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Hey MTA community! I’m excited to release the latest version of the In-Game Lua Editor for MTA:SA, now with even more powerful features to enhance your development experience directly inside the game. What’s New in v3.0: Create Resources directly in the editor, with the ability to choose the folder (e.g., [ADMIN], [GAMEMODES]) for resource creation. Rename and Relocate Resources in one action, making resource management easier. Delete Resources with a confirmation dialog to avoid accidental deletions. Create and Edit HTML Files alongside Lua files, allowing you to handle both HTML and Lua resources directly in the game. Base Path System to restrict developers to specific folders, making it perfect for team organization and isolating workspaces. Function Blacklist: Automatically block dangerous functions like loadstring, setAccountPassword, removeAccount, and others for added security. In-Panel Notifications to give real-time feedback for every action performed in the editor. Security Enhancements: Full ACL Permission System to control access and operations. Activity Logs with SQLite tracking every create, edit, delete, and rename operation. Path Protection and additional security measures to prevent risky operations. Video Demo: Watch on YouTube Download: Download the Resource Here GitHub Repository: Visit the GitHub Repository How it Works: The In-Game Lua Editor allows you to browse, create, edit, and delete Lua and HTML files all in real-time directly inside MTA:SA. No need for external editors or FTP uploads, and no server restarts required. Installation Instructions: Download the resource and add it to your server. Grant "Admin" ACL permissions to the resource. Edit the permissionACL variable in editorS.lua with your admin group. Use the /editor command in-game to open the editor. Let me know your thoughts and feedback! This tool has saved me countless hours, and I hope it helps improve your development process as well. More updates and contributions coming soon! Developed by BranD - Trident Sky Company5 points
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Tired of San Andreas water that looks like someone spilled green paint and called it “good enough”? Meet this shader: water so realistic, you'll forget you're in a 22 year old game. Enjoy ripples, reflections, and surface waves that almost make you wish GTA had fishing. Boats finally look like they’re actually in the water not floating on radioactive soup. Best part? It’s fully customizable tweak the look, the color, the movement, or make the water as cursed as you want. Plus, it’s at least kind of optimized to run smoothly on hopefully most rigs, so you won’t need a NASA PC to enjoy the water. Just install it, and watch your players get distracted and drive off a pier. https://community.multitheftauto.com/index.php?p=resources&s=details&id=190074 points
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Hello MTA community! My name is Ehsan/Exxon I’m excited to share a project I’ve been working on: mtasa-nestjs – a high-level API server framework for MTA:SA, inspired by Express.js and NestJS. What is mtasa-nestjs? mtasa-nestjs is a modular, structured Lua framework that makes building server-side APIs for MTA:SA simpler and more scalable. It brings modern backend patterns like Controllers, Middlewares, Guards, Interceptors, and DTOs directly into MTA:SA resources. It’s perfect for developers who want to build secure, maintainable, and professional APIs for their game servers. Key Features Express.js / NestJS-inspired structure: Clear separation of concerns for Controllers, Middlewares, Guards, and Interceptors. JWT Authentication & Password Hashing: Built-in secure JWT (HS256) implementation and password hashing from scratch. DTO Support: Validate and structure input data for cleaner code. Middlewares & Guards: Handle CORS, JSON parsing, authentication, authorization, and more. No External Dependencies: Works out-of-the-box in Lua for MTA:SA. Why I Built This Many MTA:SA servers handle HTTP requests in an ad-hoc manner, often leading to messy and hard-to-maintain code. With mtasa-nestjs, you can structure your API like a professional backend framework, making your server easier to scale and maintain. Example Usage Creating a JWT Token: local token = jwt.encode({userId = 123, role = "admin"}, "SECRET_KEY") iprint(token) Protecting Endpoints with Guards: AuthGuard = function(ctx) local authHeader = ctx.headers["authorization"] if not authHeader then error(Exception.Unauthorized("Missing Authorization header")) end local token = authHeader:match("^Bearer%s+(.+)$") local payload = jwt.verify(token, "SECRET_KEY") ctx.user = payload return true end Why You Should Try It If you’ve ever wanted a clean, structured, and modern API architecture for your MTA:SA server, this is a great starting point. It’s fully modular, fully Lua-based, and ready to handle complex server-side logic with minimal fuss. Where to Get It Ready on my github repository called mtsa-nestjs Make sure to create your own controllers, guards and etc. I’d love to hear feedback from the community. If you try it out, let me know what features you find most useful or what could be improved. Happy coding!3 points
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MTA UI Editor is a project created with the goal of making interface creation for Multi Theft Auto (MTA) much easier and more accessible. The editor provides a dedicated visual application for building interface windows for MTA, supporting both DxDraw-based interfaces and MTA’s native UI system. With it, you can visually design your interfaces and export them already prepared for direct use in your MTA resources, saving a significant amount of development time. This is the first version of the project, so some configurations may still be inconsistent or incomplete. If you encounter any issues, unexpected behavior, or have suggestions for improvements, please open an issue on the project’s GitHub repository. Feedback from the community is extremely important to help improve the tool. Requirements Windows .NET Framework 4.7.2 Open Source The source code is completely open and free. Anyone is welcome to modify it, improve it, or contribute to the project in any way. Download: https://github.com/was547/MTAUIEditor/releases Official Repository: https://github.com/was547/MTAUIEditor Picture: https://ibb.co/LXYgXdqV I don't know if I have published in the right place on the forum, sorry if this is the wrong category for this kind of resource, greetings!3 points
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-> develop and sell cheats for players to abuse in servers -> develop and sell anti-cheat for servers to defend from cheating players -> win-win with both sides3 points
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This fan-made list features free, open-source, popular and reputable Multi Theft Auto resources containing Lua scripts that are not compiled or obfuscated. The goal is to provide a simple starting point for developers who want to learn from high quality code, reuse well maintained systems and contribute to projects that benefit the entire community. All resources included here are publicly available, actively used by players or servers, and shared with the intention of supporting collaboration, transparency and better development practices. Anyone is welcome to suggest additions or improvements so the list can stay accurate and useful for newcomers and experienced developers alike. The Multi Theft Auto server comes with a pack of official resources preinstalled. The full list of these default resources (and more information) is available on this MTA Wiki Article. Highlights: Map Editor Freeroam "play" gamemode Race gamemode Handling editor "hedit" Map fixes Scoreboard (TAB player list) Country of IP Address Admin Panel Performance Browser The list of the community/fan-made MTA resources is hosted on the following Google Spreadsheet for ease of maintenance and accessibility for everyone. https://docs.google.com/spreadsheets/d/1bbr-cXRvWQuyaNx0KtI2Imk4bD0UTWKxx0x8sh2FGKM/edit?usp=sharing Want to suggest a change or addition to that list? Reach out to us on the MTA Discord or here on the forums. It helps if you share your resource on #showroom (MTA Discord), community.multitheftauto.com, forums 'Resources' section, etc...2 points
