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Map Discussion

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Map Discussion

Post by Shift on Sun May 22, 2016 4:08 pm

This topic can be used for:
-Uploading maps made by anyone, not only CoDEx members
-Reporting any bad or faulty maps

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Re: Map Discussion

Post by Reiko on Mon May 30, 2016 8:14 pm

Map report:

1 - Build 040
Reason: is a DM map, simple and the time is about 10 min. It's a boring map when you're alone.
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Re: Map Discussion

Post by IvOoOoOo77 on Mon May 30, 2016 11:14 pm

It has been deleted.If you notice maps that are NOT race, please post here ot notify any admin.
If you spot race maps with too many checkpoints that leads to a very long map duration time more than 4min, please report.

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Re: Map Discussion

Post by Wolfen on Mon May 30, 2016 11:40 pm

I deleted many inappropriate maps, but there's a possibility there are more maps to delete.
Anyway, thanks for your help Reiko & Ivo Wink

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Re: Map Discussion

Post by Z3ITM4NN on Tue May 31, 2016 5:38 pm

More then 4 Min can be okay...sometimes long Racemaps have something nice...so not report every map and maybe just use /rate on server
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Re: Map Discussion

Post by Shift on Sun Jun 05, 2016 5:29 pm

NEW MAP
Name: Back to the Future
Author: Shift
A short map in the BttF theme, nothing special. Recently my maps were buggy on the server, hope this one works.
MediaFire link: [url=http://www.mediafire.com/download/aonk9mn4p3oedta/backtothefuture.zip]

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Re: Map Discussion

Post by IvOoOoOo77 on Sun Jun 05, 2016 5:45 pm

Shift wrote:NEW MAP
Name: Back to the Future
Author: Shift
A short map in the BttF theme, nothing special. Recently my maps were buggy on the server, hope this one works.
MediaFire link: [url=http://www.mediafire.com/download/aonk9mn4p3oedta/backtothefuture.zip]

The buggy things come from those scripts "mapEditorScriptingExtension_s.lua" "mapEditorScriptingExtension_c.lua" . You don't need them Very Happy
Map is uploaded but there is an error "race-backtothefuture ActionScript.lua is invalid. Please re-compile at http://luac.mtasa.com/" . I think the script won't load.

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Re: Map Discussion

Post by Shift on Sun Jun 05, 2016 5:47 pm

It worked fine, only "world object remover" didn't do its job in the map

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Re: Map Discussion

Post by IvOoOoOo77 on Sun Jun 05, 2016 5:51 pm

State the problem and btw, when i reply via Quote or if i edit my post the background becomes YELLOW

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Re: Map Discussion

Post by Shift on Sun Jun 05, 2016 5:51 pm

maybe a bug in the skin

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Re: Map Discussion

Post by Shift on Mon Jun 06, 2016 8:35 pm

NEW MAP
Name: Need For Speed - LV
Author: Shift
So a couple of days ago I've watched a video about NFS Underground 2 and all those memories came back <3 Filled with inspiraton I made a map played in LV, while a music from the Underground 2 OST is played in the background. Have fun!

LINK: http://tinyurl.com/h7odstd

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Re: Map Discussion

Post by Z3ITM4NN on Mon Jun 06, 2016 11:17 pm

u should be carefull with mapmusic ...
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Re: Map Discussion

Post by Shift on Tue Jun 07, 2016 7:13 am

why?

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Re: Map Discussion

Post by Z3ITM4NN on Tue Jun 07, 2016 7:48 am

Just because we don t have a mute system and some music can fuck up some player...or its volume is just to high
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Re: Map Discussion

Post by Shift on Wed Jun 22, 2016 1:39 pm

Can you help me?
I have an idea for a map but not sure I can make it. It would be some kind of easter egg hunting. Markers would spawn randomly everywhere on the GTA:SA map and the first player who found all the markers on the map would win. 10 markers max.
Can anyone help me in scripting this?

