Epic GTA2 Map Editor (0.6.6602) Beta

Anything to do with GTA1/GTA2 modding (tools, scripts and more).
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elypter
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by elypter »

I used SUBs in Tiny Tiny Town Army and i will use it in other big scripting projects too. SUBs have one(other) big obvious advantage: you have to write things only once and they appear only once in the editor. This occurs more often than you might think. It happens every time when you place an object/car/char that should be respawned some time but also exist from the beginning on. My solution for the problem: make SUBs only be detected as proper SUBs when they are encapsulated with { }. others should be transparent like now all things in subs are. this way even multiple RETURNs and SUBs without RETURNs would be possible
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Oh yeah, forgot multiple RETURNS...

Meh.

I just must make mis2, no matter how you guys think i shouldnt... theres just so many more advantages in scripting in new mis2 format.

1) easier/faster to read.
2) easier/faster to write.
3) thus, its easier to maintain.
4) it gives more features in my editor, which also speeds up editing.
5) its less error prone: it will support code repetition, no need to repeat huge blocks of code manually. you change something, you dont need to change it in 50 other places as well.

i mean seriously? who wouldnt want to use such a scripting language? :|
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

This is how the script syntax highlighting will be:
Image

I havent programmed it yet, just planning how it should look like. Float values are light blue, integers should be light gray.

Suggestions?
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Cuban-Pete »

Looks sexy. :lol:

//edit: row 800 ... row 2000... Wow.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by BenMillard »

I have only got bad things to say about that highlighting scheme.

And about .mis2 idea in general.

Really, dude, think about it. Please. It's a pity to see your time and talent wasted like this.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

The thing is, i dont have much motivation, and i want to learn new things, not just code this editor like it was my job...

You could pay me to finish it faster though
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

I just noticed one major mistake in my script parser: it doesnt parse commands that are split in more than one line, i didnt even know its possible by mis compiler! I will never make a support for multilines since it would break a lot of things and make the script editing hundred times more complex. So, if you want your scripts being displayed correctly, never split a command into multiple lines.

Example of bad code:

Code: Select all

SET_GANG_INFO (prisgang, 22,
NO_WEAPON, NO_WEAPON, NO_WEAPON,
0, 0.0,0.0,0.0, 0, BOXTRUCK,-1)
Will not get parsed in my editor.

Whereas, this will:

Code: Select all

SET_GANG_INFO (prisgang, 22, NO_WEAPON, NO_WEAPON, NO_WEAPON, 0, 0.0,0.0,0.0, 0, BOXTRUCK,-1)
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Razor »

what about AND commands? same?

Code: Select all

IF (( speed_bmwsauber > 1000 )
 AND ( speed_bmwsauber < 3000 ))
  ++ czas_bmwsauber
 ENDIF
 IF (( speed_bmwsauber > 3000 )
 AND ( speed_bmwsauber < 7000 ))
  SET czas_bmwsauber = ( czas_bmwsauber + 2 )
 ENDIF
 IF ( speed_bmwsauber > 7000 )
  SET czas_bmwsauber = ( czas_bmwsauber + 4 )
 ENDIF
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Those can be read properly (but my editor doesnt read them yet), since they contain "(" and ")" at the start and end of the commands always. The problem with MIS syntax is that the commands doesnt have some marker that tells when it ends, except the CREATE_* objects. Its impossible to read some of the commands properly because there can be optional parameters.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by BenMillard »

Parsing these commands is possible. The mission script compiler is able to read them. (QED.) Your parser just isn't sophisticated enough! :)

At the very least, I imagine you'd need a tokeniser which can switch states. Maybe even a tree builder, although that would probably be overkill. Line splitting and RegEx rules will be inadequate.

I use a very rudimentary tokeniser in CFG Studio 2 in order to read nearly all text-based formats in GTA3, GTAVC and GTASA. It detects each format within each game with near-perfect accuracy. It's possible to make valid "pathological" files which are ambiguous - they'll confuse my editor but still work in-game.

You should do something much better than CFG Studio 2 did. It's just to point out I have experience with parsing varied formats and that even a programming n00b using VB6 can make it work quite reliably. A walk in the park for you. ;)
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Sure, you can give me a code to parse the MIS files perfectly, but only if you can make it perfectly, theres no point making new parser, if its not perfect. And making it perfect, will be hard, and epic waste of time, i promise. Thats also why i want to make new syntax: it will fix all the problems and make the code writing/understanding much easier, so instead of just one good thing i would get two good things! (actually +6 good things among that...).

