Good idea, but im not sure its good idea to put text there, kinda hard to read it when its all rotated :/Cuban-Pete wrote:I just stole some images on google and made this idea. Is it in the right direction or?
Edit: Hmm... maybe i could choose object type from that list, and then from left menu i choose details, like CRANE_DATA, DESTRUCTOR, etc. And then special menu to select any type of object. So this would allow you to browse all object types too, but most used/important objects would be in that circle menu.
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(moved) What i need to know now:
1) Tips on how to avoid the script compiler to crash.
2) Tips on how to avoid the GTA2 crash with invalid scripts.
3) Script rules on how the script should be scripted if you want it to work as intended / prevent compiler errors.
Collected so far:
1) Avoid script compiler errors:
- (CRASH) If you crashed the compiler before, and you didnt remove .tmp files, next compiled scripts will crash too!
- (CRASH) Maximum allowed objects is 1000 or crash.
- (CRASH) Objects BIN and CAR_SHOP with AmmoOrRemap value with CREATE_OBJ will always crash compiler if using 2d coordinates, however 255.0 makes 2d coords possible.
- (CRASH) Using PLAYER_PED with 2d coordinates crashes the game, however 255.0 makes 2d coords possible.
2) Avoid GTA2 errors:
- (CRASH) Overlapping cars will crash GTA2 if too many overlap. Always avoid overlapping cars as much as possible.
- (CRASH) If viewing too many objects at same time (around 600-2000 objects (depends on object type)) the GTA2 will crash.
- (CRASH) Some cars will insta crash GTA2. (eg. HOTDOG_D4).
- (CRASH) Having a car type set to train (or any of its carriages).
- (CRASH) Blowing up WRECK0-9 cars will crash GTA2.
- (CRASH) Setting PLAYER_PED location on top of a car, char or any object, will crash GTA2.
- (CRASH) Different objects have different maximum object limits.
- (CRASH) Linking to zones (from script file) that doesnt exist in GMP file will crash GTA2.
- (ERROR) Missing a restart zone will give error in GTA2 and quit without crashing.
- (CRASH) SET_GANG_INFO "arrow id" value 0-7 or crash.
- (CRASH) SET_GANG_INFO crash if pointing at a zone that doesnt exist in GMP file.
- (UNEXPECTED BEHAVIOUR) SET_GANG_INFO can read only the first 4 letters from the zone name!
- (CRASH OR ERROR) SET_GANG_INFO function must be used before LEVELSTART or it will either crash or have unexpected behaviour.
- (..GUESS..) all SET_ commands must be used before LEVELSTART?
- (CRASH) GIVE_WEAPON command will crash if you try to give a weapon to a player that doesn't exist.
- (ERROR) Using gang phones (red, yellow, green) will give error on gta2.exe if they are not on a proper gang zone.
- (CRASH) Using instabomb on trucks with trailer attached in them will insta crash.
- (CRASH) Using CREATE_GENERATOR will crash the game.
- (BUGGED) CONVEYOR object max speed is 7 and min speed -7 or it bugs (x/y speeds goes at random speeds).
- (CRASH) if you add a train zone to a place which has blocks in two or more Z-Levels (not confirmed yet).
- (NO ERROR) If two objects (not cars (nor chars?)) overlap each other, one of them will get destroyed.
- (CRASH) if z-position is greater or equal to 8.0 will cause crash. Safe to use is 7.999999 max. 7.99 preferred.
- (UNEXPECTED BEHAVIOUR) dropping grenades on a conveyor which X and Y speed is set to zero will make the grenades unable to explode until you move them off the conveyor.
- (CRASH) using conveyors at the edges of the map (1 block away) may crash GTA2 if any object is moving on the conveyor and touching the map edge invisible walls. Fix: place conveyors 1 block away from the invisible wall! (or 0.5 blocks etc).
- (CRASH) using 2d coordinates on a position which has no collideable ground under it will crash GTA2.
- (CRASH) getting out of a car on a DESTRUCTOR object will crash the game.
- (CRASH) if the car explodes for any reason on a DESTRUCTOR object, the game will crash.
3) Script rules:
- (ERROR) Coordinates must always be written at least with 1 decimal precision.
- (ERROR) Declarations must always be before LEVELSTART command.
- (NO ERROR) CREATE_* commands before LEVELSTART will not be visible in GTA2.
- (ERROR) You cannot use CREATE_CAR with PARKED_CAR_DATA datatype.
- (NO ERROR) MINI_CAR must be used with CREATE_CAR command or it creates a car with trailermodel instead.
- (NO ERROR) cars with trailers must be created with CREATE_CAR command or it creates a trailer with the same model as the car.
- (ERROR) Using objects that havent been declared yet.
4) Other weirdness:
- PARKED_CAR_DATA car wrecks will disappear automatically after the wreck goes out of sight, but CAR_DATA or CREATE_CAR or CREATE_GANG_CAR wrecks will never disappear, even if they are created with CAR_DATA declaration.
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Once i know every possibility, the editor is much nicer to use since you dont have to ponder why it doesnt work.
(moved) Current TODO list:
- SET_CAR_BULLETPROOF
- SET_CAR_FLAMEPROOF
- SET_CAR_ROCKETPROOF
- SET_CAR_EMERG_LIGHTS
- SET_CAR_NO_COLLIDE
- SET_CAR_JAMMED_ACCELERATOR
- GIVE_CAR_ALARM
- GIVE_WEAPON
- MAKE_CAR_A_DUMMY
- CHANGE_CAR_LOCK
- SET_STATION_INFO (trains visible)
- RADIO_STATION
- PERFORM_SAVE_GAME
- SET_GANG_INFO
- DECLARE_POLICELEVEL
- DECLARE_CRANE_POWERUP
- DECLARE_POWERUP_CARLIST
- DECLARE_DOOR_INFO
- ADD_PATROL_POINT
- DISPLAY_MESSAGE
- DISPLAY_BRIEF_NOW
- DISPLAY_BRIEF
- SET_CAR_NUMBER_GRAPHIC
- SET_CHAR_THREAT_SEARCH
- SET_CHAR_THREAT_REACTION
- SET_CHAR_OBJECTIVE
- DELETE_ITEM
- WARP_FROM_CAR_TO_POINT
more todo:
- conveyors/destructors width/height edit (like zone editor rectangles editing).
- render car object list. (hard to make it look good)
- render obj_data object list.
- object add from the list.
- object delete.
- object copy/paste.
- show object collision boxes by pressing space or some other button.
- fix car on trailer rotation (although i really dont care if it points at wrong direction... i find it more realistic that way anyways )