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SAMP Scripting Basics: Creating Your First GamemodeSan Andreas Multiplayer (SA-MP or SAMP) extends Grand Theft Auto: San Andreas into a multiplayer experience with custom servers, modes, and communities. Central to this extensibility is SAMP scripting—using the Pawn-based language to create gamemodes, filterscripts, and server-side logic. This article walks you through the basics of SAMP scripting and guides you to build your first simple gamemode: a team-based capture-the-flag-style mode with spawning, basic HUD, and score tracking.


What is a Gamemode in SAMP?

A gamemode is the main server-side script that defines how your server behaves: player spawning, chat commands, rules, scoring, game loops, and integration of filterscripts. Gamemodes are written in Pawn (.pwn), compiled to .amx, and loaded by the SA-MP server. A gamemode typically implements callbacks provided by the SA-MP server (OnPlayerConnect, OnPlayerDeath, OnGameModeInit, etc.).


Tools and Setup

You’ll need:

  • SA-MP server package (official binaries for your OS).
  • Pawn compiler (included in the SA-MP server package as pawncc).
  • A text editor (VS Code, Sublime, Notepad++).
  • Basic familiarity with programming concepts (variables, functions, arrays).

Folder structure (typical):

  • server/
    • samp-server.exe (or Linux binary)
    • server.cfg
    • gamemodes/
      • mygamemode.pwn
      • mygamemode.amx
    • filterscripts/
    • pawn/
      • include/
      • pawncc.exe

In server.cfg, point to your gamemode: gamemode0 mygamemode 1


Pawn Language Basics

Pawn is a simple C-like scripting language. Key concepts:

  • Native functions: provided by SA-MP (e.g., SendClientMessage, SetPlayerPos).
  • Callbacks: special functions called by the server (e.g., OnPlayerConnect).
  • Enums and constants: define readable names for values.
  • Arrays: used for per-player data.
  • Public and forward declarations: for organizing code.

Example syntax:

#include <a_samp> new PlayerScore[1000]; public OnGameModeInit() {     print("Gamemode loaded.");     return 1; } 

Designing Your First Gamemode: Capture Zone Rush (simple CTF-like)

Core features:

  • Two teams (Red and Blue).
  • Spawn points per team.
  • A single flag object located in the center; capture by entering the zone with the opponent’s flag.
  • Score tracking and round restart when a team reaches a score limit.
  • Basic HUD display: team scores, timer.

High-level flow:

  1. Initialize game: set team spawn points, create flag zone.
  2. On player connect: set default team and spawn.
  3. On player death: respawn after delay.
  4. On player enter/leave dynamic area: pick up or drop flag.
  5. Track flag carriers and scores.

Step-by-step Implementation

1) Includes and Globals

Start by including SA-MP definitions and declaring constants and arrays.

#include <a_samp> #define MAX_PLAYERS 500 #define TEAM_RED 1 #define TEAM_BLUE 2 #define SCORE_LIMIT 5 #define ROUND_TIME 600 // seconds new PlayerTeam[MAX_PLAYERS+1]; new PlayerHasFlag[MAX_PLAYERS+1]; new TeamScore[3]; // index 1 = red, 2 = blue new FlagObject; // object id if using an object as a flag new FlagArea;   // dynamic area id for flag pickup new FlagCarrier; // playerid holding flag, -1 for none new RoundTimer; 

2) OnGameModeInit

Initialize teams, create flag zone and set a timer for the round.

public OnGameModeInit() {     TeamScore[TEAM_RED] = 0;     TeamScore[TEAM_BLUE] = 0;     FlagCarrier = -1;     // Create a dynamic area in the center of map for flag pickup     // CreateDynamicArea(callback) is provided by some includes/filters; alternatively implement OnPlayerEnterDynamicArea     print("Capture Zone Rush initialized.");     SetTimerEx("RoundTimerProc", 1000, true, ""); // ticks every second     return 1; } 

3) Player Connect / Team Assignment / Spawning

Assign players to teams (balance) and spawn them.

public OnPlayerConnect(playerid) {     AssignPlayerToTeam(playerid);     SpawnPlayerForTeam(playerid);     return 1; } AssignPlayerToTeam(playerid) {     new red = GetTeamCount(TEAM_RED);     new blue = GetTeamCount(TEAM_BLUE);     if (red <= blue) PlayerTeam[playerid] = TEAM_RED;     else PlayerTeam[playerid] = TEAM_BLUE;     return 1; } GetTeamCount(teamid) {     new count = 0;     for (new i = 0; i <= MAX_PLAYERS; i++) {         if (PlayerTeam[i] == teamid) count++;     }     return count; } SpawnPlayerForTeam(playerid) {     if (PlayerTeam[playerid] == TEAM_RED) {         SetPlayerPos(playerid, 100.0, 100.0, 20.0); // example coords         SetPlayerSkin(playerid, 121); // example skin     } else {         SetPlayerPos(playerid, -100.0, -100.0, 20.0);         SetPlayerSkin(playerid, 75);     }     ShowPlayerDialog(playerid, ...); // optional     return 1; } 

