Very cool stuff, man.TradeMark wrote:I added animated textures on the conveyors, this is how it looks like:

The arrows don't look that bad.
Very cool stuff, man.TradeMark wrote:I added animated textures on the conveyors, this is how it looks like:
You could try making it in mspaintPyro wrote:Maybe instead of a double arrow which moves for the conveyor icon perhaps a single, smaller arrow will suffice? I know you're looking for a replacement but unfortunately I don't know much about graphic programs to help you.
Yeah, i will make the trains visible like they are in GTA2, and you should be able to move the location of the train by mouse.Pyro wrote:Also, if you're going about the SET_STATION_INFO stuff, maybe show a graphic of what the train with carriages would look like? Example would be the actual train followed by, say, 2 passenger carriages, 1 freight cart and 1 box cart. If you need more info about trains, check out my train guide on Ben's website (and has a very basic map that I made that demonstrates how it's scripted and how the map is made and zoned). As stated on the guide, a train can have a maximum of nine (9) carriages so that'd be something to see!
Yeah, i noticed this problem earlier, and it is fixed: anything after WHILE or WHILE_EXEC loop will be displayed "ghosted" (50% transparent).Pyro wrote:Also, I'm not sure but if I remember your viewer doesn't seem to show cars if they are in a different loop? If you want an example take a look at the MIS file of Jailbreak (found here) right near the end of the code, you'll see things like characters and a box truck that get spawned but your viewer doesn't show them.
This requires car remapping? I cant display the number graphic on the car, but i can put it in the info box when mouse over.Pyro wrote:PS - another command for a car, namely the GT-A1, is "SET_CAR_NUMBER_GRAPHIC ( car_name , number )", and the numbers range from 0 to 9.
Ah, good catch! I will implement those too, you will be able to see the info by mouse over char.Pyro wrote:Also, characters could have their threat search (SET_CHAR_THREAT_SEARCH), reaction (SET_CHAR_THREAT_REACTION) and objective (SET_CHAR_OBJECTIVE) listed when you mouse over? If they don't have one/any then they can show up as "(not defined)" or something like that? Characters can also use SET_CHAR_SHOOTING_SKILL and SET_CHAR_BRAVERY but, as far as I know, were never implemented into GTA2. Just pointing those ones out!
Just list them all, its really easy to put them in the editor now.Pyro wrote:There are loads of commands like that that could be shown over mouse over, but up to you what you want to add!
SET_CAR_NUMBER_GRAPHIC doesnt require remapping, it only changes the number displayed over the GT-A1 vehicle (take a look at the original Residential District map and go to the SRS Area, right at the south of the police station, youll find a GT-A1 with a number 1 over it, that number is what the SET_CAR_NUMBER_GRAPHIC does), but it also works with other vehiclesTradeMark wrote:This requires car remapping? I cant display the number graphic on the car, but i can put it in the info box when mouse over.Pyro wrote:PS - another command for a car, namely the GT-A1, is "SET_CAR_NUMBER_GRAPHIC ( car_name , number )", and the numbers range from 0 to 9.
Edit: apparently its using deltas for those numbers, so i have no way to display those numbers yet.Gustavob wrote:SET_CAR_NUMBER_GRAPHIC doesnt require remapping, it only changes the number displayed over the GT-A1 vehicle (take a look at the original Residential District map and go to the SRS Area, right at the south of the police station, youll find a GT-A1 with a number 1 over it, that number is what the SET_CAR_NUMBER_GRAPHIC does), but it also works with other vehiclesTradeMark wrote:This requires car remapping? I cant display the number graphic on the car, but i can put it in the info box when mouse over.Pyro wrote:PS - another command for a car, namely the GT-A1, is "SET_CAR_NUMBER_GRAPHIC ( car_name , number )", and the numbers range from 0 to 9.
Link?BenMillard wrote:But you'll see that in Pyro's demo script.
