Search found 108 matches
- 14 Feb 2013, 16:11
- Forum: Maps
- Topic: [WIP] Large Singleplayer Project
- Replies: 49
- Views: 96201
Re: [WIP] Large Singleplayer Project
Yeah the SAVE_GAME command is the one i plan to use, suppose they put it in there for a reason after all, so it should work. Hm, not sure if i see the point about having a free roam option though, sure its easy to add, though the only difference to free roam and doing a normal run with cops off is t...
- 12 Feb 2013, 22:49
- Forum: Maps
- Topic: [WIP] Large Singleplayer Project
- Replies: 49
- Views: 96201
Re: [WIP] Large Singleplayer Project
I believe there is some kind of SAVE_GAME command thats not really tied to anything other then saving the game, so it shouldnt interfere with the game too much other then doing what its supposed to do. One just has to wonder if while loops are able to support such an unusual command as SAVE_GAME, th...
- 12 Feb 2013, 22:29
- Forum: Modding forum
- Topic: GTA2 ScriptPad
- Replies: 281
- Views: 539109
Re: Illegal Objects
Hm, perhaps i remembered it horribily wrong, seems the light theme has the colors set to something darker by default and the black one uses alot of red and yellow and such instead, the white theme doesnt seem as bad at all, perhaps i confused the two themes a bit... Even looks like i can use a custo...
- 12 Feb 2013, 21:41
- Forum: Modding forum
- Topic: GTA2 ScriptPad
- Replies: 281
- Views: 539109
Re: Illegal Objects
if its any usefull feedback: As far as i remember i never really gotten to like the scriptpad, as both the white and black(or atleast white) background themes somehow clash with the color-coded lines of code, like yellow is AWFUL when used in conjunction with white, and other combinations of both li...
- 12 Feb 2013, 21:33
- Forum: Maps
- Topic: [WIP] Large Singleplayer Project
- Replies: 49
- Views: 96201
Re: [WIP] Large Singleplayer Project
Yeah it'll probaly get used, its been mentioned in the main post after all. Though i planned it to work like the following: There's multiple save churches placed around the map, each most likely being while-loop activated with a $.5.000 cost to each of them per save. Mostly to make sure the player i...
- 11 Feb 2013, 22:13
- Forum: Maps
- Topic: [WIP] Large Singleplayer Project
- Replies: 49
- Views: 96201
Re: [WIP] Large Singleplayer Project
Hm, free roam as in, not tied to any story-mission content, just you, the map, the police and an infinite supply of weapons? (And perhaps of course the singleplayer layout of generators and cars to see where everything is, i suppose.) Or more like a infinite-weapon mode while retaining the missions ...
- 08 Feb 2013, 14:30
- Forum: Maps
- Topic: [WIP] Large Singleplayer Project
- Replies: 49
- Views: 96201
Re: [WIP] Large Singleplayer Project
Think for coop i'll just rewrite a few scripts to allow for functions such as a 'prison' for when a player dies, he will have to wait it out. Obviously if all players die and get sent to prison, the mission should fail, and perhaps i can script in a mission-friendly get-to-the-backseat function of s...
- 07 Feb 2013, 21:24
- Forum: Maps
- Topic: Snowy City
- Replies: 28
- Views: 50116
Re: Snowy City
Yeah i guess. If you use whatever files other people made without permission, be it .gxt, .gci, .gmp, .mmp, .mis, .scr, .sty and any other kinds of files GTA2 uses that is ussually stealing. And in other cases just an bad idea. This doesnt count for the files Rockstar made though, this only counts f...
- 07 Feb 2013, 21:05
- Forum: Maps
- Topic: [WIP] Large Singleplayer Project
- Replies: 49
- Views: 96201
[WIP] Large Singleplayer Project
Well, i've been working on this thing on and off for months now, and i'm slowly but surely running dry on ideas and inspiration. So i'd figure i'd make this topic and get some extra input and ideas. Mind you its not yet complete and wont be released untill it is. Status: Still in progress! Plenty of...
- 02 Feb 2013, 14:20
- Forum: Modding forum
- Topic: Illegal Objects
- Replies: 6
- Views: 9912
Re: Illegal Objects
I can only assume they're unusable leftovers from what Rockstar wanted to implement into GTA2 but didnt have the time/budget for. The items you mentioned where probaly never completed at all and cant be used, nor completed due to the lack of source code for GTA2. There's a few items that have been c...
