SAMP MCP server
Commit 26. Sept. 2026Verwalte, skripte und auditiere SA-MP Server mit KI-Unterstützung, inklusive Tools für Textdraw-Design, Texture-Editing und 3D-Modell-Vorschau.
Auch bekannt als KongGithubDev/SAMP-MCP
- Stars
- 6
- Tools
- 19
- Downloads, 30 Tage
- —
- Neueste Version
- —
- Letzter Commit
- 26. Sept. 2026
- Lizenz
- MIT
Was ist SAMP MCP?
SAMP ist ein MCP server. Verwalte, skripte und auditiere SA-MP Server mit KI-Unterstützung, inklusive Tools für Textdraw-Design, Texture-Editing und 3D-Modell-Vorschau. Er stellt 19 Tools bereit, etwa set_server_root, manage_server, get_status.
Zusammenfassung generiert aus dem README des Projekts
Über SAMP MCP server
SA-MP Server-Entwickler können ihre Server mit diesem MCP server verwalten, skripten und auditieren. Er bietet eine spezialisierte Tool-Suite für das Design von User Interfaces und das Asset-Management, ohne dass das Spiel neu gestartet oder ein Server gestartet werden muss. Durch die Verbindung zu einem lokalen SA-MP Server-Verzeichnis und der Voraussetzung von Node.js ermöglicht er einem AI-Client, komplexe Entwicklungsaufgaben direkt über das Chat-Interface auszuführen.
Der Server enthält einen dedizierten Textdraw Editor zum Erstellen von HUDs, Logos und UI-Elementen. Er verfügt über einen TXD Editor zum Erstellen und Bearbeiten von Texture Dictionaries und unterstützt verschiedene Formate wie DXT1, DXT3 und DXT5. Entwickler können zudem das 3D-Modell-Vorschau-Tool nutzen, um .dff Modelle und die dazugehörigen Texturen zu visualisieren. Das System kann diese Assets sogar in Formate wie OBJ, MTL oder glTF exportieren, um sie in externer Software wie Blender zu verwenden.
Was du damit machen kannst
- 1UI-Elemente designen und vorschauenErstelle und visualisiere neue Textdraws für HUDs oder Logos auf einer Webseite, ohne den Server neu zu starten.
- 23D-Modelle visualisierenPreveiw, wie ein 3D-Modell im Spiel aussehen wird, indem du die .dff und .txd Dateien renderst.
- 3Assets für externe Tools exportierenKonvertiere In-Game 3D-Modelle in glTF- oder OBJ-Formate für die Nutzung in 3D-Modeling-Software.
Geschrieben aus dem README des Projekts. Jeder Use Case wurde gegen ein Zitat daraus geprüft.
So installierst du SAMP MCP
Formate geprüft am 10. Nov. 2026Zu Cursor hinzufügenZu Goose hinzufügenSAMP MCP in Claude Code installieren
$ claude mcp add samp-mcp -- npx -y samp-mcpSAMP MCP in Cursor installieren
~/.cursor/mcp.json
{
"mcpServers": {
"samp-mcp": {
"command": "npx",
"args": [
"-y",
"samp-mcp"
]
}
}
}SAMP MCP in VS Code installieren
.vscode/mcp.json
{
"servers": {
"samp-mcp": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"samp-mcp"
]
}
}
}SAMP MCP in VS Code CLI installieren
$ code --add-mcp '{"name":"samp-mcp","type":"stdio","command":"npx","args":["-y","samp-mcp"]}'SAMP MCP in Claude Desktop installieren
claude_desktop_config.json
{
"mcpServers": {
"samp-mcp": {
"command": "npx",
"args": [
"-y",
"samp-mcp"
]
}
}
}SAMP MCP in Codex installieren
$ codex mcp add samp-mcp -- npx -y samp-mcpSAMP MCP in Codex config.toml installieren
~/.codex/config.toml
[mcp_servers.samp-mcp] command = "npx" args = ["-y", "samp-mcp"]
SAMP MCP in Gemini CLI installieren
$ gemini mcp add -s user samp-mcp npx -- -y samp-mcpSAMP MCP in Gemini settings.json installieren
~/.gemini/settings.json
{
"mcpServers": {
"samp-mcp": {
"command": "npx",
"args": [
"-y",
"samp-mcp"
]
}
}
}SAMP MCP tools 19
Erkannt aus dem READMEset_server_rootmanage_serverget_statusrcon_commandfile_readfile_read_manyfile_writefile_editfile_grepfile_searchfile_treefile_list
| set_server_root | — | |
| manage_server | — | |
| get_status | — | |
