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[UPDATES] Coding in boats for the update...

Posted: Fri Sep 11, 2009 5:33 am
by Moneris
Has anybody tried this? Before i give it a shot, i just wanted to clear things up so i dont have to waste time making a server and trying this and ending up in a failure..

like:

create_car %(boat name) (co-ords) ()






But, of course, we will implement boats in the re-write :)

Re: Coding in boats for the update.. has anybody tried this?

Posted: Fri Sep 11, 2009 6:07 am
by SugarD-x
Is this for the GTA 3 half, the GTA:VC half, or both?

Re: Coding in boats for the update.. has anybody tried this?

Posted: Fri Sep 11, 2009 8:07 am
by Moneris
im looking for an answer for both.. because when i work on GTAIII:MTA half, i can add a couple boats.. IF they are addable/synced.

Re: Coding in boats for the update.. has anybody tried this?

Posted: Fri Sep 11, 2009 4:36 pm
by Callum
I thought we were going with it where anybody can host their own server. If so it would probably also be made that you can script a .map file with placed vehicles. Also somebody would probably end up making a car adder script anyway.

Re: Coding in boats for the update.. has anybody tried this?

Posted: Sat Sep 12, 2009 11:33 pm
by Towncivilian
Callum wrote:I thought we were going with it where anybody can host their own server. If so it would probably also be made that you can script a .map file with placed vehicles. Also somebody would probably end up making a car adder script anyway.
All vehicles are placed by the SCM.

I have tried to spawn a boat before, but it 'sploded before it hit the water. I probably just need to disable the checks for the vehicle being sunk.

If boats are synced, they are probably synced very poorly. I have tested a Dodo and there was extremely poor sync. If boats are synced well, then I could place some, but I would have to replace other vehicles to do so as I did with the Ambulances.

Re: Coding in boats for the update.. has anybody tried this?

Posted: Sun Sep 13, 2009 2:32 am
by SugarD-x
I think that's because MTA 0.5 is set to have vehicles explode upon touching the water, so boats will do the same then.

Re: Coding in boats for the update.. has anybody tried this?

Posted: Sun Sep 13, 2009 2:38 am
by Towncivilian
SugarD wrote:I think that's because MTA 0.5 is set to have vehicles explode upon touching the water, so boats will do the same then.
It is. It's just a question of bypassing that code.

Re: Coding in boats for the update.. has anybody tried this?

Posted: Mon Sep 14, 2009 3:55 pm
by Callum
So Server's won't be able custom place vehicles on .map files?

Re: Coding in boats for the update.. has anybody tried this?

Posted: Tue Sep 15, 2009 12:33 am
by Towncivilian
Callum wrote:So Server's won't be able custom place vehicles on .map files?
VC does not have any .map files I have no idea what the hell you're talking about

Re: Coding in boats for the update.. has anybody tried this?

Posted: Tue Sep 15, 2009 2:54 am
by Towncivilian
I managed to get the respawn code to not blow up the boat as soon as it hit the water and it respawns properly too. Everybody's afk right now so can't test if there's boat sync