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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!6 points
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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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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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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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I just found some old screenshots from 2012 I can't remember what the server name was. at some point in my MTA life, I actually enjoyed playing DD and I was a member of the [HiVi] DD/DM clan. even though I sucked at DD/DM, all that mattered was the friendship. (shoutout to David, Belmin and Kyle) 2012, a private server with zombies 2012, private server. we didn't need much to have fun back then. a private server and an admin panel was all we needed to have fun around this time, I had discovered the map editor and built some sort of a greenzone on LS Observatory 2012 as well. I can't remember which mod it was but it allowed you to literally carpet bomb :~. I found these on Facebook by accident. I wish I had saved more pictures. I'm not sure if Imgur existed back then, but all the images I uploaded were uploaded to tinypic (from 2008) and they are long gone.1 point
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Witaj w nowej erze MTA:DAYZ! Przedstawiamy serwer MTA:DAYZ – The-DayZ, tworzony przez Trust & Machin. Projekt powstawał przez rok, jest w pełni autorski, pisany od zera bez użycia gotowych rozwiązań. Premiera planowana na zimę tego roku . Zobacz zwiastun serwera Dołącz do naszej społeczności na Discordzie ━━━━━━━━━━━━━━━━━━━━ Dlaczego warto wybrać nasz serwer? Każdy system został stworzony z myślą o graczach, zoptymalizowany i dopracowany, aby zapewnić stabilną i wciągającą rozgrywkę. Chcemy zaoferować coś unikatowego, nie kolejną kopię istniejących rozwiązań. ━━━━━━━━━━━━━━━━━━━━ Interfejs dostosowany do potrzeb gracza: • Wszystkie statystyki w jednym miejscu • Historia punktów premium i punktów gry • Przejrzysty poradnik, ustawienia bindów, FPS i audio • Możliwość personalizacji celownika oraz korzystania z kodów polecających • Lista osiągnięć, które możesz zdobywać podczas gry ━━━━━━━━━━━━━━━━━━━━ • Poziomy grup odblokowujące kolejne funkcje, m.in.: – własny TAG na czacie – blip lokalizacji śmierci towarzysza na mapie – bonusy medyczne i inne taktyczne wsparcie • Ranking grup — na podstawie łącznych statystyk wszystkich członków grupy, takich jak zabójstwa, czas przeżycia, tworzymy dynamiczny ranking, który pozwala na rywalizację między zespołami i podkreśla najlepsze drużyny na serwerze ━━━━━━━━━━━━━━━━━━━━ Wprowadziliśmy bezpieczny system wymiany, który pozwala handlować nawet offline, co poprawia komfort rozgrywki i zmniejsza ryzyko oszustw. ━━━━━━━━━━━━━━━━━━━━ W grze spotkamy legendarnych bossów, w tym Groundera — przeciwnika, który potrafi tworzyć falę uderzeniową, podrywającą graczy i utrudniającą jego pokonanie. ━━━━━━━━━━━━━━━━━━━━ System craftingu pozwala na tworzenie unikalnych przedmiotów u wybranych NPC. Daje to możliwość zdobycia legendarnych rzeczy dostępnych wyłącznie poprzez tworzenie ich samodzielnie. ━━━━━━━━━━━━━━━━━━━━ Bazy zapewniają bezpieczne miejsce na Twoje przedmioty: • Możliwość ich zakupu za walutę premium lub zdobycia za punkty gry – dbamy, aby nie promować P2W • Rozbudowany system logów oraz szczegółowe nadawanie uprawnień – możesz przydzielać różne poziomy dostępu poszczególnym graczom, np. dostęp do konkretnego pokoju lub tylko do małego namiotu. W ten sposób poznasz ich, zanim dasz pełny dostęp do bazy. ━━━━━━━━━━━━━━━━━━━━ Na mapie pojawiają się rozbite pojazdy, które można przeszukać i zdobyć cenne łupy. Crashe wyróżniają się dużą ilością unoszącego się dymu, co ułatwia ich znalezienie. ━━━━━━━━━━━━━━━━━━━━ Ekwipunek został zaprojektowany tak, aby był prosty w obsłudze, a jednocześnie oferował przydatne funkcje: • Podgląd zdjęcia i opisu przedmiotu • Możliwość szybkiego zebrania całej amunicji jednym przyciskiem • Opcja wyrzucania kilku przedmiotów naraz ━━━━━━━━━━━━━━━━━━━━ Z uwagi na spadek popularności MTA:DayZ na polskiej scenie oraz chęć utrzymania wysokiej aktywności i zdrowego PvP, zdecydowaliśmy się czasowo zablokować dostęp do miasta San Fierro. Na tym obszarze znajduje się trująca chmura, która eliminuje gracza w kilka sekund. Jeśli serwer będzie się dobrze rozwijał, planujemy w przyszłości wprowadzić sprzęt umożliwiający bezpieczne wejście i ewentualne odblokowanie tej lokacji. ━━━━━━━━━━━━━━━━━━━━ Pojazd bez stali Pojazd ze stalą Została dodana możliwość montażu stali w pojeździe, która zwiększa jego odporność oraz zapewnia m.in. ochronę przed przebiciem opon. ━━━━━━━━━━━━━━━━━━━━ To nie wszystko — nie chcemy w zapowiedzi ujawniać wszystkich szczegółów, chcemy, abyście odkrywali je sami, grając na serwerze. Zapraszamy do wyczekiwania na start serwera oraz dołączenia do naszej społeczności na Discordzie: Discord Jeśli opis to dla Was za mało, zachęcamy również do obejrzenia ponad 30-minutowego filmu z serwera: Zobacz film Dziękujemy za zainteresowanie i zapraszamy do wspólnej gry!1 point
