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[REL|V1]TRN-IA TRN International Autos
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Barton Waterduck  |
Posted: Tuesday, Mar 23 2004, 08:38
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retired modder

Group: Members
Joined: Feb 12, 2002


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| QUOTE (ghost_master2000 @ Mar 23 2004, 06:15) | so barton... how about finishing porting that code I sent you a little over a month ago? I thought someone of your calibur mission coding skills could get it done in a day. I know I could.
@TRN4L: Nice job at finally releasing it. I'm sure my constant pestering helped a little, lol. Very nice job on fixing all those errors. Keep up the good work. |
So, the code is for this lot then ?? A spinning car and lots of key pressing stuff ? Well, great then (because it isn't another shop). Not sure if I like the immunities "cheating" code. Doesn't fit very well with certain missions (but useful on some missions I guess). Would be better to use a separate garage for immunities stuff (so you get a choice in the matter). And I see the tires aren't made immune. Would it be ok if I put it in the mission part of the code ? If I do, you can't use it when you're on missions. edit: I could put the garage in MAIN since it won't take up that much space. edit again: I could put both in MAIN, but moving it later if space runs out would be boring. What's the plan with all the garages anyway ? Like the large garage on the east side and the tiny one in the "middle" of it ? And I guess that "parking house" needs some cars. And one-way windows are REALLY annoying. And they're used all over illcom. You can't see sh*t. Not even a spinning car inside the shop (if that's where it's supposed to go). To prevent giving myself a headaqe, I'll look at the code when I get some answers about the one-way windows and all the other stuff. And I don't need a "do it yourself" answer. This post has been edited by Barton Waterduck on Tuesday, Mar 23 2004, 09:00
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Barton Waterduck  |
Posted: Wednesday, Mar 24 2004, 21:17
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retired modder

Group: Members
Joined: Feb 12, 2002


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| QUOTE (ghost_master2000 @ Mar 23 2004, 22:47) | oh yeah, sorry. my bad about the immunities thing. I was testing some stuff witht that and I forgot to remove it. It is essentially a car selector similar to ones in racing games. I think it would actually be better to do it as a mission so people can't just go there and grab whatever car they wanted for a specific mission, theough if they thought ahead they could still do that. definitely do it as a mission.
I'm not sure what you mean by "one sided windows", but I assume it's a reference to the modeliung of the building and not to teh coding. Actually I think you should forget the pay and spray thing because you can get whatever color car you want with the car selector thing anyways. | Have you ever heard about one-way mirrors ? From one side, it looks like a mirror, from the other side, it looks like a glass. You can see through it one way, not the other. Some windows on lots in Myriad almost works like this. The difference is you can't see a thing from inside the buildings (except the island base). From the outside, you can only see certain things. If you actually can see a car inside the building from outside the building looking in through the window, I guess a car selector like this can be done. If not, why code it if you can't see the car ? What's funny about going inside to see anything ? What's so hard about creating a working window anyway ? What's even more annoying is those invisible objects (that nobody's ever heard about) that you crash into on the parking lot. My upcoming limo driver mission illustrates this very well. If the scripted bfinj. (or replaced car) with a gunner gets stuck, don't blame me, blame the ghost col objects on the parking lot (that nobody's ever heard about). Sucks...
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