| rcon_command | — | |
| file_read | — | |
| file_read_many | — | |
| file_write | — | |
| file_edit | — | |
| file_grep | — | |
| file_search | — | |
| file_tree | — | |
| file_list | — |
Alle 19 Tools anzeigenWeniger Tools anzeigen
file_detect_encodingfile_convert_encodingfile_infofile_line_endingsfile_bomfile_allowed_dirsfile_encodings
| file_detect_encoding | — | |
| file_convert_encoding | — | |
| file_info | — | |
| file_line_endings | — | |
| file_bom | — | |
| file_allowed_dirs | — | |
| file_encodings | — |
Automatisierte Checks
Geluften am 14. Nov. 2026Vollständiger Bericht →Noch nicht verifiziert. Ein Server benötigt einen Score von 80, keine kritischen Befunde und genug Daten für unsere Prüfung. Wie die Checks funktionieren · Was du für mehr Punkte verbessern kannst
- Source Repository verknüpft und erreichbarkonggithubdev/samp-mcp is public and reachablegithub.com/konggithubdev/samp-mcp ↗Bestanden
- Paket nennt dieses Repository als Quellesamp-mcp names konggithubdev/samp-mcp as sourcenpmjs.com/package/samp-mcp ↗Bestanden
- Build-Provenienz (Sigstore-Attestierung)No build attestation published for this releaseNicht geprüft
- Open Source Lizenz (OSI)MITspdx.org/licenses/MIT.html ↗Bestanden
- Commit oder Release im letzten JahrLast commit or release 2026-09-26github.com/konggithubdev/samp-mcp ↗Bestanden
- OpenSSF ScorecardNicht geprüft
- Package-Name ähnelt keinem populären PackageNo popular package one edit away from samp-mcpBestanden
- Keine kritischen Advisories im Paket oder seinen AbhängigkeitenNicht geprüft
- Keine versteckten Anweisungen an das Modell19 tool descriptions and the README read; no override phrases, credential paths or hidden charactersBestanden
- Destruktive Tools sind markiertNo tool named like delete, drop or execBestanden
- Remote-Endpoint beantwortet den MCP-HandshakeNicht geprüft
README
Auf GitHub ansehensamp-mcp
A comprehensive MCP server for SA-MP server development and management
Manage, script, and audit SA-MP servers with AI assistance.
Installation
npm install -g samp-mcp
# or
yarn global add samp-mcp
The package is published to the public npm registry as samp-mcp — no token and no ~/.npmrc setup are required.
The npm releases up to 1.0.12 predate the Textdraw Editor, the 3D model preview and the TXD editor — those tools arrive with 1.0.13. If a client shows no textdraw_* / txd_* / model_* tools, it is running a pre-editor build: a stale global install, or the old @konggithubdev/samp-mcp name that was published to GitHub Packages. Install samp-mcp@latest, re-approve the tool list, and restart the client.
Requires Node.js ≥ 18 and a functional SA-MP server directory.
File tools need the mcp-file-tools binary — samp-mcp finds it at its default install location, or you can point to it explicitly with the SAMP_MCP_FILE_TOOLS_COMMAND environment variable.
Updating
Already installed? Install the same package again — this always resolves the latest tag, so it is the most reliable way to update:
npm install -g samp-mcp
# or
yarn global add samp-mcp
npm's own update command works too, with one catch:
npm update -g samp-mcp # update within the installed major (1.0.12 -> 1.0.13)
npm outdated -g --depth=0 # list every global package that is behind
npm list -g samp-mcp # the version you currently have
npm update -g treats a global install as if it had been declared with a caret range (^1.0.12), so it never crosses a major version — reach for npm install -g when you want the latest regardless. Called without a package name, it updates every global package on the machine and downgrades anything that is ahead of latest, so keep it scoped to this package.
