http://petr0.ovh.org/up/pliki/petro.zip
Changes:
* mines and oil slicks explode/vanish after ~60 seconds
* truck cabs are faster and stronger
* containers can endure 2 direct rocket hits
* player 2 spawn point moved to the east into more balanced location
* added respawning container in the ...
Search found 11 matches
- 16 Jan 2011, 13:53
- Forum: Maps
- Topic: Tiny Town petr0's edition
- Replies: 1
- Views: 6510
- 16 Jan 2011, 07:48
- Forum: Modding forum
- Topic: Cleaning up mines and oil slicks
- Replies: 9
- Views: 19138
Re: Cleaning up mines and oil slicks
Works great, Sektor! But it should bo slower, not faster, so this is what I ended with:
WHILE_EXEC (loop = 1) //the main loop
SET cleaner = (cleaner + 1)
IF (cleaner = 10) // here you can balance objects time to live, 10 works for me - its about half a minute
SET cleaner = 1
theoil = CREATE_OBJ ...
WHILE_EXEC (loop = 1) //the main loop
SET cleaner = (cleaner + 1)
IF (cleaner = 10) // here you can balance objects time to live, 10 works for me - its about half a minute
SET cleaner = 1
theoil = CREATE_OBJ ...
- 15 Jan 2011, 16:03
- Forum: Modding forum
- Topic: Cleaning up mines and oil slicks
- Replies: 9
- Views: 19138
Re: Cleaning up mines and oil slicks
Can I create 100 mines with a nice little loop or do I have to write CREATE_OBJ 100 times?Sektor wrote:If you place many of them then the old ones vanish. You could try creating many oil slicks using script to see if that clears old ones.
- 15 Jan 2011, 05:05
- Forum: Modding forum
- Topic: Cleaning up mines and oil slicks
- Replies: 9
- Views: 19138
Cleaning up mines and oil slicks
Mines and oil are OK when used dynamicly, during the pursuit. But with oil you can for example permanently block access to electrogun on tiny town and mines can turn GTA2 into mine sweaper game. So I wonder if it's posible on the script level to:
a) make mines and oil disappear X seconds after ...
a) make mines and oil disappear X seconds after ...
- 12 Jan 2011, 18:44
- Forum: Modding forum
- Topic: A car with random or sequential color
- Replies: 6
- Views: 10410
Re: A car with random or sequential color
BTW, can I set a counter to random value somehow?
- 12 Jan 2011, 18:27
- Forum: Modding forum
- Topic: A car with random or sequential color
- Replies: 6
- Views: 10410
Re: A car with random or sequential color
Yes, but it's not a problem since I must write multiple create_car lines anyway.
- 12 Jan 2011, 18:14
- Forum: Modding forum
- Topic: A car with random or sequential color
- Replies: 6
- Views: 10410
Re: A car with random or sequential color
Too bad... I'll make the location of respawn sequential also then!
Thanks.
Thanks.
- 12 Jan 2011, 18:07
- Forum: Modding forum
- Topic: The .mmp file standard
- Replies: 34
- Views: 60833
Re: The .mmp file standard
Awesome! So I can boost my favorite trukcabs without spoiling the default nyc.gci
Thanks for fast answer.

Thanks for fast answer.
- 12 Jan 2011, 17:44
- Forum: Modding forum
- Topic: A car with random or sequential color
- Replies: 6
- Views: 10410
A car with random or sequential color
Hi, I added a respawning trailer to Tiny Town and I want it to have different color every respawn. How can i acomplish that?
I tried this way:
...
COUNTER col = 6
...
LEVELSTART
...
SET col = ( col + 1 )
tr = CREATE_CAR ( 61.45 , 196.5 ) col 180 TRUKCONT END //here is an error, if there is a ...
I tried this way:
...
COUNTER col = 6
...
LEVELSTART
...
SET col = ( col + 1 )
tr = CREATE_CAR ( 61.45 , 196.5 ) col 180 TRUKCONT END //here is an error, if there is a ...
- 12 Jan 2011, 17:29
- Forum: Modding forum
- Topic: The .mmp file standard
- Replies: 34
- Views: 60833
Re: The .mmp file standard
Is this available already?GCI File - custom car handling
- 12 Jan 2011, 17:06
- Forum: Modding forum
- Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
- Replies: 400
- Views: 1162482
Re: Vike's enhanced GTA2
Hi, is that just me, or random disconnects in multiplayer games happens a lot more often on patch 11.41 than on 11.39?