scripts does take time aswell. Please be mindful of this fact.1 point
-
hi @MTA.Castiel, i prepared some code for you, let me know if i could help. local isGodMode = getElementData(source, "godmode.active") if attacker and getElementType(attacker) == "vehicle" and isGodMode and damage_causing == 49 then local player = getVehicleOccupant(attacker) if(player and getElementType(player) == "player") then -- if he is not himself if(player ~= source) then cancelEvent() end end end Try this code.1 point
-
Hello @MTA.Castiel, The Tutorials section is only for posting tutorials. Your post is a scripting question so I'm moving it into the right section. Also please edit your post so that your Lua code is wrapped into a code block so that it's easier for people to read it: Thank you for your understanding.1 point
-
For the overall synchronisation experience of your server, yes. Take a look at your network usage with and without the blink resource running. You know how to do that right? /shownetstat https://wiki.multitheftauto.com/wiki/Client_Commands#shownetstat1 point
-
Lua tutorial for absolute beginners This tutorial can also be viewed on GitHub This tutorial aims to teach the Lua scripting language to those with 0 previous experience with programming / scripting. This guide will start with explaining some Lua concepts, and will later on move to explaining MTA:SA specific concepts. Table of contents: Lua Scripts Variables Data types Operators If statements Functions Return values scopes & locals For loops Tables Iterators (pairs/ipairs) Callbacks Anonymous functions MTA Server & Resources Server vs client MTA functions & wiki Elements (userdata) Command handlers Event handlers predefined globals server <-> client communication Now what? Lua This part of the tutorial discusses Lua itself. No MTA-specific concepts will be discussed here. Scripts The Lua scripting language is a language which is interpreted by a "Lua interpreter". MTA:SA's resources use such an interpreter to run Lua code. For the beginning of this tutorial you can use the online Lua interpreter available on https://www.Lua.org/demo.html. Any code in the Lua part of the tutorial can be run on this website. Lua is written in "plain text". This means it exists of regular characters like any other text you are writing. To edit Lua files you will require a text editor. You could use Notepad, but there are many far better alternatives. My personal favourite is Visual Studio Code, but there are many other good options, to name a few: Atom, sublime text, notepad++ Lua files are usually saved with the .Lua file extension Variables The first concept we're going to discuss is variables. Variables allow you to store a value in your code. For example: x = 10 print(x) print(x) will output the value of the x variable. We will get into what exactly print is later in the tutorial. Variables can have any name you want, as long as you follow some specific rules. variable names must start with a letter (lower or upper case), or an underscore (_) variable names may contain letters (lower and upper case), numbers and underscores. x = 10 y = 20 z = 30 print(x) print(y) print(z) The convention in Lua is to name your variables in "camelCase". This means if a variable exists of multiple words you start every word with a capital letter, except for the first one. camelCaseVariable = 5 Data types So far we've seen variables used to store numeric values, but there are many different types of data Lua can handle. These are: number Any numeric value string A piece of text, a string is surrounded by " or '. For example "Hello world" or 'Hello world' boolean A boolean is a data type that has only 2 options, true and false. nil nil is a value indicating nothing. It's the absence of a value. (Not the be confused with 0) table Tables will be discussed later in the tutorial userdata Userdata will be discussed later in the tutorial function Functions will be discussed later in the tutorial thread Threads are out of scope for this tutorial and won't be discussed So we can use these different data types, and store them in variables: numberVariable = 10 stringVariable = "Hello world" booleanVariable = true nilVariable = nil Operators Operators are symbols in Lua which can be used to do "things" with variables. Here's a list of operators and an example for each: + operator Adds two values together x = 10 + 10 print(x) y = 20 print(y) z = x + y print(z) - operator Subtracts a value from another value x = 10 - 10 print(x) * operator Multiplies two values x = 10 * 10 print(x) / operator Divides a value by another value x = 10 / 10 print(x) % operator This is the "modulo" operator. This will divide a value by another, and return the leftover. x = 10 % 4 print(x) The result of this is 2 and operator The and operator will return true if both variables are "truthy". Otherwise it returns false (A "truthy" value is anything except for false and nil) x = true and false print(x) y = true and true print(y) or operator The and operator will return true if one of the variables are "truthy". Otherwise it returns false x = true or false print(x) y = false or false print(y) == operator The == (equals) operator will return true if both of the variables are the same. Otherwise it returns false x = "hey there" == "hello there" print(x) y = 150 == 150 print(y) ~= operator The ~= (does not equal) operator will return true if both variables are not the same. Otherwise it returns false x = "hey there" ~= "hello there" print(x) y = 150 ~= 150 print(y) > operator The > (greater than) operator will return true if the first value is greater than the second value. Otherwise it returns false x = 10 > 5 print(x) y = 10 > 15 print(y) y = 10 > 10 print(y) >= operator The >= (greater than or equals) operator will return true if the first value is greater than, or equal to, the second value. Otherwise it returns false x = 10 > 5 print(x) y = 10 > 15 print(y) y = 10 > 10 print(y) < operator The < (less