
Ace_Gambit
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Everything posted by Ace_Gambit
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personally i think that would be to hard to script because it would require teking the damage out of the shots if they hit there own team and making them affect the other team but that would be dam hard to script But what if damage is scripted in the first place (i.e. a method that overrides default damage) ? This code fragment was taken from the KotH tutorial. [lua] addEventHandler ( "onPlayerDamage", getRootElement(), "kothDamage" ) function kothDamage ( attacker, weapon, bodypart, loss ) local damage = loss * 1.25 local hpLeft = getPlayerHealth ( source ) - damage if ( hpLeft > 0 ) then if ( bodypart == 9 ) then killPlayer ( source, attacker, weapon, bodypart ) else setPlayerHealth ( source, hpLeft ) end else killPlayer ( source, attacker, weapon, bodypart ) end end end [/lua] You have a source that triggered the event and the attacker. All you have to do now is check if source and attacker are in the same team. If not, take damage...otherwise do nothing. Still think it's difficult to script ?
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I am not sure if this is the largest plain surface but it is big: 4242
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That's good to hear. I've been looking forward to see team scripting tutorials .
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Suggestion and Improvment suggestions
Ace_Gambit replied to Foobaar13337's topic in Race Client-side
This is already (or can be) taken care of by scripting user messages (onscreen messages only visible to individual players). -
It's not yet revealed but I think scripting teams is nothing more than checking if player x is in column x of the player table. With the code available you can already script a function that does something (or nothing) when players in the same team shoot each other (i.e. auto-kill team killer after x damage or show a warning message).
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In other words, nice idea but not going to happen.
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I can't wait for a team death match game-mode scripting tutorial .
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I never said you didn't . All I'm saying now is, shoot the video again without cuts, within a respectable time limit and impress us.
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Well, MTA race is suppose to be time trial. There's a difference between finishing after a zillion attempts and within the time limit of the race (8 minutes max. if it was on littlewhitey). That's probably what Cyngus meant by too hard to complete. Try to shoot the video again. But this time with an 8 minute time limit. And without cutting and pasting parts of other sessions to ensure you didn't cheat.
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But you didn't finish it in one straight session (or at least you didn't cap it on video). I was more interested in the world time. The world time actually went backwards at least twice (respectively by 1 and 2 hours to be precise).
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I was looking for this thread. And I see a lot of dynamic server-side "options" floating about . No offence (and I really say this with all respect) but I hope it is going to be more secure than the current cheat protection in MTA race.
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The idea behind a package is that you can modify every aspect of the game-mode (including vehicle handling). The server stores the hashes to ensure every client has the same files for a specific game-mode. In other words - nobody can fuck around with the handling or models when the server package doesn't allow this. I'm not sure what happens if you don't have the right package. But in theory this would mean that you can't play the game-mode (or at least you shouldn't be able to play it). Maybe someone else has a different take on this. It's all pretty vague to me too. But this is how I see things. ... O, one more thing about game-modes (or whatever they want to call them)... There will be base packages with fundamental functions and supporting resources (pretty much what you would use for programming). As a map builder/scripter you can use these libraries to extend your own game-modes. This means that in some cases you don't even have to download the entire package since you already going to have it on the client side.
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Custom models can work .
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Speaking of which - The puzzle seems to solve itself piece by piece . http://www.mtasa.com/48.html
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I don't think loading custom models is going to cause any problems. What makes it complicated though is the file size of models (sometimes up to 1MB) and each client synchronizing in order to actually see the car mods (i.e. downloading from the server). Just imagine a freeroam map with over 100 custom car models each 400kb+ in size .
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I think that's possible with scripting. The bomb thing was in the Christmas video...or at least something explosive fell out of the sky. All you have to do is get the current position of the airplane and drop the bomb . Shooting from a helicopter can be done with the glue function I guess. Just glue a gunman to the helicopter and you can do some flyby shooting with your homies .
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suggestions on future map editor for dm
Ace_Gambit replied to -]alw[-deftones's topic in Suggestions
Like I said, the suggestions concern the usability of the editor which is obviously subject to personal taste. You can do a lot with the current features but some times the controls feel a bit awkward. -
suggestions on future map editor for dm
Ace_Gambit replied to -]alw[-deftones's topic in Suggestions
Well...anyone who is using the map editor for more than just some drag and drop editing. Some of the suggestions come in handy if you want more control over what you are doing in the editor. -
Aren't DD maps supposed to have no respawn by default? If there's respawn then there's no point in tagging the map DD imo.
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This is a MUST HAVE, for my Titanic map that is all interior it would piss everyone off in its current state because of the camera. At this point, from what I understand that's not possible because of the way the game engine is rendering.
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In depth suggestion about water levels and why its important
Ace_Gambit replied to liquid ocelot's topic in Suggestions
Not necessarily. You can easily move a lot of objects in unison without writing lots of script code (object arrays and loops for example). Moving a lot of objects in the same direction and with the same speed should be no problem. Same goes for pickups (assuming you can dynamically set the xyz attributes). I was also thinking of the glue function. This will come in handy if you want to move objects as one... -
Which is pinned at the top of the forums for everyone to see by the way .
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The neon is nothing more than a bunch of buildings from LV stacked onto each other. It’s a scripted SA texture that will show during the night. Unfortunately due to its dynamics, adding more than 50 objects of this building caused my editor to crash. I think it’s a big memory hog or my PC is bugged. I wanted to create a tunnel starting at a height of 10000 with 200 objects but it crashed. Anyway, the object ID of the building is 8489. I am creating a Death Match version as well.
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Here's another DD map. I was kind of drunk when I made this map . Anyway, it's small so people don't have to wait forever in spectate mode. The first player who gets the Hunter has the greatest change of winning. Download: http://center.mtasa.com/?p=race&r=6797 Unfortunately the editor does not show the correct colours. This is how it looks in the editor: http://img267.imageshack.us/img267/2796 ... co1of5.jpg And this is how it looks when you play the map...with the neon lights... http://img462.imageshack.us/img462/2194 ... co2qd9.jpg http://img462.imageshack.us/img462/6166 ... co3ol8.jpg http://img19.imageshack.us/img19/6393/d ... co4zz5.jpg Cheers
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I have another great idea for a map, bitch fight...female characters only armed with dildo's and flowers .