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Mr. Green Gaming

BinSlayer

Greens
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Everything posted by BinSlayer

  1. uploaded
  2. and you just had to point that out like besweeet actually cares about 1 single map
  3. uploaded
  4. not bad too much boom-boom though uploaded
  5. uploaded
  6. 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.
  7. delete mta folder reinstall mta 1.0.4 try the map sdk gave you again after that
  8. 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
  9. dude this is your second map? FUCKING AWESOME UPLOADED
  10. pretty awesome I would have prefered some borders but that would make it too easy then.. so uploaded
  11. 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
  12. 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
  13. uploaded nice map idea
  14. is that really neccessary? in my opinion the current title is good and it doesn't even matter..
  15. it already uses getControlState so the problem is within getControlState
  16. uploaded
  17. 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)
  18. 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
  19. 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
  20. 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
  21. Yeah that's what I meant.. If you want to copy the wrecked car for all players use this: (dont use the other scripts, delete them and use this one!) http://pastebin.com/raw.php?i=Tj0dWa8s change the explosion type to whatever you want. (the '0' you know) and when you see this line: obj[k]=createObject(10831,xx,yy,zz-1) change 10831 to the ID of the wrecked car (i dont know it) 'zz-1' is the position height of the wrecked car.. so change it like zz+1 or zz or anything like that if u wanna change a bit the height where the wrecked car spawns
  22. try this: addEvent('onRaceStateChanging', true) addEventHandler('onRaceStateChanging', getRootElement(), function(newstate, oldstate) if newstate == 'Running' then for i,j in ipairs(getElementsByType('player')) do x,y,z = getElementLocation(j) createExplosion( x, y, z, 0) end end end ) DO NOT change x,y,z this time Just use this script exactly as it is.. And note something: Make 40 spawnpoints! otherwise there will be 2 or more explosions created in the same place and this could be big enough to kill the players What this should do is create an explosion for each player I think the explosion is now created exactly in the vehicle.. so i'm not sure how that will work out. If you don't like it, change a bit the 'y' and make it y+1 or something like that
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