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MTA 1.3 "...removal of default GTASA map objects"

#1 User is offline   besweeet 

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Posted 24 January 2012 - 22:08

From the 1.3 changelog: "added new scripting functions for removal of default GTASA map objects"

Does that mean we can remove poles?!?!?!
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#2 User is offline   Ywa 

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Posted 24 January 2012 - 22:24

View Postbesweeet, on 24 January 2012 - 22:08, said:

From the 1.3 changelog: "added new scripting functions for removal of default GTASA map objects"

Does that mean we can remove poles?!?!?!

If you make a map/race, you can remove it from that one. In general we'll keep the lightpoles though.
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[13:02:25] <juenlaen> wen grrls came up 2 meez in da clab
[13:02:27] <juenlaen> im liek
[13:02:27] <juenlaen> http://narf-archive....eb5cf498db.jpeg
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#3 User is online   BlueYoshi97 

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Posted 24 January 2012 - 22:31

Crowning Moment Of Awesome.
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Made By Legendary Wonder TK.
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#4 User is offline   BinSlayer 

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Posted 25 January 2012 - 16:39

add this to ur script:
local modelID = 1337  --id of lamp post object, find it yourself

local spawn = getElementsByType('spawnpoint')[1]
local x,y,z = getElementData(spawn, 'posX'), getElementData(spawn, 'posY'), getElementData(spawn, 'posZ')
removeWorldModel(modelID,5000,x,y,z)

--5000 is radius of deletion from the x,y,z point.. Might need to be bigger if your map is big
--the code could maybe be improved, right now it takes the spawnpoint's x,y,z as the heart of the deletion process

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#5 User is offline   besweeet 

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Posted 25 January 2012 - 17:00

View PostBinSlayer, on 25 January 2012 - 16:39, said:

add this to ur script:
local modelID = 1337  --id of lamp post object, find it yourself

local spawn = getElementsByType('spawnpoint')[1]
local x,y,z = getElementData(spawn, 'posX'), getElementData(spawn, 'posY'), getElementData(spawn, 'posZ')
removeWorldModel(modelID,5000,x,y,z)

--5000 is radius of deletion from the x,y,z point.. Might need to be bigger if your map is big
--the code could maybe be improved, right now it takes the spawnpoint's x,y,z as the heart of the deletion process



Would it be okay if I made an NTS map in LS with the removal of poles? Will be the next best thing to the original NTS :). I'll call it "never ever the same". NETS!
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#6 User is offline   BinSlayer 

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Posted 25 January 2012 - 17:43

No NTS map will be uploaded. We have enough, sorry

btw, something I forgot to mention: script's server-side
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#7 User is offline   mr.dogshit 

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Posted 25 January 2012 - 21:08

Is there any list of just the street items (which includes lampposts)?
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#8 User is offline   besweeet 

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Posted 25 January 2012 - 21:18

View Postmr.dogshit, on 25 January 2012 - 21:08, said:

Is there any list of just the street items (which includes lampposts)?


I swear you said "tampons" instead of "lampposts"... #WeirdWednesdays
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#9 User is offline   BinSlayer 

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Posted 25 January 2012 - 21:31

dogshit you can make the minor effort of making a list, right?
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#10 User is offline   mr.dogshit 

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Posted 25 January 2012 - 22:20

View PostBinSlayer, on 25 January 2012 - 21:31, said:

dogshit you can make the minor effort of making a list, right?

:P

Gets rid of all lampposts, street signs and a few other bits. I've left in things like fire hydrants and mail boxes... plus there are also trees that line the road... maybe someone else could do those ;)

Oh!... plus I upped the radius to 50000. I don't know what unit of measurement it is but i found that at 5000 i could see lampposts before they disappeared - looked a bit shit.

