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Map Making Tutorial II
10-18-2017, 03:12 AM
Post: #46
RE: Map Making Tutorial II
(10-18-2017 03:01 AM)Redirect Left Wrote:  GTank is unrelated to what you are looking for, as I mentioned, only RZone function is relevant to what you want. GTank is recreating the gas pump object each time they're destroyed.

maybe I will not touch anything that does not spoil it at all, of course, I'm sorry, it will not be a bad card, besides, there are not so many cards, I'll do it later when I finally figure it out, or someone will help do it

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11-01-2017, 06:41 AM
Post: #47
RE: Map Making Tutorial II
(10-18-2017 03:01 AM)Redirect Left Wrote:  GTank is unrelated to what you are looking for, as I mentioned, only RZone function is relevant to what you want. GTank is recreating the gas pump object each time they're destroyed.

RDL You could show the code of the map "Repair mania" since I need it from there to the treatment zone, which would be easier to understand how it works?

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11-01-2017, 01:04 PM
Post: #48
RE: Map Making Tutorial II
https://pastebin.com/UC0zUPrc

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11-01-2017, 02:28 PM
Post: #49
RE: Map Making Tutorial II
Quote: #define MAX_HANGARS 9
new bool:wasrepaired[SUMOSLOTS] = false, bool:flag_set = false, hangar;
enum hangXY{
Float:X,
Float:Y,
Float:Z,
};
new hangars[MAX_HANGARS][hangXY] = {
{ -1149.97,279.11,110.75 },
{ -1149.97,309.11,110.75 },
{ -1299.97,309.11,110.75 },
{ -1192.96,216.84,110.75 },
{ -1340.97,221.71,110.75 },
{ -1411.00,275.18,110.75 },
{ -1430.07,359.95,110.75 },
{ -1465.21,151.29,110.75 },
{ -1505.69,300.67,110.75 }
};
Is this the whole treatment code, or did I miss something, just need to specify my coordinates?

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11-01-2017, 04:21 PM
Post: #50
RE: Map Making Tutorial II
If you're doing it randomly, then yes. You need to put your co-ordinates (the X,Y,Z) into that sort of array. Then the rest of the code will automatically choose a random one. Make sure to st MAX_HANGARS to the amount of locations

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11-01-2017, 04:36 PM
Post: #51
RE: Map Making Tutorial II
(11-01-2017 04:21 PM)Redirect Left Wrote:  If you're doing it randomly, then yes. You need to put your co-ordinates (the X,Y,Z) into that sort of array. Then the rest of the code will automatically choose a random one. Make sure to st MAX_HANGARS to the amount of locations

what ID is in the red zone

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11-01-2017, 04:41 PM
Post: #52
RE: Map Making Tutorial II
They're all the red zone...

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11-06-2017, 03:21 AM
Post: #53
RE: Map Making Tutorial II
(11-01-2017 04:41 PM)Redirect Left Wrote:  They're all the red zone...

Finally I was able to play in "Parking 3", but there were no repair zones there ((why, I kind of did everything right

Yes, I found the reason, probably because of a comma, but still I would like you to look yourself.
Quote:ORIGINAL
new hangars[MAX_HANGARS][hangXY] = {
{ -1149.97,279.11,110.75 },
{ -1149.97,309.11,110.75 },
{ -1299.97,309.11,110.75 },
{ -1192.96,216.84,110.75 },
{ -1340.97,221.71,110.75 },
{ -1411.00,275.18,110.75 },
{ -1430.07,359.95,110.75 },
{ -1465.21,151.29,110.75 },
{ -1505.69,300.67,110.75 }
};
Quote:My code
new hangars[MAX_HANGARS][hangXY] = {
{1138.83,2456.01,195.11},
{1066.08,2416.81,200.71},
{1061.94,2456.67,206.22},
{1062.97,2416.38,211.70},
{1052.22,2360.18,195.23},
{1129.75,2402.94,200.74},
{1129.85,2360.53,206.32},
{1128.90,2402.82,211.66}, <- because of this comma the code does not work? (I took it already)
};

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11-06-2017, 05:01 PM
Post: #54
RE: Map Making Tutorial II
All I do is put it on the server. It's up to you to test if it works before it goes on the server. All the code needed is on the server, but that doesn't mean you linked it all together to make it work correctly.

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11-15-2017, 10:23 PM
Post: #55
RE: Map Making Tutorial II
(11-06-2017 05:01 PM)Redirect Left Wrote:  All I do is put it on the server. It's up to you to test if it works before it goes on the server. All the code needed is on the server, but that doesn't mean you linked it all together to make it work correctly.

I could not implement the code from the "repair mania" in map Parking 3, in than error?

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12-02-2017, 06:03 AM
Post: #56
RE: Map Making Tutorial II
in the "velocity 2" map there are accelerators, is it a separate code, or just an object with such a function?
And can I see the code of the "Vanishing roads" map

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12-03-2017, 03:51 AM
Post: #57
RE: Map Making Tutorial II
All Velocity maps use code to detect the location of the player and then fling them into the air with a speed relevant to where they're meant to be going to.

Vanishing Roads map - https://pastebin.com/s9G5VZaD
and because I know you'll ask, Velocity 1 code: https://pastebin.com/GEkSy77f - all Velocity maps use the same custom code, its just changed on the locations of where to affect.

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12-22-2017, 02:13 PM
Post: #58
RE: Map Making Tutorial II
Can I make a map underwater?

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12-22-2017, 02:22 PM
Post: #59
RE: Map Making Tutorial II
We had a few, but the slippery underwater physics were too annoying for most players.

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12-22-2017, 04:36 PM
Post: #60
RE: Map Making Tutorial II
(12-22-2017 02:22 PM)DeivuxxX Wrote:  We had a few, but the slippery underwater physics were too annoying for most players.

Do you mean Wet Pants? The gravity was low, that's why it was slippery.
The only difference when you spawn under water is that the view isn't that good.
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