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Custom Script Release Archive This is a pre-script database archive of what our users had released.

 
 
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Old 11-29-2005, 09:49 AM   #1 (permalink)
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Arrow ~~~ Custom "Vehicles" class ~~~

Custom Vehicles

SUMMARY
Vehicle that can move and fly.

DESCRIPTION
This script implement a base class for the 2D clients, that allow to manage vehicles by adding their custom design by any third party mul altering tool such as "mulpatcher" (8 new tiles). An example is given with the package, demonstrating the use of such script. The example come from a sci-fi shard, but you can imaging designing med-fan vehicle to your shard.

TUTORIAL:
Please read the online >>> TUTORIAL <<< for implementing new vehicles design.

PACKAGE
You will need the >>> PACKAGE <<< that contains:
* images:
- 8 bitmaps of the Octonuker vehicle as an example
* scripts:
- the Vehicle base class
- the OctoNuker lunar car example
- the EagleGear flying wing example
- the optional AddShadow command (command still in beta! be careful!)
* documentation:
- tutorial for implementing new a new vehicle classe and associated design.

FEATURES
- earth, sea, flying, and space vehicles
- fuel management
- hit resistance points before being broken
- vehicle square size
- vehicles keys
- vehicle shadow on the earth for flying vehicles
- engines sound
- basic colisions management (landtiles/statics/dynamic items)
- 4 customizable special functions to implement
- French or English language configuration

KNOWN ISSUES
- Can't go under the bridges
- When added, shadow will sometimes cause bugs at server load
(please help me on this point: when attaching a shadow addon to a vehicle instance, the server has sometime a bug on load, I don't understand the problem.)

UPDATES
18th January 2006:
- Added the "InvisibleMobile" overridable property that make the rider invisible
- Added the EagleGear flying vehicle example
- Fixed: bug of the collision when size is too large
- Fixed: if the rider is killed, the vehicle is stopping/landing and the dead player is then exited from the vehicle.


This is an example: the Octonuker lunar vehicle


Here is the real commands gump:


You will need Mulpatcher:


The Octonuker car anf the EagleGear flying vehicle.


Enjoy.

Last edited by alambik; 01-19-2006 at 09:39 AM.
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Old 11-29-2005, 09:56 AM   #2 (permalink)
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very cool.
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Old 11-29-2005, 10:06 AM   #3 (permalink)
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WOW that is fucking amazing! Had to watch that about 50 times haha.
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Old 11-29-2005, 02:00 PM   #4 (permalink)
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Been waiting for this for a looong time. Awesome work!
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Old 11-29-2005, 02:13 PM   #5 (permalink)
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Quote:
Originally Posted by ArteGordon
very cool.
Diddo...very cool

Quote:
- When added, shadow will sometimes cause bugs at server load
(please help me on this point: when attaching a shadow addon to a vehicle instance, the server has sometime a bug on load, I don't understand the problem.)
Some more info would be helpful. You could post in the script support with a crash log and some code and we could help you figure it out. Post and then give us a link.
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Old 11-29-2005, 03:47 PM   #6 (permalink)
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Outstanding. Very good work!
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Old 11-29-2005, 06:17 PM   #7 (permalink)
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Quote:
Originally Posted by A_Li_N
Some more info would be helpful. You could post in the script support with a crash log and some code and we could help you figure it out. Post and then give us a link.
Ok, I submited the problem description in the "scripts support" section... I'm not very familiar with the serialize/deserialize process :-/

Even if shadows are optional, it would be great to make it fully work

Thank's for any help!
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Old 11-29-2005, 06:22 PM   #8 (permalink)
 
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i dont really get how to use this like i have mul patcher and everything i just dont know what to do to get that octonuker or w/e on my shard
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Old 11-29-2005, 06:42 PM   #9 (permalink)
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Very cool. Will have to check this out.

