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Posts
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Everything posted by darkdreamingdan
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What kind of arresting had you envisioned? I've seen a server where if you hit someone with a nightstick they get arrested. There's a large number of ways you can do it really.
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MTA:DM on German magazine "GameStar"
darkdreamingdan replied to XetaQuake's topic in General discussion
Scans if you can please -
This is something we released about a year ago but never bothered doing anything about. It was just so that it could be differentiated from Race. Personally i would have opted for MTA:SA 2.0, rather than MTA:SA Deathmatch 1.0
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Reported.
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What gamemodes do you find suitable for clanwars?
darkdreamingdan replied to darkdreamingdan's topic in Gangs
I'm not saying this vote will mean there's only one gamemode that will be used for competitions. There's no issue with having multiple gamemodes, the point i'm trying to raise is whether the gamemodes we have now are suitable enough at all. That's also the reason why there's no attack/defend tdm gamemode listed - it does not exist. -
You can easily modify the .lua that comes with the script to do this. A new version isn't needed really.
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The onClientResourceStart event is fired after a resource is downloaded and initiated...i dont see why this script should involve the server at all.
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I dont see why that's a problem though.
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Nice to see some hardcore mappers putting up with the horrid process of map conversion. Hopefully you'll be put at ease once the new one comes (asap)
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Someone already wrote an ingame script editor, check the scripting section. Most people reccomend notepad++ as an editor for mta
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What gamemodes do you find suitable for clanwars?
darkdreamingdan replied to darkdreamingdan's topic in Gangs
Thanks for the feedback guys. That's interesting to hear, Zerbian. Obviously CDM remains as a sort of gamemode without aim, based upon the fundamentals of MTAVC and GTA3MTA where you could mould deathmatch into your own style. I'm interesting in hearing any devised system - because as you know, today's clanwars should take full advantage of the scripting system that is on offer. Although CDM is pretty raw and although i imagine you could have some great games, there's also room for the annoyances of our old system (camping, going round collecting pickups illegally, etc). This is why we should use Lua to shape this into a more controlled gamemode, which we always dreamt of in the VC days. I would be more than happy to hear what you would think makes CDM most suitable, or some sort of gamemode based on CDM for clanwars, as it is easily modified. -
Hopefully the arrival of the map editor will sort this out to some extent. The default CTV map is quite crap.
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Could be a good idea, as there are other version info that can be set but not viewed in the browser.
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Its not a work around, adding it hardcoded just doesn't make sense. This way is much more flexible: you can choose who to stream blips for, what team those blips should be, the shape of the streaming (2D or 3D? Square or circle?) etc
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In future, we might be holding some official Ladders, tournaments and leagues for MTA. This means we'll provide some sort of proper way for clans to apply, play and participate under fair and regulated conditions, while being given an "official" status for their achievements. What i'm interested in knowing is what gamemodes you clans feel would make the best for such competitions. You guys are the people who will be participating, so your opinion is definitely what counts. I have provided options of gamemodes that have been included with the MTA release pack. Please remember we're only in DP2, and you have to remember that the community are yet to produce more gamemodes. Also note that the Deathmatch Map editor is yet to come, and in future we should be seeing tonnes of new maps for all gamemodes. Race sported over 2000 maps, and i expect something just as impressive for DM. This means each gamemode will offer lots of variety, and a gamemode doesnt have to be associated to a specific map (i.e. if you find a map boring it shouldnt influence your decision) If you feel our release gamemodes are not valid for a decent clanwar, then by all means vote "Other" and post your suggestion of how you envision a properly organised, official clangame for MTA. Note you have a maximum of 3 votes for the gamemodes that are suitable. I'll leave you guys with my own opinion: I understand many of us might still be attached to the old clanwars system we used to know and love in GTA3MTA and MTAVC. But times are changing, and the now is the time for properly structered, controlled, and professional games where we dont have to worry about the other team doing stuff such as collecting shotguns when they shouldnt have. Therefore i would certainly like to see some clanwars in some of our release modes. The choice is entirely up to you, please post your opinions as i would like to hear them. edit: Also, i forgot to mention the coming of the Map Editor. We're aiming to get the map editor along with dp3 (no guarantees). This will drive the map/gamemode system of MTA and promote the use of proper gamemodes to play on.
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The modelling engine only works with Objects and Vehicles at this time.
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This is due to the admin resource.
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I've forwarded this to the necessary parties.
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Uh what? I'm pretty sure the rotation arguments for createObject work fine.
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Haha. Well, besides the whole kid dying thing.
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[TIP] Kill an Enemy easier without a fuss.
darkdreamingdan replied to [CaM]'s topic in General discussion
Its called lag compensation, and yes, MTA does do it. -
I think this is only an issue on Vista. The issue with MTA is that its not just a network game, and has to be injected into the GTA-SA process. In essence, it is just a hack, and requires higher level API calls. (as far as i am aware)
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Hey trx, nice to see around. Drivebys and their weapon slots are handled by script. Chances are that the "driveby" resource wasnt enabled, which binds the right mouse button to enable and disable driveby mode. Drop by IRC sometime, -Talidan
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That's really cool, heh. Better yet, place it above water, and move the glass downwards into the water so you have to climb before all the cubes sync