A global install is per-Node, so switching Node versions (nvm, fnm) hides the package until you install it again. On Linux/macOS it also fails with EACCES if the npm prefix is not writable — the usual fixes are a Node version manager or npm's own prefix setting.
Restart your MCP client afterwards. The running server keeps the old code in memory, so an open session keeps using the previous version until the client (Claude Desktop, Cursor, Windsurf, …) reconnects.
The server can also update itself from inside a session:
| Tool | What it does |
|---|---|
check_for_updates |
Compares the running version with the latest one published to npm (npm view samp-mcp version --registry=https://registry.npmjs.org) |
update_mcp_server |
Runs the global install for you and asks you to restart the client |
To see the version you currently have installed:
npm list -g samp-mcp
Textdraw Editor
samp-mcp can design SA-MP textdraws (HUD, UI, logos, sprite/txd art) as project files and show you the result on a web page — no server restart, no launching the game.
Workflow
textdraw_create(ortextdraw_importfrom existingTextDrawCreatecode / another editor's project JSON) — textdraws are stored in<server root>/.samp-mcp/textdraws/<project>.json, so a UI can be reviewed, diffed and versioned next to the gamemode.txd_scan(read-only survey) or the TXD editor (txd_open→txd_import_texture/txd_texture→txd_save) — read, build and edit the actual.txdtexture dictionaries (8888/888/565/555/4444/LUM8 and DXT1/3/5, mip maps included) instead of shipping bitmaps by hand. See TXD editor below.model_scan+model_preview— for font 5 (3D preview) textdraws: finds the.dffmodels on the machine (loose files, the server'smodels/folder, or inside a VER2.imgarchive such asgta3.img/samp.img), pairs them with their.txdtextures, and renders the model to the PNG the textdraw shows.model_exportwrites OBJ+MTL or glTF for Blender/three.js. See 3D models below.textdraw_preview— renders every textdraw on a web page using the classic 640x448 grid scaled to real resolutions, with boxes, alignment, colours, outline/shadow, decoded font 4 sprites and real rendered font 5 model previews (drag a model to orbit it, wheel to zoom).serve=truealso starts a live editor server (127.0.0.1) where textdraws can be dragged on screen and saved straight back into the project file.textdraw_export— emits ready-to-use Pawn:statements,declarations, a full system-module.inc(y_hooks + show/hide stocks), a markdown table or raw JSON.
Sprite / image / UI notes
- Font 4 sprite textdraws use text in the form
txdname:texturename(e.g.demo:demo_logo) — the preview resolves them against the scanned dictionaries and shows the real texture. - Working on art that has no
.txdyet? Drop the bitmap at.samp-mcp/textdraw-assets/sprites/<txdname>__<texturename>.png(or.jpg) and the preview draws it as a stand-in; validation reports it as a design-time image so it is clear the game will not show it until the same texture is shipped inside<txdname>.txd. - Font 5 model previews use
previewModel+previewRot/previewZoomand show the real model: the.dffis parsed and rasterised with its.txdtextures, and the result is cached at.samp-mcp/textdraw-assets/models/<modelid>.png(drop your own PNG there to override it). - Custom 0.3.DL UI textures are supported:
AddSimpleModel(...)lines found bytextdraw_importare kept with the project, they map model ids to their.dff/.txd, and they are re-emitted as hints by the module export.
3D models
model_scan finds what a server can actually show and model_preview renders it — the same idea as browser GTA SA model viewers (e.g. gtastuff.com/viewer), applied to font 5 textdraws:
- Reads
.dffclumps the way RenderWare writes them: clump → frame list (with the node-name extension) → geometry list → geometry struct (format flags, vertices, normals, texture coordinates, per-triangle material ids) → material list (colour, texture, addressing) → atomics, then applies the frame hierarchy so instanced parts land in the right place. - Finds models in loose files, the server's
models/,.samp-mcp/model-export/, or inside VER2.imgarchives (models/gta3.img,samp.img, …) — the index of an archive is read on its own, so a stock 1 GBgta3.imgis scanned without loading it. - Pairs each material texture with a matching
.txd(the model's sibling dictionary, theAddSimpleModeltxd, the.txdfiles found by the scan, or a design-time PNG), decodes 8888/888/565/555/4444/LUM8/DXT1/3/5, and falls back to.samp-mcp/textdraw-assets/sprites/<txd>__<texture>.pngfor art that has no dictionary yet. - Renders with z-buffering, bilinear texture sampling (wrap/mirror/clamp), per-vertex colours, material colour and alpha, camera-fixed key/fill/rim lighting and 2x supersampling.