Now you just need to make it so when you run over somebody, it has a chance to kill them and throw their body pieces all over the car!!! Anybody up for designing a Car Wash?
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Old 11-29-2005, 07:16 PM   #10 (permalink)
 
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Well, the images are in french... and when i try and translate them, i get lower-right hand side or something like that. Could someone send me the BMPs that are in English? I dont mean to offend or anything, but i dont know french, lol.
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Old 11-29-2005, 07:37 PM   #11 (permalink)
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Quote:
Originally Posted by Jeefa
Well, the images are in french... and when i try and translate them, i get lower-right hand side or something like that. Could someone send me the BMPs that are in English? I dont mean to offend or anything, but i dont know french, lol.
Yeah if someone has the actual item ids for each image that would be useful .
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Old 11-29-2005, 08:41 PM   #12 (permalink)
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what would be nice is if this could be just a land based multi like a boat but land based dunno just a thought
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Old 11-29-2005, 08:53 PM   #13 (permalink)
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Quote:
Originally Posted by joshw
what would be nice is if this could be just a land based multi like a boat but land based dunno just a thought
Or a flying carpet. Or a horse and carriage! Lots of possibilities for this.
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Old 11-29-2005, 08:54 PM   #14 (permalink)
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Quote:
Originally Posted by Jeefa
Well, the images are in french... and when i try and translate them, i get lower-right hand side or something like that. Could someone send me the BMPs that are in English? I dont mean to offend or anything, but i dont know french, lol.
Language tools over at google.com might help.
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Old 11-29-2005, 10:24 PM   #15 (permalink)
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Default Directions In English

Here's the BMP Direction in English
Attached Files
File Type: zip DirectionsEnglish.ZIP (304.3 KB, 140 views)
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Old 11-29-2005, 10:25 PM   #16 (permalink)
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Default Testing

One thing I did notice, is I can run over Lava, like in Green Acres. FYI.
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Old 11-30-2005, 01:05 AM   #17 (permalink)
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Sweet! Was wondering if anyone was gonna figure this out Thanks.

Quote:
Very cool. Will have to check this out.

Now you just need to make it so when you run over somebody, it has a chance to kill them and throw their body pieces all over the car!!! Anybody up for designing a Car Wash?
lol that would be fun.
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Old 11-30-2005, 01:41 AM   #18 (permalink)
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ROADKILL!!!!! awsome script
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Old 11-30-2005, 03:54 AM   #19 (permalink)
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uhh guys, i downloaded mul editor, i added the images, and saved again, like tutorial said... and when i add a octo now, i get a tile UNUSED
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Old 11-30-2005, 04:31 AM   #20 (permalink)
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lol i think u missed a few steps

did you put the muo file in a rar? did you upload the file to a host so it can be downloaded as a patch? did you tell uog to link to the patch file to patch the client?
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Old 11-30-2005, 05:22 AM   #21 (permalink)
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Thank's for the english bitmap files names translations! I forgot them... I'll update the package for the next fix.

Quote:
Originally Posted by LordHogFred
Yeah if someone has the actual item ids for each image that would be useful .
About ID: see the readme.txt file in the package or have a look to the online tutorial mentioned in the first message.

Quote:
Originally Posted by dstarz20
One thing I did notice, is I can run over Lava, like in Green Acres. FYI.
About Lava:

The "MountainAllowed" property was intended to included also lava. If you switched this property to "false" and you can move over lava, there is probably some missing lantiles or items ID. So: is it a lantile or an item ID, and, then what is the corresponding ID ? (a way to see this: set the Size of the Vehicle to "0" and set the DebugMessages property to "true", then move over the place where it shouldn't go... the landtile or item id will be shown).


The actual landtiles checked for MountainAllowed are:
( corresponding method: verifyLandTileID(int id) )
from 543 to 560
from 1754 to 1757
from 1771 to 1790
from 1821 to 1824
from 1851 to 1854
from 1881 to 1884
from 2001 to 2004

The actual static/dynamic items checked for MountainAllowed are:
(corresponding method: verifyItemID(int id) )
from 4846 to 4941
4974
4990
4992
4994
from 6681 to 6782
from 11070 to 11109
from 12950 to12953
from 13121 to 13137
from 13371 to 13420
from 13639 to 13644
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Old 11-30-2005, 10:35 AM   #22 (permalink)
 
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Very very cool +k *Edit* well I will when the karma thing is fixed lmao :P
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Old 11-30-2005, 11:14 AM   #23 (permalink)
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Interesting cood job *puts reputaion for the job done.*
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Old 11-30-2005, 12:19 PM   #24 (permalink)
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Default mulpatcher

all fine, but WHERE DO I GE%T MUL PATCHER
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Old 12-01-2005, 02:47 AM   #25 (permalink)
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Quote:
Originally Posted by ultemalech
all fine, but WHERE DO I GE%T MUL PATCHER
Maybe, try searching Google? Or even these forums im sure has a few threads with the link.
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