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Sphene is now officially open source! https://github.com/sphene/sphene-mta Excited to work with all of you, to turn this highly experimental pile of trash into something beautiful! Remember, Sphene historically has been very experimental. Many different approaches were tried and researched and that has left a lot of experimental, legacy and unfinished code. It's not the most glamorous, but we're still proud of it! Together we'll refactor the legacy code, we'll finish the unfinished pieces and we'll work through all the large problems that are ahead of us. Repository wiki will be filled with information, and lists (current states of each mission, etc) in the coming days. REMEMBER! Sphene is NOT production ready. We will only help those who want to contribute to our development with setting up their local development versions.2 points
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Hello all. The holiday season is finally here, and we have prepared a more compact summary post for you than usual. Please read on to see, what we have been up to lately. GTA VI The upcoming year will bring us the next game from the Grand Theft Auto series - GTA VI. Planned to launch in Fall 2025 on consoles, it will likely arrive on PC as well, just some months later. The second trailer for GTA VI is also rumoured to be shown soon, with some elaborate fan theories backing these rumours. Will the game be good? Only the time will tell, but looking back, there was not a major GTA game release from Rockstar Games that was bad (for the sake of this argument, let's consider the Trilogy as a minor release ). That alone makes it worth to look forward to it, and it will be also nice to re-visit Vice City similar to how we did it with Liberty City and San Andreas. MTA Status and Updates Not much to report in regards of MTA - we have been focusing on improving various parts of our infrastructure, which is not immediately visible at first glance. Still, since there are many areas that need the attention, there is a lot of work involved. Thankfully, CiBeR, Botder, Lopsi, Dutchman and others have been looking into it. Thanks to the hard work done by our Helper - FileEX, we have also refreshed the Lua syntax highlighting system on our Wiki. For a long time it was unmaintained, causing many of the recent MTA scripting functions and events to be not correctly highlighted in the code snippet examples on the wiki. This has changed though, and it should be working much better now. We have been also tinkering with our #MTASpotlights hashtag on X / Twitter. We are still exploring this idea, but nonetheless, thank you for your submissions so far. If you would like to share some media that we could promote, you can do so on our Discord, just please make sure to read the guidelines beforehand. And, naturally, there have been additions to the mod's source code now and then, bringing in new scripting functions and bugfixes. Similarly, we have been pushing those as client updates for you, also now and then. Player Counts and Other Statistics Type Amount of players Date / Time Recent peak number of concurrent unique players 24,808 players 2024.12.22 (at 18.13 GMT) Highest recorded number of concurrent unique players 52,098 players 2020.04.02 (at 18.00 GMT) Recent number of daily unique players 95,445 players 2024.12.15 (Sunday) Highest recorded number of daily unique players 185,818 players 2018.02.03 (Saturday) Recent number of monthly unique players 478,736 players September, 2024 Highest recorded number of monthly unique players 805,903 players January, 2018 For a mod for a game that is nearly 20 years old now, these are fairly good numbers. Smaller than last year, but still impressive. We are glad that you are still with us. MTA:SA version or series Percentage of players using that version or series as of 24th of December, 2024 1.6.0 99.5% 1.5.9 0.4% <1.5.9 0.1% Also, as of 24th of December, 2024: there are over 90,000 members on our Discord server, we have got 13,790 followers on X/Twitter, 58,000 users follow our Facebook fanpage , and our Steam Community group has nearly 50,000 members. --- To end this post on a high note, we would like to take this moment to wish you all Happy Holidays and a Happy New Year. Enjoy the Season and take care. -MTA Team2 points
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I am working with Cursor. Which is a fork of Visual Studio Code modified with AI in mind. It is my daily driver. The free version should give you enough monthly requests to finish your script. An no this is not a stupid AI, it is a optimised version for coding after all. You can even choose which AI you want to use, but some advanced may be behind a paywall.2 points
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PARKING METER SCRIPT COMPATIBLE WITH THE NEWEST OWLGAMING VIDEO SHOWCASE INTERESTING FEATURES OF THIS SCRIPT: dxDraw UI – modern and user-friendly display (like a real parking meter). Hourly parking system – players can choose how many hours they want to park up to 24 hours (to prevent unrealistic over-parking) Dynamic price calculation – price is automatically calculated based on time. Active/expired parking check – players can extend their active parking or start a new one. Sound effects – confirmation, payment. and error sounds. MDC integration – all payments and parking data are stored and then shown in MDC. Multiple parking zones – you can add unlimited zones and meters via config file. PAYHIP LINK If you have any questions, feel free to text me on Discord! (fajlyp)2 points
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MTA:SA - Claire Anticheat Claire is a modular, lightweight anticheat resource for MTA:SA, designed to improve the integrity and fairness of servers. Its core philosophy is simple: organize detections into clean, independent modules, make them easy to configure, and build an open platform that others can expand and improve. Claire runs silently in the background, acting as a guardian layer — constantly monitoring player behavior, network conditions, and client-side integrity without interfering with gameplay or degrading performance. Its design favors discretion and precision, targeting cheats without disrupting legitimate users. If you're looking for a solid, customizable way to secure your MTA:SA server, try out Claire. Why does it matter? By being fully open-source, Claire gives server owners an accessible and transparent tool to detect common exploits and improve their server environment. But more than that, it invites collaboration. The idea is that, together — through testing, feedback, improvements, and shared knowledge — we can create a more solid, trustworthy anticheat resource that benefits the entire MTA community. Current features Claire currently includes over 20 independent detection modules, covering movement, combat, environment manipulation, network spoofing, and more. All detections are modular, configurable, and designed to operate silently in the background with minimal performance impact. False positives are rare thanks to tolerance-based logic, score systems, and heuristic analysis. Overall reliability across all modules is expected to be around 95%, all features are listed at our GitHub page. Contributing Claire is an open-source project — contributions are welcome! Feel free to contribute with PRs, reports, or suggestions at our GitHub page. You can also reach out to us on Discord. Download Download from MTA Community: latest release - 1.1.5 from 2025/04/22 Download from GitHub: latest release - 1.1.5 from 2025/04/22 Please check our GitHub page before downloading it, I'm open for suggestions.2 points