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Re: Map Discussion

Post by Z3ITM4NN on Wed Jun 22, 2016 5:01 pm

its kind of tricky because when they spawn random it can happen that they spawn on building under water and else or just on trees u need to create many koords for spawning then they would not come on top of buildings or else...maybe to much work for a map
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Re: Map Discussion

Post by Shift on Wed Jun 22, 2016 5:40 pm

if you help me with the scripts, I will do the boring part(putting down coordinates)

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Re: Map Discussion

Post by Z3ITM4NN on Wed Jun 22, 2016 6:21 pm

I think about it and look how it is possible...maybe do it only in different sectors to reduce the work like LS LV SF Desserts usw...and when i understand u right it must be like that all markes could be activatet at same time and should not get showen on minimap right?
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Re: Map Discussion

Post by Shift on Wed Jun 22, 2016 7:43 pm

Yes, that's correct
Also, good idea to make the playable area smaller. First I thought of only Las Venturas

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Re: Map Discussion

Post by Z3ITM4NN on Wed Jun 22, 2016 7:49 pm

^.^ hehe should be possible hard but possible
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Re: Map Discussion

Post by Shift on Thu Jun 23, 2016 7:39 pm

New idea: what if we would make this idea into a gamemode and then it will be easier to make maps under it?

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Re: Map Discussion

Post by Z3ITM4NN on Thu Jun 23, 2016 8:47 pm

Well the problem when u create a gamemode u need a start script and change script for running things...adding a map with his own script does work easier...
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Re: Map Discussion

Post by Shift on Thu Jun 23, 2016 9:26 pm

ah I see

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Re: Map Discussion

Post by Shift on Tue Jun 28, 2016 1:33 pm

NEW MAP
Name: Top Fun
Description: If you're familiar with GTA Online/GTA V, you might know this map. A group of Bikers have to get to the bottom of the Harbor while Pilots with Hydras are chasing them. Similar to Zeit's TimeToHunt.
Lately I've started working on maps from GTA Online, this is my first map.
LINK: mediafire.com/download/5awb2533ikjtpce/Top_Fun.zip

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Re: Map Discussion

Post by Wojak on Wed Jul 06, 2016 10:03 am

Shift wrote:Can you help me?
I have an idea for a map but not sure I can make it. It would be some kind of easter egg hunting. Markers would spawn randomly everywhere on the GTA:SA map and the first player who found all the markers on the map would win. 10 markers max.
Can anyone help me in scripting this?

I had an idea for an nonlinear race map (the kind where you can collect checkpoints in any order you want) very long time ago, and you can play a map called [WOJ]DirtRing on 2paq server Wink

this is an upgraded version of the script (not tested, so some bugs will likely need to be fixed):
Code:

local MarkSpawns = {

} --add more then 10 coordinates here like this {x=0,y=0,z=0},
local CPzyx = {x=0,y=0,z=0} --map should have only one inaccessible race checkpoint, you should type its coordinates here.
local markertype = "corona" -- "checkpoint","ring","cylinder”,"arrow","corona" – what should be the shape of the marker
local markercolor = {r=0,b=255,g=0}
local markersize = 4
math.randomseed(getTickCount())
math.random()
math.random()
math.random()
while #MarkSpawns > 10 do
 local id = math.random(1,#MarkSpawns)
 table.remove(MarkSpawns,id)
end
local nmarkers = #MarkSpawns
for i = 1, nmarkers do
 createMarker ( MarkSpawns[i].x, MarkSpawns[i].y, MarkSpawns[i].z, markertype, markersize, markercolor.r, markercolor.g, markercolor.b, 200 )
end
local parent = getResourceDynamicElementRoot(getThisResource())
addEventHandler ( "onClientMarkerHit",  parent, function(pla)
 if pla == getLoaclplayer() then
 destroyElement(source)
 local markers = getElementsByType ( "marker", parent)
 markers = #markers
 if  markers == 0 then
 local veh = getPedOccupiedVehicle(pla)
 setElementPosition ( veh, Cpzyx.x, Cpzyx.y, Cpzyx.z )
 else
 outputChatBox(“you have ”..(nmarkers-nmarkers)..”/”..nmarkers..” markers”) --you may want to send the event to server to inform all players
 end
 end
end)

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