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When I first started creating the script, I worked with a single ped which was mexican and indeed there was a sound being played whenever the event is triggered, I used ``playPedVoiceLine`` but then I added more different peds so the voice wouldn't match their skin tone which made me remove this function at the end.1 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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I've run out of suggestions unfortunately, if i have smth i will come back1 point
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local toggle = false local savedCursorX, savedCursorY local function restoreCursorPos() if savedCursorX and savedCursorY then local screenX, screenY = guiGetScreenSize() setCursorPosition(savedCursorX * screenX, savedCursorY * screenY) end end local function togglePanel() toggle = not toggle if toggle then showCursor(true) for i = 1, 5 do setTimer(restoreCursorPos, i * 50, 1) end else savedCursorX, savedCursorY = getCursorPosition() showCursor(false) end end bindKey("k", "down", togglePanel) Can you just try this? ı added a timer for it.1 point
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Interactive Debug Terminal Screenshots Description: A sleek, modern in-game debug terminal built with JavaScript and winBox, designed for fast, real-time development and debugging inside MTA. Features: Real-time command execution and feedback Scrollable and auto-scrolling output UTF-8 safe messaging Command history (ArrowUp/Down) Builtin 'clear' and 'help' commands Built for developers who want a clean and interactive terminal-style experience for debugging and monitoring scripts. Work in progress I'm still developing this, so feedback and suggestions are very welcome!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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تواصل معي دسكورد اخوي ,اقدر اسويلك هو w.lth contact me in discord ,i can do it for you w.lth1 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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Thanks IIYAMA... I am looking it over... Also, I notice you're famous XD (You made the wiki page to the function you just described)1 point
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Thank you for your support to the community, it was an honor to have met you and I hope we meet again one day. I wish you the best of luck!1 point
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Thanks IIYAMA, FindRotation3D worked for the getting rotation. Did not achieve the desired result with a rocket projectile (19) though. Even after rotating it directly at point_B the projectile eventually starts heading out in a different direction, not exactly sure whats up with that. I think an easy way to fix that is using createObject along with moveObject and stuff, but in this case, what should I use to properly send projectiles from point A to point B since createProjectile only has starting position arguments to work with?1 point
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By showing the cursor: https://wiki.multitheftauto.com/wiki/ShowCursor Though setCameraMatrix might also be possible, but you will have to reset the camera.1 point
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Não oferecemos suporte para scripts de terceiros, lamento. Entre em contato com o autor do resource e peça uma correção. Além disso, a maioria dos elementos do HUD estão com tamanho e posição fixa, o que dará alteração em resoluções diferentes. Sobre esse problema de distorção, isso acontece por uma questão de proporção (aspect ratio) e não de resolução. Como ele foi feito na resolução 1600 x 900 (proporção 16:9), isso significa que qualquer resolução que esteja nessa mesma proporção irá funcionar normalmente (1280 x 720 também é proporção 16:9, por isso que funciona normalmente nele também). Porém a resolução 800 x 600 tem proporção 4:3, ela é mais quadrada. O que causa distorção no HUD mesmo usando posições e tamanhos relativos. Para corrigir isso, existe a função DxSetAspectRatioAdjustmentEnabled que deve ser chamada dentro da função do onClientRender e antes das linhas do dxDraw.1 point
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Fixed video playback again after breaking change from Google. Download version 2.3.4 here.1 point
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@Dadinho Só é possível mexer no chat nativo para você mesmo. Não é possível alterar via script. Caso queira, vá no menu ESC > Opções > Interface > Lá em baixo em Layout > Então vc tem acesso às opções de posição e tamanho dele, além de fonte.1 point
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Correct me if I'm wrong but I'm assuming all you're wanting here is that when the player hits the hunter then he gets the hunter bonus ? If this is the case then the only issue with your code is that in your getHunter function, you need to change addWinnerBonus to addHunterBonus1 point