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It is indeed a kind of attack. It means that the player is able execute clientside-code on demand. The attacker is triggering 'known generic events' which might be handled by the server. The ones that are unknown are in your logs, the ones that are known and trigger able are not. But that does not mean that the ones that did trigger didn't cause unwanted results. You might want to consider to restart the resources, just to make sure there is no memory leak. The event which AngelAlpha mentioned can indeed help with detecting that kind of attacks. As an extend you can also add a honeypot, which in this case are 'unkown' events for your server but know for other servers. When a player uses this kind of attack again, you can ban them automatic. You might want take a closer look at your logs for candidates (for example money related). There is also this event: https://wiki.multitheftauto.com/wiki/OnPlayerTriggerEventThreshold But be careful with automating things, always test these kind of stuff or you might accidentally nuke your own player base.2 points
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Amazing stuff! Thanks a lot. Will test it out and surely will share it accross racing. I think I know how to implement this.1 point
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Hi, We do not handle server bans. This is not a MTA ban. Please reach out to the admin team of the server that banned you in order to appeal your ban, or seek other servers to play on. Good luck!1 point
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Ty so much for reply. Yes i had same thing in head about how buffer should look like. Changing only values that has changed etc. I didn't precised it well. By sending tables to database every 30s. i was thinking about mechanism that also stacks changed values to certain amount. Like old table and new table concept. Lets say im checking every 30s if cars changed their position. I compare old table with new. And values that has changed i move to some sort of stack. And stack is let say sent every 4 cycles of checking car positions. Before that stack is sent to database he's checked for latest values and reduced in size. By validating what comes from client i was thinking about putting clever anticheat trigger mechanism. Like while checking for changes. It's checking if that change was possible with my scripts for cars. Is car moving too fast or something. If it's. Then anticheat is triggered. and let me end here about anticheat mechanism. But ty also for mentioning your script. I'll take a look on it. Also by outside database i was thinking about LAMP thing in LANetwork on the other physical device. As i wanna only let one device to talk with the world. Just to reduce risk. Im sharing same network so i need to keep packs small so i have transfer reserved for server talking to trustfull world. Not exact desciption on purpouse here. Im having physical hardware so CPU and RAM are not problem. Problem is rational use of power. As i want to run my server independent. And made it most watt per player ratio effective. And keep it cheap. As im not planing earn money from server. Sorry for not mentioning details, but i didn't knew how to describe it all earlier and now too. as english is not my great side. Also ty for yours recommendations. Especialy about last one i forgot about that nice feature EDIT ADD Isn't it better for me to just make mta module that handle this stuff with multi core rather than single threaded lua? TheoreticaIy it should save me cycles on lua. And let them to be used more productive on bare bone server mechanics and scripting. And if so. what are good sources to begin with mta modules.1 point
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Not sure what kind of backend you use. But here is an npm packets that could be used for inspiration. Probably some dependencies are deprecated. https://github.com/4O4/node-mtasa/tree/master The authOptions: https://github.com/4O4/node-mtasa/blob/aeac8ab9417a7b6a65f117491d1e648a6ad62422/src/client.ts#L107C17-L107C28 Using it in request: https://github.com/4O4/node-mtasa/blob/aeac8ab9417a7b6a65f117491d1e648a6ad62422/src/client.ts#L62 But under the hood (in JS) it is something like this: const credentials = `${username}:${password}`; const encodedCredentials = Buffer.from(credentials).toString('base64'); const result = "Authorization: Basic " + encodedCredentials The header is: Authorization The value is something like: Basic bWlqblVzZXI6Z2VoZWltV2FjaHR3b29yZA==1 point
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I’m getting the “AC#4 Malicious activity” error when I try to join the server. I’ve already reinstalled Windows, but it didn’t fix anything. The Windows antivirus isn’t running, and stuff like Steam and Discord aren’t working either. Any idea what’s going on?1 point
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Vehicle handling doesn't affect aircraft top speed because MTA has a separate velocity cap specifically for flying vehicles. This is controlled by setAircraftMaxVelocity. The default value is 1.5, which roughly translates to that 270 km/h limit you're hitting. To increase it: setAircraftMaxVelocity(3.0) The parameter is a multiplier, not an actual speed value. Some reference points: - 1.5 = default (~270 km/h) - 2.0 = ~360 km/h - 3.0 = ~540 km/h - 5.0 = ~900 km/h There's no documented maximum limit for this value, but extremely high values may cause physics instability or unexpected behavior. Keep in mind this applies to all aircraft globally, not per-vehicle. If you need to check the current value, use getAircraftMaxVelocity. local currentMax = getAircraftMaxVelocity() outputChatBox("Current aircraft speed cap: " .. tostring(currentMax)) So yeah, handling is for ground vehicle physics. Aircraft speed limits are a separate system entirely.1 point
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Really cool project! It's nice to see someone putting effort into tooling for MTA. The community really lacks this kind of stuff and it's a shame these posts don't get more attention. I'm actually working on something similar myself, a direct converter for developers that goes from Figma to MTA. You design your UI in Figma, tag your layers with suffixes like _checkbox, _image, _button, etc., and it exports the whole thing ready to use. Different approach but same goal: making UI development less painful. Good luck with the project, hope it gets the traction it deserves.1 point
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The arms dealer script is something I made recently, this script can be used in different game modes. Dealers can be found in various locations around Los Santos. Here's a preview video For more information, feel free to join my discord server: https://discord.gg/Nex7e6JUhe Discord account is mehdi46641 point
