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Mr. Green Gaming

BinSlayer

Greens
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Everything posted by BinSlayer

  1. I think you need to load the map into the editor, go to definitions, add'race' and somewhere see ghostmode and turn it on (true) ? Note: the expression "it's not bad" basically means that it's "good enough".. it's not 'super good' or whatever you want to hear.
  2. uploaded
  3. and you just had to point that out like besweeet actually cares about 1 single map
  4. all uploaded except Uranus4.zip because it doesn't have enough space for 40 players Either fix it or put ghostmode on or leave it
  5. uploaded
  6. not bad too much boom-boom though uploaded
  7. uploaded
  8. He can't fix Happy Farming The model is bugged, but the bug itself is funny and worth having it The only fix is removal of the car model.
  9. delete mta folder reinstall mta 1.0.4 try the map sdk gave you again after that
  10. uploaded next time use cp size = 5 or bigger no need to make them so small.. people tend to ram so they can get them
  11. dude this is your second map? FUCKING AWESOME UPLOADED
  12. pretty awesome I would have prefered some borders but that would make it too easy then.. so uploaded
  13. BinSlayer

    My map

    we're not exactly looking for this kind of maps.. you only have 1 checkpoint(A to B whole san andreas) and hydras don't even try to shoot the cars, they simply win the map lol
  14. you cant do it yet MTA 1.1 will support handling functions though don't take my word for it http://bugs.mtasa.com/view.php?id=3457
  15. uploaded nice map idea
  16. is that really neccessary? in my opinion the current title is good and it doesn't even matter..
  17. it already uses getControlState so the problem is within getControlState
  18. uploaded
  19. yeah well it's kinda hard to adjust it :S just make sure that whereever the players will be thrown at, it will be accessible via road too (and not just by the explode jump)
  20. btw.. my script doesn't cover late joiners :/ So if you join after the race has started, you won't get an explosion is this a problem for your map? if it is, I may try to find a better way or to fix it somehow, but maybe you don't need, so thats why i am asking
  21. Put the spawnpoints in a nice order on the map.. and just test for 1 spawn because the explosion must throw everybody in a certain area as wide as the spawn area actually The part you said you dont understand, objects created via scripts stay forever in the server (even if map restarts or changes) so destroyElement would destroy the object when the map has ended. You will NOT see the wrecked car in the map editor overview. You will only see it if you 'test' the map and if zz-1 is too much in the ground.. you can try zz-0.5 or any other float number to get the explosion in front of the car you need to alter "y" like y+1 or so
  22. You dont btw all you have to do is copy-paste the script and change what you like that is explosion type and id of wrecked car Any questions? Just ask
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