Search found 414 matches
- 23 May 2012, 19:10
- Forum: Maps
- Topic: Raef'sDeathEnd
- Replies: 5
- Views: 9853
Re: Raef'sDeathEnd
Can you please make all your information in one post (details, pictures, download link etc) rather than triple-posting?
- 19 May 2012, 14:59
- Forum: Maps
- Topic: GTA1 Cities in GTA2 with Multiplayer!
- Replies: 111
- Views: 275038
Re: GTA1 Cities in GTA2 with Multiplayer!
At least adding parked vehicles around the map is a relatively quick way to add a bit more flavour. Yup. I've started adding some vehicles last night as well, can't believe how many car parks and lay-bys there are in San Andreas! I'm doing the 'not perfect parked' method with the vehicles too, make...
- 19 May 2012, 00:02
- Forum: Maps
- Topic: GTA1 Cities in GTA2 with Multiplayer!
- Replies: 111
- Views: 275038
Re: GTA1 Cities in GTA2 with Multiplayer!
Nice to see you're still alive JG and still working on this! Is it just the tanks you've changed to attack when player(s) are in the area or on-screen? Not tried it out yet, but I think in an earlier discussion if the same trigger was used for gang members you could just stand outside and shoot with...
- 16 May 2012, 00:20
- Forum: Maps
- Topic: ABA's very incomplete maps
- Replies: 57
- Views: 79973
Re: The Home
Is it just me or are you trying to churn out as many maps as you can? I don't want to sound offensive, but, maybe you should practice some more and take time doing a better map overall. Like your other post, a comment was made that you should test your map(s) but you replied you knew about the probl...
- 01 May 2012, 04:13
- Forum: Maps
- Topic: ABA's very incomplete maps
- Replies: 57
- Views: 79973
Re: My First Map!
I converted the quite horrible .doc file into a GTA2 online scripting guide using HTML. This is probably too advanced for what you need, so try the 'basic script'. (Maybe we should have been this nice to everyone who wanted to start making mods?) Wow I actually completely forgot about that, even th...
- 01 May 2012, 02:44
- Forum: Maps
- Topic: ABA's very incomplete maps
- Replies: 57
- Views: 79973
Re: My First Map!
For a basic script, try this.
For some tutorials for scripting, look at this page.
For a document listing every other GTA2 script command, read through this (the .doc file).
Anything else, just ask!
For some tutorials for scripting, look at this page.
For a document listing every other GTA2 script command, read through this (the .doc file).
Anything else, just ask!
- 12 Apr 2012, 23:48
- Forum: Modding forum
- Topic: SET affects the COUNTER used by parent IF?
- Replies: 13
- Views: 25687
Re: SET affects the COUNTER used by parent IF?
Not sure if that was a dig at Bootcamp or just coincidenceBenMillard wrote:It's also super weird to see this blocking effect at any time in a multiplayer level. Unless you're parking a stolen Pacifier in your own base.
- 12 Apr 2012, 16:45
- Forum: Modding forum
- Topic: SET affects the COUNTER used by parent IF?
- Replies: 13
- Views: 25687
Re: SET affects the COUNTER used by parent IF?
Why dont you just use the DOOR_DATA thing... it opens door when you approach and closes when you get out. Rather hacky way to do the same thing as basic doors does... If I remember with proper DOOR_DATA, if you fire a gun in the trigger zone (for the door to open/close) you won't see any bullets/ro...
- 31 Mar 2012, 11:23
- Forum: Modding forum
- Topic: Collection of gta scripting and map weirdness
- Replies: 124
- Views: 313612
Re: Collection of gta scripting and map weirdness
I've always wondered that as well.
And by the way, my tutorial does say what 'up' is, its just called north. South is down etcetera. Simple!
And by the way, my tutorial does say what 'up' is, its just called north. South is down etcetera. Simple!
- 31 Mar 2012, 07:42
- Forum: Modding forum
- Topic: Pyro's GTA2 Tutorials
- Replies: 13
- Views: 21833
Re: Pyro's GTA2 Tutorials
Cool stuff, nice to see some of the updates applied! Was thinking the same for the zones; separating them for map setup and a code/script one like above. Maybe use 'Map Zone Scripting' as a title (and 'Map Zone Editing' for actual zones in map editor)? Perhaps you could also add, depending on which ...
- 25 Mar 2012, 15:03
- Forum: Offtopic
- Topic: Little jokes
- Replies: 96
- Views: 203700
Re: Little jokes
I was going to say this was going to get locked, but it took an arrow to the knee instead. *sigh*
Carry on!