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Die Daten Discord: https://discord.gg/D5BP9Bteeq MTA: mtasa://141.95.27.131:22003 Hallo zusammen und herzlich willkommen zur Servervorstellung von dem TerraTex Reallife Community-Projekt! TerraTex bietet allen begeisterten MTA-Spielern eine volle Packung Spielspaß. Der Server läuft auf dem open source (GitHub) TerraTex-Reallife reloadet Script von Geramy92, wird aber nun von Johann und GeRmAn als Projekt aus der Community weitergeleitet. Nun wollen wir gemeinsam die alten Zeiten wieder aufleben lassen, um wieder eine kleine Community zu werden. Was bietet dir der TerraTex-Reallife Server ? Wir bieten dir einen sehr Einsteiger freundlichen Server auf dem du bis zu 25 Stunden lang einen Bonus bekommst wenn du Ehrgeizig jobbst, somit wird es dir leicht fallen am Anfang ein kleines Vermögen aufzubauen. Trucker ? oder doch lieber Pilot ? Zu Land, zu Luft, und zu Wasser sind viele verschiedene Jobs vertreten. Autohäuser von Billig bis Luxuriös sind ebenso stark vertreten wie die Anzahl der vielen Häuser auf dem Server. Für langfristige Motivation ist auch gesorgt, mit einem Business zusätzliches Geld verdienen oder doch lieber ein Prestige (Sehenswürdigkeit) erwerben und diese dann kontinuierlich zu verbessern um somit seinen höheren stündlichen PayDay zu erhalten. Zudem bieten wir dir viele Fraktionen die unterschiedlicher nicht sein können. Staatsfraktionen wie dem San Andreas Police Department, sowie der National Academy of Millitary Education und dem Sondereinsatzkommando könnten genau das richtige für dich sein, wenn du es vorsiehst in einer der guten Fraktionen tätig zu werden. Für die, die Action suchen bieten wir Gangs und Mafien, welche Schutzgeld eintreiben und gegenseitig um verschiedene Läden kämpfen (Gang Fights). Außerdem sind auch koordinierte Angriffe auf die Rivalisierenden Basen möglich um somit Materialien und Drogen zu stehlen. Grenzübernahmen, Waffentrucks und auch Geiselnahmen sind Teil der bösen Fraktionen. Natürlich können auch Neutrale Fraktionen beigetreten werden. Wenn du es etwas ruhiger magst, ist die Medic- und Taxifraktion deine Anlaufstelle. Es sei denn du möchtest die User auf dem laufendem halten: Wetterberichte, Interviews und Events sind deine Welt? Als Newsreporter bist du dafür verantwortlich die Bürger von San Andreas immer auf dem neusten Stand halten und diese vor möglichen Unwettern oder sogar Sturmfluten zu warnen. Die Aufgaben eines Reporters sind facettenreich: Du planst eigenständig kleinere SMS Events sowie große Versteigerungen und vieles mehr. Das Wirtschaftssystem von TerraTex bietet dir außerdem die Möglichkeit bei gewissen Wetterverhältnissen wie beispielsweise einer Ölkatastrophe mehr Geld bei dem Meeresreiniger Job zu verdienen. Bei einer Atomkatastrophe kann passieren das... Naja.. lass dich überraschen. Wir möchten dir ein Abwechslungsreiches Erlebnis ermöglichen und den Kontakt mit neuen Leuten herstellen und somit ein Miteinander erschaffen. Selbst wenn du mal nicht genau weißt was du machen sollst gibt es noch genügend Aktivitäten für dich. Triff dich an der Stadthalle mit anderen Usern, gehe in die Arena und spiele eine Runde Crash Durby, GunGame oder betrinke dich im Alhambra. Deale mit Drogen oder Waffen, verkaufe Hot Dogs oder führe nette Gespräche. All das führt zur einer einzigartigen Erfahrung. Das freundliche Serverteam steht dir bei fragen oder Problemen natürlich mit Rat und Tat zur Seite. Wenn wir dein Interesse geweckt haben sollten, dann schau doch einfach vorbei und mache dir dein eigenes Bild von dem was dir geboten wird. Mit einer steigenden Anzahl an Spielern wollen wir noch einmal auf dem Original Script gemeinsam eine gute Zeit erleben. Die Facetten des Servers noch einmal tabellarisch aufgelistet: 11 (+1 Admin) Fraktionen Admin-Fraktion: Hitman/Söldner - Töten Spieler auf Auftrag Es gibt drei "gute" oder auch "Staatliche" Fraktionen. "SAPD" - San Andreas Police Department "SEK" - Sondereinsatzkommando "N.A.M.E" - National Akademy of Military Education Nun folgen die drei "Neutralen" Fraktionen. Medics Taxi News Racer Zum Schluss gibt es noch vier "böse" Fraktionen oder auch "Untergrund Organisationen" diese sind unterteilt in "Gangs" und "Mafien". Jede Gang und Mafia hat ihre speziellen Fahrzeuge, jedoch angepasst auf allen Seiten, um eine Fairness zwischen den Fraktionen zu erhalten. Zu den Gangs gehören: "GS" - Grove Street - Gebiet: Los Santos "PP" - Pink Panthers - Gebiet: Las Venturas Zu den Mafien zählen: "LLS" - Legion of Los Santos - Gebiet: Los Santos "CF"- Cash Force - Gebiet: Las Venturas 17 (+1 Admin) Jobs Es gibt zwei Arten von Jobs, Spielerbasierte und nicht Spielerbasierte. Zu den Nicht Spieler basierten Jobs zählen: Fischer Müllmann Busfahrer Pizzalieferant Trucker Pilot Straßenputzer Farmer Bergwerksarbeiter Meeresreiniger Die Spielerbasierten Jobs sind: Hotdogverkäufer Drogendealer Waffendealer Mechaniker Detektiv Anwalt Nutte Hitman/Söldner (Admin) Sonstige Features: Anti-Beleidigungs-System Heiraten (steuern sparen) Tombutolotterie Lotterie Steuerlotterie Sozialpunkte BIZ-Objekte Prestige-Objekte Rabattfahrzeuge Baustellensystem Versicherungssystem Fahrzeugsystem mit zerstörbaren Fahrzeugen, Fahrzeugalter, Tuning, Kilometerzähler, Tank, unendlich kaufbare Slots, Abschleppsystem, Tempomat und Limiter (Fahrzeugwert abhängig von Hauswert) Haussystem: Mietsystem, Hauskasse, unterschiedliche Hausgrößen mit kaufbaren Innenräume Goldsystem: freischaltbare Verbesserungen für InGame Geld TerraLappTapp: Eine Art Computer mit vielen zusätzlichen "Tapps" wie z.B. Minigames, Freundeslisten, Blitzermelder, .. diverse Transporte: Atomtransport, Waffentruck, Geldtransport ..und viele weitere. Wir freuen uns auf euren Besuch! Euer TerraTex Team Info: [TTeam]Geramy92 ist nicht Teil des MTA-Server Teams, er stellt lediglich den Linuxserver zur Verfügung. Bei Fragen oder Problemen könnt ihr euch gerne bei mir melden.1 point
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Given that this topic gained more Turkish-speaking traction, we will move this to its language-specific section.1 point
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¡Bienvenido a una nueva era de MTA:DAYZ! Te presentamos el servidor MTA:DAYZ – The-DayZ, desarrollado por Trust & Machin. El proyecto estuvo en desarrollo durante un año, totalmente original y programado desde cero, sin utilizar soluciones prefabricadas. El lanzamiento está previsto para este invierno. Mira el tráiler del servidor Únete a nuestra comunidad en Discord ━━━━━━━━━━━━━━━━━━━━ El servidor está desarrollado por un equipo polaco, pero cuenta con traducciones a varios idiomas — ¡incluido el español ━━━━━━━━━━━━━━━━━━━━ ¿Por qué elegir nuestro servidor? Cada sistema fue creado pensando en los jugadores, optimizado y perfeccionado para garantizar una experiencia estable y atractiva. Queremos ofrecer algo único — no solo otra copia de lo que ya existe. ━━━━━━━━━━━━━━━━━━━━ Interfaz pensada para el jugador: • Todas las estadísticas en un solo lugar • Historial de puntos premium y de juego • Guía clara, configuración de teclas rápidas, FPS y audio • Personalización de la mira y sistema de códigos de invitación • Lista de logros que puedes desbloquear durante el juego ━━━━━━━━━━━━━━━━━━━━ Sistema de grupos: • Los niveles de grupo desbloquean nuevas funciones, como: – TAG propio en el chat – Marcador en el mapa del lugar de muerte de un compañero – Bonificaciones médicas y otros apoyos tácticos • Ranking de grupos — basado en las estadísticas conjuntas de todos los miembros (kills, tiempo de supervivencia, etc.), creando una competición dinámica y destacando a los mejores equipos ━━━━━━━━━━━━━━━━━━━━ Sistema de intercambio seguro: Permite comerciar incluso estando offline, lo que mejora la comodidad y reduce el riesgo de estafas. ━━━━━━━━━━━━━━━━━━━━ ¡Jefes legendarios te esperan! Entre ellos Grounder — un enemigo capaz de generar una onda expansiva que lanza a los jugadores por los aires y dificulta derrotarlo. ━━━━━━━━━━━━━━━━━━━━ Sistema de crafteo: Permite crear objetos únicos con ciertos NPCs. Algunos objetos legendarios solo pueden conseguirse fabricándolos uno mismo. ━━━━━━━━━━━━━━━━━━━━ Bases seguras para tus pertenencias: • Se pueden comprar