Quote:
Originally Posted by Swarn
I'd highly recommend creating a script from scratch. It's the best and most efficient thing to do instead of using a premade script and editing. Like Gforcez said, start easy and then creative with your ideas
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Not necessarily. There are some modern roleplay scripts that are decent in the releases. They are not used because they are released incomplete (eg missing weapon system or furniture system) and aren't as feature packed as NGG or SCRP.
Those scripts are really good starting points and prevent you reinventing the wheel. If needed you can pretty much copy some systems, it's not hard to modify code to fit, if you have basic understanding of pawn. Just make sure to understand logic of the script
I'm all for best development practices but let's be real. It's a mod for a 15 year old game and some stuff is not worth the hassle. If the SAMP playerbase wasn't declining due to GTA 5 mods getting better and somehow people liking them, then I'd agree. Other issues are teenagers no longer even heard of San Andreas so the mod is getting no exposure. On top of that, 2 branches that causes a divide.
You shouldn't take things so seriously within this community nor waste months of your time developing from scratch. Just don't bother going with NGG or SCRP unless it's a personal project as those have been used to death. Everyone hates it due to overuse. And because how easy it is to start a community with those, it gives the impression there's basically no developers and no active development or anything innovative whatsoever even if you're actively editing the script bit by bit.
You also will learn more by implementing a trucking job from another script and searching absolutely anything you don't understand and following the logic through. Rather than starting from scratch, following a tutorial for a shitty checkpoint trucker job A-B. Not good and pretty bad because it's no longer 2008. This is why the advice "edit a gamemode" is popular but sometimes taken to extreme with ngg, SCRP, limitless. Most people release short-lived communities with absolutely no edits except server name with those so that becomes the first impression.
Building a community is tied to the script. But it's also tied to your team. What experience you're trying to offer. How well you can build an audience of people who have a genuine interest of going in-game and not sitting in Discord. Most small servers have people who want to go IG when the server already has lots of people IG and even staff only then be active only to act proud. It's why you see Discords with hundreds of people in them (due to spam invites from other discord servers), yet nobody in-game practically. Last thing you want is to work for months for some outdated mod that has no base for you to target, if you're unable to build the community you need. At the very least learn from other scripts.