- 24 Jan 2013, 23:40
- Forum: Maps
- Topic: Gouranga's Castle by Jones
- Replies: 18
- Views: 28486
Re: Gouranga's Castle by Jones
Hm, thats a pretty ingenious way to detect a football i must say. People sure find their way around GTA2's limitations in the most crazy of ways, heh. Played the map with someone, found the football bit kind of the most engaging of them all, though they're all quite small and after 1-2 of every game...
- 24 Jan 2013, 23:28
- Forum: Modding forum
- Topic: Epic GTA2 Map Editor (0.6.6602) Beta
- Replies: 996
- Views: 1431941
Re: Epic GTA2 Map Editor (0.6.6.6) Beta
Suppose that reminds me of a small annoyance with the editor, it takes a bit long to set the map from day to night and visa versa. And while not all maps support such a thing, it would be a nice little thing to be able to keep the setting at day or night with the specific setting of darkness (aka fr...
- 22 Jan 2013, 22:44
- Forum: Modding forum
- Topic: Epic GTA2 Map Editor (0.6.6602) Beta
- Replies: 996
- Views: 1431941
Re: Epic GTA2 Map Editor (0.6.6.6) Beta
Well downloaded the current one i think, but the same crashing problem persists. In the exactly same manner. Not that it really matters to me i suppose, it still works. Doubt its a user permissions problem though, the account on this computer's always pretty much been set as an admin account. Though...
- 22 Jan 2013, 20:29
- Forum: Modding forum
- Topic: Epic GTA2 Map Editor (0.6.6602) Beta
- Replies: 996
- Views: 1431941
Re: Epic GTA2 Map Editor (0.6.6.6) Beta
The editor will crash when exited via the X top-right at all times, when a map is loaded, when one isnt and even when it hasnt even loaded the main menu succesfully yet! This never had any negative effect on the data i manipulate with the editor though, and if i try to exit the editor and it asks if...
- 22 Jan 2013, 16:42
- Forum: Modding forum
- Topic: Epic GTA2 Map Editor (0.6.6602) Beta
- Replies: 996
- Views: 1431941
Re: Epic GTA2 Map Editor (0.6.6.6) Beta
Hm, everything's working fine here though every time i exit the editor it just crashes and has to be shut down the hard way. And due to that every time i start up the editor it said it didnt exit properly and allows sending a crash report though i never really bothered with that outside of the first...
Re: Wild West
I'm not entirely sure wether i should understand "I edited and modified it" as either: A. You copied his thing put it in your map and changed it a bit. / Opened up his map and made some changes, using his map as a base. Which is fine either way, if the author, Kamil in this case granted pe...
- 02 Dec 2012, 14:55
- Forum: Modding forum
- Topic: Collection of gta scripting and map weirdness
- Replies: 123
- Views: 301839
Re: Collection of gta scripting and map weirdness
Well while testing i found out that IS_CHAR_FIRING_IN_AREA does not trigger upon the use of Molotovs or Grenades, resulting in free kills in the underground metro shop i built without everyone suddenly shooting you to bits. Havent checked other similar commands though, neither did i test this comman...
- 12 Nov 2012, 22:28
- Forum: Maps
- Topic: GTA1 Cities in GTA2 with Multiplayer!
- Replies: 111
- Views: 274491
Re: GTA1 Cities in GTA2 with Multiplayer!
Hm, i guess the traffic system can indeed be very annoying, had it happen to my singleplayer map once while trying different road layouts, crashed either all the time in that area or frequently but not all the time whenever one entered that area. Good thing i built the roads from scratch and had var...
- 12 Nov 2012, 22:17
- Forum: Maps
- Topic: Tiny Scientist Town
- Replies: 3
- Views: 10030
Re: Tiny Scientist Town
Havent checked the map but looking at this image, and from various other "Tiny [insert Gang name] Town" map images, i believe all he's doing is retexturing Tiny Town, and then throwing in a script and other stuff. Not to say edits of official levels are bad in general (heck one of my maps ...
- 06 Nov 2012, 15:13
- Forum: Modding forum
- Topic: [Request] Possible to change instant gang spawning weapon?
- Replies: 6
- Views: 10425
Re: [Request] Possible to change instant gang spawning weapo
That brings me to some interesting ideas... But wouldnt that script arm ANYONE who happens to be punched by the player? That could end up pretty badly, a cop closing in on you and you wanna make a quick punch and run move to minimize damage/not die, and next thing you know he wakes up again and pelt...