Carry on!
- 21 Mar 2012, 22:46
- Forum: Maps
- Topic: Shotgun Showdown
- Replies: 14
- Views: 20464
Re: Shotgun Showdown
Going into that again is like searching for land-mines with a hammer - not a great idea unless you're after a Darwin awardBenMillard wrote:And you didn't credit me for coming up with the name. That's a big problem! You might even say it's an EPIC problem!!1!
- 17 Mar 2012, 09:35
- Forum: Modding forum
- Topic: Instant gang on steroids
- Replies: 8
- Views: 14428
Re: Instant gang on steroids
Cool
For some reason this comes to mind...
For some reason this comes to mind...
- 13 Mar 2012, 20:26
- Forum: Maps
- Topic: GTA Anywhere City Stories - Beta 1.0 - Palmont DEMO!
- Replies: 94
- Views: 219204
Re: GTA Anywhere City Stories - Alpha v0.7 (6p ONLINE)
That's fine, I'm not trying to bash your work though :P Also, easiest way to make the player have a permanent ped style remap is to do the following, just change remap to whatever you want... [syntax=mis]LEVELSTART WHILE_EXEC (loop=1) SET_CHAR_GRAPHIC_TYPE (p1,DUMMY_GRAPHIC,35) // rest of code... EN...
- 13 Mar 2012, 19:46
- Forum: Maps
- Topic: GTA Anywhere City Stories - Beta 1.0 - Palmont DEMO!
- Replies: 94
- Views: 219204
Re: GTA Anywhere City Stories - Alpha v0.7 (6p ONLINE)
Just noticed you updated so I figured I'd try it out now (as well as file being small size!). Some comments/observations for you to think about (I know it's not finished): You didn't include the MIS file. No readme included (yes it's easy dragging and dropping into gta2\data folder but nice to have)...
- 10 Mar 2012, 19:22
- Forum: Modding forum
- Topic: GTA 1 Resurrection
- Replies: 7
- Views: 11930
Re: GTA 1 Resurrection
Unfortunately Ben is right. People come along wanting to make massive changes to the game (GTA1 and GTA2), do a small bit then give up and this especially true with a single person doing it like yourself. Have a look at the various maps on GTA-MP and you'll see they are pretty much all small, multip...
- 01 Mar 2012, 20:44
- Forum: Maps
- Topic: GTA Anywhere City Stories - Beta 1.0 - Palmont DEMO!
- Replies: 94
- Views: 219204
Re: GTA Anywhere City Stories - Alpha v0.6 [ONLINE NEXT VERS
You can see a small bug at the roofs of the scientist houses, that is fine ingame, its epic map editor's bug. actually, its DMA editor bug; its supposed to show like that ingame. you just cant see it ingame very well. i had to make the "bug" appear in my editor because it really looks lik...
- 26 Feb 2012, 23:03
- Forum: Maps
- Topic: GTA Anywhere City Stories - Beta 1.0 - Palmont DEMO!
- Replies: 94
- Views: 219204
Re: GTA Anywhere City Stories - Alpha v0.6 [ONLINE NEXT VERS
Like Razor said, too square and not natural looking. Pretty hard to make decent, natural looking scenery in GTA2 but can be done using various slopes and tiles (since you are using ste.sty there are quite a few to pick from), but on the flip side it's equally boring having constant scenery with noth...
- 13 Feb 2012, 00:00
- Forum: Maps
- Topic: GTA Anywhere City Stories - Beta 1.0 - Palmont DEMO!
- Replies: 94
- Views: 219204
Re: GTA Anywhere City Stories - Alpha v0.6 [ONLINE NEXT VERS
gta2-airtower.jpg An example of an airport control tower that I made in about 10 minutes. It's only a quick example and can be easily improved upon but here's what you can see: It uses shadows (pick a direction and stick with it in the map). While it is rectangular, it's not a massive cube. This is...
- 12 Feb 2012, 03:14
- Forum: Maps
- Topic: GTA Anywhere City Stories - Beta 1.0 - Palmont DEMO!
- Replies: 94
- Views: 219204
Re: GTA Anywhere City Stories - Alpha v0.6 [ONLINE NEXT VERS
Some observations from new pictures: Road markings are still too close together! There are no stop lines at junctions. Seems all the roads are single-lane each way, what about making double or triple width roads for the highways? The road inside corner tile and the outer corner don't have a road lin...