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Introduction This guide intends to teach 3ds Max users how maps are converted and imported/exported through 3D applications, to then be used in professional renders, visualizations, machinma's or to utilise 3ds Max as a precise map editor. The below video demonstrates some of the possibilities that are being taught through this guide. There is a download link in the video description to IPL's that I have decompiled and filtered. Table of contents Prerequisites Access to GTA SA assets (read https://forum.multitheftauto.com/topic/119240-mta-modding-in-3d/ on how to extract, etcetera) Converting/decompiling GTA SA assets for compatibility Caution for performance and processing Importing IPL and IDE to 3D application Model issues and solutions Solution: Alpha is severely broken or has the wrong material applied on faces Solution: Random polygons appear black with flipped normals (.001 weld + reset/adjust smoothing groups) Common uses Converting to FBX Mental Ray adaption Designing and rendering a scene Mapping using Max Prerequisites Must have Autodesk 3ds Max of any desired version. Must have Kam's Maxscripts. Must have The Hero's RW importer. Must have GIMS EVO (Max 2016 or below). The beauty of this tool is it can convert various types of materials containing diffuse texture, into standard or GTA 5 material. It supports Kam's and RW material to be converted to standard. It is recommended to add the tool to a secondary copy of 3ds Max due to the heavy size of it. It is possible to have multiple copes of 3ds Max under 1 Student License. IPLs_for_download.rar Access to GTA SA assets This guide assumes you have already extracted the entirety of the .img archives found in \models directory of your GTA SA installation. Extracting the interior and cutscene archives is ideal as well. I'm not going to cover the process in this guide, instead please read my MTA Modding in 3D guide. The following files are needed and has a description for where they're stored. - DFF (gta3.img, cutscene.img, gta_int.img @ Grand Theft Auto San Andreas\models) - TXD (gta3.img, cutscene.img, gta_int.img @ Grand Theft Auto San Andreas\models) - IPL (gta3.img, gta_int.img @ Grand Theft Auto San Andreas\models) - IPL [binary] (Grand Theft Auto San Andreas\data\maps) - IDE (Grand Theft Auto San Andreas\data\maps - these are optional as they store 2dfx etc.) - IFP (Grand Theft Auto San Andreas\anim - these .img archives contain IFP archives which stores a good bunch of animations each. It's possible that gta3.img and cutscene.img contains IFP files too.) Converting/decompiling GTA SA assets for compatibility Before certain data can be processed by 3ds Max, it needs to be decompiled and cleaned up. Fortunately there are modding tools available which can partially get it done, leaving only small bits of work to be done by hand. GTA SA has a set of binary and non-binary IPL files. Every IPL found in gta3.img and gta_int.img are binary, meaning they're in a non-readable format and cannot be read by 3ds Max, as opposed to IPL files found in \maps\ which can be read. IPL files found in .img archives do not contain LOD models, whereas ones in \maps\ does. To help identify a LOD, you can look for lines that ends with -1, although not all of these are LOD's. If you want to load in LOD's separate from high detail's, you'll have to filter out LOD's by hand. In order to decompile binary IPL's you need the Binary decompiler tool from gtainside and the IPL name restorer from GTAforums. By simply decompiling the IPL files, they'll rename all of the model names to "unknown" but retain the ID's. The IPL name restorer tool will then restore the ID's by cross searching IDE files. There are cases where the tool fails to perform the rename, this namely happens for models which are animated such as burger shot, mills, signs etcetera. To correct this, simply use Prineside, look up the ID and get the model name associated with the ID. For those who care to keep LOD's separate from high detail's, simply use a coding editor e.g Notepad++ and use the search function and disable "case dependant" and search "lod". You'll want to have 2 versions of every non-binary IPL, one for LODs and one for high details. For high detail IPLs, delete anything with "lod" in their lines, and opposite for LOD IPLs. The first video in the thread contains decompiled IPL's, sorted with LOD's and without LOD's, and has interior world decompiled as well. Several IPL's can be merged together if so desired, although it may be wise to keep them separate to avoid overloading your scene with thousands of objects. Caution for performance and processing For anyone who doesn't have experience with game model conversion and import of game maps, it's crucial to know that a single part of the map, where that part of the map is not even half of a city, can have fatal consequences for your 3D application and cause shutdowns or hour long freezes if not optimised and dealt with. Your computer will not be very welcoming to thousands of objects and especially materials/textures. It can take 1 IPL district for your viewport to reduce to 5 FPS even without materials visible in viewport. Ways to go about this is using instances and xref/proxies. It seems that IPL imports instances, but at times they lose their instance status and become unique from eachother. If this issue is encountered, you'll want one model to be the parent of a lot of other instances. To do this, either check this Autodesk forum post or open Maxscript listener and add the following code. for obj in selection do instancereplace obj $foo Replace "foo" with the name of the