Search found 108 matches
- 24 Jun 2012, 23:28
- Forum: Modding forum
- Topic: .mis Error
- Replies: 14
- Views: 25071
Re: .mis Error
Well i dont quite see whats causing that actually. Perhaps your map is just really weirdly setup in a way they cant spawn properly on some places. Anyway using the script from here i made 1, 2, 3 and 4-player versions of each script, with an added mechanism of having the bot in the 3-player script s...
- 24 Jun 2012, 03:11
- Forum: Modding forum
- Topic: .mis Error
- Replies: 14
- Views: 25071
Re: .mis Error
I just noticed each bot targets a different player. How have you been testing this? If you're testing this in singleplayer well there's your problem, the player peds that arent used will, as far as im aware, eventually disappear like any other ped when left behind and off the screen. And once that h...
- 23 Jun 2012, 21:46
- Forum: Modding forum
- Topic: .mis Error
- Replies: 14
- Views: 25071
Re: .mis Error
Hm, almost forgot actually, IF statements, except possibily the one checking for health seem to crash the game if used on items/characters/cars not in the game, if they happen to be not created yet, deleted or simply declared and never used. Or so while making over 10 missions of the project seemed ...
- 23 Jun 2012, 16:05
- Forum: Modding forum
- Topic: .mis Error
- Replies: 14
- Views: 25071
Re: .mis Error
Well i dont get any compiler or script errors while compiling this script with my mispad. And the only thing thats been altered is that my mispad has that improved compiler that takes more lines before it rejects too large scripts. You'll have to provide more information then that if its not working...
- 16 Jun 2012, 09:10
- Forum: Modding forum
- Topic: WikiGTA Tutorials
- Replies: 2
- Views: 6200
Re: WikiGTA Tutorials
Ah, tried that with ' and " marks and so on but i guess it didnt need any this time. It just keeps changing! But now its fixed i suppose.
Hm, that car list does have the advantadge of displaying the car crusher rewards, i certainly could use that to fix up the crusher reward system in my project.
Hm, that car list does have the advantadge of displaying the car crusher rewards, i certainly could use that to fix up the crusher reward system in my project.
- 15 Jun 2012, 22:33
- Forum: Maps
- Topic: GTA2 DTD Version 1.0
- Replies: 74
- Views: 119568
Re: GTA2 DTD Version 1.0
The code tags are {code}{/code} if you replace the { and }'s with brackets or whatever they're called ([ and ]). Its up there next to "Quote" and "List=" and the likes. Right above the posting area are various buttons. Though the {mis}This is supposed to be a GTA2 script.{/mis} t...
- 15 Jun 2012, 22:27
- Forum: Modding forum
- Topic: WikiGTA Tutorials
- Replies: 2
- Views: 6200
WikiGTA Tutorials
Just putting this here for two reasons. Firstly i noticed no clear references to this website which has extensive tutorials for GTA2, though i can be mistaken i guess. And secondly i posted this for manual translations of the few pages that werent officially translated yet into English of the Wiki. ...
- 15 Jun 2012, 12:35
- Forum: Maps
- Topic: GTA2 DTD Version 1.0
- Replies: 74
- Views: 119568
Re: GTA2 DTD Version 1.0
If it helps, this is what im using for Missions for my current project, it uses Blue Phones for missions. SAVED_COUNTER Global_OnMission = 0 SAVED_COUNTER Global_MissionsPassed = 0 DECLARE_TOTAL_MISSIONS (40) DECLARE_MISSION_FLAG (Player1, Global_OnMission) SAVED_COUNTER Mission_TutStatus = 0 //TUTO...
- 14 Jun 2012, 13:47
- Forum: Modding forum
- Topic: gang Help
- Replies: 4
- Views: 8426
Re: gang Help
Uh, you did setup the gang zone as an gang zone type did you? Aside from that all you need to do is put a SET_GANG_INFO in the script with the exact same name and it should work. I suggest renaming the zone into something with 4 characters and no numbers (as i heard some gang commands only take the ...
- 13 Jun 2012, 16:29
- Forum: Modding forum
- Topic: Doors
- Replies: 4
- Views: 7689
Re: Doors
I'm still not entirely sure how Thread Triggers work entirely but i assume they disable themselves after one use? I suggest running ENABLE_THREAD_TRIGGER(TT_Name) somewhere in the script after the thread trigger did its thing assuming they work like that. Perhaps using counters to check if its in us...
