Search found 414 matches
- 30 Jun 2012, 16:37
- Forum: Maps
- Topic: GTA2 DTD Version 1.0
- Replies: 74
- Views: 118075
Re: GTA2 DTD Version 1.0
It's kind of hard to read your post but I think you want to get GTA1 cars in GTA2 and more gang members in zones? To get GTA1 cars into GTA2, you need to export the cars image and the images for damage (called deltas) from the GTA1 files and then import them into a GTA2 STY file, you need to replace...
- 29 Jun 2012, 11:25
- Forum: Maps
- Topic: GTA2 DTD Version 1.0
- Replies: 74
- Views: 118075
Re: GTA2 DTD Version 1.0
Again, like TM said in your other post, you can't have two (or more) variables with the same name. As for phones, I yet again refer you to look at my post here as this is the most basic type of phone - an information phone. For each phone you'll need to change the names (like ans_phone1:, ans_phone2...
- 26 Jun 2012, 23:21
- Forum: Maps
- Topic: GTA2 DTD Version 1.0
- Replies: 74
- Views: 118075
Re: GTA2 DTD Version 1.0
Because you need to declare a MAP_ZONE (name) in your script, where the name of it matches the exact name of the zone in the map itself (no spaces allowed!). Check out this tutorial (scroll down for section named 'Gang Cars') for information on how to do it. For more information on map zones in scri...
- 26 Jun 2012, 23:17
- Forum: Modding forum
- Topic: vike's GTA2 update patch enhancement upgrade fix v11.44
- Replies: 399
- Views: 913670
Re: Vike's enhanced GTA2
Not sure if this the place, but, maybe change the official MMP files for multiplayer to remove the 'PlayerCount' line to reduce the number of files and compress the official maps if they haven't already. Well, I guess this is more towards the downloadable version than the actual gta2.exe itself but ...
- 26 Jun 2012, 19:01
- Forum: Modding forum
- Topic: SCR File Format Documentation
- Replies: 4
- Views: 17581
Re: SCR File Format Documentation
Even though I don't program, nice to see you documenting this stuff for anyone else who wants to have a go at SCR decompiling, good luck! Not sure how I could contribute to it though. My only suggestion right now I suppose is to maybe have what it looks like in MIS format and then what it outputs to...
- 24 Jun 2012, 11:17
- Forum: Modding forum
- Topic: .mis Error
- Replies: 14
- Views: 24725
Re: .mis Error
You don't need seperate MIS/SCR files per player nowadays since Vike removed the need to use the "PlayerCount" command in MMP files, assuming you're using the newest GTA2.exe (v11.9 or something). Besides, even if you declare multiple players and then use it in single player, the game will...
- 18 Jun 2012, 22:52
- Forum: Maps
- Topic: Mafia Wars
- Replies: 8
- Views: 12676
Re: Mafia Wars
The .mis file is useful too.
- 16 Jun 2012, 16:50
- Forum: Maps
- Topic: GTA2 DTD Version 1.0
- Replies: 74
- Views: 118075
Re: GTA2 DTD V.1.5
You don't need another topic for an update to your map, just update your existing one. Sektor, can you merge them together perhaps? Cheers.
- 14 Jun 2012, 15:11
- Forum: Maps
- Topic: GTA2 DTD Version 1.0
- Replies: 74
- Views: 118075
Re: GTA2 DTD Version 1.0
I have a working phone tutorial here . It shows an extremely basic setup that works for one player. You can change the code inside the phone function (where the briefs are shown in my tutorial) to do nearly anything you want, including IF statements (example - if you answer a phone with $5,000 you c...
- 14 Jun 2012, 14:53
- Forum: Maps
- Topic: GTA2 DTD Version 1.0
- Replies: 74
- Views: 118075
Re: GTA2 DTD Version 1.0
Looks like I didn't read it properly, my mistake! Too tired last night I think
- 14 Jun 2012, 00:20
- Forum: Maps
- Topic: GTA2 DTD Version 1.0
- Replies: 74
- Views: 118075
Re: GTA2 DTD Version 1.0
Have you tried compressing the map? Things like the converted GTA1 maps into GTA2, inside a ZIP file, include the GMP and STY file and is ~1.6MB. I believe TM's editor can compress GMP files from ~6MB to about ~300KB, otherwise one of Delfi/Jernej's tools can do it. You should always compress your m...
- 13 Jun 2012, 16:22
- Forum: Modding forum
- Topic: Doors
- Replies: 4
- Views: 7666
Re: Doors
A few things that come to mind: 1 - If your score was high enough and were in the area by the door, it would constantly deduct $10,000. 2 - If two (or more) people went to the door at the same time, they'd both lose $10,000. 3 - The 'THREAD_WAIT_FOR_CHAR_IN_BLOCK' only applies if they are on foot. 4...
- 13 Jun 2012, 07:27
- Forum: Modding forum
- Topic: GXT
- Replies: 5
- Views: 13467
Re: GXT
In the script, you use the DISPLAY_BRIEF (1234) command, where 1234 is the line number in the GXT file you want to show. Inside the GXT itself you have each brief/text separated by the numbers and they usually start with something like "z!"; this letter with exclamation mark is what chat-h...
- 11 Jun 2012, 15:45
- Forum: Offtopic
- Topic: Little jokes
- Replies: 96
- Views: 201514
Re: I'm back!
Last time I took a 'break' from GTA2 I came back about 5 years later
The date I joined this forum is roughly the time I came back to GTA2 though knew about this forum long before that but for some reason never joined!
The date I joined this forum is roughly the time I came back to GTA2 though knew about this forum long before that but for some reason never joined!
- 02 Jun 2012, 21:35
- Forum: Maps
- Topic: Maps of maps
- Replies: 19
- Views: 28708
Re: Maps of maps
I think Sektor means the icon for a weapon you currently have equipped in-game with the green outline to it and not the powerup icon.
- 26 May 2012, 18:37
- Forum: Modding forum
- Topic: zone problems
- Replies: 6
- Views: 9482
Re: Collection of gta scripting and map weirdness
When using MAP_ZONE names you can't have a space in the name of it, and I don't think it will even compile. As you've probably seen, the script needs to have the same name as what is used in map editor zone itself.
- 26 May 2012, 00:47
- Forum: Maps
- Topic: GTA1 Cities in GTA2 with Multiplayer!
- Replies: 111
- Views: 274029
Re: GTA1 Cities in GTA2 with Multiplayer!
I'd be interested to know about palette settings within GIMP as well - it'd be much easier to create custom tiles if GIMP could be restricted to only use particular colours that are featured within the palette used for a given tileset, for example. I used to use Paint Shop Pro 7 Anniversary Edition...
- 25 May 2012, 11:59
- Forum: Modding forum
- Topic: DMA Scripting Documentation in HTML
- Replies: 31
- Views: 67424
Re: DMA Scripting Documentation in HTML
Been playing around with these commands today, but no matter the speed I set the character to he can always keep up with any car, even a GT-A1! However, there are a few things I noticed: Accelerating as hard as you can he will not be able to keep up with you until you slow down/stop (he will run at ...
- 24 May 2012, 16:00
- Forum: Modding forum
- Topic: DMA Scripting Documentation in HTML
- Replies: 31
- Views: 67424
Re: DMA Scripting Documentation in HTML
Speaking of FOLLOW_CAR_ON_FOOT_WITH_OFFSET, I think it might be useful to include what a player/ped running speed is and also tie that in with SET_CHAR_MAX_DRIVESPEED too. If I remember, an example of these combined was in 1st city Yakuza hard mission to destroy Zaibatsu tanks with guards surroundin...