rotfollowsTextDrawSetPreviewRot(rx tilts, rz yaws),zoomfollows the zoom argument,vehColrecolours the body parts vehicle materials mark, andyaw/pitchorbit the camera. model_exportwrites Wavefront OBJ + MTL or glTF 2.0 (one primitive per material, textures dumped as PNG next to it).
TXD editor (textures)
Font 4 sprites and 0.3.DL custom UI textures live inside .txd dictionaries, which is what the txd_* editing tools build and maintain — the same job Magic.TXD does, driven through MCP tools and verified against the files themselves:
txd_openopens a dictionary from a file or from inside a VER2.imgarchive (img: models/gta3.img+entry: vehicle.txd), or creates a new one (create: true), and lists every texture with its size, raster format, mip levels, section bytes and whether it can be decoded. The dictionary stays in memory for the following calls.txd_import_textureturns a PNG into a texture:format=8888(lossless, the default),888,565,555,4444,LUM8, or the compressedDXT1/DXT3/DXT5(seeded cluster fit with least-squares endpoint refinement — squish-style — 1-bit alpha for DXT1, 8-value alpha for DXT5),mipmaps=1(stock SA), a count,full(halves down to 1x1, like Magic.TXD) orkeep. Re-importing an existing name replaces that texture in place.txd_texturerenames (patching thechar[32]name field, so it also works for rasters this build cannot decode), duplicates, removes, or converts a texture to another raster format/mip count.- DXT compression runs at
quality: highby default — a range fit only seeds the search; from there the encoder alternates nearest-palette-entry assignment with a least-squares endpoint fit (the normal-equation solution per channel), scores every candidate against the palette the game will actually decode, and keeps the best. DXT5 alpha screens the quartile pairings of the block's own alphas (plus a coarse alpha grid) and refines the best four, so a smooth alpha ramp keeps its steps and a hard mask keeps its 0/255 edges.quality: fastkeeps the old single range fit for bulk conversions. txd_export_texturedecodes textures — including imports that are not saved yet — to PNG, so art can be checked or edited in a paint tool.txd_savewrites the dictionary back: to its own file (copying the previous one to<name>.txd.bakfirst), to a new.txd(out), or into the.imgentry it came from (rewritten in place, or appended at the end of the archive when it needs more sectors — the directory slot is the only other thing touched, so nothing else in a multi-gigabytegta3.imgmoves). The written bytes are parsed back before the result is reported, anddiscard: truethrows the edits away instead.- Textures that were not edited are written back byte for byte from the original file, so Direct3D 8 dictionaries, paletted rasters and formats this build cannot re-encode survive a save untouched.
Fidelity of the writer (all measured, not assumed): a complete dictionary rebuilt from its own decoded pixels reproduces stock GTA: SA files like models/vehicle.txd (19 textures), models/effectsPC.txd (36 textures) and background.txd byte for byte; the mipmap layout matches what Magic.TXD writes (level 0 directly after the 92-byte header, every later level preceded by its own u32 byte length, 0x8000 in rasterFormat and the 0x1106 filter when mipmapped); and the round trip is exercised per format by npm run test:txd (90 checks) plus the MCP-level checks in npm run test:textdraw.
The cost of that search (512x512 source, measured): DXT1 64 ms → 340 ms, DXT5 75 ms → 1.6 s. Fast exists for bulk work on many large textures; high is the default because one dictionary save is not a batch job.
