Jump to content
Mr. Green Gaming

MTA 1.3


Recommended Posts

Posted

From the 1.3 changelog: "added new scripting functions for removal of default GTASA map objects"

Does that mean we can remove poles?!?!?!

If you make a map/race, you can remove it from that one. In general we'll keep the lightpoles though.

Posted

add this to ur script:


local modelID = 1337 --id of lamp post object, find it yourself

local spawn = getElementsByType('spawnpoint')[1]
local x,y,z = getElementData(spawn, 'posX'), getElementData(spawn, 'posY'), getElementData(spawn, 'posZ')
removeWorldModel(modelID,5000,x,y,z)

--5000 is radius of deletion from the x,y,z point.. Might need to be bigger if your map is big
--the code could maybe be improved, right now it takes the spawnpoint's x,y,z as the heart of the deletion process

Posted

add this to ur script:


local modelID = 1337 --id of lamp post object, find it yourself

local spawn = getElementsByType('spawnpoint')[1]
local x,y,z = getElementData(spawn, 'posX'), getElementData(spawn, 'posY'), getElementData(spawn, 'posZ')
removeWorldModel(modelID,5000,x,y,z)

--5000 is radius of deletion from the x,y,z point.. Might need to be bigger if your map is big
--the code could maybe be improved, right now it takes the spawnpoint's x,y,z as the heart of the deletion process

Would it be okay if I made an NTS map in LS with the removal of poles? Will be the next best thing to the original NTS :). I'll call it "never ever the same". NETS!

Posted (edited)

dogshit you can make the minor effort of making a list, right?

:P

Gets rid of all lampposts, street signs and a few other bits. I've left in things like fire hydrants and mail boxes... plus there are also trees that line the road... maybe someone else could do those ;)

Oh!... plus I upped the radius to 50000. I don't know what unit of measurement it is but i found that at 5000 i could see lampposts before they disappeared - looked a bit shit.

local spawn = getElementsByType('spawnpoint')[1]
local x,y,z = getElementData(spawn, 'posX'), getElementData(spawn, 'posY'), getElementData(spawn, 'posZ')
removeWorldModel(1223,50000,x,y,z)
removeWorldModel(1226,50000,x,y,z)
removeWorldModel(1226,50000,x,y,z)
removeWorldModel(1231,50000,x,y,z)
removeWorldModel(1232,50000,x,y,z)
removeWorldModel(1283,50000,x,y,z)
removeWorldModel(1284,50000,x,y,z)
removeWorldModel(1290,50000,x,y,z)
removeWorldModel(1294,50000,x,y,z)
removeWorldModel(1295,50000,x,y,z)
removeWorldModel(1296,50000,x,y,z)
removeWorldModel(1297,50000,x,y,z)
removeWorldModel(1298,50000,x,y,z)
removeWorldModel(1315,50000,x,y,z)
removeWorldModel(1350,50000,x,y,z)
removeWorldModel(1351,50000,x,y,z)
removeWorldModel(1352,50000,x,y,z)
removeWorldModel(1568,50000,x,y,z)
removeWorldModel(3460,50000,x,y,z)
removeWorldModel(3463,50000,x,y,z)
removeWorldModel(3516,50000,x,y,z)
removeWorldModel(3853,50000,x,y,z)
removeWorldModel(3855,50000,x,y,z)
removeWorldModel(1257,50000,x,y,z)
removeWorldModel(1340,50000,x,y,z)
removeWorldModel(1341,50000,x,y,z)
removeWorldModel(1342,50000,x,y,z)
removeWorldModel(1346,50000,x,y,z)
removeWorldModel(1363,50000,x,y,z)
removeWorldModel(1366,50000,x,y,z)
removeWorldModel(1306,50000,x,y,z)
removeWorldModel(3447,50000,x,y,z)
removeWorldModel(3495,50000,x,y,z)
removeWorldModel(1307,50000,x,y,z)
removeWorldModel(3854,50000,x,y,z)
removeWorldModel(1308,50000,x,y,z)
removeWorldModel(3875,50000,x,y,z)
removeWorldModel(1319,50000,x,y,z)
removeWorldModel(3860,50000,x,y,z)
removeWorldModel(3861,50000,x,y,z)
removeWorldModel(3862,50000,x,y,z)
removeWorldModel(3863,50000,x,y,z)
removeWorldModel(1259,50000,x,y,z)
removeWorldModel(1260,50000,x,y,z)
removeWorldModel(1267,50000,x,y,z)
removeWorldModel(1309,50000,x,y,z)
removeWorldModel(1311,50000,x,y,z)
removeWorldModel(1312,50000,x,y,z)
removeWorldModel(1540,50000,x,y,z)
removeWorldModel(1673,50000,x,y,z)
removeWorldModel(3264,50000,x,y,z)
removeWorldModel(3334,50000,x,y,z)
removeWorldModel(3335,50000,x,y,z)
removeWorldModel(3336,50000,x,y,z)
removeWorldModel(3337,50000,x,y,z)
removeWorldModel(3410,50000,x,y,z)
removeWorldModel(3513,50000,x,y,z)
removeWorldModel(3514,50000,x,y,z)
removeWorldModel(3715,50000,x,y,z)
removeWorldModel(3754,50000,x,y,z)
removeWorldModel(3757,50000,x,y,z)
removeWorldModel(3818,50000,x,y,z)
removeWorldModel(3856,50000,x,y,z)
removeWorldModel(6422,50000,x,y,z)
removeWorldModel(6524,50000,x,y,z)
removeWorldModel(7246,50000,x,y,z)
removeWorldModel(10837,50000,x,y,z)
removeWorldModel(11500,50000,x,y,z)
removeWorldModel(17323,50000,x,y,z)
removeWorldModel(17539,50000,x,y,z)
removeWorldModel(17540,50000,x,y,z)
removeWorldModel(3860,50000,x,y,z)
removeWorldModel(3861,50000,x,y,z)
removeWorldModel(3862,50000,x,y,z)
removeWorldModel(3863,50000,x,y,z)
removeWorldModel(1324,50000,x,y,z)
removeWorldModel(1229,50000,x,y,z)
removeWorldModel(1234,50000,x,y,z)
removeWorldModel(1320,50000,x,y,z)
removeWorldModel(1321,50000,x,y,z)
removeWorldModel(1322,50000,x,y,z)
removeWorldModel(1323,50000,x,y,z)
removeWorldModel(3262,50000,x,y,z)
removeWorldModel(3263,50000,x,y,z)
removeWorldModel(3265,50000,x,y,z)
removeWorldModel(11435,50000,x,y,z)
removeWorldModel(1408,50000,x,y,z)
removeWorldModel(8545,50000,x,y,z)
removeWorldModel(1380,50000,x,y,z)
removeWorldModel(1379,50000,x,y,z)
removeWorldModel(16023,50000,x,y,z)
removeWorldModel(1375,50000,x,y,z)
removeWorldModel(1214,50000,x,y,z)
removeWorldModel(1215,50000,x,y,z)
removeWorldModel(1216,50000,x,y,z)

