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Mr. Green Gaming

KillaMarci

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Everything posted by KillaMarci

  1. Hey I'm having some trouble with the server lately, first thing: Some maps just crash me everytime, mostly Oh_noes his maps. That one map with the pills + slow game and the one with a AT400 as a hunter bot (wtf lol) Anyone else experiencing this? 2nd thing: I'm getting kicked for having too high FPS (38) all the time, sometimes the red message will just tell me I got too high FPS and then not go away...kinda annoying. I checked my FPS and it's just fine at 35-36
  2. Seems like that didn't help either. Nothing has changed, still same stuff as before
  3. Just did exactly what you said and its still doing the same thing.. :/ Does it work for you guys if you open the map editor, choose the map and then click test -> gamemode: race?
  4. I put your .zip in server/mods/deathmatch/resources and it does this: And that's most likely cause it has no spawnpoints/checkpoints? (When I check the map it has noone either) EDIT: Just tried some more on other maps and I get this: Sometimes it starts a map when the first map doesn't work with only 1 checkpoint directly infront of the car... What the bloody f is going on in here?
  5. That one doesn't do the spawnpoints, checkpoints and racepickups either Still a good tool though since I could convert em all at once. Thx man Guess there's no tool that does spawns checks and pickups aswell? Oh well
  6. Hey I got a bunch of old MTA maps I want to convert so they work with the newer version, I've tried converting them with different converters but the spawnpoints + checkpoints are usually missing and some parts of the map aswell So I wanted to ask, is there any simple way of converting the maps with checkpoints, spawns and so on without bugs or anything? Here's one of the maps as an example so you guys can try stuff out if you want: Spiral.rar
  7. [#10171] You do not have permission to view this attachment. Why is that? I'd like to test it out too
  8. Well yea it sucks but I guess since the map is going to be pretty short it's not going to be a big problem. Would still be cool if you could solve it somehow (if it's not too much of a hassle, otherwise don't)
  9. Uh yeh it's accurate but no THAT accurate really Landing space is always about +/-10ft. And if the player comes sideways the slide doesn't work and so on. In my slide map I tried to make the entering space real small so they had do slide down no matter what. What you suggested would probably be better for the SGA Skillserver xD
  10. Yea I get what you mean with the spawnpoints, I first wanted to place some all around the map but now I realize that its too much of a hassle. I'll start with the map in a second, anyone got any ideas how to continue the map? I guess it shouldnt be that long, since the catapult is the main attraction of the map. I guess I'll just make it something 40-50second-ish
  11. Well I feel like understanding the code is a better way of learning what is going on so: addEvent('onRaceStateChanging', true) addEventHandler('onRaceStateChanging', getRootElement(), function(newstate, oldstate) if newstate == 'Running' then for i,j in ipairs(getElementsByType('player')) do x,y,z = getElementPosition(j) createExplosion( x, y, z, 0) end end end ) --I think I do understand this part.You get the players position and create an explosion exactly where he stands...right? (I'll have to edit the value's slightly in order to get the explosion infront of the car then) obj = { } k = 1 addEventHandler('onResourceStart', getResourceRootElement(getThisResource()), function() for i,j in ipairs(getElementsByType('spawnpoint')) do xx,yy,zz = getElementPosition(j) obj[k]=createObject(10831,xx,yy,zz-1) k = k + 1 end end --Here you get the players spawnpoint and create the wrecked car under it (UNDER because of the zz(-1) I suppose?) addEventHandler('onResourceStop', getResourceRootElement(getThisResource()), function() number = #obj for i=1,number do destroyElement(obj[i]) end end ) -- I don't really get this part, but I suppose this is nothing I actually need to understand. Did I get everything right? So I should basically just add a spawnpoint, and it should automatically add the wrecked car under it and create the explosion at the players position right? Thx for you help! EDIT: The problem with the spawnpoints is also something I will have to overcome, because I need to see where the player goes because I want them all to go to one definite place. I think I will just add a spawnpoint, test it, and if it works I'll save the coordinates and go on to the next one. Long long process but I have no better option right now.
  12. Wow that's a little much for now Still pretty new to this but I guess I will actually figure it out when I test it. Another question: How do I test different spawnpoints? When I "test" the race it always gives me the same spawnpoint...
  13. Yup sounds plausible. Is there a way to copy whole parts of a map? Like the MTB spawnpoint standing on the wrecked car? Because it's pretty hard to set that up to work fine, especially if I have to do it 40 times! I doubt the explosion is going to be hard enough to kill the player actually. Right now I use 10 helicopter explosions which are at exactly the same location for each catapult. Will theese explosions be for each player individually then? Like 20 player = 20*10explosions = 200explosions at one place. Is that what you meant?