con moneda premium o puntos de juego — diseñado para evitar el Pay2Win • Sistema avanzado de registros y permisos detallados — puedes dar acceso limitado a una tienda de campaña o a una sala específica antes de otorgar acceso total a la base ━━━━━━━━━━━━━━━━━━━━ En el mapa aparecen vehículos accidentados que pueden ser saqueados para obtener loot valioso. Son fáciles de localizar gracias al humo denso que los rodea. ━━━━━━━━━━━━━━━━━━━━ Inventario práctico e intuitivo: • Vista previa de la imagen y descripción del objeto • Recoger toda la munición con un solo clic • Posibilidad de soltar varios objetos a la vez ━━━━━━━━━━━━━━━━━━━━ La ciudad de San Fierro está temporalmente bloqueada. En esta zona existe una nube tóxica que mata al jugador en pocos segundos. Si el servidor se desarrolla con éxito, planeamos introducir equipamiento especial para entrar de forma segura y reabrir esta localización en el futuro. ━━━━━━━━━━━━━━━━━━━━ Ahora es posible reforzar los vehículos con acero. Esto aumenta su resistencia y los protege, por ejemplo, contra pinchazos en los neumáticos. ━━━━━━━━━━━━━━━━━━━━ Y eso no es todo — no queremos revelar cada detalle, queremos que los descubras por ti mismo jugando en el servidor. Espera con ganas la apertura del servidor y únete a nuestra comunidad en Discord: Discord Para quienes quieran ver más: también tenemos un vídeo de más de 30 minutos del servidor. Ver vídeo ¡Gracias por tu interés — esperamos jugar contigo pronto! ━━━━━━━━━━━━━━━━━━━━ A continuación te mostramos algunas imágenes del servidor: ━━━━━━━━━━━━━━━━━━━━1 point
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Vending Machine script inspired from the singleplayer version. Player health will be refilled a bit after each drink. It verifies the money and responds based on that. Works with every vending machine in the map. Video to explain it more: For more information, feel free to join my discord server: https://discord.gg/Nex7e6JUhe Discord account is mehdi46641 point
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There are two kinds of methods, one with setTimer and the other with the alternative onClientRender setTimer : The cursor always appears in the center for one frame after showCursor(true). function openPanel() showCursor(true) -- Save the last cursor position (values between 0 and 1) local x, y = getCursorPosition() -- Get the screen resolution local sx, sy = guiGetScreenSize() -- After 50ms, set the cursor back to its previous position setTimer(function() setCursorPosition(x * sx, y * sy) end, 50, 1) end onClientRender: Use a timer or onClientRender to set the position after showing the cursor. function panelAc() showCursor(true) local x, y = getCursorPosition() local sx, sy = guiGetScreenSize() local function imlecDuzelt() setCursorPosition(x * sx, y * sy) removeEventHandler("onClientRender", root, imlecDuzelt) end addEventHandler("onClientRender", root, imlecDuzelt) end your fixed code : local toggle = false local savedCursorX, savedCursorY local function togglePanel() toggle = not toggle if toggle then showCursor(true) if savedCursorX and savedCursorY then local screenX, screenY = guiGetScreenSize() -- Wait one frame before setting the cursor position setTimer(function() setCursorPosition(savedCursorX * screenX, savedCursorY * screenY) end, 50, 1) end else savedCursorX, savedCursorY = getCursorPosition() showCursor(false) end end bindKey("k", "down", togglePanel) I think you understand, if you have a different problem please post it here or create a new topic and tag me1 point
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Eagle Loader – Streamlined Custom Map Processing for MTA:SA GitHub: https://github.com/BlueEagle12/MTA-SA---Eagle-Loader What is Eagle Loader? Eagle Loader is an efficient and lightweight map processing resource for Multi Theft Auto: San Andreas. It simplifies the loading of custom maps and objects using a custom .definition system and a customized .map format tailored for performance and flexibility. Key Features Easy Custom Map Loading Load complex custom maps with minimal performance overhead. Definition File System Handle map data, models, effects, and LODs through structured .definition files and customized .map files. String-Based Custom Model IDs One of Eagle Loader’s standout features is the ability to assign string-based IDs to custom models instead of numeric ones—making it significantly easier to manage and organize assets. Optimized for Speed Designed for fast loading and smooth integration with the MTA:SA engine. Demo Map – MTA: Vice City Want to see Eagle Loader in action? Check out this fully functional Vice City map port: MTA: Vice City – Demo Map How to Load the Vice City Map Download the Resources Clone or download both repositories: Eagle Loader MTA: Vice City Place in Your Server Resources Folder Drop both folders inside your resources/ directory. Start Eagle Loader First start eagleLoader Start the Vice City Map Resource start viceCity With just a few simple steps, you’ll be walking through Vice City inside MTA:SA — powered by Eagle Loader. Download & Docs: Eagle Loader on GitHub Feedback & Contributions are welcome!1 point
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MTA:SA Lua Enums - TypeScript-inspired Enumerations for Lua Overview A lightweight, type-safe enumeration library for Multi Theft Auto: San Andreas, bringing TypeScript-like enum functionality to Lua. This library provides a clean, intuitive way to define and use enumerations in your MTA:SA scripts. Key Features Multiple Syntax Styles: Create enums using traditional function calls or with a more elegant syntax similar to TypeScript Global and Local Enums: Define global enums for application-wide constants or local enums for module-specific use Type Safety: Validate enum values and prevent modification after creation Auto-incrementing Values: Automatically assign sequential values to enum members Utility Methods: Easily convert between enum values and names with built-in helper functions Example Usage -- Global enum with string name and curly braces enum 'Direction' { NORTH = 1, EAST = 2, SOUTH = 3, WEST = 4 } -- Local enum with direct table assignment local HttpStatus = enum { OK = 200, NOT_FOUND = 404, SERVER_ERROR = 500 } -- Auto-incrementing values enum 'Size' { "SMALL", "MEDIUM", "LARGE" } -- Using enum values local direction = Direction.NORTH local status = HttpStatus.OK -- Get name from value local directionName = Direction.getName(1) -- Returns "NORTH" -- Check if value belongs to enum if HttpStatus(200) then -- 200 is a valid HttpStatus value end Why Use This Library? Clean Code: Eliminate magic numbers and strings with descriptive enum constants Error Prevention: Catch typos and invalid values at runtime Self-documenting: Make your code more readable and maintainable Flexibility: Choose the syntax style that best fits your coding preferences Lightweight: Minimal overhead with no external dependencies Installation Simply include the enum.lua file in your project and add it to your meta.xml: <script src="path/to/enum.lua" type="shared" cache="false" /> Check out the full source code at: https://github.com/norelockk/mtasa-lua-enums This library is perfect for MTA:SA developers looking to write cleaner, more maintainable code with proper type safety. Whether you're building a simple gamemode or a complex resource, these enums will help organize your constants and prevent common errors.1 point