- 13 Jun 2012, 16:19
- Forum: Modding forum
- Topic: GXT
- Replies: 5
- Views: 13521
Re: GXT
I believe there was also p! for Police heads. They seem to be leftovers that where never officially used. Seems to function correctly in every way though.
Basic example:
Basic example:
Code: Select all
[1350] p!Freeze! This is the Police!
- 06 Jun 2012, 15:17
- Forum: Modding forum
- Topic: Code Snippets
- Replies: 50
- Views: 152920
Re: Code Snippets
Moonwalking Peds Was messing with SET_CHAR_MAX_RUNSPEED and got curious if it accepted negative numbers as well, and apparently that works pretty well! Turns out any KILL_CHAR_ON_FOOT/ANY_MEANS ped with this will moonwalk towards their target in an attemp to get closer, and always display the walki...
- 06 Jun 2012, 12:09
- Forum: Modding forum
- Topic: Collection of gta scripting and map weirdness
- Replies: 123
- Views: 301950
Re: Collection of gta scripting and map weirdness
I've been messing with CHECK_WEAPON_TYPE_HIT_CHAR and observed some peculiar behaviour. It DOES work but in a very limited fashion. It appears to function for every on-foot weapon except throwables and Fists(didnt test for ped fists, though), though i havent tested it with the Electro Baton, neither...
Re: I'm back!
One does not quit GTA2 but merely takes extended breaks from it. Or so seems to be my case. :P Perhaps a tip at developing stuff... Its alot more bearable if you do it in moderation, just play games, have hun, open up that editor and build stuff when inspiration strikes. And if it is of any interest...
- 31 May 2012, 18:41
- Forum: Modding forum
- Topic: DMA Scripting Documentation in HTML
- Replies: 31
- Views: 67491
Re: DMA Scripting Documentation in HTML
I suppose it might be worth to mention FOLLOW_CAR_IN_CAR only seems to actually work when the car being followed has a driver in it(even if its simply a ped). If it doesnt have one it basically ignores the command and they'll just drive off seperately. Was thinking of posting this in the scripting w...
- 31 May 2012, 16:54
- Forum: GTA2 Game Hunter
- Topic: GTA2 Game Hunter - ideas and suggestions
- Replies: 97
- Views: 232491
Re: GTA2 Game Hunter - ideas and suggestions
Its a relatively small pet peeve, but it would be nice if users inactive for over an hour or so would be marked as either 'AFK'(Away From Keyboard), or simply 'Away', though this doesnt have to apply to bots (its fairly common for people in the lobby to be this quiet). Speaking of, is it possible to...
- 26 May 2012, 22:59
- Forum: Offtopic
- Topic: We writing a story.....
- Replies: 68
- Views: 96284
Re: We writing a story.....
Well this was relatively quiet lately.
A lame, blind, bird hijacker drove over the roundabout potato towards a bull that is a mugger in disguise. 'A gay, fat Davidio hate,' is grammatically a wrong car. Some grammatically grammar incapable hyperspeed derpy, indeed! Indeed he
A lame, blind, bird hijacker drove over the roundabout potato towards a bull that is a mugger in disguise. 'A gay, fat Davidio hate,' is grammatically a wrong car. Some grammatically grammar incapable hyperspeed derpy, indeed! Indeed he
- 26 May 2012, 19:25
- Forum: Modding forum
- Topic: zone problems
- Replies: 6
- Views: 9509
Re: Collection of gta scripting and map weirdness
Well i know spaces in zone names dont work out too well, not if they're needed by script atleast. Stuff like bus stops or stoplights dont seem to care. Speaking of the subject i think i found a way for it to work: I named it Cargobay using Elypter's suggestion of 8 characters (though less seems to w...
- 26 May 2012, 18:06
- Forum: Modding forum
- Topic: zone problems
- Replies: 6
- Views: 9509
Re: Collection of gta scripting and map weirdness
Well i've tried using B01 while setting B01 to the name "Cargo Area" but even then it just refused to work, and crashed whenever loaded. Used both Navigation Zones and Local Navigation Zones, with and without Information zones cooperaring with them, both covered and uncovered by bigger Nav...
- 26 May 2012, 16:26
- Forum: Modding forum
- Topic: zone problems
- Replies: 6
- Views: 9509
zone problems
Well im stumped on this one... For some reason IS_CHAR_IN_ZONE(char, zonename) almost NEVER works, all it does is if called during an IF statement succesfully crashes the freaking game. Its a redicuously weird or specific command, it gone and did the following stuff: Only desired to function in a NO...