server-beta
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open.mp server beta releases
**Describe the bug** omp server crashes after player (dis-/re-)connection if the application was launched in compatibility mode for older Windows versions. One interesting thing is that when player disconnects with...
Forcibly sends the first item selection (listitem = 0) to dialog if there are no items at all (since in this case the client sends the listitem of the last...
Cases when TABLIST_HEADERS dialog is displayed without lines are not taken into account, which creates additional difficulties and breaks the logic of dialog processing on the server (for example, it...
It would be great to add a feature so that you can set a radius limit for a specific player. ```pawn native SetLimitPlayerMarkerRadiusForPlayer(playerid, targetid, Float:radius); ```
A lot servers have to do it like me: ```c++ SetTimerEx("CheckIfPlayersChangedWeapon", 500, true, "i", playerid); public CheckIfPlayersChangedWeapon(i) { new Now_WeaponInHands = GetPlayerWeapon(i); if(LastWeaponInHands[i] != Now_WeaponInHands) { OnPlayerChangeWeapon(i, LastWeaponInHands[i], Now_WeaponInHands); LastWeaponInHands[i]...
**Is your feature request related to a problem? Please describe.** N/A **Describe the solution you'd like** Allow to pause and resume timers at any point. E.g. you set a timer...
Function: AddVehicleComponent(playerid, vehicleid, Component) In the last years of SA:MP i noticed this bug on other servers, now i have the same Problem while scripting on mine. Some components won't...
Imagine if we have: ```c++ OnPlayerDroppingGrenade(playerid,weaponid,Float:x,Float:y,Float:z) ``` we could change bombs damage, create flashbangs with textdraws, smoke with effect and much more... would be amazing to the openmp PVP
If you set the player's skin using `SetSpawnInfo` and later change the skin with `SetPlayerSkin`, and then enable spectator mode with `TogglePlayerSpectating`, a discrepancy will occur. When the player exits...
**Is your feature request related to a problem? Please describe.** Client versions older than 0.3.7-R3 rendered the textdraws twice. Kalcor fixed it in 0.3.7-R3, but this causes textdraws to look...