mono1 Posted March 2, 2020 Share Posted March 2, 2020 This script removes every single default map object (except the ones I need), the problem is that if affects every single dimension, is there a way to make removeWorldModel delete the objects only in dimension 54? I want to build a new map in that dimension while leaving the default map on dimension 0 intact. thanks in advance! local ignoreObjects = { [3990]=true, [4131]=true, } for i=550,20000 do if not ignoreObjects[i] then removeWorldModel(i,10000,0,0,0) end end setOcclusionsEnabled(false) Link to comment
The_GTA Posted March 2, 2020 Share Posted March 2, 2020 (edited) Dear mono1, did you know that the concept of "dimensions" is invented by MTA to allow for multiple MTA object realms? Dimensions do not exist in GTA:SA. Interiors is the closest matching concept. But as you know MTA currently does not have any functions to make interior 54 look the same like interior 0 (sky, world, etc). Thus your idea is not that easily possible in the way you suggested. What you can do instead is place your map into the sky (offset z+500) or create a map system that tracks dimension changes on the client-side and removes all world models only-if getElementDimension on the localPlayer is equal to 54. If you need help implementing anything just ask. - Martin Edited March 2, 2020 by The_GTA Link to comment
mono1 Posted March 2, 2020 Author Share Posted March 2, 2020 5 hours ago, The_GTA said: did you know that the concept of "dimensions" is invented by MTA to allow for multiple MTA object realms? Dimensions do not exist in GTA:SA. Interiors is the closest matching concept. But as you know MTA currently does not have any functions to make interior 54 look the same like interior 0 (sky, world, etc). Yes I'm aware, I tried using the Liberty City interior too but the rendering of objects with transparency is bugged among other things. The .map file works as intended and the new maps correctly appears in dimension 54, the problem is the default San Andreas map getting in the way, removeworldmodel does get rid of it but also affects dimension 0. If only there was a parameter for dimensions like it has for interiors... 5 hours ago, The_GTA said: Thus your idea is not that easily possible in the way you suggested. What you can do instead is place your map into the sky (offset z+500) I tried that approach too, but the map needs to use the out of bounds water for since it has lots of sea ports and islands (createwater doesn't works as it only raises the water level within the default map boundaries ). 5 hours ago, The_GTA said: or create a map system that tracks dimension changes on the client-side and removes all world models only-if getElementDimension on the localPlayer is equal to 54. If you need help implementing anything just ask. That sounds like a potential solution, if you can help me with that I'd be really grateful! Link to comment
The_GTA Posted March 2, 2020 Share Posted March 2, 2020 7 hours ago, mono1 said: That sounds like a potential solution, if you can help me with that I'd be really grateful! Check out this code. local last_dim = false; local function remove_world_models() outputDebugString( "removing world models" ); for n=550,19999,1 do removeWorldModel(n, 10000, 0, 0, 0); end setOcclusionsEnabled(false); end local function restore_world_models() outputDebugString( "restoring world models" ); for n=550,19999,1 do restoreWorldModel(n, 10000, 0, 0, 0); end setOcclusionsEnabled(true); end addEventHandler("onClientRender", root, function() local cur_dim = getElementDimension(localPlayer); if not (last_dim == cur_dim) then if (cur_dim == 54) then remove_world_models(); elseif (last_dim == 54) then restore_world_models(); end last_dim = cur_dim; end end ); You actually did give me quite the valuable idea for scene2res by the way. It seems reasonable to add a map type where all world models are removed, in a special dimension at least. Link to comment
mono1 Posted March 3, 2020 Author Share Posted March 3, 2020 17 hours ago, The_GTA said: Check out this code. It works perfectly so far, thank you so much for your help! 17 hours ago, The_GTA said: You actually did give me quite the valuable idea for scene2res by the way. It seems reasonable to add a map type where all world models are removed, in a special dimension at least. I use scene2res a lot, that would be an useful feature for huge maps. 1 Link to comment
Gaimo Posted January 14, 2021 Share Posted January 14, 2021 This script removes just about everything, but it still has the sea, would it be possible to delete it? Link to comment
The_GTA Posted January 14, 2021 Share Posted January 14, 2021 17 minutes ago, Gaimo said: (...), but it still has the sea, would it be possible to delete it? No. Go request such a feature on the MTA Github. Link to comment
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