local spawn = getElementsByType('spawnpoint')[1]
local x,y,z = getElementData(spawn, 'posX'), getElementData(spawn, 'posY'), getElementData(spawn, 'posZ')
removeWorldModel(1223,50000,x,y,z)
removeWorldModel(1226,50000,x,y,z)
removeWorldModel(1226,50000,x,y,z)
removeWorldModel(1231,50000,x,y,z)
removeWorldModel(1232,50000,x,y,z)
removeWorldModel(1283,50000,x,y,z)
removeWorldModel(1284,50000,x,y,z)
removeWorldModel(1290,50000,x,y,z)
removeWorldModel(1294,50000,x,y,z)
removeWorldModel(1295,50000,x,y,z)
removeWorldModel(1296,50000,x,y,z)
removeWorldModel(1297,50000,x,y,z)
removeWorldModel(1298,50000,x,y,z)
removeWorldModel(1315,50000,x,y,z)
removeWorldModel(1350,50000,x,y,z)
removeWorldModel(1351,50000,x,y,z)
removeWorldModel(1352,50000,x,y,z)
removeWorldModel(1568,50000,x,y,z)
removeWorldModel(3460,50000,x,y,z)
removeWorldModel(3463,50000,x,y,z)
removeWorldModel(3516,50000,x,y,z)
removeWorldModel(3853,50000,x,y,z)
removeWorldModel(3855,50000,x,y,z)
removeWorldModel(1257,50000,x,y,z)
removeWorldModel(1340,50000,x,y,z)
removeWorldModel(1341,50000,x,y,z)
removeWorldModel(1342,50000,x,y,z)
removeWorldModel(1346,50000,x,y,z)
removeWorldModel(1363,50000,x,y,z)
removeWorldModel(1366,50000,x,y,z)
removeWorldModel(1306,50000,x,y,z)
removeWorldModel(3447,50000,x,y,z)
removeWorldModel(3495,50000,x,y,z)
removeWorldModel(1307,50000,x,y,z)
removeWorldModel(3854,50000,x,y,z)
removeWorldModel(1308,50000,x,y,z)
removeWorldModel(3875,50000,x,y,z)
removeWorldModel(1319,50000,x,y,z)
removeWorldModel(3860,50000,x,y,z)
removeWorldModel(3861,50000,x,y,z)
removeWorldModel(3862,50000,x,y,z)
removeWorldModel(3863,50000,x,y,z)
removeWorldModel(1259,50000,x,y,z)
removeWorldModel(1260,50000,x,y,z)
removeWorldModel(1267,50000,x,y,z)
removeWorldModel(1309,50000,x,y,z)
removeWorldModel(1311,50000,x,y,z)
removeWorldModel(1312,50000,x,y,z)
removeWorldModel(1540,50000,x,y,z)
removeWorldModel(1673,50000,x,y,z)
removeWorldModel(3264,50000,x,y,z)
removeWorldModel(3334,50000,x,y,z)
removeWorldModel(3335,50000,x,y,z)
removeWorldModel(3336,50000,x,y,z)
removeWorldModel(3337,50000,x,y,z)
removeWorldModel(3410,50000,x,y,z)
removeWorldModel(3513,50000,x,y,z)
removeWorldModel(3514,50000,x,y,z)
removeWorldModel(3715,50000,x,y,z)
removeWorldModel(3754,50000,x,y,z)
removeWorldModel(3757,50000,x,y,z)
removeWorldModel(3818,50000,x,y,z)
removeWorldModel(3856,50000,x,y,z)
removeWorldModel(6422,50000,x,y,z)
removeWorldModel(6524,50000,x,y,z)
removeWorldModel(7246,50000,x,y,z)
removeWorldModel(10837,50000,x,y,z)
removeWorldModel(11500,50000,x,y,z)
removeWorldModel(17323,50000,x,y,z)
removeWorldModel(17539,50000,x,y,z)
removeWorldModel(17540,50000,x,y,z)
removeWorldModel(3860,50000,x,y,z)
removeWorldModel(3861,50000,x,y,z)
removeWorldModel(3862,50000,x,y,z)
removeWorldModel(3863,50000,x,y,z)
removeWorldModel(1324,50000,x,y,z)
removeWorldModel(1229,50000,x,y,z)
removeWorldModel(1234,50000,x,y,z)
removeWorldModel(1320,50000,x,y,z)
removeWorldModel(1321,50000,x,y,z)
removeWorldModel(1322,50000,x,y,z)
removeWorldModel(1323,50000,x,y,z)
removeWorldModel(3262,50000,x,y,z)
removeWorldModel(3263,50000,x,y,z)
removeWorldModel(3265,50000,x,y,z)
removeWorldModel(11435,50000,x,y,z)
removeWorldModel(1408,50000,x,y,z)
removeWorldModel(8545,50000,x,y,z)
removeWorldModel(1380,50000,x,y,z)
removeWorldModel(1379,50000,x,y,z)
removeWorldModel(16023,50000,x,y,z)
removeWorldModel(1375,50000,x,y,z)
removeWorldModel(1214,50000,x,y,z)
removeWorldModel(1215,50000,x,y,z)
removeWorldModel(1216,50000,x,y,z)

This post has been edited by mr.dogshit: 25 January 2012 - 22:52

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#11 User is offline   Tootao 

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Posted 25 January 2012 - 22:24

xD
we are waiting
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Success is born of the will, determination and persistence in reaching a goal. While not reaching the target, the seeker and obstacles overcome, at least do amazing things.
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#12 User is offline   besweeet 

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Posted 26 January 2012 - 04:22

Thanks, shit! Works perfectly. It's like a whole new San Andreas without all that crap. Racing will be better now :). Maybe... Getting pole fucked was never fun.
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#13 User is offline   besweeet 

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Posted 26 January 2012 - 04:33

I also noticed that, since it's a server-side thing (I guess), the script automatically works for other maps without any other modifications. I made the change to a map (ANNIHILATION), and it seems to be working for every other map that I play.
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#14 User is offline   .:SDK:. 