model that you want to use as instance parent. For example you have 11 palm trees, 10 of which are named palm_tree and 1 is named palm_tree_parent. Select those 10 and then replace the word "foo" with "palm_tree_parent". Whenever you make geometry changes to "palm_tree_parent" the 10 others will be affected. Instanced models is a good start on scene optimisation, but is far from great. Deleting objects not seen by the camera or shadows, reflections, etc. can do a great deal of change for your viewport and render speed. Do yourself a favor and google scene/render optimization. I learned a lot for my demoreel through the following articles: https://evermotion.org/tutorials/show/10105/optimizing-3d-scenes-for-faster-rendering https://cgtricks.com/save-memory-when-working-with-big-scenes-3dsmax/ That being said, it's important to be aware of how big an impact these 16 year old maps can have on your $2000 workstation. Your computer won't take the maps lightly. If needed, consider splitting map parts into several max project scenes to avoid overload and rendering/work issues. Be extremely cautious with detail of reflection, refraction, shadows, lighting as these REALLY eat up rendering time from a solid 2 minute to 10 minutes+ if done by somebody without sufficient knowledge. Sometimes alpha materials may also slow down the renderer. There are also ways to enhance rendering speed (if using Mental Ray) by choosing IBL (Image based lighting), this can cut down rendering time by 2-6 times rather than using Final gather, however the quality can degrade so it's really a question about whether a shorter render time is desired at the expense of render quality. Importing IPL and IDE to 3D application Certain GTA scripts such as Kam's vanila and Kam's Goldfish editions comes with IPL import functions titled as "Map IO". These functions can handle not only IPL and IDE import with several settings, but also export. Exporting as .IPL can prove useful for mappers who then convert their IPL to MTA map editor format. I have just found that Goldfish's Map IO allows to to import not only standard materials (negating the need to convert gta material to standard scanline) but also allows to import binary IPL by specifying a local .dat file. This guide however focuses on the traditional way of importing and handling maps using vanilla scripts, not Goldfish's, so that those who want to know more in depth about the formats gets the option to do so. Nevertheless, below spoiler contains a quick overview of doing it using Goldfish's latest script. The below image shows how data files can be imported into 3ds Max along with models, by using Kam's orginal script "Map IO". Path to your DFF files. Ideally, you've extracted all of the IMG archive's contents into 1 folder. Version of the game models. Some DFF models are different depending on game to game (III, VC, SA) Select desired image format. Choose the one that your TXD files were extracted as, in my case it's TGA. Import IPL file. Import IDE file. Import ZON file. Import 2dfx data (after IDE is imported). For the vast majority of binary IPL's, only props, buildings and roads are included. The regular IPL's found in GTA SA installation\maps\ usually contain the land masses and such. The binary IPL's contain stream numbers, so they're split into several different IPL's presumably to put less strain on the GTA streamer. These can be merged into one if desired, but not ideal. Model issues and solutions There aren't any perfect GTA scripts and tools available to public to flawlessly import maps. For all of them there are either limitations or incorrections. Same applies to Blender. This guide contains some of the issues and possible solutions, but they're far from perfect. A minor issue which doesn't deserve any header is where IPL doesn't import anything, or an error message appears. This is usually the case when a different GTA script has been opened in the current 3ds Max instance. Simply close 3ds Max and run again. If it still happens, repeat the step but try on a new project scene, then save as new project file and merge into the main project scene. Solution: Alpha is severely broken or has the wrong material applied on faces All editions of Kam's scripts has issues with importing face or material index correctly. What this means for imported models is that they have randomly flipped faces (identified by black faces) or have the wrong material applied on the wrong place, e.g wall bricks on a house roof or tree bark on tree leaves. To fix these issues, use either CJ2000's RW importer or The Hero's RW importer. These two import materials and normals nearly correctly, although by looking at the models in viewport there's still black (flipped) faces. This is not the case when rendering the model, however. It's important to note that RW does not always import the rockstar models perfectly. There are cases where faces must be manually flipped, or enable doublesided for particular models. Disabling backface culling (on render) solves it most of the times. It's possible that neither of the above scripts imports 2dfx data unlike Kam's. In which case, it may be necessary to import map with Kam's, preserve the 2dfx positions and then replace corrupted models with RW imported ones. If several