than) operator will return true if the first value is less than the second value. Otherwise it returns false x = 10 < 5 print(x) y = 10 < 15 print(y) y = 10 < 10 print(y) <= operator The <= (less than or equals) operator will return true if the first value is less than, or equal to, the second value. Otherwise it returns false x = 10 < 5 print(x) y = 10 < 15 print(y) y = 10 < 10 print(y) .. operator The .. (string concatanation) operator allows you to add two strings together. x = "Hello" z = "World!" combined = x .. " " .. z print(combined) If statements An if statement allows your code to decide to do something, or not. Depending on a value. Often times if statements are used in combination with some of the above operators. An if statement is written as : if <expression> then <code> end x = 10 if x > 5 then print("X is higher than 5") end Any code between then and end will only be executed when the expression is true. You might also have noticed that the code between the then and end is moved over a bit to the right. This is called "indentation". Whenever we open a new scope (scopes will be discussed later in the tutorial) we move our code to the right. This is usually done by either a tab or several spaces . Many code editors will convert a tab to spaces. Else Within an if statement, you can also add an else block. The code in such a block will be executed when the code in the if block is not executed. x = 10 if x > 5 then print("X is higher than 5") else print("X is not higher than 5") end Elseif If you want to do multiple if statements, you can use an elseif: x = 15 if x > 10 then print("X is higher than 10") end if x > 5 then print("X is higher than 5") end x = 15 if x > 10 then print("X is higher than 10") elseif x > 5 then print("X is higher than 5") end The difference between the first example and the second is that if x is higher than 10 in the first example both lines "X is higher than 10" and "X is higher than 5" will be output. Whilst in the second example only "X is higher than 10" will be output. And if statement must always start with an if, can contain multiple elseifs, and may only have one else. name = "NanoBob" if name == "NanoBob" then print("Hello world!") elseif name == "Brophy" then print("Black 123") elseif name == "Tombaa" then print("Stupid") else print("I have no idea") end Functions Functions allow you to write less code, by reusing pieces of code. The syntax to create a function is function <name>(<parameters>) <code> end function foo() print("Hello world #1") print("Hello world #2") end In order to execute code in the function, you "call" the function. You do this by writing the function name followed by (). function foo() print("Hello world #1") print("Hello world #2") end foo() foo() foo() Functions also allow you to send a variable to the function, for it to do something with. This is what's called a function parameter. Function parameters are defined in the brackets () after the function name. function foo(x) print(x) end foo(10) foo("50") You may notice that this looks a lot like the print() we have been using. This is because print is a built-in Lua function. Return values A function not only can execute code, it can also give something back to where it was called. This is called a return value. In order to return something from a function you use the return keyword. function foo() return 10 end x = foo() print(x) print(foo()) Just like in an if statement, all code within a function is indented. Now let's combine everything we have learnt so far: function foo(x) if x > 10 then return "X is higher than 10" elseif x > 5 then return "X is higher than 5" else return "X is not higher than 5" end end y = foo(15) print(y) print(foo(10)) print(foo(0)) Scopes & locals We quickly encountered scopes before, and said we indent our code whenever we enter a new scope. But scopes allow you to do more than that. Most importantly, "local" variables. A local variable is only available in the scope it was defined in (or scopes that were created from within that scope) You can create a new scope using a do block (functions and if statements also have their own scope). do local x = 5 print(x) end print(x) do local x = 5 do local y = 10 print(x) print(y) end print(y) end For loops (For) loops are ways in scripting / programming to have code executed multiple times, without having to write the same thing multiple times. An example of such a loop: for i = 1, 10 do print(i) end The first part : i = 1, 10 defines a variable called i. Which start at 1. This will be incremented by 1, until it reaches 10. The code within the loop then can use this variable. You can also increment with a different number than 1 (including negative numbers) using this construct. for i = 20, 0, -2 do print(i) end This code sample will start with i at 20, and keep adding -2 (thus subtracting 2), until it reaches 0 Tables Tables are a datatype in Lua which allows for lists of things. Here's an example: x = { [1] = 100, [2] = 200, [3] = 300 } print(x[1]) print(x[2]) print(x[3]) Tables consist of key/value pairs. In the example above the key 1, has the value 100, 2 has the value 200, and 3 has the value 300. You can get the value in a table, by putting the key in between square brackets []. Like in print(x[1]). x = { 100, 200, 300 } print(x[1]) print(x[2]) print(x[3]) You can choose to not include the keys in a table. Doing so will automatically add numbers as keys, starting at 1. So the above example would be the exact same as the first example. Table keys and values can be of any data type, including other tables. This allows you to create (very) complex table structures. t = { [1] = { 100, 200, 300 }, ["x"] = 100, [true] = "something" } print(t["x"]) print(t[true]) print(t[1][1]) print(t[1][2]) print(t[1][3]) When using a string as the key in a table, you can leave out the square brackets and the quotes. This goes for both when defining the table, and for indexing it (getting a value from it). For