Resource:Interstate69: Difference between revisions

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==Gamearea Example==
==Gamearea Example==
<syntaxhighlight lang="xml"><thearea posX="505.837" posY="1443.684" posZ="4.6" size="380" /></syntaxhighlight>
<syntaxhighlight lang="xml"><gamearea posX="505.837" posY="1443.684" posZ="4.6" size="380" /></syntaxhighlight>


A gamearea is a very good idea to have on maps without fysical walls.
A gamearea is a very good idea to have on maps without fysical walls.

Revision as of 02:18, 6 November 2007

Interstate69 is based on the Interstate series for PC. Its basicly a car game, with weapons mounted on the cars.

Creating a map for Interstate is rather simple. But Interstate also supports your own script, and can fairly easy be remade to basicly anything.

So... What do I do?

  • Once you join you will be presented with a GUI where you can choose your vehicle and weapons.
    • If you join in the middle of a game, you have to wait for the next round before you can spawn.
  • Spawnpoints are choosen randomly out of the ones provided in the .map file.
  • Once you spawn, destroy your opponents at all costs!
    • Be sure not to die yourself.
  • Once every opponent has been eliminated, you will gain a "win" point, and the game will restart.

Playing and weapons

  • Use mouse1 and mouse2 to fire your primary and secondary weapon.
  • The stinger is placed with F1.

Creating an Interstate69 map

Interstate69 is fairly easy to map. You have a few options to choose from.

  • create a map with the default settings.
  • create a map with your own setting
    • requiers a script alongside your map file.

Map Syntaxes

To create an Interstate69 map, all of these syntaxes have to exsist. Note that these elements may change before release.

Interstate69 Settings Example

<settings respawntime="3000" maxdeath="5" elimination="1" spawnprotection="5000" allowedspawntime="300" />

Settings - description

  • respawntime: How long you have to wait before you respawn after being killed. Time is in milliseconds.
  • maxdeath: For elimination - how many times you can die before getting eliminated.
  • elimination: This small setting is one of the most important ones. Change this to "0" to use your own script.
    • This setting will disable almost everything in Interstate, such as spawning, scoring, spectating etc etc.
  • spawnprotection: How long time after spawn should you be protected
  • allowedspawntime: Defines how long new people should be able to spawn after a round has begun. Time is in Minutes


Camera Example

<camera posX="306.56988525391" posY="1412.0191650391" posZ="88.63539123535" targetX="579.46563720703" targetY="1344.4914550781" targetZ="10.268367767334" />

A camera view you will see when choosing a vehicle etc.

Camera - description

  • posX, posY, posZ: Position of the camera
  • targetX, targetY, targetZ: The position the camera will look at.


Gamearea Example

<gamearea posX="505.837" posY="1443.684" posZ="4.6" size="380" />

A gamearea is a very good idea to have on maps without fysical walls. This prevents people from driving away and hide, instead of fight like a man!

Gamearea - description

  • posX, posY, posZ: The position of the area, should be in the center of the map/gamearea
  • size: the size of the allowed area, in radius.

Spawnpoints

<spawnpoint posX="526.4742" posY="1561.264" posZ="1.4321" rot="100"/>

Spawnpoints defines where to spawn. You can have as many spawnpoints as you want.

Required Attributes

  • posX, posY, posZ: The position to spawn. Interstate uses an internal randInt of 10, to prevent people to spawn ontop of eachother.
  • rot: the rotation you will spawn with.
    • this does not currently affect the rotation of the vehicles.


