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Everything posted by Si|ent
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Well its obvious, youve just told us why not. Incompatible version. Therefore either its not a 0.4 server, or you didnt install 0.4 correctly
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I dont think the possibilities we have with admin+, the reasons i came up with it in the first place, have occured to people yet. Genuine cops v robbers modes. Admin+ knows your coordinates, set the script to trigger when a robber enters the bank vault, set admin to /msg the cops when it happens. Admin+ knows what vehicle you have entered, Set the armoured car as the getaway vehicle. Pistol mode, uzi mode etc. Admin plus knows what weapon you just killed someone with. Defend and Attack (as seen in 'standard' gangwar rules) Admin+ knows your coordinates, it can be pre-programmed with an area that the defending team must stay within, or possibly the EU league rules (at least ONE defending player must be inside the boundaries and alive or the defenders have lost). The pre-programming is easy, simply walk around the house/building/area that is the base and '!set' to store that coord.(mtama needs to be scripted to do this, but thats easy). At last its a real possibility. General: Admin+ knows what you are doing, if you died, and you respawn and start to move around, it knows and can boot you. If you stray from the starting position too early Admin+ knows and can boot you. Roleplay: Along the same lines as cops v robbers above, you can trigger events using coords, (albeit text events, but this is rpg remember ), you can enforce them with kicks and slaps, you can ensure players spawn as the career they have chosen, again with coords... And these are just a few of the more obvious uses. The possibilities are endless, and YOU have the power to make these game modes, get scripting people
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Actually all I've done is fix the gltch some used with stubby, involving a rapid change to pistol and run around the target. But i guess yes the removal of that gltch DOES make it weaker, thankfully The other careers are untweaked, unless you take into account the good aim, meaning its much easier for people to use the ruger, uzi, m4 etc. So yes i guess they are stronger. hmm.. *wonders what point he was trying to make, and thinks he probably failed to make it*
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This respawn crash looks like somethign we may have to patch-fix. For now try respawning as a different career each time, irritating to those of us who love one career and stick to it, but look on the bright side, it will give you more variety than you experienced in 0.3
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The dodo challenge is now re-opened de to te release of MTA0.4 with its three dodo's, ingame chat and passenger code!
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Don't use them then Good We never gave any indication youd be able to, quite the opposite in fact. Good
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GTA3 stunt/dodo server is one of the things i will be working on for the next release, it took six months to get 0.4 out, we could have gone on forever adding more features, game modes and server modes, Meanwhile treat it like mtavc0.2 and feel free to stunt around liberty if it takes your fancy. nobody said you HAD to kill everyone on sight.
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The cleaver is in there somewhere too
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MTA 0.4 released (23/07/2004 @ 00:43 CET) by MrBump After what seems an endless stream of bugs and difficulties we have finally got the latest version into what we feel is a releasable state, you can download it here. A sample of the new features. An all-new GTA3MTA, Spectator mode, Synchronised weather, Synchronised time, New career in place of racer, Admin+ For more changes and additions and to learn more about the above refer to the manual. A massive thanks to our community for its support, loyalty and patience over the past few months. We hope your reward is an exciting new playing experience in Liberty City, and some great new features in Vice City. But please note MTA is still a beta, and as such will not be totally bug nor crash free.
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Im not playing Im just sitting there to get people into a frenzy of anticipation (actually i was doing some last minute mtama testing, scripting and bug checking so aeron could get HIS release ready and never bothered to disconnect)
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MTA0.4 nearly here Two days ago we changed our irc channel topic to reflect the fact that MTA0.4 would be released within a week.(irc://irc.gamesurge.net/#multitheftauto). Im delighted to say that the much awaited update is nearing completion, and will be released VERY soon, as reflected by the progress bars above. Watch this space -------------------------- MTA 04 SERVER Released In preperation for the full release we are offering the server first to enable admin to get setup before the demand created by the full release. Note: This is JUST the server, NOT the mod itself.
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I do, then someone else edited it and added that bit about it being a patch. Mistakes where made due to the patched version being rushed out, a lot of people found the original 0.3 release unplayable so we wanted it fixed quick fot those guys and gals.
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It's a bit early to speculate. But if its like the gta3 to vc progression change wise then theres no reason why not.
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If you are on foot and activate the car scanner, then press Esc and navigate to the vice city map you will see players blips on it. No names but it will enable you to see if that distant blip is in the spawn screen.
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And the other fixes?
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Why are you asking that in mta forums? im sure gtat has thier own forums somewhere
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I would also use as my sig image in other forums. I just wish he'd fix it so it said really instead of relax n.b. It could maybe mention it is multiplayer too
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Read the manual, the FAQ, the SBS, this forum, or the support forum before posting. Each has the solution to your particular problem!
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Does that mod also have up to 26 players that need to be there at the same time as all the cars?
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No, that most definately wouldnt work.
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That was in mta 0.2, and was one of the things prevented in 0.2.2
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There is also the factor of converging 'bubbles' with this system, if you allow say 4 or 5 peds per player then that sounds fine, not much more data needign to be sent, but as a player nears another, then each players 5 peds will need to be syncd for each, multiply that by 20 players or more and you get a massive drain bandwidth wise, or problems deciding which to remove if you choose to just 'cull' the additional as people converge. Theres also the fact that peds just get in the way! even with the lack of name tags they are distracting and it can be difficult to pinpoint your enemy at a medium distance (we tried unsyncd peds in one test, just to see what it looked and felt like). Personally i think the most likely scenario for a multiplayer ped and traffic filled city would be a two player co-operative mod, but this would be an entirely different project to MTA. One that I'm amazed nobody has had a go at
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For as cheat free an experience as possible play on the official servers, they are well manned and if by chance an admin or trustee ISNT either ingame itself or watching in the echochan they can always be found on irc.gamesurge.net channel #multitheftauto Also please note the majority of people you immidiately think are cheating actually aren't, as is discussed on the forum elsewhere the bugs, limitations and unfinished state of the beta's can make a new player misunderstand just what is happening, leading to them concluding the other player is cheating. This is borne out by the number of innocent people who get reported. But thats fine, we have no problem looking into each report, because that rare 1 in 10 or 20 who IS cheating will be removed swiftly
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I couldn't agree more.
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You'll need to update filters in ASE after installing MTA, then it should be among your list of games in there. As JonChappel said you should not try and run other modifications to gta with MTA, it isnt fair to other players as you can cause instability for them, (not to mention unfair advantages mods can give), and it won't run with them anyway