Edited by mr.dogshit
Posted

Thanks, shit! Works perfectly. It's like a whole new San Andreas without all that crap. Racing will be better now :). Maybe... Getting pole fucked was never fun.

Posted

I also noticed that, since it's a server-side thing (I guess), the script automatically works for other maps without any other modifications. I made the change to a map (ANNIHILATION), and it seems to be working for every other map that I play.

Posted

That's because the gamemode doesn't restore them afterwards.

If you want it to:

local models = {1223,1226,1226,1231,1232,1283,1284,1290,1294,1295,1296,1297,1298,1315,1350,1351,
1352,1568,3460,3463,3516,3853,3855,1257,1340,1341,1342,1346,1363,1366,1306,3447,
3495,1307,3854,1308,3875,1319,3860,3861,3862,3863,1259,1260,1267,1309,1311,1312,
1540,1673,3264,3334,3335,3336,3337,3410,3513,3514,3715,3754,3757,3818,3856,6422,
6524,7246,10837,11500,17323,17539,17540,3860,3861,3862,3863,1324,1229,1234,1320,
1321,1322,1323,3262,3263,3265,11435,1408,8545,1380,1379,16023,1375,1214,1215,1216}

addEventHandler('onResourceStart', resourceRoot, function()
for _, model in ipairs(models) do
removeWorldModel(model, 50000, 0, 0, 0)
end
end)

addEventHandler('onResourceStop', resourceRoot, function()
for _, model in ipairs(models) do
restoreWorldModel(model, 50000, 0, 0, 0)
end
end)

Posted

That's because the gamemode doesn't restore them afterwards.

If you want it to:

local models = {1223,1226,1226,1231,1232,1283,1284,1290,1294,1295,1296,1297,1298,1315,1350,1351,
1352,1568,3460,3463,3516,3853,3855,1257,1340,1341,1342,1346,1363,1366,1306,3447,
3495,1307,3854,1308,3875,1319,3860,3861,3862,3863,1259,1260,1267,1309,1311,1312,
1540,1673,3264,3334,3335,3336,3337,3410,3513,3514,3715,3754,3757,3818,3856,6422,
6524,7246,10837,11500,17323,17539,17540,3860,3861,3862,3863,1324,1229,1234,1320,
1321,1322,1323,3262,3263,3265,11435,1408,8545,1380,1379,16023,1375,1214,1215,1216}

addEventHandler('onResourceStart', resourceRoot, function()
for _, model in ipairs(models) do
removeWorldModel(model, 50000, 0, 0, 0)
end
end)

addEventHandler('onResourceStop', resourceRoot, function()
for _, model in ipairs(models) do
restoreWorldModel(model, 50000, 0, 0, 0)
end
end)

Why would I ever want to restore the poles? That'd be dumb. The game is better off without them.

  • 2 weeks later...
Posted

Ok lets get this straight poles are still staying on. SAMP had thiers awhile back lol MTA just had thiers this late and i thought MTA is more advanced than SAMP Well i guess it.

Posted

Ok lets get this straight poles are still staying on. SAMP had thiers awhile back lol MTA just had thiers this late and i thought MTA is more advanced than SAMP Well i guess it.

What do you mean? We can't use the scripts in this topic anymore?

Posted

Tobster, since when is MTA competing with SA-MP ?

Just because SA-MP's got a feature doesn't mean MTA should have it too and it's not that good either. Removing world models is pretty pointless since the city is supposed to look like that and removing various objects will make it uglier.

I'm sure the city is built as well as Rockstar Games could do it

If anyone else wants to readjust the city they can create their own above random water spots.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...