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Hello MTA players, I realised that I had to create this post because I got a lot of feedback, I stopped all my activities in MTA and I don't play MTA anymore because I had to make some changes in my life and change my life direction, I saw MTA in 2010 and I started playing, during this time I made very good friends, developers and players, so I would like to thank you all endlessly, 3 months ago I stopped all my activities in MTA, but I was still receiving a lot of message requests (for paid development or other issues) after that I gave everyone goodwill feedback, but I had to stop this because I was receiving a lot of messages from MTA servers and players, Anyway I have to say that I will miss all MTA players and developers, I will visit from time to time but I won't have much time for that, for some players who will try to contact me I have to say that I don't have a discord server and I don't answer private messages, I think you will be understanding and thanks for that... I have reached the end of my career in MTA. I have worked voluntarily on many servers and participated in numerous projects. I have sold all the projects I worked on, both paid and free, and I would like to announce that I will no longer be continuing my projects. I had a great time on many servers, and for that, I want to express my gratitude. Finally, I am deeply grateful to the valuable members of the MTA team, as they have helped me in many ways. Some of them include @Sarrum, @Vinyard, @Citizen, @IIYAMA, @AlexTMjugador, and myonlake (Patrik). I will miss you, guys!1 point
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My new SpongeBob SquarePants RPG server is now live. No need to make an account as nothing saves yet, but if youd like to check it out and leave feedback please post below. I will be working on the save system soon but for now its kind of a beta build. mtasa://144.217.174.212:39504 UPDATE 6/20/2025 11:10PM CST added stats and saving1 point
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Honestly, the issues you listed are all issues that are caused by a combination of bad scripts and a bad infrastructure. There's only so much Multi Theft Auto can do if server owners don't bother to learn proper security practices and implement them. Also, anti-cheat clearly has seen updates numerous of times since 2023 (obviously they're not open about all the changes). Development is happening on a nearly daily basis with plenty of new updates coming available. The community is far from being neglected, a lot of the community is on the Discord server nowadays though. Please get your facts straight before you make such accusations.1 point
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function faroisd() local car = getPedOccupiedVehicle(source) -- get the car the player is in (could be false if not in one) if car and isElement(car) then if getVehicleOverrideLights(car) == 1 then setTimer(setVehicleOverrideLights, 100, 1, car, 2) else setTimer(setVehicleOverrideLights, 100, 1, car, 1) end end end addEvent("ligar", true) addEventHandler("ligar", root, faroisd)1 point
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@thebossofc O erro está dizendo que o 4º argumento do seu setPedAnimation deveria ser um número, mas vc colocou um true no lugar. setPedAnimation(source, "crack", "crckidle"..math.random(1,4), true, false, false, false ) -- 1 2 3 4 (era pra ser um número inteiro, o true é só depois) Faltou você declarar o parâmetro time. Normalmente o valor dele é -1.1 point
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Add the image with imgur or something, and make sure it has .png or any other image format at the end of the link.1 point
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Maybe move the checkpoint very high in the air (and replace it with a dummy). When the rocks are cleared, move it back.1 point
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You can save your coordinates to the variables, and the use them to build text. Like: local rectangleStartX = x*1200 local rectangleWidth = x*1400 dxDrawText(rectangleStartX + rectangleWidth + 10, etc...) But i'm not sure right now about your coordinates, because "width" for dxDrawRectangle - it's not the endpoint, if wiki is right And then code will be more easy, because for width you can use just "200". As for take coordinates from rectangle - well, looks like it can't be done in MTA. P.S. I'm not good in UI scripting, just trying to help with simple logic.1 point
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What is Reinc Online? Reinc Online is a full-featured isometric MMORPG playable inside the vanilla MTA client. The game includes everything you’d expect from an MMO action RPG. Classes, talents, abilities, quests, monsters, items, crafting, boss fights, PvP, and much more. Reinc Online is inspired by great ARPGs out there, like Drakensang Online, the Diablo series, Lost Ark, Last Epoch, and others. If you’ve played any of these, you’re already familiar with what Reinc Online can offer, but inside MTA. If this post seems interesting, please make sure to check out the trailer video about the server: Please note that this is a very early access version of Reinc Online. Bugs, missing features, balancing issues, and occasional server shutdowns are likely to occur. Due to the complexity of the project, there may also be unforeseen issues that are expected to be revealed after the release. Also, keep in mind that I am working on this project alone. If you encounter any bugs or errors, please report them using the in-game reporting system or on the Discord server.1 point
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Hi! Following the community discussion in our forums, we have created an official Discord server quite a while ago, as an alternative (and maybe a full replacement in the future) to our current IRC channels. We kept it in under the radar while we were fine tuning things, but we believe we can now present it to you guys. All MTA players and fans are welcome to join our Discord server (though please behave while you are in there ). You can join it by using this link: https://discord.gg/mtasa What is Discord? Discord is a hybrid of IRC, an Instant Messenger and a Voice Chat software. It incorporates the most important features of these elements into a handy and multiplatform app which you can run on your desktops, smartphones or tablets. Why is it cool? Compared to IRC, it offers a built-in chat history buffer, so even if you are offline, you can still catch up with what happened in the channels then. IRC also offers that, but only through an IRC Bouncer that you either need to pay for, or have someone host it for you. It also has a modern look and features such as URL embedding (regular websites, but also pictures and videos), handy syntax colouring for pasted code snippets, emojis (also custom ones), chat messages reactions, Steam integration and more. What can I find while I am there? We currently have some channels created, including: #general - for general MTA and offtopic chats #scripting - for Lua scripting-related queries #support - for any problems related to MTA:SA client or server #announcements - for all important messages from us as well as some others. We are still thinking of how to put our Discord server into its full potential, so we may add more channels soon. Can I have Discord app installed and/or running on several of my devices concurrently? Can I use more than one server? Sure, absolutely. It will sync the messages automatically. And yes, you can add more servers than just our one. How do I join it? Hey, we have mentioned that already. Just click the link below and follow the instructions: https://discord.gg/mtasa I have a suggestion about the Discord... Okay, let us know. As usual, we are open for suggestions. Just post in this topic or hit us up directly on Discord. Hope to see you there! -- MTA Team1 point
