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Re: GTA2 DTD Version 1.0

Posted: 13 Jul 2012, 21:03
by Pyro
Not sure what you mean by hiding it. A subway is normally underground so there should be no problems there. Can you explain what you mean?

To edit GXT files, download the GTA2 GXT Editor v3.0.1 from here. Open up one of the GXT files (usually e.gxt for English text) and look up a line number to change. Then just use DISPLAY_BRIEF (xxxx) in your script to call it. Other people will need to download your modified GXT file to see what text you've changed, but Vike's enhanced GTA2 allows you to use a custom, seperate GXT file if you declare it in the multiplayer (MMP) file, so your MMP file might look like this (so you don't have to call it e.gxt either):

Code: Select all

[MapFiles]
GMPFile = your-map.gmp
STYFile = ste.sty
SCRFile = your-map.scr
GXTFile = your-map.gxt
Description = Your Map Description
Note - you don't need to use the PlayerCount line inside an MMP file if you're using Vikes enhanced GTA2.exe!

Re: GTA2 DTD Version 1.0

Posted: 16 Jul 2012, 13:22
by Galactic Boy
Game crashes when I started!

Re: GTA2 DTD Version 1.0

Posted: 17 Jul 2012, 11:00
by Alberto
Did you change something in script?
28 players downloaded this map it doesn't crash !
Maybe thats a GTA2 Problem...

Re: GTA2 DTD Version 1.0

Posted: 17 Jul 2012, 11:33
by Galactic Boy
I talk about "Freedom Criminals", you have forgotten make garage door animation, so game crashes.

Re: GTA2 DTD Version 1.0

Posted: 22 Jul 2012, 11:25
by Alberto
Freedom criminals works very fine
Ill check it later

Can Anyone tell me how to use gta2sty tools, how to add tiles ?

Re: GTA2 DTD Version 1.0

Posted: 22 Jul 2012, 14:17
by elypter
select the tile you want to replace, click import, choose file, depending on if the new one uses a new pal or not import a new pal to the black emty space at the end of the pal window or not.

the image has to be a 64x64px 8bit interlaced bmp file

Re: GTA2 DTD Version 1.0

Posted: 26 Jul 2012, 17:17
by Alberto
Do you guys know how to make the level ends When you reach a specific score?
Like in GTA2 When you score 1,000,000 $ You enter the second level, you know how to do this?
Thanks For Help

Re: GTA2 DTD Version 1.0

Posted: 26 Jul 2012, 17:22
by elypter

Re: GTA2 DTD Version 1.0

Posted: 06 Aug 2012, 13:32
by Alberto
Hello

Can somebody tell me how to make the door opens when i explode a generator ((POWERGEN)) ?
How to give all cars on street some weapons, like BFF WIPE OUT ?

Re: GTA2 DTD Version 1.0

Posted: 06 Aug 2012, 14:41
by Pyro
Basic IF example (scroll down) - http://gtamp.com/forum/viewtopic.php?f=4&t=491. Uses similar example with a power generator being destroyed.

Just add to it using various door commands. Make the door manual first using "MAKE_DOOR_MANUAL (door_name)" and then use "OPEN_DOOR (door_name)" inside the IF statement.

Not sure what you mean about giving all cars weapons, but I imagine you want to check if a player is in any car, store the current car to a variable and then use GIVE_WEAPON to the named car.

Re: GTA2 DTD Version 1.0

Posted: 06 Aug 2012, 21:08
by BenMillard
You can look at the .mis file for BFF Wipe Out.

Re: GTA2 DTD Version 1.0

Posted: 10 Sep 2012, 21:51
by Alberto
Good Day

I Made a map Called "GEN2", each player has his own generator, who explodes the opponent's generator wins the game.
Can Sombody tell me How To Make The level ends when someone destroys the opponent's Generator?

Thanks.

Re: GTA2 DTD Version 1.0

Posted: 11 Sep 2012, 02:51
by Sektor
IF ( CHECK_OBJ_MODEL ( generator01 , powergen_dead ) )
ADD_SCORE ( p1, 99999999 )
FINISH_LEVEL ( NO_BONUS )
ENDIF

Re: GTA2 DTD Version 1.0

Posted: 01 Feb 2013, 02:07
by Alberto
Salute Everybody...

I Want to make, for example, i want PLAYER1 to stand on tile (22.5, 22.5, 255.0) so when he stands on this tile POLICE Level increases to 6, So, when the ped stands on this tile, Tanks and armies will attack this player.

what's the suitable code for this?

Re: GTA2 DTD Version 1.0

Posted: 01 Feb 2013, 02:27
by Sektor
IF (LOCATE_CHARACTER_ON_FOOT ( PLAYER1 , 22.5 , 22.5 , 2.0 , 1.0 , 1.0 ))
ALTER_WANTED_LEVEL ( PLAYER1 , 6 )
ENDIF