New map and PROBLEM with trains rail and road xing with working lights
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mibars  |
Posted: Saturday, Jun 17 2006, 13:39
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GTA2 Mapmaker

Group: Members
Joined: Jul 17, 2004


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Hi! Yes, I'm again making new GTA2 map  Now it is highway with 6 surrounding diffrent terrains, that are connected to highway with 3 intersections. This will be multiplayer map (that's why there will be 6 terrains = 6 starting points). Because only one entrance to each terrain is too easy to be blocked by well armoured player, there are also back roads just in case we don't want to fight right now And to make them WAY slower than highway they are narrow (usually without sideways/pavement), dangerous (road on a cliff, narrow bridges, rail crossings), and longer (highway is straight). Here are some screenies: * (Press "rozmiar oryginalny" to see full size) FIRST AREA: WESTERN SECOND AREA: FACTORY THIRD AREA: SMALL TOWN FOURTH AREA: VILLAGE FIFTH AREA: OLD TOWN(?) SIXTH AREA: ??? (Need an idea!!!) CONNECTING ROAD: FREEWAY CONNECTING ROAD: FOREST, MOUNTAINS AND FIELDS CONNECTING ROAD: CLIFF ___________ *Final product may differ And this is what I did, now I got a problem: How to make rail and road crossing with working lights and stopping carsMy best idea is to place in a tunnel "fake" car that will be destroyed by an oncoming train. Then, when script will detect destroyed car, it will turn on lights and something to stop cars (give an idea - command "switch_road ON/OFF" makes compiler crash (fake command?) ) , then after 5-10 seconds destroyed car will be deleted and replaced, and lights will be turned off. Maybe someone has better idea? And how to stop "dummy cars" to run under the train?EDIT: Bigger problem found with cars driving on rails, and trains on roads  but solved with little use of SLOPES:  . Now I can focus on problem #1 Hope I'll have some help in this This post has been edited by mibars on Saturday, Jul 1 2006, 12:38
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Miner  |
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GTA2 Modder, Tank Driver. Uses debug to see car data, it rocks.

Group: Members
Joined: May 14, 2006


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You could place a ped, with the order of doing nothing, and NOT REACTING TO SHOTS, would suck if he ran, or a player would reach him, and just make it like the car thing. And those areas are good... never made such good area's myself, ussually have the same type houses, lol. And would it be a nice idea to... like i did, get trains to go trough the city, go trough roads, pavements, destroying all kinds of things in the way? Also gave me the ability to make some nice hidden powerups, trough connections with the tunnel(no train racks used trough, or BZzZT!!). Cant think of any other idea's. Maybe, you will get idea's from my biggest made map ever? Its called Chaos City. And has most idea's i named.
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Miner  |
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GTA2 Modder, Tank Driver. Uses debug to see car data, it rocks.

Group: Members
Joined: May 14, 2006


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I think i got an idea, to stop cars from crossing, will look maybe weird, but ok... You might want to put invisible tiles as a wall before the train racks(there are in every sty file some invisible tiles, i persume).
I am using invisible tiles as some kind of Force Field, will be a suprise... for players... hehehe. another idea would be putting a brige for the dummy traffic to follow.
And im not sure but i think trains make the game crash if they go on a block with more then 1 green arrow. I think that happened in my chaos city, just edited the road.
Hmmm... maybe... put a tunnelblocker in the way? or whatever those things are. They stop ALL EXCEPT trains.
Hmm, better get working on some trains in my map. Sooner or later...
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Miner  |
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GTA2 Modder, Tank Driver. Uses debug to see car data, it rocks.

Group: Members
Joined: May 14, 2006


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i think i know a simple solution, make the cars do a U turn, to turn around, players wont listen to green arrows anyway, lol. I did it in my chaos city, making cars go avoid the train's path, if it came on road, sidewalks, ect, still like the idea, a train going trough the city crushing stuff...
Trough having warning alarms is a handy idea, i did not put any in mine and some players where like WTF!? when a train comes out of the wall and kills em'. I love my train.
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Miner  |
Posted: Saturday, Jul 8 2006, 20:56
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GTA2 Modder, Tank Driver. Uses debug to see car data, it rocks.

Group: Members
Joined: May 14, 2006


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Uhhh... put tiles, that seem broken, like a... slope, pillar, those walls you can somehow go trough.
Or make a mess of random tiles?
Oh and bil.sty if my favorite, and most used.
And by the army base... you couls places boxes to... make open spaces less open? i like to put ALOT of boxes in area's i dont know what to put in(including stacking them on eachother), or random buildings.
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Miner  |
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GTA2 Modder, Tank Driver. Uses debug to see car data, it rocks.

Group: Members
Joined: May 14, 2006


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Looking good!
Only type of army base i have is a... small area with a tank storage, with a door that opens for tanks ONLY, and of course, 2 exits, and a secret entrance.
Ah, remembers me, best thing i have in my map is probaly the factory, one of my earlyer creations, copied it in my map, to think of it, i think ill upgrade it. And since the cannons in it dont work in the map i placed them in... i think ill make it something else.
You have any idea's for a map that needs to be... chaotic, dangerous, already got a flying train, lol. Suff like the flying train would be nice. I need more stuff that seems, against the law of nature.... or just a freakshow.
Ah, and good luck on the map.
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Miner  |
Posted: Saturday, Jul 15 2006, 13:55
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GTA2 Modder, Tank Driver. Uses debug to see car data, it rocks.

Group: Members
Joined: May 14, 2006


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Maybe using object ID's maybe works, for names? Or... i dont know... maybe simple names as train00, ect.
I think ill try those things, hmmm... [edit, maybe not exactly now, maybe when i feel like testing]
Or a player could always be forced to go in a train and then save it with STORE_CAR_CHARACTER_IS_IN ( player , name_of_a_CAR_DATA_slot ).
Cant think of anything else at the moment... [edit, fixed spelling errors]
This post has been edited by Miner on Saturday, Jul 15 2006, 13:58
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