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Map files Table of contents: Introduction How to read a map file? Broken map file, what to do? Editor bugged, what to do? Modify your maps outside of MTA Extra links Introduction A map-file! What is that? The name already gives away the definition. It is a file which contains a MTA map. The format makes maps portable, so that you can send them over to your friends. You can recognize map-files by the extension: .map Here is an example of a map: Syntax highlight When you open a map file in your text editor. The syntax highlight you should use is XML (HTML will work as well, but the semantic is different and could cause issues with auto complete features, that is if you have enabled those). Changing syntax highlight in for example Visual Studio Code. How to read a map file? Before we start, this is what we call a node: <tagName></tagName> If we take a closer look to the following map file: <map> <object id="object (bevgrnd03b_law) (1)" interior="0" collisions="true" alpha="255" doublesided="false" model="6094" scale="1" dimension="0" posX="635.234375" posY="-3827.2275390625" posZ="5" rotX="0" rotY="0" rotZ="0"></object> <object id="object (gaz9_law) (1)" interior="0" collisions="true" alpha="255" doublesided="false" model="6133" scale="1" dimension="0" posX="625.49114990234" posY="-3771.6955566406" posZ="11.479743003845" rotX="0" rotY="0" rotZ="0"></object> <object id="object (CE_grndPALCST03) (1)" interior="0" collisions="true" alpha="255" doublesided="false" model="13120" scale="1" dimension="0" posX="573.09802246094" posY="-3847.013671875" posZ="3.6442375183105" rotX="0" rotY="22" rotZ="352"></object> <object id="object (CE_grndPALCST03) (2)" interior="0" collisions="true" alpha="255" doublesided="false" model="13120" scale="1" dimension="0" posX="572.64624023438" posY="-3769.0698242188" posZ="4.9519920349121" rotX="0" rotY="21.99462890625" rotZ="343.24649047852"></object> <object id="object (CE_grndPALCST03) (3)" interior="0" collisions="true" alpha="255" doublesided="false" model="13120" scale="1" dimension="0" posX="669.66534423828" posY="-3856.0627441406" posZ="3.6442375183105" rotX="0" rotY="63.99462890625" rotZ="175.99389648438"></object> </map> > we see in there the map node: <map></map> When the map is loaded <map></map> will become our map element. And inside of the map node we see more nodes: <object id="object (bevgrnd03b_law) (1)" interior="0" collisions="true" alpha="255" doublesided="false" model="6094" scale="1" dimension="0" posX="635.234375" posY="-3827.2275390625" posZ="5" rotX="0" rotY="0" rotZ="0"></object> <object id="object (gaz9_law) (1)" interior="0" collisions="true" alpha="255" doublesided="false" model="6133" scale="1" dimension="0" posX="625.49114990234" posY="-3771.6955566406" posZ="11.479743003845" rotX="0" rotY="0" rotZ="0"></object> In this case these two nodes will become two in-game objects. Tagname <tagName></tagName> Each node in the map file will become an element in game. !important A node has a tag name. In this case I gave it the name: "tagName" This tag name specifies in MTA the element type. For example: If it has the name <object></object>, the element-type is an object. If it has the name <ped></ped>, the element-type is a ped. What if the tag name is not matching with one of these entities? (The list is not complete, the rest can be found in this class list, only if the XML syntax is implemented) Then the elements are considered custom elements. They are not visible in game. Custom elements Custom elements have their own purposes. You often see those custom elements used in game modes, for example stealth: <mercenaryspawn id="mercenaryspawn (1)" posX="635.58117675781" posY="-3770.458984375" posZ="18.97974395752" rotX="0" rotY="0" rotZ="0"></mercenaryspawn> The tagname for this node is "mercenaryspawn". The element that is produced after loading the map, is used as a spawnpoint for in a stealth map. Custom elements are invisible. Custom elements do have an orientation. The getElementsByType function can be used to get custom elements. Attributes Attributes are properties applied to a node. They are used to attach data to an element. Example: <entity name="IIYAMA" age="5" type="device" resolutionX="1920" resolutionY="1080" displaySize="31"></entity> An attribute exist out of two parts: <entity name="value"></entity> Name Value The name specifies if the node has the attribute. <entity name></entity> <entity age></entity> If the name is "name", then the node has the attribute "name". And if the name is "age", then the node has the attribute "age". The value will be used for the data for each attribute. <entity name="IIYAMA" age="5"></entity> Identifiers (ID) Every elements can have an identifier attribute, which is used to make it accessible for scripting functions. <tagName id="identifier"></tagName> The identifier of an element can be used in getElementByID to grant access to it. Even though identifiers normally should be unique for each individual, it is not the end of the world if they are not in MTA. They might also be considered as unnecessary for map files without scripts. Element specific attributes There are some attributes that do more than just applying properties. They will change the element appearance and orientation. For example this object: <object interior="0" collisions="true" alpha="255" doublesided="false" model="6094" scale="1" dimension="0" posX="635.234375" posY="-3827.2275390625" posZ="5" rotX="0" rotY="0" rotZ="0"></object> It will be created in interior 0. It will have collisions. (You can walk on it) Alpha. It's opacity is 100%. It is not doublesided. (When you stand inside of the object you can look through it. If doublesided is enabled the same colors/paint from the other side will be applied.) It's model is 6094. It is scaled 100%. (0.5 = 50%, 2 = 200%) Etc. If you want to know which attributes do have influence on the elements appearance and orientation, you have to look that up on the wiki. Here a small list of some those attributes: Broken map file, what to do? If your map file is broken. Step 1 Make a backup. + Always make a backup when re-editing your map. Settings can get lost! Step 2 The first thing you want to do, is just open it in a text-editor. Just give it a quick look and check for anything strange. The file could be empty or some strange values could be used. Do you want to know all the syntax rules (XML)? You can find a list right here: http://www.adobepress.com/articles/article.asp?p=1179145 Step 3 Remove the editor definition. This definition could cause problems in case of invalid characters. From: <map edf:definitions="COBDEF,editor_main"> <!-- Map elements --> </map> To: <map> <!-- Map elements --> </map> Step 4 If you can't find the problem, then you could validate the file. There are services out there that validate XML files. They can help you to find out where your file is broken. Validation tool by W3C: https://validator.w3.org/#validate_by_input Note: You need to do step 3 first. Else you can't parse the file. Step 5 In case of re-opening map files in the editor, but doesn't want to get open. Make a backup. Remove custom elements. See chapter How to read? Retry to open the file. Editor is bugged, what to do? Your editor could be bugged and you are not able to save the map or open a new one. The first thing you want to do is backup the editor_dump folder in your server. This folder is located between all your resources. server\mods\deathmatch\resources\editor_dump Rename the folder name. editor_dump > my_broken_map Stop the map editor. Check if there is a new editor_dump folder. If there is, rename that one as well. Start the map editor again. Modify your maps outside of MTA Sometimes you want to modify your maps without going back in to the editor. Your text-editor is in most cases the way to go. For example you want to move all objects to a new dimension. In Notepad++: Make a backup! (if you are new to this) Select in your file the part you want to replace: dimension="0" Commando: ctrl + H (replacement overlay) Fill in the replace field: dimension="1" Click on: replace ALL. Moving your map? There is a nice online tool that can help you with that: https://mtaclub.eu/converters Edit your map with the DOM (Document Object Model) Knowing JavaScript? Your browser inspector can be used to modify your maps at a higher level. (If you so desire) Extra links: Parent, child and how this is reflected in MTA https://wiki.multitheftauto.com/wiki/XML https://wiki.multitheftauto.com/wiki/Element_tree Elementdata <sync_map_element_data /> https://wiki.multitheftauto.com/wiki/Meta.xml Load maps (manually + including in meta.xml) https://wiki.multitheftauto.com/wiki/Meta.xml https://wiki.multitheftauto.com/wiki/LoadMapData Save maps https://wiki.multitheftauto.com/wiki/SaveMapData1 point