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Posted 26 January 2012 - 07:27

That's because the gamemode doesn't restore them afterwards.

If you want it to:
local models = {1223,1226,1226,1231,1232,1283,1284,1290,1294,1295,1296,1297,1298,1315,1350,1351,
1352,1568,3460,3463,3516,3853,3855,1257,1340,1341,1342,1346,1363,1366,1306,3447,
3495,1307,3854,1308,3875,1319,3860,3861,3862,3863,1259,1260,1267,1309,1311,1312,
1540,1673,3264,3334,3335,3336,3337,3410,3513,3514,3715,3754,3757,3818,3856,6422,
6524,7246,10837,11500,17323,17539,17540,3860,3861,3862,3863,1324,1229,1234,1320,
1321,1322,1323,3262,3263,3265,11435,1408,8545,1380,1379,16023,1375,1214,1215,1216}

addEventHandler('onResourceStart', resourceRoot, function()
	for _, model in ipairs(models) do
		removeWorldModel(model, 50000, 0, 0, 0)
	end
end)

addEventHandler('onResourceStop', resourceRoot, function()
	for _, model in ipairs(models) do
		restoreWorldModel(model, 50000, 0, 0, 0)
	end
end)

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#15 User is offline   BinSlayer 

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Posted 26 January 2012 - 14:37

does 5000 really cover everything from 0,0,0 ? :S
That's why I made it to choose the spawn's data. Because spawn is clearly closer to the map than 0,0,0 point
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#16 User is offline   Ywa 

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Posted 26 January 2012 - 15:08

I believe the GTA world is from -4000 to 4000 (on X and Y axis)
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Quote

[13:02:25] <juenlaen> wen grrls came up 2 meez in da clab
[13:02:27] <juenlaen> im liek
[13:02:27] <juenlaen> http://narf-archive....eb5cf498db.jpeg
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#17 User is offline   besweeet 

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Posted 26 January 2012 - 15:45

View Post.:SDK:., on 26 January 2012 - 07:27, said:

That's because the gamemode doesn't restore them afterwards.

If you want it to:
local models = {1223,1226,1226,1231,1232,1283,1284,1290,1294,1295,1296,1297,1298,1315,1350,1351,
1352,1568,3460,3463,3516,3853,3855,1257,1340,1341,1342,1346,1363,1366,1306,3447,
3495,1307,3854,1308,3875,1319,3860,3861,3862,3863,1259,1260,1267,1309,1311,1312,
1540,1673,3264,3334,3335,3336,3337,3410,3513,3514,3715,3754,3757,3818,3856,6422,
6524,7246,10837,11500,17323,17539,17540,3860,3861,3862,3863,1324,1229,1234,1320,
1321,1322,1323,3262,3263,3265,11435,1408,8545,1380,1379,16023,1375,1214,1215,1216}

addEventHandler('onResourceStart', resourceRoot, function()
	for _, model in ipairs(models) do
		removeWorldModel(model, 50000, 0, 0, 0)
	end
end)

addEventHandler('onResourceStop', resourceRoot, function()
	for _, model in ipairs(models) do
		restoreWorldModel(model, 50000, 0, 0, 0)
	end
end)



Why would I ever want to restore the poles? That'd be dumb. The game is better off without them.
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#18 User is offline   Ywa 

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Posted 26 January 2012 - 15:58

Because we won't accept the map if it doesn't restore them.
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Quote

[13:02:25] <juenlaen> wen grrls came up 2 meez in da clab
[13:02:27] <juenlaen> im liek
[13:02:27] <juenlaen> http://narf-archive....eb5cf498db.jpeg
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#19 User is online   BlueYoshi97 

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Posted 26 January 2012 - 16:23

Oh noes... 4 months from now, the complaints about maps with poles will reach it's height.

Anyway, nice script!
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Made By Legendary Wonder TK.
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#20 User is offline   -Tobster- 

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Posted 07 February 2012 - 19:09

Ok lets get this straight poles are still staying on. SAMP had thiers awhile back lol MTA just had thiers this late and i thought MTA is more advanced than SAMP Well i guess it.
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