Welcome to San Andreas Cops And Robbers!

SACNR is a server on GTA San Andreas Multiplayer (SA:MP).

It has a cops and robbers theme - you can play as a cop or civilian/robber and change at any time. You can also own houses, own and sell items at businesses, buy car bombs, grow and sell "drugs", do one of the many vehicle missions, or kill some of the people with bounties on their heads. You can rob casinos, stores, houses, businesses, and other players. The more risk you take, the more money you get - just don't get caught!

If you don't already have SA:MP, you should go and read more about it on our downloads page - it's fun!

For more information about SACNR, please visit our About page.

Happy New Year!

10th Jan 2020 by Jamie

Happy new year everyone, we hope you had an enjoyable Christmas.

Thank you to everyone who took part in the Christmas event this year. We had 3416 unique accounts log in and play during this time and 156 accounts who took part in the event!

Collectively you delivered/stole 25,124 gifts, of those Team Santa delivered 10,324 gifts but Team Grinch managed 14,800! Everyone on Team Grinch has been given a token to spend at the SACNR HQ building in San Fierro.

The top player from each team will also be receiving an extra property slot, this year it's going to be [WT]Michel for Team Grinch with 5,000 gifts and Goliath for Team Santa with 2,500 gifts! We've also taken the opportunity to add back the extra property slots given to previous winners of this event. We'd removed them during the reset to allow property sales to be more fair. Now things have died down, it only seems right to put them back.

And finally any player who delivered at least 1,337 gifts will recieve an extra token! Congratulations [WT]Michel, Goliath, DontTouchMe, [WT]Ivan_Slavov, Riqitch8, Robi and Tobs.

Thank you to everyone who took part in our event this year and congratulations again to the winners.


Christmas Update 2019

19th Dec 2019 by Jamie

Santa has been spotted in San Andreas once again, spreading Christmas cheer, decorating trees, as well as some stores and streets. And of course, looking for those of you willing to assist him to put a gift in every house in San Andreas.

Every player has been assigned a team - Team Santa or Team Grinch. Team Santa's job is to deliver gifts to every doorstep, and Team Grinch's is, of course, to take those away.

Team Santa:

  • Fill your festive sack at Santa's "Grotto"
  • Start your Santa mission with /xmasjob
  • Drive to houses on your list until your sack is empty
  • Refill your sack at Santa's "Grotto"
  • End your Santa mission with /end

Team Grinch:

  • Start your Grinch mission with /xmasjob
  • Drive to houses on your list until your sack is full
  • Empty your sack at The Grinch's "Lair"
  • End your Grinch mission with /end

On top of that, this year you'll be able to do these Christmas missions in teams! So long as you're in the same team and group, you'll be able to /xmasjoin other people's deliveries or stealing sprees.

As usual, the team which delivers the most gifts will get a prize, and so will the player who delivers the overall highest quantity of gifts. There's a Christmas Spot near every PD where miscellaneous objects can be earned as well.

Furthermore, the following unrelated changes were applied with this update, which marks SACNR v19.12.5:

  • Decreased the payout of robbing casinos, increased payout of robbing banks.
  • Fixed a bug where your vehicle can spawn twice if you save it in your house.
  • Decreased horizontal range of tazer a little, decreased vertical range of tazer a lot.
  • Increased how often a cop can use the tazer, but decreased how often a player can be tazered during a fight. This means a cop fighting two players will be able to taze each of them faster, but a single player can go a much longer before being tazered again.
  • Decreased the length of being tazed to 1,5 seconds.
  • You can now properly take a friend or group members locked vehicle without needing to enter it twice.
  • Fixed some issues with drug plants.

Happy holidays!
- SACNR Dev Team

Deathmatch update

7th Dec 2019 by Blacklite

Hi all

We're adding another update to SACNR today, this time to try and prevent deathmatching. The things you need to know are:

  • Medics will no longer be able to harm other players
  • Medics can no longer be harmed by other players, unless they have a hit contract on them
  • Police can not harm yellow/white players, they can only harm red/arrestable players
  • There are some circumstances where this protection does not work. In these cases, players will have their weapons automatically disabled temporarily, and if they continue to try to abuse it, they will be automatically kicked.
  • This new damage protection extends to players and their vehicles.
  • If a "shootable" target is on top of or inside a vehicle, then that vehicle will be destroyable. For example, if a red/arrestable player is inside or on top of a vehicle, then as law enforcement you will be able to destroy the vehicle.

Thanks to Markski (and Josh) for helping test this update. The changes should be going live some time within the next 24 hours.


SACNR v19.11.0

23rd Nov 2019 by Markski

The reset announced a couple of days ago has now been completed. It covered properties, money & stats. Old stats are now available on website profiles, and with the /lsts command.

A way to see old /ach will be added in the future as well.