example t = { x = 100, y = 200, z = 300 } print(t.x) print(t.y) print(t.z) A table's values can be modified / set after creating the table as well. t = {} t[1] = 10 t[2] = 20 t[3] = 30 t["x"] = "banana" t[true] = false t.x = "banana" When using tables you will often want to add something to the "end" of a table. This is most common when you are using tables with numeric keys. In order to do this you can use a # to get the amount of items currently in the table. t = { 10, 20, 30 } t[#t + 1] = 40 This will store the value 40 on the key 4 , because #t is 3. Iterators (pairs/ipairs) Iterators are a mechanism that allow you to make a loop, which goes over a set of values. Writing your own iterators won't be discussed in this tutorial. But there are two functions which are often used to create an iterator to iterate over a table. These are pairs and ipairs. t = { 10, 20, 30, 40, 50 } for key, value in ipairs(t) do print(key, value) end The difference between pairs and ipairs is the order in which the key/value pairs are iterated over, and which of the key/value pairs are iterated over. Where ipairs will always use numeric keys, starting at 1, and going up by 1 every time, until there is no entry in the table. This also means it won't iterate over anything key that is not numeric. t = { ["x"] = 5, [1] = 10, [2] = 20, [3] = 30, [5] = 50, } for key, value in ipairs(t) do print(key, value) end A pairs loop will iterate over any value in a table, but the order is not guaranteed. Meaning that between different runs of the script the order could be different. t = { ["x"] = 5, [1] = 10, [2] = 20, [3] = 30, [5] = 50, } for key, value in pairs(t) do print(key, value) end Callbacks Callbacks are when you pass a function as an argument to another function. To have the function you passed be called later on. This is used often within MTA. An example of a Lua function which uses a callback is table.sort. table.sort will sort a tables values, by default these values are sorted numerically. But you can use a callback to change this behaviour. values = { 5, 4, 3, 6, 8, 1, 2, 9, 7 } function sortFunction(a, b) return b > a end function reverseSortFunction(a, b) return a > b end table.sort(values, sortFunction) print("Sorted: ") for _, v in ipairs(values) do print(v) end table.sort(values, reverseSortFunction) print("\nReverse sorted: ") for _, v in ipairs(values) do print(v) end In the first call to table.sort (table.sort(values, sortFunction)) you can see the sortFunction function is passed as second argument to the function. Note that we don't write sortFunction() here (notice the brackets difference) because that would call the sortFunction function, and pass its return value to table.sort. table.sort will then call this function when it compares two different values, this function should return true or false depending on whether its second argument (b in this case) is larger than it's first argument (a), in the context of sorting. Anonymous functions It is also possible to use an "anonymous function" when passing a callback to a function. values = { 5, 4, 3, 6, 8, 1, 2, 9, 7 } table.sort(values, function(a, b) return b > a end) print("Sorted: ") for _, v in ipairs(values) do print(v) end table.sort(values, function(a, b) return a > b end) print("\nReverse sorted: ") for _, v in ipairs(values) do print(v) end MTA This part of the tutorial discusses MTA specific constructs. Code in this part of the tutorial won't run in the online Lua interpreter. You will need to set up a (local) server for this. Server & Resources By default when installing MTA:SA a server is installed as well. This server is located in the "server" directory of your MTA directory. This is usually at C:\Program Files (x86)\MTA San Andreas 1.5\server. This directory contains an MTA server.exe file, running this file will start a server. Scripts on a server are grouped by resources, a single resource can consist of multiple script files and other assets such as images, sounds, fonts, mods and more. Resources are placed in your mods\deathmatch\resources folder in your server folder. A resource is always in its own directory. A resource must always have a single meta.xml file. This file tells the server (among others) what script files to load. A typical meta.xml file looks like this: <meta> <script src="vehicleSystem.Lua" type="server"/> <script src="vehicleMods.Lua" type="client"/> </meta> You will need an entry for every .Lua file you want to have executed on the server. You can start a resource by typing start <resource name> in the server console (the window that opened when you started MTA Server.exe). The resource name is the name of the directory your meta.xml is in. (This may not have spaces). Starting a resource will start running the Lua scripts, if you've changed your scripts you will need to restart the resource for the changes to take effect. (restart <resource name>). Server vs client Lua code can be executed in one of two places. The server, or the client. Server sided scripts are executed on the actual machine that is running the MTA server.exe process. Client sided scripts are executed on the computer of every player that connects to your server. Server sided and client sided scripts have a distinct difference in responsibility and possibility. Some functions for example are only available on the client, whilst others are available only on the server (and many on both). Note: Some of these functions which are available both server sided and client sided are different on server and client MTA functions & wiki In plain Lua there's not much you can do to affect a game engine like MTA:SA. This is why MTA:SA offers a (large) list of functions available for you to use in your scripts which interact with the actual GTA world. You can find a list of all of these, what they do and how to use them on the MTA wiki. Server sided functions Client sided functions shared functions An example of such a function is createObject(). This