Vehicles: How-to add

<tehVehicle id="Elegy" model="562" image="elegy.png"> 
	<primary name="Minigun" id="Minigun" type="minigun" model="2985" image="elegy_minigun.png" posX="0.5" posY="1.3" posZ="-0.7" rotX="0" rotY="0" rotZ="1.5"/>
	<primary name="Small Missile" id="Small Missile" type="explosion" model="3790" image="elegy_missile.png" posX="0.7" posY="1.4" posZ="-0.2" rotX="0" rotY="0" rotZ="-1.5" posX1="-0.7" posY1="1.4" posZ1="-0.2" rotX1="0" rotY1="0" rotZ1="-1.6" />
	<secondary name="SAM x4" id="SAM x4" type="sam4" model="3267" image="elegy_sam.png" posX="0" posY="-1.5" posZ="-0.7" rotX="-0.5" rotY="0" rotZ="0" />
	<secondary name="Molotov" id="Molotov" type="molotov" model="3267" image="elegy_sam.png" posX="0" posY="-1.5" posZ="-0.7" rotX="-0.5" rotY="0" rotZ="0" />
	<accessory name="Armor" id="Armor" type="armor" />
	<accessory name="Stinger" id="Stinger" type="stinger" />
  </tehVehicle>

Vehicles is the most important thing in Interstate. Wouldnt be much fun without them, right? Ok, lets go through all the syntaxes step by step.

The actual vehicle

  • tehVehicle: This is the elementname I use for detecting vehicles.
  • id: the ID. This should be the name of the vehicle.
  • model: the modelnumber, found in vehicles.ide in your gta san andreas/data folder.
  • image: This defines what image should be shown on the GUI.

Primary Weapons

  • name: This is the name that is displayed in the GUI.
    • NOTE: The name MUST be the same as the ID! Otherwise the images WILL screw up!
  • id: The id tells the gui where to look for the data
    • NOTE: The ID MUST BE UNIQUE for all vehicles! I suggest you add spaces, like id="Minigun " etc.
  • type: This tells the script what kind of weapon it is.
    • Currently only minigun and explosion are reconized.
  • model: The object id of the object to attach.
  • image: An image to show the weapon in the GUI. Should be the same size as the vehicle image, but with transparent background
  • posX, posY, posZ: The position it should attach on.
  • posX1, posY1, posZ1: If you want to attach more than one object as primary weapon, define them with "posX1" etc...
    • A maximum of 4 objects are supported.
  • rotX, rotY, rotZ: The rotation of the object.

Secondary Weapons

  • name: This is the name that is displayed in the GUI.
    • NOTE: The name MUST be the same as the ID! Otherwise the images WILL screw up!
  • id: The id tells the gui where to look for the data
    • NOTE: The ID MUST BE UNIQUE for all vehicles! I suggest you add spaces, like id="Minigun " etc.
  • type: This tells the script what kind of weapon it is.
    • sam, sam4, sam8, molotov and mine is supported atm.
  • model: The object id of the object to attach.
  • image: An image to show the weapon in the GUI. Should be the same size as the vehicle image, but with transparent background
  • posX, posY, posZ: The position it should attach on.
  • posX1, posY1, posZ1: If you want to attach more than one object as primary weapon, define them with "posX1" etc...
    • A maximum of 3 objects are supported.
  • rotX, rotY, rotZ: The rotation of the object.

Accessories

  • name: This is the name that is displayed in the GUI.
  • id: The id tells the gui where to look for the data
    • NOTE: the ID does NOT have to be unique for the accessories.
  • type: This tells the script what kind of weapon it is.
    • Only armor and stinger is supported.

Example map

Look at Interstate_de on tweaks FTP.


OMFG OMFG! I FOUND A BUG!!!

Im sure you did, but before you come whining to me, please read this list of known bugs and flaws.

  • GUI is not always appearing
  • Textitems overlap eachother
  • Weapons are not being set properly (making you unable to shoot)
  • Sometimes you may spawn at the same location as someone else, causing you to get stuck.
  • Camera position is not being set.
  • The GUI wont disapear.
  • The aim for the secondary weapon is abit off.
  • The primary aim sometimes disapear.
  • Minigun sometimes aint making any damage.

If you find something not listed here, that you think needs fixing, give me a shout on IRC.