besweeet Posted January 24, 2012 Share Posted January 24, 2012 From the 1.3 changelog: "added new scripting functions for removal of default GTASA map objects"Does that mean we can remove poles?!?!?! Quote Link to comment
Ywa Posted January 24, 2012 Share Posted January 24, 2012 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. Quote Link to comment
BlueYoshi97 Posted January 24, 2012 Share Posted January 24, 2012 Crowning Moment Of Awesome. Quote Link to comment
BinSlayer Posted January 25, 2012 Share Posted January 25, 2012 add this to ur script:local modelID = 1337 --id of lamp post object, find it yourselflocal 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 Quote Link to comment
besweeet Posted January 25, 2012 Author Share Posted January 25, 2012 add this to ur script:local modelID = 1337 --id of lamp post object, find it yourselflocal 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 processWould 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! Quote Link to comment
BinSlayer Posted January 25, 2012 Share Posted January 25, 2012 No NTS map will be uploaded. We have enough, sorrybtw, something I forgot to mention: script's server-side Quote Link to comment
mr.dogshit Posted January 25, 2012 Share Posted January 25, 2012 Is there any list of just the street items (which includes lampposts)? Quote Link to comment
besweeet Posted January 25, 2012 Author Share Posted January 25, 2012 Is there any list of just the street items (which includes lampposts)?I swear you said "tampons" instead of "lampposts"... #WeirdWednesdays Quote Link to comment
BinSlayer Posted January 25, 2012 Share Posted January 25, 2012 dogshit you can make the minor effort of making a list, right? Quote Link to comment
mr.dogshit Posted January 25, 2012 Share Posted January 25, 2012 (edited) dogshit you can make the minor effort of making a list, right?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 January 25, 2012 by mr.dogshit Quote Link to comment
besweeet Posted January 26, 2012 Author Share Posted January 26, 2012 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. Quote Link to comment
besweeet Posted January 26, 2012 Author Share Posted January 26, 2012 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. Quote Link to comment
SDK Posted January 26, 2012 Share Posted January 26, 2012 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) endend)addEventHandler('onResourceStop', resourceRoot, function() for _, model in ipairs(models) do restoreWorldModel(model, 50000, 0, 0, 0) endend) Quote Link to comment
BinSlayer Posted January 26, 2012 Share Posted January 26, 2012 does 5000 really cover everything from 0,0,0 ? :SThat's why I made it to choose the spawn's data. Because spawn is clearly closer to the map than 0,0,0 point Quote Link to comment
Ywa Posted January 26, 2012 Share Posted January 26, 2012 I believe the GTA world is from -4000 to 4000 (on X and Y axis) Quote Link to comment
besweeet Posted January 26, 2012 Author Share Posted January 26, 2012 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) endend)addEventHandler('onResourceStop', resourceRoot, function() for _, model in ipairs(models) do restoreWorldModel(model, 50000, 0, 0, 0) endend)Why would I ever want to restore the poles? That'd be dumb. The game is better off without them. Quote Link to comment
Ywa Posted January 26, 2012 Share Posted January 26, 2012 Because we won't accept the map if it doesn't restore them. Quote Link to comment
BlueYoshi97 Posted January 26, 2012 Share Posted January 26, 2012 Oh noes... 4 months from now, the complaints about maps with poles will reach it's height.Anyway, nice script! Quote Link to comment
-Tobster- Posted February 7, 2012 Share Posted February 7, 2012 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. Quote Link to comment
BlueYoshi97 Posted February 7, 2012 Share Posted February 7, 2012 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? Quote Link to comment
BinSlayer Posted February 7, 2012 Share Posted February 7, 2012 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 itIf anyone else wants to readjust the city they can create their own above random water spots. Quote Link to comment
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