models are corrupted, it may be a good idea to look into using some object replacement scripts or functions if they come with 3ds Max. This can speed up with auto-aligning correct models to the corrupted ones. These articles may help: https://jamiesjewels.typepad.com/jamies_jewels/2011/10/85-3ds-max-quicktip-substituting-objects.html https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-2CABA3D7-ECFA-4D0D-A8C2-E86600BEFBE4-htm.html Solution: Random polygons appear black with flipped normals (.001 weld + reset/adjust smoothing groups) The "Alpha is severely broken or has the wrong material applied on faces" section explains part of why this occurs. A way to fix the viewport issue is welding all vertices at 0.001 threshold. This removes any overlapping vertex. The model's smoothing groups can then be reset or adjusted, provided the model is imported with 1 total group which makes for a very smooth and unrealistic appearence. To correct the black polygons, use the "Flip normal" function. Simply flip any black polygons which are supposed to be white. This is not relevant to fix if your end goal is to render the map. Simply follow the method for "RW" scripts from the above section. It's only ideal to flip the faces if it annoys you to view the models corrupted in viewport. Common uses A lot of things are possible by importing GTA map into 3ds Max. For instance, film makers are able to integrate their own models with ease, customized animations and even physics, FX and much more. MTA mappers can also use the program to create mappings in 3D with a lot of powerful tools to ease the workflow. This can prove exceptionally useful for race maps due to Max's array functions to instance an object a thousand times along a curve to generate roads, loops and what not. Converting to FBX Instead of being restricted to Renderware and DFF formats, modelers can now import GTA map and then convert materials and the model components to be suitable with other programs and engines such as Cinema 4D, Unreal Engine and Unity. The conversion to FBX is in fact very simple. In order for DFF models to be converted, their material and lights needs to be converted too. GTA/RW material needs to be converted to standard scanline material. Normally it's only a matter of changing the material to standard and copying over the diffuse texture, and in rare cases, a specular and environment image as well. Lights may need to be adjusted to show the color that they're given in their IDE (if they import as dummies). Once that's done, the models may be exported as FBX (or any other model format). To correctly save as FBX format, follow the below steps. Go to File -> Export -> Export selected. This ensures that only the selected assets are being added to the FBX file, and that none other e.g non-converted models interferes and breaks the file. Next, find a location for the FBX file and name it to your liking. Below are the ideal settings for a GTA map to be exported as FBX. Smoothing Groups - enable if your lighting won't rely on vertex colors. You'll instead want to use smoothing groups to define model's shading. Preserve instances - enable if your scene utilises instances, disable if your scene only contains unique models. Preserve edge orientation Embed Media - Max will reference the textures used in the models, search for them in your texture folder, then paste the ones used in the scene into the FBX file. Very useful to cut down on texture folder size as it'll only use the ones that are used by your map. Can save some computer disk space. This can be useful if your client or member doesn't have access to your global texture folder. Units - normally you'll want metric/meters as that's the system used by SA. Axis Conversion - SA is Z-up whereas VC is Y-up (wrong?), so keep as Z-up. It's optional whether you should export lights or not. Look through the settings just to ensure that everything adapts to your preferences. If it does, hit OK and it will export. If you get an error message, make sure you've only selected the models with standard material. Mental Ray adaption For those who own a 3ds Max copy of version 2017 or higher, has the ability to change standard scanline materials to Physical among other material types within a few clicks using the Scene Converter (through the Rendering menu). For simple materials with diffuse maps, there are also other tools and 3rd party plugins that can convert between Vray/Corona/Arnold/Mental Ray and so forth. Having Standard Scanline materials in a Mental Ray scene can add to performance and render speed; it's always a good idea to keep materials corresponding to the active renderer. Arch & Design material also has a lot more functionality than Scanline does. In order to convert Scanline to Arch & Design, install the Material Converter from the following site. https://www.motivacg.com/downloads/scripts-3dsmax/. With this tool, simply choose the materials type according to their renderer. On conversion, all standard materials including multimaterials are converted into Arch & Design for use with the Mental Ray renderer. Designing and rendering a scene 3D rendering can be a beneficial way of visualizing a project or simply create art out of San Andreas. The above was shot on 3ds Max using Mental Ray as