Migrating from CitizenMP.Server

Loading Scripts

require doesn’t exist anymore, any scripts/libraries should be loaded using the server_script directive in the resource manifest.

For example:

server_script "my_script.lua" -- load script
server_script "my_lib.net.dll" -- load a particular assembly into the .net appdomain
server_script "@resource_name/script.lua" -- load a script from another resource

To load files at runtime, you can use LOAD_RESOURCE_FILE (LoadResourceFile("resource_name", "file_name")), and for example if it is a Lua file you can use


to load the Lua code, like in the following example:

function loadLuaFile(resource, file)
    return load(LoadResourceFile(resource, file), file)()

String Splitting

str:Split does not exist anymore, you should use the proper Lua functions for this. For the commonly copy-pasted stringsplit function, this’d be:

function stringsplit(inputstr, sep)
    if sep == nil then
        sep = "%s"
    local t={} ; i=1
    for str in string.gmatch(inputstr, "([^"..sep.."]+)") do
        t[i] = str
        i = i + 1
    return t

Bitwise Operations

Lua 5.3 deprecated bit32, and the CfxLua runtime does not enable it. Bitwise operations now work using normal operators (&, |, …) like in most other programming languages.


NeoLua is no longer in use, so the clr namespace does not exist anymore. If you need to run C# code, use the normal .NET runtime and server exports.


If you did any specific bitwise operations assuming during playerConnecting the source value is above 0x10000, this should not be needed anymore to use functions during playerConnecting.