PreperationH Posted October 12, 2009 Posted October 12, 2009 How come you don't let servers destroy native san andreas objects so they can build their own maps in the place of the native objects??? thanks for answering
robhol Posted October 13, 2009 Posted October 13, 2009 That'd be difficult. However, you can always use interiors and dimensions instead, or you can map your stuff above the existing map.
robhol Posted October 13, 2009 Posted October 13, 2009 MTA doesn't have any functions that deal with native SA objects, and neither, apparently, has the game itself. Use interiors or map above the existing game world.
PreperationH Posted October 14, 2009 Author Posted October 14, 2009 So like there is no way to for MTA developers to develop a code to do this or its completely impossible?
Dark Dragon Posted October 14, 2009 Posted October 14, 2009 it could be possible. somehow, - and if you figure out how, the devs will definitely be happy to implement such a feature. you don't know much about how this modification works, do you?
eAi Posted October 14, 2009 Posted October 14, 2009 What's wrong with using an interior? These give you 99% clear worlds which really should be good enough!
darkdreamingdan Posted October 14, 2009 Posted October 14, 2009 What's wrong with using an interior? These give you 99% clear worlds which really should be good enough! Well, they lack weather effects, and water is present but invisible, which causes problems with water based maps. The main issue is that all interior worlds have the SA map collisions loaded.
x86 Posted October 15, 2009 Posted October 15, 2009 How come you don't let servers destroy native san andreas objects so they can build their own maps in the place of the native objects???thanks for answering Yep, I want that too Already reported @ http://bugs.mtasa.com/view.php?id=4796 Just wait till it's fixed.
Gobe Posted December 12, 2009 Posted December 12, 2009 How come you don't let servers destroy native san andreas objects so they can build their own maps in the place of the native objects???thanks for answering Yep, I want that too Already reported @ http://bugs.mtasa.com/view.php?id=4796 Just wait till it's fixed. Lol, some people really need to get themselves googles. Well just select another dimension, and then just build your own map, just use seabed objects and the "CreateWater" function and you'll have your own world.
robhol Posted December 12, 2009 Posted December 12, 2009 Lol, some people really need to check whether they're replying to a months-old post.
dzek (varez) Posted January 22, 2010 Posted January 22, 2010 i was thinking about it too.. as i dont want to create whole new map, just change some part.. and im sad that you cannot import custom objects instead of replacing
dzek (varez) Posted January 22, 2010 Posted January 22, 2010 i was thinking about it too.. as i dont want to create whole new map, just change some part.. and im sad that you cannot import custom objects instead of replacing
Dark Dragon Posted January 22, 2010 Posted January 22, 2010 there are more than enough unused object ids (by unused i mean objects that you don't find anywhere anyways)
Dark Dragon Posted January 22, 2010 Posted January 22, 2010 there are more than enough unused object ids (by unused i mean objects that you don't find anywhere anyways)
dzek (varez) Posted January 23, 2010 Posted January 23, 2010 there are more than enough unused object ids (by unused i mean objects that you don't find anywhere anyways) yeah, but ppl that creates resources with custom models idk why uses actually used objects..
dzek (varez) Posted January 23, 2010 Posted January 23, 2010 there are more than enough unused object ids (by unused i mean objects that you don't find anywhere anyways) yeah, but ppl that creates resources with custom models idk why uses actually used objects..
Dark Dragon Posted January 23, 2010 Posted January 23, 2010 changing that would take you about 7 seconds per custom model. you just have to replace numbers
Dark Dragon Posted January 23, 2010 Posted January 23, 2010 changing that would take you about 7 seconds per custom model. you just have to replace numbers
WallMart Posted May 18, 2010 Posted May 18, 2010 if you want to delete the main map, just download MED and load the map, then start removing elements and save it. Should work, dont know if it causes crashes in mta, dont know why it could cause crashes either
Xierra Posted May 18, 2010 Posted May 18, 2010 Considering that the map files are in GTA SA\Data\Maps (inside it were map placement codes), we could only do that IF we could toggle to have GTA map or no.
Callum Posted May 24, 2010 Posted May 24, 2010 There should be a removeGTAObject(objectID) and every GTA SA object has a unique ID.
Azu Posted June 7, 2010 Posted June 7, 2010 You can remove the entire map, but you'll be left with a blank map.
DEFCON1 Posted June 7, 2010 Posted June 7, 2010 This is one of the features I've always wanted, I hope it will become true, if possible. If it's not possible at all to destroy or not load a specific object, maybe a -crappy- solution would be to make clients download customized ipl's that the mta server will use, then once downloaded, silently restart their game and tell the game to use those custom ipl's instead of original ones.. But that is probably not as simple as this lol
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