DXT quality is measured, not claimed: npm run test:txd-quality writes gradient / photo-noise / UI-sprite / alpha-mask images (and real textures out of the game's own dictionaries) through the writer and back through the reader, scores PSNR (colour over opaque pixels, alpha over all, plus the transparent/opaque decision), and compares three encoders. Against the original single range fit the cluster/least-squares path gains +1.39 dB mean colour PSNR, up to +4.96 dB (a hard-edged alpha mask) and never loses a pixel anywhere, +2.43 dB on DXT5 alpha ramps; against a brute-effort reference that enumerates every endpoint pair the block implies and refines six rounds, it stays within 0.14 dB (colour) and 0.00 dB (alpha), i.e. the extra search buys essentially nothing — the seeds and early exit cost almost nothing either. That benchmark is part of npm run check (74 checks, ~1s).
Fidelity — what is exact, what is approximated
Exact (data level, verified by the round-trip check in npm run demo:textdraw):
- Every property round-trips Pawn → project → Pawn → project unchanged (position, letter/text size, colours, font, alignment, box/selectable/proportional, preview model/rotation/zoom/vehicle colours, global vs per-player).
- Pawn escapes: a newline escape inside a string literal becomes a real line break in the project and on the preview page, and is re-emitted as exactly one escape when exporting; the underscore placeholder is kept in the data and drawn as a space (the SA-MP convention for blank filler).
- Text metrics come from the game itself: the per-character advance tables of both HUD atlases (proportional
prop[]and the monospace advance), a glyph box of 10 units ×letterSizeY, a line height of 9 units ×letterSizeY, and the in-string colour codes~r~ ~g~ ~b~ ~w~ ~p~ ~h~ ~n~with the client's exact palette. Verified in-browser against the rendered pixels. - Outline/shadow are drawn in
TextDrawBackgroundColor(the client's behaviour, and why a transparent background hides the outline); the outline also widens each character's advance, and~h~lightens the current colour — all matching the client. - Screen scaling uses the game's grid maths (
x * W/640,y * H/448— the textdraw canvas is 640x448). - Font 4 draws the texture itself and modulates it with
TextDrawColor: rgb multiplied by the colour, alpha multiplied by its alpha, so a full-colour UI sheet (white colour) appears exactly as authored — it is not a flat silhouette. When the texture is missing the slot is painted with that colour instead, as the client does. - A box is only painted when
UseBoxis set (TextDrawUseBox), for every font — sprites and model previews included — which is what the client does; font 4 box fill usesTextDrawColor, font 5 usesTextDrawColor ∩ TextDrawBackgroundColor. .txddecoding is pixel-level verified (8888/888/565/555/4444/LUM8 and DXT1/3/5 blocks)..dffparsing is verified against an independently written RenderWare fixture (npm run test:model): clump/geometry/material/atomic counts, the frame hierarchy (an atomic on a translated child frame is placed at the translated position), frame/dummy names, material texture names, the per-triangle material split, and the texture actually appearing in the rendered pixels.
Approximated (the client rasterises these itself):
- Fonts 0-3 render with system fonts, so the glyph shapes differ slightly; character positions and total line width use the game's own advance tables (matching Leonardo541's TextDrawEditor, which supplies those tables), and a
glyph sizecontrol tunes the vertical glyph multiplier. - The box uses the wiki's corner semantics by default; a checkbox switches to the "box hugs the text" model of that editor (4 unit margin, height from the line count) for comparison.
- The font 5 renderer is a software rasteriser, not the game's renderer: the camera is a 3/4 orbit with a fixed field of view (the client's exact preview camera is internal), lighting approximates the game's key/fill setup, and skinned/bone-animated geometry is drawn in its bind pose. Colours, alpha, texture addressing and the model's own geometry are exact.
- Material colour bytes are read as
r, g, b, a(the documented RenderWare order); vehicle body markers (alpha ≤ 3) only take effect whenvehColis supplied.
Credit: the glyph advance tables and several client behaviours above were read out of Leonardo541/TextDrawEditor (MIT); samp-mcp also imports its project .json exports through textdraw_import.
Validation is authoritative: it encodes the real client limits (fonts that never render, y < 1 hiding the first row, trailing-space text rendering blank, empty text crashing older servers, the 800-character limit, selectable without a text size, the 2048/256 textdraw limits). Textdraws whose text is deliberately blank filler (a clickable slot, for example) are not flagged, and a sprite that resolves through a design-time image is reported as information rather than a missing texture.