renderer in a scene lit by daylight system and parti volume shader as means of environment fog. A separate render pass was exported on the graphics card for Ambient Occlusion. The beauty and AO map were composited together and then color corrected. I tried to imitate "Welcome to the 80's" style of his GTA SA remastered CG shots. Down below I'll have a video and few lines of text on what I did to achieve part of what you see. It will by no means be the perfect guide to produce this exact image, but it hopefully will help people get started and troubleshoot issues through the process of setting up a scene. In the below video's description there are additional links and information. It's important to pause the video once a new subtitle appears, as they do not show for a very long duration. For those looking to add character animations to their project: Own GTA Anim Manager. Minor program that allows you to dig into IFP archives and change/modify their contents. Useful for adding/removing IFP animations in IFP archives. Own Kam's IFP scripts (comes with the DFF IO etc). Allows you to import animations onto skin rigs. It is a good idea to make necessary changes to rigs before applying animations. Necessary changes could be subdivision/smooth, material setup etcetera. After an animation is applied it's recommended to parent the Root bone to a dummy, so the new dummy can rotate the rig without the rig getting deformed while posing it. Mapping using Max Over the years a few community contributors have designed tools which export map files from Max, as well as internet converters which convert IPL to MTA. Which one to use really boils down to user preference. The most common however would be Kam's Map IO. This has the functions to export position/rotation data through IPL and IDE file types. These can be parsed/converted through 3rd party tools not necessarily related to Max. Another Max method of generating MTA maps is exporting using 50p's Map exporter. The beauty of creating maps in Max versus MTA map editor, is the ability to work in 3D and really isolate the mapping from everything else with a few clicks. It also offers great scene management, granting users options to import SA map for position reference, hide the SA map while creating their custom map etcetera. It also allows for visualizations of mappings using modern 3D graphics engines. 3ds Max has a lot of tools to create arrays or scatter objects around the surface of another object, those objects' pos and rot data can then be converted to MTA map file format. Mapping in Max can prove exceptionally handy for race mappers, or for those looking to group objects and move them all together, map with attention to precision or instance thousands and thousands of objects.1 point
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How do I change these progress bars colors? healthBar = DGS:dgsCreateProgressBar(0.40, 0.93, 0.2, 0.04, true) armorBar = DGS:dgsCreateProgressBar(0.40, 0.88, 0.2, 0.04, true) function updateBars () local playerHealth = getElementHealth (localPlayer ) DGS:dgsProgressBarSetProgress(healthBar, playerHealth) local playerArmor = getPedArmor(localPlayer) DGS:dgsProgressBarSetProgress(armorBar, playerArmor) end addEventHandler ( "onClientRender", root, updateBars )1 point
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You can install a web interface to cron too. https://github.com/alseambusher/crontab-ui1 point
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local moneySuff = {"K", "M", "B", "T", "Q"} function convertMoney(cMoney) didConvert = 0 if not cMoney then return "?" end while cMoney / 1000 >= 1 do cMoney = cMoney / 1000 didConvert = didConvert + 1 end if didConvert > 0 then return "$" .. string.format("%.2f", cMoney) .. moneySuff[didConvert] else return "$" .. cMoney end end1 point
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In addition to the existing "Report community resources here" topic, this thread will list up the community guidelines outlining how the community should be used. Whilst these regulations cover a few popular situations, it is not to a strict rulebook—that is to say, the overarching rule is for you to be a good standing community member. Here are some criteria you should follow when sharing resources: Do not upload simple resources. These are: Vehicle/skin/weapon mods that primarily consist of DFF/TXD replacements. There are other places to share San Andreas mods. There are some exceptions, rare type of mods that, as a resource, do not work off the bat with MTA from GTA sources are allowed, such as tyre/wheel/weapon mods (aslong it's a pack), map and building, interior mods (Example: a map that consists of custom GTA objects or world parts) Resources solely based on code examples from the wiki "Useless resources": extremely simple scripts, especially one-liners Compiled resources based on a too small codebase (not worth to compile). Do not upload resources that do not do as advertised (this includes resources that are horribly broken) You are not allowed to upload resources that act solely as a publicity mirror (such as uploads with links to external websites to download the actual resource) You should not try to monetize your resources by using pay links (such as adf.ly). This can get you banned. Do