function will create a physical object in the game. The wiki page contains information on how to use it (what arguments it expects, and in what order). And often shows an example of how to use it. createObject(1337, 0, 0, 3) Elements (userdata) At the start of this tutorial we quickly mentioned userdata data types. These are data types configurable by the implementation of Lua. In this case, MTA. MTA uses userdata to represent "elements". Many things in MTA are elements, like objects, markers, peds, players, user interfaces, vehicles, etc. On the MTA wiki you will notice many functions either return elements, or require an element as arguments. A list of different types of elements can be found on the MTA wiki. Elements also have a hierarchical structure to them. Elements can have a "parent", and multiple "children". This will result in a tree of elements, the element at the top of this tree (and thus the grandparent of all elements) is called the root element. Command handlers Often times in MTA you want certain things to happen when a player enters a command. This is done using command handlers, command handlers use a callback, which we previously discussed. The wiki contains a page for the addCommandHandler() function. For this example we will be using the server side version. function handler(player, command, argument) outputChatBox("You entered " .. command) if argument ~= nil then outputChatBox("You used the argument " .. argument, player) end end addCommandHandler("banana", handler) This example also uses the outputChatBox() function, this will output a piece of text to the chat.(in this case, only for the player who executed the command) The callback function passed to addCommandHandler will be called every time a player uses the /banana command ingame. Event handlers Besides having your script do things when a user executes a command you likely want the game to respond to many different types of things that happen in the game. Like players taking damage, coming close to something, etc. These things are called events. Whenever an event is triggered you can run a piece of Lua code. You do this using event handlers. Event handlers are created using the addEventHandler(). The first argument to the addEventHandler() function is the string name of the event. These can be found on the MTA wiki as well. Server sided events Client sided events An event is always triggered for a specific element, for example "onPlayerWasted" is triggered on the player that was wasted (killed). You can attach an event handler to a single element to only have your callback function be called when the event is triggered on that specific element. But you could also use the root element here and your function will be called for every element the event is triggered on. function handlePlayerDeath() outputChatBox("You died!!", source) end addEventHandler("onPlayerWasted", getRootElement(), handlePlayerDeath) The getRootElement() function used in this example returns the root element discussed earlier. You can also see source is used in this code snippet, we'll talk about that some more in the next section. predefined globals MTA has some predifined global variables for you to use in your script. A list of them can be found on the wiki. Here's a couple notable ones and what they're used for root The root element, same as the return value of getRootElement()) source The element an event handler was called on. An event's wiki page always describes what the event source will be for the event. localPlayer The player element for the player whose client the script is running on. (Thus only available client sided) client Will be discussed in the next section server <-> client communication As stated earlier in this tutorial scripts can run either on the server, or one of the connected clients. However often times you would want to trigger something on the server from a client, or the other way around. An example of this would be when the user clicks the login button on a GUI (Graphical user interface) the server should try to log that person in, and send him back whether or not this was successful. This can be done using events. MTA allows you to create and trigger your own events, and these events can be triggered from server to client (and the other way around). You can do this using the addEvent() function. Once an event has been added (and marked as remotely triggerable by passing true as second argument to addEvent()) you can call it from server/client. You do this using [triggerClientEvent()]https://wiki.multitheftauto.com/wiki/TriggerClientEvent() and triggerServerEvent() respectively. Server sided: function handlePlayerLogin(username, password) outputChatBox("You tried to log in with the username " .. username, client) end addEvent("LuaTutorial.Login", true) addEventHandler("LuaTutorial.Login", root, handlePlayerLogin) Client sided: function pretendLogin() triggerServerEvent("LuaTutorial.Login", localPlayer, "username", "password") end pretendLogin() This example will trigger the "LuaTutorial.Login" event from the client sided script. And passes the "username" and "password" arguments to the event. The server then handles this event in the handlePlayerLogin() function, which in our case just outputs something to the chatbox. In this example you can see the previously mentioned client global variable. This variable is set to the player element corresponding to the client the event was triggered from. (And is thus only usable when used in an event handler which has been triggered from a client). Now what? With this information you should be able to start scripting, and making things in MTA! If you didn't understand it all in one go, or you have any more questions there is no shame in that! You can find myself and many others willing to help you with your scripting questions in the #scripting channel on the MTA discord. Another good source for programming / scripting related questions is stack overflow.1 point
