Resource:Interstate69

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Dialog-information.png This article is (partially) outdated and the information may no longer apply.

Reason: Resource not included in recent MTA distributions.

*rewriting in prgress*

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 R.

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" resource="Interstate69"> 
	<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.
  • resource: This tells the gamemode where to look for the images for the vehicle.

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.

Images: How-to add

Adding your own images for vehicles and weapons in interstate is easy. Just follow theese guidelines and you should be fine.


Sizing

Images should be in 200x296px .PNG format. Weapons should be the same size as the vehicle image, but with transparent background.


Including Images with your map

open up your meta.xml.

<meta>
    <info author="Lucif3r" description="Interstate" version="1" type="map" gamemodes="Interstate69"/>
	<map src="interstate.map" />
	<file src="elegy.png" />
	<file src="elegy_minigun.png" />
	<file src="elegy_missile.png" />
	<file src="elegy_sam.png" />
</meta>


  • file: This is where you include your images.
    • NOTE: You can include as many images as you want. but try to keep the size down.


Adding the image to the menu

Adding images is a breeze.

Open up your .map-file, and read on.

<tehVehicle id="Elegy" model="562" image="elegy.png" resource="Interstate69">
  • image and resource: This is all you need to change to get your images ingame. Image should be the filename of your image, while resource should be the name of your mapresource
    • NOTE: You only have to define resource for the vehicle, not the weapons. Weapons automaticly reads from the same resource as the vehicle.
    • NOTE: You can define different resources for different vehicles.

Example:

<tehVehicle id="Elegy" model="562" image="elegy.png" resource="Interstate69">
<tehVehicle id="Bandito" model="568" image="bandito.png" resource="Interstate_de" >

This tells the gamemode to read all images for Elegy from the gamemode itself, Interstate69, and read all images for Bandito from the map resource, Interstate_de.


Hardcoded vehicleimages

Interstate69 has a few "hardcoded" vehicleimages. Those are:

  • Elegy
  • Bandito
  • BF Injection
  • Sabre
  • Bus
    • NOTE: All thats "hardcoded" is the images. They can still be changed by changing the resource argument in the mapfiles.


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.
  • Images only work from the gamemode's root folder.

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