not upload resources containing code you do not have the rights to (i.e, stolen code). Read the notes below for more information. The comments section is not a place to argue about resource stealing. Instead you should report said resources. Improving or fixing existing resources Although uploaded resources are made, by their author, for public download; the general rule is that you do not copy existing resources that you do not have the rights to. Then again, it may benefit the entire community if an old and abandoned resource is given new updates, which for that reason we, staff/moderators, may regularly do for some popular resources (as a form of Q&A, often for the reason of containing game-breaking bugs or being of low quality). If you want to help out like this yourself, see the question ''What do I do if I find a resource that has been abandoned?'' What do I do if I have a fix for a resource with a bug? Making small adjustments to resources and reuploading them as your own is not allowed. You need to contact the resource author so they can apply the fix and update the resource, or eventually grant you permission to do so. In some circumstances we the moderating team can patch resources if the author does not seem receptive to messages, where problems potentially affect large amounts of players/servers, or a (much downloaded) resource is of a quality detrimental to community. What do I do if I find a resource that has been abandoned? Please visit this thread if you would like to adopt a resource. If you find "fixed" resources that were not uploaded by the original author and to which the below exceptions details do not apply, then please report them (in this case, please only report newly uploaded resources after this policy's introduction date, so that old resources by inactive members are not removed). Exceptions: Re-uploading resources customized to target another gamemode/main purpose and/or using the original resource to base your edition off It can sometimes be allowed to upload modified resources if they change targetting overwhelmingly. If your re-upload is of a version (rather ''edition'') that cannot be unified with the original resource, because it has a different purpose or the changes made are converting it to a different target gamemode (for example, you use an existing adminpanel and change the buttons/functionality into a DayZ-gamemode panel). While you are not strictly required (by us) to see if the original author is inactive or will reply to you/permit it (unless included licenses say so), you will have to remove the material incase they explicitly request you to do so later on, as your resource will still be partially based off their work. Also if any original license forbids it or sets terms, you'll have to respect it and/or not do so. This exception is only valid for reasons such as the last mentioned, if due to that being the case both resources must have a different community listing. You are however required to mention and link to the original resource, and credit its authors in order to fall under this exception. Translated resources are also eligible if the same circumstances have been met. Other questions? What happens if I break the rules? (by discretion of the moderator) Depending on the situation, your content may be removed, or suspended. In addition, you may receive (temporary, in many cases) a community and/or forum ban. The regular rules about ban evading apply. All of this seems very obvious, yes, but extremely abusive behaviour on the community may result in a global ban from MTA. We are actively monitoring the community, and we apply common sense to all cases. As mentioned earlier, the absence of a rule does not mean the behaviour is allowed. How can I help? Make sure your email address on the forum and community are up to date, and if possible, establish a relationship between both your community profile and your forum profile. We will usually explain the reason for your resource being suspended in the resource log or comment section, and/or possibly over forum PM if your username is clear or we manage to link you. This helps make it easier to get in touch, and will prevent the situation where you simply re-upload the resource because you notice your resource has disappeared. We also encourage anyone who notices a resource in violation of these guidelines to click the newly added "Report" button below the description of all resources. The button will direct you to the below topic; If you want your own resource(s) deleted, or have something changed or corrected to it, you can make a post ("report" your own uploads) in the same fashion as written above, link your upload and describe your request on what needs to be done. Please note that all removal requests are subject to staff discretion, for example it's unlikely that we will delete popular resources (high download count, thus valuable to the broader community) even if the original author asks us to. Unless your license (if any, on the version you request removed) specifically states you got this power, you made a conscious decision to add your materials to the public domain by sharing it initially, and it would be near egoistic to take it away from others who are clearly finding it useful to this day. Note: Most of these regulations do also apply to Resources section release topics that may use alternate download mirrors other than community.multitheftauto.com (but will only be applied at moderator/staff discretion as not all of them can apply for those). As we do not control external hosting mirrors, the only thing we can do to enforce our regulations and demands is taking actions against the Resources section release topic and forbid placement of it, or subject it to additional requirements or changes. Additional regulations for the "Resources" subforum: - Topic title should be prefixed with either [REL], [DEMO] / [SHOW] or [SELL]. If you use the release prefix, the resource(s) that you're posting about should be publicly downloadable. If you use the demonstration prefix, then it's allowed to show off your private scripts or WIP's without any intention to publish it (or with the intention to publish it later). - If you upload resources posted in the 'Resources' section to external mirrors rather than the community page, then they must be uncompiled. We won't allow such content (compiled .luac) to be self-hosted out of security considerations. The community provides us with tools to deter malicious resources, if you come across a compiled DL on the forums then please be aware that we cannot protect your server from harm if you did use it, we kindly request you to report the topic in question instead. - Selling resources and gamemodes is only allowed in the "Resources" subforum and not in any other forum section, or on Discord, specifically in the #showroom channel (single post allowed). You're encouraged to sell only particular resources or a limited list of resources, bundled in a single topic. Bumping such topics (for the sole reason of bumping, like 'bump') is not allowed, nor is having alot of sale topics simultaneously: Moderators may judge on a case by case basis that you have too much selling activity or too much sale topics at the same time; we'd like to prevent commercial activities in this section from drowning out releases or show-offs. Anyone engaging in selling activities is doing so at their own risk, always take caution in dealing with a seller or buyer, and remember that if it seems too good to be true, it usually is. We recommend to review a member's forum reputation, activity & standing before making decisions. False deals can be either a scam or a person selling something not egilible for sale (not their work, stolen, leaked or public resources and code, etc) or unreasonable deals (qualitatively low value work for a too high price, misrepresentation of features or quality, etc), because of this we advise that if you doubt or aren't an experienced scripter, you call for the help of someone you know can tell if it's a reasonable deal and the product being sold looks good or not. We advise that you always press the seller for full source code and not compiled or otherwise protected, because you should ideally be buying the full rights to a work when you purchase it. While we cannot guarantee the safety of trading (for which reason we advise you to use common sense and precautions), we will do our best to intervene if a situation related to a scammer looking to make victims, having made victims, or of someone selling unreasonable products is brought forward to us. We kindly request you to submit a topic, post, or PM report in such situations or if you're concerned about anything. By reporting situations you allow us to prevent (scamming) incidents, eventually assist to resolve trading conflicts, or take action against scammers after the fact. Setting out to scam others is rewarded with a permanent ban, eventually a ban from all MTA services. By engaging in sale or trading activity on the MTA forums or Discord, you inherently agree to all of these terms and the fact that our decisions, arbitration, instructions and demands are final, to be judged on a case-by-case basis if we get involved. Legal disclaimer: (open spoiler by clicking ''Reveal hidden contents'')1 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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Tak, ale plugin ten jest na tyle biedny, że podpowiada tylko funkcje. Niezależnie od tego czy plik jest ze strony serwera czy klienta. Właśnie to na celu ma mój program - ułatwić tworzenie zasobów. Przykładowo jeżeli będziemy mieli takie widzimisię stworzyć nowy zasób to zrobimy to stosunkowo łatwo wybierając odpowiednią opcję z menu. Proste, szybkie i skuteczne. Co do podpowiadania funkcji to również dołożę starań, by dołączyć do danych funkcji parametry wymagane i opcjonalne. Tak, by zminimalizować ilość wejść na wiki, a tym samym zmniejszyć czas tworzenia kodu. Wczoraj na swoim FP zamieściłem poglądowy wygląd tego IDE. Wygląda on tak: https://scontent-fra3-1.xx.fbcdn.net/hp ... 0515_o.png Aktualnie: - program samodzielnie znajduje ścieżkę dostępu do folderu MTA. - pobiera wszystkie dostępne w katalogu "resources" zasoby. - koloruje składnie. - parę drobnych rzeczy. Mam nadzieję, że się podoba i że skorzystacie z tego programu. Będzie on dostępny dla wszystkich za darmo. Będzie aktualizowany i mam nadzieję, że deweloperzy MTA zaimplementują go do MTA jako dodatkowy program przy instalacji(tak jak w przypadku PAWNO w SA-MP).1 point