  14. Nah I now decided not to do that. Would be too much work to sync all the cars so the players all fly to the same destination from different places. Would be too much of a hassle IMO. One spawnpoint for everyone is fine right? Might cause more lag for some people but I dunno...
  15. Alright. Well then I will need an additional script for invulnerable players -. I just tried it out and yes it works exactly as it should I only tested the grenade explosion so far and it's not powerfull enough right now (not getting satisfying height) I will test the other forms of explosion aswell and hope for the best now Otherwise I might just try to use multiple explosion for one catapult. I don't know if I will make multiple catapults or if I just do one for all players so we will see EDIT: Yay guys I got it!! It works and it's so fun, here's a demo. http://www.youtube.com/watch?v=W4NHPrfdZR0 I haven't actually experimented with anything else yet, only added more grenade explosions. I uploaded my testmap and script so you guys can experiment with different explosion types, different vehicles (how about a bus? LOL) and so on. Best of all is that the landing place is always verrry accurate, I land on exactly the same spot all the time. Now I just have to find a good way to implement this into a good map, oh and btw. I won't need a invulnerable script of anything, it actually works fine with the MTB. You may need it for other vehicles. (someone try it with a sweeper pls lol) cata.rar
  16. Thanks a lot Bin I'll try and see how it turns out. Oh and I think I also need a script to make the player invulnerable? EDIT: Nvm, I read up. I suppose I can just use the damaging = false in that line then.
  17. Hey Does anyone of you know if it's possible to create an explosion at a certain point in the map? I want it to be at the race start, like 3 ... 2... 1... BOOM! (it needs to be pretty accurate aswell) Why? Well I want to implement something like this in a map: http://www.youtube.com/watch?v=6S1hidemGwU I know that it's not always 100% accurate but it works fine most of the time. So maybe theres a script for explosion or something? Could be a barrel or an exploding car or anything...
  18. Well when I first place the pickups I have theese meal pickups which I can't edit (F3 or double clicking doesn't work on them) but when I restart the server the pickups show up as normal Nitro pickups and I can then edit them to repair or vehicle change pickups. Weird stuff Anyways, finishing the map now. EDIT: Finally got around the checkpoint problem and the pickup problem, the map is completely done including checkpoints and stuff, but now the next problem has arrived. Why is this? Alright I just replaced the pickup with a checkpoint. Works. Here's V2...fixes: - First and second slide are now more safe - the start has been extended so the slides aren't too crowded anymore - more repairs - less tree's for faster loading times harvslidevii.zip Zip + no spaces enjoy
  19. Yea they are NOS pickups ingame, but what do I do if I want to have a repair pickup for example? or a vehicle change... I'll try that checkpoint thing thank you. Oh and btw. the freezing problem fixed itself somehow...damn buggy editor theyve got :|
  20. Thx Btw. Why is it that sometimes when I place new checkpoints the checks aren't there when I test the race? For example I got 10 checks, then I add check11 (finish) and when I test the race it finishes at check10... Really annoying, just had to re-do all the checks for V2 of the map. (currently working on it) Another issue: When I want to place NOS and Repair pickups it gives me theese "meal pickups" (dunno what the heck that is) and I can't edit them to NOS or Repair (double clicking or F3 doesn't work on it) EDIT: And yet another issue now... When I try to test my map now nothing happens...the screen basically freezes and nothing else happens. The console is giving me this. Help anybody?
  21. Yep saw that aswell. I'm now going to extend the start of the slide a little so the players seperate a little before entering the first slide.
  22. Hey, I just made my first map. It's something entirely different and I hope it's going to work for everyone. I tried to make it as fail safe as possible by putting turns infront of the slide to slow the harvester down. I have tested it several times and so far I never fell off the slide, so I guess it should work just fine. You should be able to finish the map in about 1:35, so it's a really short map. I could've made it longer but I didn't know how it would turn out so I just want to test it with this map. As I said, something entirely new, will have to see how it goes. Have Fun! Oh and please hit me up when you are about to test it since I wanna see how it turns out. MSN: [email protected] Slide.rar
  23. I understand what people are trying to say when they say the game would be boring with ghostmode permanently enabled. I think it should be enabled on more maps tho, some maps are really ridiclious without GM and some maps are boring with GM. I think taking the GM thing to the 10th checkpoint instead of the 5th would also make it a lot better than now, just don't enable it completely. First post yo
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