The following updates have been applied along with this:


  • The economy of the game has gone through a major overhaul. Prices and incomes all around have been balanced.
  • Wealth taxes no longer exist, they're now Income taxes. Instead of being based on total wealth, they'll be based on recent income. This will allow non-donators to make money more easily than now, while still having a system in place to avoid excessive wealth.
  • Now all activities will pay more when done in the active city. This includes public service payments.
  • Bank interests, business incomes, rents and all other automated incomes and payments are now synced. They all happen every 24 game hours.
  • Lowered max business income to make up for the fact it'll now happen every 24 game hours instead of 40. You'll still need a 11m biz to get the max.


  • Dual weapons are no longer a donator benefit. They're now for everyone.
  • Donators will pay less income taxes.
  • Donators will have the ability to save tuned cars presets and buy them in the carshop. This means you can tune a car however you like, save it, then buy it with that tunning wherever and whenever you want. Use /savecar [name] to save a car while inside it. You can then buy it from the new "Custom presets" section in the carshop.
  • Donators now have a new car mod shop. It'll allow you to add neons, engine decorations and change color ID's for most vehicles. You can find it with /gps 26.


  • Prices of buying and selling drugs from the drug dealer are no longer static. They will now vary depending on drug activity in the server.
  • Prices for buying drug seeds now make sense.
  • Drug plants now die when reaching 200 grams instead of 250
  • Drug plants now have a visible model. This means players will have to actually hide them instead of planting anywhere.
  • To make up for this, plants can now be placed much closer to each other.

Quality of Life

  • /help menus have been rewritten and updated.
  • Pause kick time has been increased.
  • Improved how some menus look and work. Now all menus can be used with parameters on command. (for example, "/gps 15" instead of "/gps" then "15")
  • Using /rob in an interior will now show instructions for how to properly rob that establishment, instead of an error.
  • Text in the speedometer should be a little more comfortable to read.
  • Improved look of robbery timers.
  • You can now use /deposit and /withdraw in houses and businesses.
  • Cars will now properly save their colours, paint jobs and components when saved in a house.
  • G Abuse is now much less effective.
  • Dual-weld weapons are no longer a donator benefit - they're now for everyone.
  • New players will have distance set to Metric and speed set to Km/h by default, auto-update informational boxes ON by default, and some sounds on by default.
  • The minimap now acts as a damage received indicator. It'll light up red if receiving damage from a civilian, or blue if receiving damage from a cop.
  • When escaping from a cop with the robbery bag, a progress bar will now indicate how far away from the police you must get in order for the robbery counter to tick down.


  • Icons are now only visual and have no effect on robberies. Their price was lowered to $10M.
  • Business security is now more robust. It's also a fair bit more expensive per level.
  • Stock and balance of businesses are now listed right on the /biz menu when inside of it.
  • Business incomes have been balanced to make the maximum $120k. This might seem low, but it's not since business income will be paid more often.
  • Increased how much you can change the prices of items for sale in your business. Be advised that setting them too low can now result in losing money, so be careful!


  • Rebuilt Long Haul pickup & destination finder. (No more travelling to a different city for a pickup, especially in San Fierro).
  • It is now possible to exit the truck during Long Hauls, but you'll have to get back inside in under a minute to not lose the job.
  • Losing your truck trailer now shows a timer for how much time you have left to re-attach.
  • Added more San Fierro destinations for Long Hauls.
  • Pilots will get a bonus for flying during dangerous weather (No more admin change weather pass for pilots).
  • The payments for some jobs were balanced to be more in line with the new economy.

Gameplay (Civilians)

  • There are no more level requirements to buy thermal drill. Level requirements for Duffle bag and Lock pick were lowered to RP1.
  • Thermal Drill has less effect on robbery chances. It'll lower the robbery times instead.
  • Thermal Drill is now used only for bank and casino robberies.
  • Robbery success chances for other activities were increased to make up for this.
  • You can place a bomb on a vehicle by crouching next to it and pressing Y. (This was added a while ago, but never announced)
  • Prices for hits and carbombs were slightly decreased
  • There's now a random chance of getting a weapon when robbing Ammu-Nation.

Gameplay (Law enforcement)

  • Law enforcement can now drive over the PD garage checkpoints (again).
  • Arrests and Assists are now two separate stats.
  • Profits for arrests are now split between Arresters and Assisters. The arrester will always get more than the rest.
  • Law Enforcement will pay 25% less medical fees if killed in action.
  • Using /tazer without parameters will now taze the closest player, instead of the player with the lowest id.
  • Cops can now arrest players from within vehicles if close enough.
  • Criminals will now be automatically arrested when in the same vehicle as a cop.
  • The PD Garage checkpoint will now give better weapons.
  • The cooldown time for heal and armour in PD checkpoints were decreased.
  • You can now refuel and repair police vehicles in PD checkpoints for free by pressing 2 like in gasso.