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Important note: before using this patch, first re-download the latest version of MTA from https://multitheftauto.com/ and re-install it, as the installer contains a procedure to automatically make your GTA installation compatible (without modifying original game files) that for technical reasons isn't included in the MTA auto-updater, on which many users may rely for years without installing MTA, therefore creating a problem if their GTA installation changes at some point. So, if you currently have no compatibility or have an unsupported version of GTA (prompting you to come here) or any other similar problem, please first re-install MTA. If this doesn't help, then proceed with the below instructions. This topic offers a patcher which will patch the following unsupported versions of Grand Theft Auto: San Andreas: USA 1.01 USA 2.00 European 1.01 European 2.00 German 1.00 German 1.01 German 2.00 This patch does NOT turn your gta_sa.exe into a crack/No-CD, but converts your gta_sa.exe to a 1.00 EU version. Please make necessary backups in case something goes wrong; we are not responsible for damaged or lost files. I have tested this personally, though please post if you have any problems while using the patcher. Although you will be reverting back to a fully moddable version of the game, you will also lose improvements contained within 1.01+, so downgrade at your own risk. Remember, you can always upgrade back to 1.01 from this patched version. Should you experience any problems you can always reinstall GTA:SA. Pick one of the following mirrors to download: DOWNLOAD MIRROR 1 (files.mtasa.com) DOWNLOAD MIRROR 2 (MediaFire) Thanks to Mike for testing and mista.maja for helping me get a German gta_sa.exe, and to nippy401 for letting me get ahold of GTA:SA 2.00 I have added 2.0 support for DE, untested. Regarding users of the Steam version of GTA: San Andreas This patch is not compatible with the Steam version of San Andreas, primarily because the .exe is completely different. You don't need to use this patcher for the Steam version, as the procedure to make MTA compatible with it is now included in the installer of recent MTA versions. So if you have the Steam version, follow these steps: 1) install the Steam version of GTA. If you already have it installed, make sure the game, more specifically the EXE is unmodded, or else MTA may be unable to perform the operation. 2) download the latest version of MTA (make sure of this) from https://multitheftauto.com/ > "Download" and install it. If MTA was already installed, make sure to re-install it (your files and saved settings won't be lost, MTA will be overwritten only) to ensure the Steam compatibility operation is performed by the installer. * Make sure to repeat this process every time you re-install your Steam version of GTA, or "verify files" (repair install it) in Steam, or whenever a problem occurs with launching GTA. Last resort This topic and the patcher was created to help a group of users that happen to have either modded, or upgraded versions of GTA:SA. MTA San Andreas is designed for, and thus best supported on, the original versions of GTA:SA (US 1.0 and EU 1.0 EXE's) without later GTA updates (1.01 and later) applied to it.. these updates only change the EXE and not other game files, and break MTA compabibility. So that also means if nothing in this topic works for you, the last resort (actually the method of preference in any case) would be to re-install GTA from DVD so that you will get the original EXE (US or EU 1.0) which MTA supports entirely. As far we know, no DVD version contains an updated EXE (1.01 or later) and they are all 1.0. If you find a retail version with an updated EXE, this patcher is still likely to work for it, unlike any modded GTA versions (based on 1.01 or later) from shady sources which the patcher may not recognize. So because of the higher success rate for original game in any shape, we recommend you to only get the original game from retail (DVD or digital download) and we tend to only offer support if this is the case. MTA will not provide support for attempts to downgrade/make compatible cracked, or heavily modded installations of GTA. Besides the ethical aspect, MTA is also designed to best support unmodded versions and stability or functioning isn't even guaranteed in other scenario's. For more information on places where you can buy legitimate and supported versions of GTA, we advise you to visit this wiki page: https://wiki.multitheftauto.com/index.php?title=Where_to_buy_GTASA NOTE: There have been numerous cases of people externally linking directly to the file. If you wish to link to the downgrader, I request that you link to this TOPIC, not directly to the file. This is to ensure that users having trouble post in this thread rather than creating new topics. If you would like to mirror it please contact an administrator. * Topic update date: 29th March 2020 Changelog: updated Steam compatibility information added more information1 point
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Section Rules 1. Any fulfilled requests or discarded offers shall be reported via the report system in order to be locked and/or archived. This is mandatory, as the goal is to keep this section as clean and accurate as possible. 2.Topics must have a sufficient description of what are you offering or looking for. Eg. if you're looking for a scripter for your gamemode, you must detail what would you need the scripter for. This doesn't exactly involve giving away the whole concepts or whatever you don't want to disclose to the public, but it would be appreciated if you could include more details than just straight single line offers, such as "I need a scripter for a zombie gamemode". Whether or not the amount of detail is sufficient for the nature of your request is a subject to moderator judgement, and failing to meet criteria may result in your post being discarded. Formatting your topic In order to keep the section clean, accurate and easily viewable, it would be appreciated if you could use the following guidelines for your topic: 1. Topic titles should have the form [LF/OFFERING] Brief description [Paid/Non-Paid]. Please make the description as brief as possible here. Eg: [OFFERING] Skilled scripter [Paid] [OFFERING] Rookie modeller looking for some practice [Non-paid] [LF] Any-level scripter for a small server [Non-Paid] 2. The first post should be written in at least 2 parts: first part should contain a brief description of yourself (and/or the server or community you are from) second part should elaborate on what are you requesting/offering, once again, as detailed as you possibly can/want1 point
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MTA IS NOT FOR MAKING ADDONS FOR SAMP! This will just not work, this is MTA plugin for MTA and we are not supporting to use hard job of our community to SAMP. End of topic.1 point