You dont need to split the commands into multiple lines, use word wrapping for that purpose! I bet every text editor has those. Except mispad? Which is also a sign of that they didnt intend to use multilines, i bet its just a lucky shot that it actually works that way.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by elypter »

i think it's not really a problem if multiline is not supported.
1 line 1 command makes it much easier and more stable. not only parsing but any other script operation.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by BenMillard »

Earlier discussion in a different thread covers Visual Parse++ used for GTA2 mission compiler. Maybe useful?
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Hmm, maybe i could use a method like the compiler uses, but so far i have no interest, maybe if someone throws how-to-use-guide in my face, i might look at it.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Here is all objects (OBJ_DATA type) supported by my editor (excluding carshops and gang phones).
See if theres still something missing:
Image
(Screenshot from my editor)

Code:

Code: Select all

OBJ_DATA obj

LEVELSTART

// basic objects:
obj = CREATE_OBJ (6.8, 10.3) 0 BIN END
obj = CREATE_OBJ (7.2, 10.6) 0 BIN_LID END
obj = CREATE_OBJ (8.8, 10.6) 0 BLASTER END
obj = CREATE_OBJ (7.6, 11.0) 0 BLOOD END
obj = CREATE_OBJ (7.4, 9.9) 0 BOLLARD END
obj = CREATE_OBJ (14.0, 9.0) 0 BRIEFCASE END
obj = CREATE_OBJ (6.5, 11.2) 0 CONE END
obj = CREATE_OBJ (8.4, 11.5) 0 MINE END
obj = CREATE_OBJ (7.2, 11.0) 0 OIL END
obj = CREATE_OBJ (9.9, 10.7) 0 PHONE END
obj = CREATE_OBJ (7.6, 10.2) 0 RED_FOOTPRINTS END
obj = CREATE_OBJ (8.0, 10.6) 0 RUBBISH END
obj = CREATE_OBJ (8.8, 10.9) 0 TRAFFIC_LIGHT END
obj = CREATE_OBJ (12.5, 10.3) 0 POWERGEN_DEAD END
obj = CREATE_OBJ (11.5, 10.3) 0 POWERGEN END
obj = CREATE_OBJ (14.5, 8.5) 0 REMOTE END
obj = CREATE_OBJ (14.0, 8.5) 0 KILL_FRENZY END
obj = CREATE_OBJ (13.5, 8.5) 0 BONUS_TOKEN END
obj = CREATE_OBJ (13.5, 9.0) 0 BOMB END
obj = CREATE_OBJ (8.8, 10.3) 0 FOOTY END
obj = CREATE_OBJ (9.9, 10.0) 0 PHONE_RINGING END
obj = CREATE_OBJ (8.1, 9.9) 0 BENCH END
obj = CREATE_OBJ (8.4, 11.2) 0 NEWSDIS END
obj = CREATE_OBJ (6.5, 10.2) 0 OILDRUM END
obj = CREATE_OBJ (7.2, 11.5) 0 ANIMATING_OIL END
obj = CREATE_OBJ (8.4, 10.6) 0 HARDBOX END
obj = CREATE_OBJ (6.7, 10.0) 0 ROADBLOCK END
obj = CREATE_OBJ (8.0, 10.2) 0 BOXES END
obj = CREATE_OBJ (8.4, 10.2) 0 CRATE END
obj = CREATE_OBJ (8.4, 10.9) 0 PACKAGE END
obj = CREATE_OBJ (8.8, 9.9) 0 SMALL_ARROW END
obj = CREATE_OBJ (9.3, 11.1) 0 FIREJET END
obj = CREATE_OBJ (6.8, 11.5) 0 CAR_STOP END
obj = CREATE_OBJ (6.8, 11.2) 0 BUSH END
obj = CREATE_OBJ (9.3, 10.1) 0 TANKTOP END
obj = CREATE_OBJ (9.3, 11.4) 0 ANTENNA END
obj = CREATE_OBJ (8.0, 11.5) 0 ANIMATING_RUBBISH END
obj = CREATE_OBJ (8.0, 11.0) 0 DEAD_RUBBISH END
obj = CREATE_OBJ (6.5, 11.5) 0 MOVING_CONE END
obj = CREATE_OBJ (6.8, 10.6) 0 MOVING_BIN END
obj = CREATE_OBJ (7.6, 11.5) 0 FIRE END