Code: Select all
PLAYER_PED player = (124.5, 130.7, 255.0) 25 0
PARKED_CAR_DATA carz = (124.5, 131.2) 31 90 SPRITE
CAR_DATA obj
LEVELSTART
obj = CREATE_CAR (132.0, 133.5) 29 0 ALFA END
obj = CREATE_CAR (136.0, 133.5) 14 0 ALLARD END
obj = CREATE_CAR (134.0, 133.5) 5 0 AMDB4 END
obj = CREATE_CAR (132.0, 142.5) 13 0 APC END
obj = CREATE_CAR (132.0, 140.5) 0 0 BANKVAN END
obj = CREATE_CAR (128.0, 132.0) 26 0 BMW END
obj = CREATE_CAR (135.0, 140.5) 4 0 BOXTRUCK END
obj = CREATE_CAR (128.0, 130.5) 29 0 BUG END
obj = CREATE_CAR (131.0, 133.5) 19 0 BUICK END
obj = CREATE_CAR (136.0, 140.5) 5 0 BUS END
obj = CREATE_CAR (127.0, 142.5) 17 0 COPCAR END
obj = CREATE_CAR (130.0, 132.0) 24 0 DART END
obj = CREATE_CAR (127.0, 135.0) 19 0 EDSEL END
obj = CREATE_CAR (130.0, 130.5) 24 0 FIAT END
obj = CREATE_CAR (138.0, 140.5) 15 0 FIRETRUK END
obj = CREATE_CAR (128.0, 133.5) 1 0 GRAHAM END
obj = CREATE_CAR (134.0, 135.0) 31 0 GT24640 END
obj = CREATE_CAR (134.0, 140.5) 16 0 GTRUCK END
obj = CREATE_CAR (131.0, 142.5) 31 0 GUNJEEP END
obj = CREATE_CAR (129.0, 140.5) 28 0 HOTDOG END
obj = CREATE_CAR (130.0, 140.5) 28 0 ICECREAM END
obj = CREATE_CAR (138.0, 130.5) 20 0 ISETLIMO END
obj = CREATE_CAR (129.0, 130.5) 6 0 ISETTA END
obj = CREATE_CAR (130.0, 142.5) 9 0 JEEP END
obj = CREATE_CAR (137.0, 133.5) 24 0 JEFFREY END
obj = CREATE_CAR (137.0, 140.5) 15 0 KRSNABUS END
obj = CREATE_CAR (136.0, 130.5) 12 0 LIMO END
obj = CREATE_CAR (137.0, 130.5) 29 0 LIMO2 END
obj = CREATE_CAR (139.0, 140.5) 0 0 MEDICAR END
obj = CREATE_CAR (133.0, 133.5) 18 0 MERC END
obj = CREATE_CAR (132.0, 130.5) 7 0 MESSER END
obj = CREATE_CAR (130.0, 135.0) 13 0 MIURA END
obj = CREATE_CAR (131.0, 130.5) 22 0 MONSTER END
obj = CREATE_CAR (132.0, 132.0) 2 0 MORGAN END
obj = CREATE_CAR (131.0, 132.0) 12 0 MORRIS END
obj = CREATE_CAR (134.0, 130.5) 8 0 PICKUP END
obj = CREATE_CAR (127.0, 133.5) 15 0 RTYPE END
obj = CREATE_CAR (129.0, 132.0) 11 0 SPIDER END
obj = CREATE_CAR (127.0, 130.5) 31 0 SPRITE END
obj = CREATE_CAR (129.0, 135.0) 14 0 STINGRAY END
obj = CREATE_CAR (132.0, 135.0) 16 0 STRATOS END
obj = CREATE_CAR (133.0, 135.0) 2 0 STRATOSB END
obj = CREATE_CAR (137.0, 135.0) 22 0 STRIPETB END
obj = CREATE_CAR (129.0, 133.5) 11 0 STYPE END
obj = CREATE_CAR (128.0, 140.5) 29 0 STYPECAB END
obj = CREATE_CAR (128.0, 142.5) 4 0 SWATVAN END
obj = CREATE_CAR (131.0, 135.0) 30 0 T2000GT END
obj = CREATE_CAR (133.0, 142.5) 1 0 TANK END
obj = CREATE_CAR (131.0, 145.0) 1 0 TANKER END
obj = CREATE_CAR (127.0, 140.5) 9 0 TAXI END
obj = CREATE_CAR (127.0, 132.0) 27 0 TBIRD END
obj = CREATE_CAR (133.0, 140.5) 28 0 TOWTRUCK END
obj = CREATE_CAR (128.0, 135.0) 7 0 TRANCEAM END
obj = CREATE_CAR (127.0, 145.0) 1 0 TRUKCAB1 END
obj = CREATE_CAR (128.0, 145.0) 6 0 TRUKCAB2 END
obj = CREATE_CAR (130.0, 145.0) 31 0 TRUKCONT END
obj = CREATE_CAR (129.0, 145.0) 13 0 TRUKTRNS END
obj = CREATE_CAR (135.0, 130.5) 6 0 VAN END
obj = CREATE_CAR (133.0, 130.5) 27 0 VESPA END
obj = CREATE_CAR (130.0, 133.5) 6 0 VTYPE END
obj = CREATE_CAR (136.0, 135.0) 23 0 WBTWIN END
obj = CREATE_CAR (135.0, 133.5) 29 0 XK120 END
obj = CREATE_CAR (135.0, 135.0) 7 0 ZCX5 END
obj = CREATE_CAR (131.0, 140.5) 7 0 TVVAN END
obj = CREATE_CAR (129.0, 142.5) 7 0 EDSELFBI END
MAP_ZONE nopeds = ( 0 , 0, 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )
SET_CAR_NO_COLLIDE (carz)
LEVELEND
The colors doesnt change when selected, (only adds yellow borders).Pyro wrote:Is the arrow colour on the conveyor now a different colour or is it because it's not selected? Looks good with that colour in the picture.
Easier to differentiate between two types of cranes, and yellow feels more like "exploding" color... (since its gonna destroy the car there).Pyro wrote:Any particular reason why the cranes target are two different colours? Or, like above, is it just because one is selected and the other isn't?
Yeah, its the scanner, the icon for it looks kinda weird, i just did something fastPyro wrote:I'm assuming the blue star thing is the scanner for car wrecks? Guessing it is because of the linked generator name followed by the crane. Having the crane generator as that red X looks rather evil!And if you're wondering, the normal version (which is yellow) is actually the multiplier +1 bonus you find. Maybe if you look around some websites for free icons maybe you could add them to it? Just a suggestion.
I dont know yet, i have to fix a lot of stuff to make it work elegantly so the end-user wont have that much problems. I have to think of the buttons more and how to move in z-axis and how to ... so many things!Pyro wrote:Also, any idea when this will be released?![]()
If you put all the icons used together I/we could try to make one style.TradeMark wrote:So, i am hoping someone of you could waste some time for those things![]()