Just had a look through the GXT file and found a few interesting map zone names that we could use for zone names in the map...
B09 - Cop Station HQ
B10 - Cop Station
B20 - Army Base
B24 - Hospital
Alternatively...
S04 - Central Cop HQ
S05 - Army Base
These aren't tied to the audio files so we can make the zones with any of those names in the map editor and then declare it in the script with the MAP_INFO command. If I remember, local navigation has higher priority than normal navigation so they can be displayed properly (such as having Army Base local navigation inside Sailors Wharf general navigation) in game. Also, in San Andreas at least, the zone Chinatown is actually spelt "Chinatown" (one word) so I can safely use that too for MAP_INFO for a Yakuza gang!
Hopefully this should help a little
JG wrote:
Should the hostile gangs be hostile all the time, like an armygang, or should they only become hostile if attacked?
The only sensible hostile gang would be the army gang with machine guns. A police 'gang' could also be hostile with pistols (see 2nd GTA2 level for example of this) too. Out of those two, I'd vote for army gang as the cop gang isn't really needed since the police stations in GTA1 are very small, and even fewer have compounds to walk around in.
For the army gang, they should be hostile once you
entered the army base/facility. If you leave they become neutral. A simple IF check to see if a player is in an area will do this very easily and is the best approach rather than having a trigger-happy army shooting through fences constantly.
JG and Ben wrote:
...stuff about Yakuza gang...
I'm happy to add them to San Andreas in Chinatown area. They will be neutral and walk around with pistols.
Could also add a neutral phone here too so you can 'hire' Yakuza who are better than the Instant Gang powerup.

Or could be evil and players can 'pay' to have other players' standings lowered with Yakuza and/or hire assassins to chase people for a decent cost

Lots of fun ideas to think about, but for now they will just walk around as a neutral gang.
JG wrote:
Regarding the use of GTA1 weapon/pickup placements - these are adequate for single player, but they are far from plentiful in multiplayer. I suppose they could be used as a starting point to be built upon. Do either of you have a particular approach in mind?
Ben has used a generic multiplayer script for all the cities, which usually gives constant 99 ammo for the machine gun, rocket launcher, flamer and molotovs and gives player $50,000 at the start of the game (good for respray shops etc). Unfortunately because of this there is almost no need to place additional weapons around the map other than other powerups like instant gang, armour, health etc. However, because it is a full sized map you could argue people don't want to drive around looking for weapons which is fair enough. A tricky one to call.
Edit: Someone needed some gangs?
Attachment:
File comment: Army gang in San Andreas.
sanandreas01.jpg [ 90.42 KiB | Viewed 3162 times ]
Army gang in Sailors Wharf army base. Used a local navigation zone named "s05" in the map which makes it come up with "Army Base" in game. This is not the most dense gang ratio but still pretty high. Also they are not hostile... yet.
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File comment: Yakuza gang in Chinatown San Andreas.
sanandreas02.jpg [ 92.62 KiB | Viewed 3162 times ]
A few Yakuza walking around Chinatown. Will probably up the density for gang members. Will change p6 to have Zaibatsu remap instead.