obj = CREATE_OBJ (7.6, 10.6) 0 BLOOD_SPARK END
obj = CREATE_OBJ (8.8, 11.2) 0 GENLITE END
obj = CREATE_OBJ (9.9, 11.4) 0 PHONE_DEAD END
obj = CREATE_OBJ (7.2, 10.3) 0 MOVING_BIN_LID END
obj = CREATE_OBJ (6.5, 10.5) 0 HYDRANT_LID END
obj = CREATE_OBJ (6.5, 10.9) 0 HYDRANT END
obj = CREATE_OBJ (6.5, 10.7) 0 HYDRANT_UNLID END
obj = CREATE_OBJ (6.8, 10.9) 0 TYRE END
obj = CREATE_OBJ (8.8, 11.5) 0 GRENADE END
// invisible objects:
obj = CREATE_OBJ (13.9, 11.4) 0 INVISIBLE_TARGET END
obj = CREATE_OBJ (12.8, 11.4) 0 CAR_CROSSING END
obj = CREATE_OBJ (14.5, 9.9, 3.1) 0 TOWER END
obj = CREATE_OBJ (14.5, 10.5) 0 INVISIBLE_DESTRUCTIBLE END
obj = CREATE_OBJ (11.5, 11.4, 2.6) 0 TUNNEL_BLOCKER END
obj = CREATE_OBJ (13.6, 10.3) 0 INVISIBLE_DEAD END
// collectibles:
obj = CREATE_OBJ (6.5, 7.0) 0 COLLECT_00 END
obj = CREATE_OBJ (7.0, 7.0) 0 COLLECT_01 END
obj = CREATE_OBJ (7.7, 7.0) 0 COLLECT_02 END
obj = CREATE_OBJ (8.4, 7.0) 0 COLLECT_03 END
obj = CREATE_OBJ (9.0, 7.0) 0 COLLECT_04 END
obj = CREATE_OBJ (9.4, 7.0) 0 COLLECT_05 END
obj = CREATE_OBJ (10.0, 7.0) 0 COLLECT_06 END
obj = CREATE_OBJ (10.6, 7.0) 0 COLLECT_07 END
obj = CREATE_OBJ (11.2, 7.0) 0 COLLECT_08 END
obj = CREATE_OBJ (11.9, 7.0) 0 COLLECT_09 END
obj = CREATE_OBJ (12.5, 7.0) 0 COLLECT_10 END
obj = CREATE_OBJ (6.5, 5.5) 0 COLLECT_11 END
obj = CREATE_OBJ (7.0, 5.5) 0 COLLECT_12 END
obj = CREATE_OBJ (7.5, 5.5) 0 COLLECT_13 END
obj = CREATE_OBJ (8.0, 5.5) 0 COLLECT_14 END
obj = CREATE_OBJ (13.0, 7.0) 0 COLLECT_15 END
obj = CREATE_OBJ (13.5, 7.0) 0 COLLECT_16 END
obj = CREATE_OBJ (14.0, 7.0) 0 COLLECT_17 END
obj = CREATE_OBJ (14.5, 7.0) 0 COLLECT_18 END
obj = CREATE_OBJ (8.5, 5.5) 0 COLLECT_19 END
obj = CREATE_OBJ (9.0, 5.5) 0 COLLECT_20 END
obj = CREATE_OBJ (9.5, 5.5) 0 COLLECT_21 END
obj = CREATE_OBJ (10.0, 5.5) 0 COLLECT_22 END
obj = CREATE_OBJ (10.5, 5.5) 0 COLLECT_23 END
obj = CREATE_OBJ (11.0, 5.5) 0 COLLECT_24 END
obj = CREATE_OBJ (11.5, 5.5) 0 COLLECT_25 END
obj = CREATE_OBJ (12.0, 5.5) 0 COLLECT_26 END
obj = CREATE_OBJ (12.5, 5.5) 0 COLLECT_27 END
obj = CREATE_OBJ (6.5, 8.5) 0 COLLECT_28 END
obj = CREATE_OBJ (7.0, 8.5) 0 COLLECT_29 END
obj = CREATE_OBJ (7.5, 8.5) 0 COLLECT_30 END
obj = CREATE_OBJ (8.0, 8.5) 0 COLLECT_31 END
obj = CREATE_OBJ (8.5, 8.5) 0 COLLECT_32 END
obj = CREATE_OBJ (9.0, 8.5) 0 COLLECT_33 END
obj = CREATE_OBJ (9.5, 8.5) 0 COLLECT_34 END
obj = CREATE_OBJ (10.0, 8.5) 0 COLLECT_35 END
obj = CREATE_OBJ (10.5, 8.5) 0 COLLECT_36 END
obj = CREATE_OBJ (11.0, 8.5) 0 COLLECT_37 END
obj = CREATE_OBJ (11.5, 8.5) 0 COLLECT_38 END
obj = CREATE_OBJ (12.0, 8.5) 0 COLLECT_39 END
obj = CREATE_OBJ (12.5, 8.5) 0 COLLECT_40 END
obj = CREATE_OBJ (13.0, 5.5) 0 COLLECT_41 END
obj = CREATE_OBJ (13.5, 5.5) 0 COLLECT_42 END
obj = CREATE_OBJ (14.0, 5.5) 0 COLLECT_43 END
obj = CREATE_OBJ (14.5, 5.5) 0 COLLECT_44 END
obj = CREATE_OBJ (6.5, 7.8) 0 MOVING_COLLECT_00 END
obj = CREATE_OBJ (7.0, 7.8) 0 MOVING_COLLECT_01 END
obj = CREATE_OBJ (7.7, 7.8) 0 MOVING_COLLECT_02 END
obj = CREATE_OBJ (8.4, 7.8) 0 MOVING_COLLECT_03 END
