Resource:Interstate69
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.