4) Flag Pickup and Drop

Use dynamic areas or distance checks. On enter area, give flag to eligible player; on death or disconnect, drop flag.

public OnPlayerEnterDynamicArea(playerid, areaid) {     if (areaid == FlagArea && FlagCarrier == -1) {         if (PlayerTeam[playerid] != GetOppositeTeamOfFlag()) {             // can't pick own flag             return 1;         }         FlagCarrier = playerid;         PlayerHasFlag[playerid] = 1;         SendClientMessageToAll(0xFFFFFFAA, "Player has captured the flag!");     }     return 1; } public OnPlayerDisconnect(playerid, reason) {     if (PlayerHasFlag[playerid]) DropFlag(playerid);     PlayerTeam[playerid] = 0;     return 1; } public OnPlayerDeath(playerid, killerid, reason) {     if (PlayerHasFlag[playerid]) {         DropFlag(playerid);     }     // Respawn after delay     SetTimerEx("RespawnPlayer", 3000, false, "i", playerid);     return 1; } DropFlag(playerid) {     PlayerHasFlag[playerid] = 0;     FlagCarrier = -1;     // Move flag object to drop location     SendClientMessageToAll(0xFFAAAAFF, "Flag dropped!");     return 1; } 

5) Scoring and Round Management

When a carrier reaches their capture zone (or returns to base), increment score and check for round end.

FlagCaptured(playerid) {     new team = PlayerTeam[playerid];     TeamScore[team]++;     PlayerHasFlag[playerid] = 0;     FlagCarrier = -1;     SendClientMessageToAll(0x00FF00FF, "Team scored!");     if (TeamScore[team] >= SCORE_LIMIT) {         EndRound(team);     } else {         ResetFlag();     }     return 1; } EndRound(team) {     new msg[64];     format(msg, sizeof(msg), "Team %d wins the round!", team);     SendClientMessageToAll(0xFFFFFFAA, msg);     // Reset scores and respawn players     TeamScore[TEAM_RED] = 0;     TeamScore[TEAM_BLUE] = 0;     ResetAllPlayers();     return 1; } 

6) HUD and Scoreboard

Update players with the current score, remaining time, and flag status using ShowPlayerDialog, SendClientMessage, or custom textdraws. Example: periodic broadcast.

public RoundTimerProc() {     static timeLeft = ROUND_TIME;     timeLeft--;     if (timeLeft <= 0) {         // round time over — decide winner by score         if (TeamScore[TEAM_RED] > TeamScore[TEAM_BLUE]) EndRound(TEAM_RED);         else if (TeamScore[TEAM_BLUE] > TeamScore[TEAM_RED]) EndRound(TEAM_BLUE);         else {             SendClientMessageToAll(0xFFFFFFAA, "Round ended in a draw.");             ResetAllPlayers();         }         timeLeft = ROUND_TIME;     }     // Send periodic HUD updates     new msg[128];     format(msg, sizeof(msg), "Red: %d  Blue: %d  Time: %d", TeamScore[TEAM_RED], TeamScore[TEAM_BLUE], timeLeft);     SendClientMessageToAll(0xFFFFFFFF, msg);     return 1; } 

Testing and Debugging

  • Use print() on the server console for debugging values.
  • Test with multiple clients locally or on a LAN.
  • Watch for common errors: off-by-one player indices (players are 0..max), uninitialized variables, and forgetting to include a_samp.
  • Use pawncc warnings to catch type issues.

Extending the Gamemode

Ideas to expand:

  • Add weapon restrictions and loadouts per team.
  • Implement respawn timers and spectator mode.
  • Add admin commands for map rotation and force-reset.
  • Create filterscripts for chat commands, admin systems, or economy that interact with the gamemode.

Final Notes

This article provided a conceptual walkthrough plus code snippets to build a simple team capture-style gamemode in SAMP. Use the snippets as a scaffold: refine spawn positions, implement robust dynamic area management, and add polish (sound cues, textdraw HUD, lag handling). Scripting in Pawn is lightweight and fast — start small, test often, and iterate.

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