obj = CREATE_OBJ (9.0, 7.8) 0 MOVING_COLLECT_04 END
obj = CREATE_OBJ (9.4, 7.8) 0 MOVING_COLLECT_05 END
obj = CREATE_OBJ (10.0, 7.8) 0 MOVING_COLLECT_06 END
obj = CREATE_OBJ (10.6, 7.8) 0 MOVING_COLLECT_07 END
obj = CREATE_OBJ (11.2, 7.8) 0 MOVING_COLLECT_08 END
obj = CREATE_OBJ (11.9, 7.8) 0 MOVING_COLLECT_09 END
obj = CREATE_OBJ (12.5, 7.8) 0 MOVING_COLLECT_10 END
obj = CREATE_OBJ (6.5, 6.0) 0 MOVING_COLLECT_11 END
obj = CREATE_OBJ (7.0, 6.0) 0 MOVING_COLLECT_12 END
obj = CREATE_OBJ (7.5, 6.0) 0 MOVING_COLLECT_13 END
obj = CREATE_OBJ (8.0, 6.0) 0 MOVING_COLLECT_14 END
obj = CREATE_OBJ (13.0, 7.8) 0 MOVING_COLLECT_15 END
obj = CREATE_OBJ (13.5, 7.8) 0 MOVING_COLLECT_16 END
obj = CREATE_OBJ (14.0, 7.8) 0 MOVING_COLLECT_17 END
obj = CREATE_OBJ (14.5, 7.8) 0 MOVING_COLLECT_18 END
obj = CREATE_OBJ (8.5, 6.0) 0 MOVING_COLLECT_19 END
obj = CREATE_OBJ (9.0, 6.0) 0 MOVING_COLLECT_20 END
obj = CREATE_OBJ (9.5, 6.0) 0 MOVING_COLLECT_21 END
obj = CREATE_OBJ (10.0, 6.0) 0 MOVING_COLLECT_22 END
obj = CREATE_OBJ (10.5, 6.0) 0 MOVING_COLLECT_23 END
obj = CREATE_OBJ (11.0, 6.0) 0 MOVING_COLLECT_24 END
obj = CREATE_OBJ (11.5, 6.0) 0 MOVING_COLLECT_25 END
obj = CREATE_OBJ (12.0, 6.0) 0 MOVING_COLLECT_26 END
obj = CREATE_OBJ (12.5, 6.0) 0 MOVING_COLLECT_27 END
obj = CREATE_OBJ (6.5, 9.0) 0 MOVING_COLLECT_28 END
obj = CREATE_OBJ (7.0, 9.0) 0 MOVING_COLLECT_29 END
obj = CREATE_OBJ (7.5, 9.0) 0 MOVING_COLLECT_30 END
obj = CREATE_OBJ (8.0, 9.0) 0 MOVING_COLLECT_31 END
obj = CREATE_OBJ (8.5, 9.0) 0 MOVING_COLLECT_32 END
obj = CREATE_OBJ (9.0, 9.0) 0 MOVING_COLLECT_33 END
obj = CREATE_OBJ (9.5, 9.0) 0 MOVING_COLLECT_34 END
obj = CREATE_OBJ (10.0, 9.0) 0 MOVING_COLLECT_35 END
obj = CREATE_OBJ (10.5, 9.0) 0 MOVING_COLLECT_36 END
obj = CREATE_OBJ (11.0, 9.0) 0 MOVING_COLLECT_37 END
obj = CREATE_OBJ (11.5, 9.0) 0 MOVING_COLLECT_38 END
obj = CREATE_OBJ (12.0, 9.0) 0 MOVING_COLLECT_39 END
obj = CREATE_OBJ (12.5, 9.0) 0 MOVING_COLLECT_40 END
obj = CREATE_OBJ (13.0, 6.0) 0 MOVING_COLLECT_41 END
obj = CREATE_OBJ (13.5, 6.0) 0 MOVING_COLLECT_42 END
obj = CREATE_OBJ (14.0, 6.0) 0 MOVING_COLLECT_43 END
obj = CREATE_OBJ (14.5, 6.0) 0 MOVING_COLLECT_44 END
// skid marks:
obj = CREATE_OBJ (10.6, 11.3) 0 SMALL_BROWN_SKID END
obj = CREATE_OBJ (10.5, 11.3) 0 SMALL_GREY_SKID END
obj = CREATE_OBJ (10.7, 11.3) 0 SMALL_RED_SKID END
obj = CREATE_OBJ (10.4, 11.3) 0 SMALL_WHITE_SKID END
obj = CREATE_OBJ (10.6, 11.0) 0 MEDIUM_BROWN_SKID END
obj = CREATE_OBJ (10.5, 11.0) 0 MEDIUM_GREY_SKID END
obj = CREATE_OBJ (10.7, 11.0) 0 MEDIUM_RED_SKID END
obj = CREATE_OBJ (10.4, 11.0) 0 MEDIUM_WHITE_SKID END
obj = CREATE_OBJ (10.6, 10.6) 0 BIG_BROWN_SKID END
obj = CREATE_OBJ (10.5, 10.6) 0 BIG_GREY_SKID END
obj = CREATE_OBJ (10.7, 10.6) 0 BIG_RED_SKID END
obj = CREATE_OBJ (10.4, 10.6) 0 BIG_WHITE_SKID END
obj = CREATE_OBJ (10.6, 10.0) 0 HUGE_BROWN_SKID END
obj = CREATE_OBJ (10.5, 10.0) 0 HUGE_GREY_SKID END
obj = CREATE_OBJ (10.7, 10.0) 0 HUGE_RED_SKID END
obj = CREATE_OBJ (10.4, 10.0) 0 HUGE_WHITE_SKID END