Gameplay (Medics)

  • To heal players on foot, now both player and medic must stand still for a few seconds. It is no longer immediate.
  • You can only heal players on a vehicle if the player you try to heal isn't in combat.
  • You'll now be paid more for healing players.
  • Medics can now use /placemedkit to place a Medic Kit on the ground. It'll provide slow healing to everyone near it for 30 seconds. Everyone around the medic kit will slowly pay you in real-time based on how much they're healed.

Other additions

  • Added /combatlog. It'll show the last 15 times you shot or were shot by someone, including how long ago, with what weapon, where the shots hit and how much damage it caused.
  • Added /trade. It'll allow two players to directly trade properties with no need of a middleman. (Thanks Drogadazo)
  • Added /shareloc. to share your map markers with other players.
  • Added /faq. It can be used by new players to see frequently asked questions. It's contents will vary depending on player class.
  • Added /duels. It'll display the results of the last 5 duels of a player.
  • Added /victim. It'll display the last crimes commited towards a player.
  • Added /financeinfo. It'll display your last incomes and payments which happen every 24 game hours, as stated above.

Other changes

  • Implemented a public version number. It's based on date and revision to be retroactively applied. This update marks SACNR v19.11.
  • There's now a proper #sacnr.echo in our Discord.
  • Maximum password length has been increased from 32 to 64 characters.
  • Lowered the range of spawn-killing protection in BDM.
  • Anna will now only show rules and instructions on how to become a regular player to non-regulars.
  • Anna will now only show instructions on how to donate to non-donators.
  • Several parts of the script were polished or outright rewritten. Things should feel less laggy in general.
  • Fixed GPS arrow turning into random objects.
  • Fixed /plants mis-numbering the listed drug plants.
  • Fixed bugs with robbery times in stores.
  • Fixed some anti-cheat false-positive kicks.
  • Fixed a bunch more stuff that we can't remember.

We've also rewritten a lot of stuff at architectural level including database and timer logic, in order to try and decrease lag. The server should run a lot better now, but if you experience heavy lag or notice anomalies with time progression, please do tell us about it.

Finally, thanks to all of you for the feedback and patience over the course of the last few months. We hope this update provides all of you with a fun and improved experience.

As always, please provide further feedback, suggestions and bug reports at our forum, and feel free to join us over at our Discord.


Blacklite, Markski and Jamie

SACNR Overhaul and Reset

19th Nov 2019 by Jamie

As some of you are aware, over the last year, we've been working on a large overhaul update, mainly focusing on the economy and balancing. We've also been having lots of discussions internally about the direction we want to take the server. Everything is now at a point where we're confident enough to give it a try. Testing is now complete so we'll be looking to roll this out soon.

As more robbery spots, jobs and features were added to the server, the economy started to lose balance. Partly because we would take a guess at the profits each job should pay out instead of calculating these based on other activities. This translated into jobs and robbery zones which produce ridiculous sums of money when compared to the rest, making it too easy for players to farm money. Along with this, previous money bugs have allowed for impossible amounts of cash to be spawned in the server which isn't fair to the rule-abiding majority.

The solution is to re-engineer parts of the economy with balance as the main priority. This way, players can earn money doing things they enjoy instead of boring jobs that bring in more money. For this, large parts of the script had to be rewritten. This will allow us to apply changes faster in order to keep things balanced. Everything from robbery profits, service payments, tax rates and property values will be adjusted until we reach a rate which works for everyone. In order for this to take place, we'll need to reset cash, properties and stats for all players.

With that said, we're archiving your old stats and they'll still be visible on your profile when the new code is live. Legacy stats will also be available ingame through the `/lsts` command. I'm also planning to add a "rank" to these fields so you can see where you stood compared to every other SACNR player registered - although this may not be available immediately following the update.

We've spoken about a reset for a while (years) and we said we'd only do it when we believe we have the changes in place to make it worthwhile. We now think we're at that stage, so we're going to schedule it in for Saturday 23rd November. At some point on this day we'll make another post and the server will go down for several hours while we carry out the updates and other server maintenance.

We're fully aware that this won't make all of you jump for joy and it was a difficult decision for us to come to, but we believe that it is the right one at this point in time.

Along with the economy changes we've mentioned above, many updates will be released at the same time. We'll put up a big post when we're ready to put the server back up with all of the juicy details.

To see this version of SACNR off with a bang, we've made some changes to the script

  • $1 medical fees
  • $1 vehicles at the car shops
  • Access to the /nos command
  • Full weapon skill for all players

These changes will be up later today.

We're really excited about the new changes we're about to put live and we hope you'll enjoy them

If you've got any questions about the process, the reset or the future, we'll be opening a Q&A topic on the forums here.

Thank you,
Markski, Blacklite and Jamie
-The SACNR Dev Team.

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