Validation runs on every list/preview/export: font values that never render, malformed sprite references, missing textures, text beyond the client string limit, off-grid positions, selectable textdraws without a text size, duplicate variable names and the 2048/256 textdraw limits.
Module-aware design
For projects that organize code as system modules (e.g. gamemodes/includes/system/*.inc — the system-module pattern), samp-mcp auto-detects the architecture and aligns its tooling with it:
get_coding_standardsreports the module layout (count, categories, StartProgress, message macros, dialog & command conventions).generate_boilerplate(type=module|job|autofarm) emits a complete, self-contained module skeleton matching the project's own conventions (y_hooks,hook OnGameModeInit/...,StartProgress,ErrorMsg/ServerMsg/SyntaxMsg,CMD:+flags:), instead of generic snippets.design_featureplans propose a concrete module file (system/<name>.incorsystem/job/j_<name>.inc) plus its#includeregistration inmain.pwn, and guide implementation through the module's hooks.- Built-in rules tell agents to put new features in modules — never gameplay logic in
main.pwnor filterscripts. study_projectself-analyzes whatever gamemode it connects to (include graph, libraries, command/dialog/message/state conventions, timer/MySQL/loop patterns) and writes a per-projectSAMP_STUDY.mdwith verbatim idioms — so any environment gets docs that match its actual script.
Quick Start
1. Configure MCP Client
Add the following to your MCP client configuration (e.g., claude_desktop_config.json):
{
"mcpServers": {
"samp-mcp": {
"command": "npx",
"args": ["-y", "samp-mcp"]
}
}
}
2. Connect to Project
Once initialized, tell the AI agent:
"Connect to my SAMP server at C:\path\to\server" (samp-mcp: set_server_root)
3. File Handling
samp-mcp exposes file_* tools (file_read, file_write, file_edit, file_grep, …)
that delegate to the encoding-aware mcp-file-tools server — it auto-detects and
preserves Windows-874 (Thai) and CRLF, so .pwn/.inc text never gets garbled.
(You can also configure mcp-file-tools directly as a separate MCP server — samp-mcp
works either way.)
To update or install the mcp-file-tools binary itself, run update_file_tools:
it downloads the latest GitHub release for your platform and replaces the installed
binary, keeping a backup of the previous version (<binary>.v<old>.bak).
4. Initialize AI Agent
Copy and paste this as your first prompt to the AI:
"SAMP Project. Read
SAMP_RULES.mdand follow the encoding rules. Runset_server_rootto connect samp-mcp."
Tool Categories
Server Management
| Command | Description |
|---|---|
set_server_root |
Initialize and track a SAMP project directory |
manage_server |
Start, Stop, or Restart the server process |
get_status |
View hostname, players, and map statistics |
rcon_command |
Execute RCON commands via AI |
File Access (encoding-safe, via mcp-file-tools)
| Command | Description |
|---|---|
file_read |
Read a file, auto-detecting encoding (windows-874 Thai → UTF-8) |
file_read_many |
Read multiple files at once |
file_write |
Write a file back in its original encoding (CRLF preserved) |
file_edit |
In-place line edits with diff preview, encoding-safe |
file_grep |
Regex search across file contents with encoding support |
file_search |
Find files by glob pattern |
file_tree |
Project tree, optionally showing each file's encoding |
file_list |
List directory contents with pattern filter |
file_detect_encoding |
Report a file's real encoding + confidence |
file_convert_encoding |
Convert a file between encodings (with backup) |
file_info |
Get file/directory metadata |
file_line_endings |
Detect or convert CRLF/LF line endings |
file_bom |
Detect, strip, or add a BOM |
file_allowed_dirs |
Show directories the file backend may access |
file_encodings |
List all supported encodings |
Pawn Intelligence
| Command | Description |
|---|---|
compile_pawn |
Compile .pwn scripts and get structured errors |
compile_and_load_pawn |
Compile then hot-load a script via RCON (gmx) |
generate_boilerplate |