LEVELEND
This is how the object selection looks like (notice how it shows default ammo values as well!):
Image

Suggestions now or never
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Cuban-Pete »

Amazing how you do all that stuff. Small comment on the power-ups. They look like they are cut off at the top. :)


//edit:
-looks like you are missing the direct carbomb. it has a "!" at the icon or something like that.
-the three phone cells are only 2 really different?
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Cuban-Pete wrote:Small comment on the power-ups. They look like they are cut off at the top.
Hmm... indeed they are a bit more than in GTA2, i think i put them more cut off more because they started to bleed texture colors from nearby sprites otherwise. GTA2 doesnt use mipmapping so it doesnt have that problem: the textures wont bleed in GTA2. However, this could be fixed by adjusting the textures by padding them with transparent line of pixels, but it will probably eat more memory and make the map loading slower. So it is a compromise now, not really that important IMO.
Cuban-Pete wrote:looks like you are missing the direct carbomb. it has a "!" at the icon or something like that.
Can you tell me the code for it?
Cuban-Pete wrote:the three phone cells are only 2 really different?
Yeah, theres only 2 phone sprites, rest phones are just remapped differently in GTA2.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Gustavob »

TradeMark wrote:
Cuban-Pete wrote:looks like you are missing the direct carbomb. it has a "!" at the icon or something like that.
Can you tell me the code for it?
From WikiGTA:

[name]
Instant vehicle bomb

Code: Select all

CAR_BOMB_INSTANT

[collect_xx]
COLLECT_23

[moving_collect_xx]
MOVING_COLLECT_23

[damage type]
BY_CAR_BOMB

its actually displayed with a blue "I"
You just lost the game.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Yeah, seems like CAR_BOMB_INSTANT is a weapon name which icon you see at top right corner (bomb icon that has the exclamation mark next to it), so its not an object on the map, thats COLLECT_23 which is "I" as you said.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

I have selected the best candidate for the object list, this is how i am planning to do it now:
Image
It opens new menu under if one exists on the clicked title.

Other thing is, how? It will be really hard, since the MIS compiler has weird rules and GTA2 has weird rules etc. I have to fix the MIS and GTA2 bugs, which is really, really annoying!

Suggestions on the menu items in that black list? Maybe i forgot something.

Startup = declaration
Mid-game = create_*

--

Should i rename Char into Bot ? Arent Chars usually just AI controlled things?
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