Generate Commands, Dialogs, Job, or Admin-Command templates — admin modules emit the cmd/admin.inc style (flags:, alias:, SendAdminMessage, instant action) |
inject_code |
Compile and test snippets without server restart |
Plugin & Include Management
| Command | Description |
|---|---|
search_plugin |
Search GitHub repos for SAMP plugins with release info |
install_plugin |
Install .dll/.so plugins — auto-extracts ZIP archives |
install_include |
Download and install .inc libraries from URL |
Web & Info
| Command | Description |
|---|---|
web_search |
Search the web via DuckDuckGo for SAMP-related info |
Auditing & Diagnostics
| Command | Description |
|---|---|
audit_script |
Scan for large arrays or hardcoded Dialog IDs |
audit_sql |
Detect SQL Injection risks (missing %e in mysql_format) |
audit_performance |
Identify fast timers or heavy OnPlayerUpdate logic |
find_shadowing |
Catch variable redefinitions (e.g., playerid) |
get_server_diagnostics |
Analyze logs for crashes and plugin failures |
Automation
| Command | Description |
|---|---|
generate_docs |
Generate markdown documentation for the project |
create_deployment |
Batch copy all necessary server files for distribution |
Textdraw Editor
| Command | Description |
|---|---|
textdraw_list |
List textdraw projects (or the textdraws of one) with stats + validation warnings |
textdraw_create |
Create a textdraw (full SA-MP property set, global or per-player, font 4 sprite / font 5 model preview) |
textdraw_update |
Patch a textdraw by id or Pawn name |
textdraw_delete |
Delete textdraws from a project |
textdraw_import |
Import textdraws from .pwn/.inc code (+ setters, AddSimpleModel), a samp-mcp project JSON, or a Leonardo541 TextDrawEditor project JSON |
textdraw_export |
Export Pawn: statements, declarations, a system-module .inc, markdown or JSON |
textdraw_preview |
Render the web preview page; serve=true starts the draggable live editor |
textdraw_preview_server |
Start / stop / status of the live preview+editor server on 127.0.0.1 |
model_scan |
Find .dff models (loose files, models/, VER2 .img archives) + their .txd textures and the model ids the projects use |
model_preview |
Render a model (id / file / name / .img entry) to the PNG a font 5 textdraw shows, with rot/zoom/vehCol/camera controls |
model_export |
Export a model as OBJ+MTL or glTF 2.0 with its textures as PNG |
TXD Editor (textures)
| Command | Description |
|---|---|
txd_scan |
Read-only survey: scan the server for .txd dictionaries, list their textures and decode them to PNG for the preview page |
txd_open |
Open a .txd for editing (file, .img entry, or create=true) and list its textures; with no arguments it lists the open dictionaries |
txd_import_texture |
Import a PNG as a texture (format, mip levels and DXT quality), replacing the texture when the name exists |
txd_texture |
Rename / duplicate / remove / convert one texture of an open dictionary (DXT quality too) |
txd_export_texture |
Decode the dictionary's textures (unsaved edits included) to PNG files |
txd_save |
Write the dictionary to its file (.bak kept), to a new .txd, or into its VER2 .img entry; discard=true drops the edits |
SAMP MCP Fragen
Wie füge ich SAMP MCP zu Claude Code hinzu?
Führe claude mcp add samp-mcp -- npx -y samp-mcp in deinem Terminal aus. Füge --scope user hinzu, damit der Server in jedem Projekt verfügbar ist.
Wie füge ich SAMP MCP zu Cursor hinzu?
Öffne ~/.cursor/mcp.json und füge den Server unter mcpServers hinzu, mit der Cursor-Config aus dem Installationsabschnitt oben.
Welche Tools bietet SAMP MCP?
Er stellt 19 Tools bereit, darunter set_server_root, manage_server, get_status, rcon_command, file_read.
Wie installiere ich SAMP-MCP?
Du kannst es global über npm mit npm install -g samp-mcp oder via yarn mit yarn global add samp-mcp installieren.
Kann ich Textdraws vorschauen, ohne den Server neu zu starten?
Ja, der Server ermöglicht es dir, Textdraws zu entwerfen und die Ergebnisse auf einer Webseite zu sehen, ohne einen Server-Neustart oder das Starten des Spiels zu benötigen.
Wird der Export von 3D-Modellen unterstützt?
Ja, das model_export Tool kann Modelle in den Formaten Wavefront OBJ + MTL oder glTF 2.0 schreiben.