07.03.2013, 00:47
Ola galera, tenho um servidor zumbi e estava querendo colocar uns mapas novo nele...
enfim, eu fiz ele, converti e transformei ele num filterscript, pq no meu server, os maps ficam em filterscripts, ai, tem uma outra pasta, "MAPS" onde fica as informaзoes de cada mapa assim
bom, eu nao consigo colocar o portao para abrir na hora que der o tempo, e tambem nao consigo fazer o map funcionar, tipo, no server, tem o tempo la cada rodada, qndo o tempo acaba, ele carrega outro mapa, ai eu queria fazer funcionar esse ai, eu revirei o meu GM e aparentemente nao achei nenhum lugar que tenha q colocar informaзao desse map, parece que й sу ter o filterscript do mapa e o arquivo com as informaзoes dele na pasta MAPS em scriptfiles...
ai o filterscript do mapa
Obrigado;
enfim, eu fiz ele, converti e transformei ele num filterscript, pq no meu server, os maps ficam em filterscripts, ai, tem uma outra pasta, "MAPS" onde fica as informaзoes de cada mapa assim
Quote:
[basic] MapName = Cj City FSMapName = CJ HumanSpawnX = 2445.21240234 HumanSpawnY = -1634.51831054 HumanSpawnZ = 13.41284179 HumanSpawn2X = 2665.21240234 HumanSpawn2Y = -1666.51831054 HumanSpawn2Z = 13.66284179 ZombieSpawnX = 2533.57812500 ZombieSpawnY = -1710.67626953 ZombieSpawnZ = 13.44595241 GateX = 0.0 GateY = 0.0 GateZ = 0.0 GaterX = 0.0 GaterY = 0.0 GaterZ = 0.0 CPx = 2441.57055664 CPy = -1649.94262695 CPz = 27.10771179 GateID = 0 MoveGate = 0 AllowWater = 0 Interior = 0 Weather = 9 Time = 0 EvacType = 1 |
ai o filterscript do mapa
Quote:
/* /* Zombie Apocalypse Map : CJ By : Edu Date Created: 06 marзo */ #include <a_samp> public OnFilterScriptInit() { print("\n--------------------------------------"); print(" Cj Loaded"); print("--------------------------------------\n"); AddStaticVehicleEx(581,2489.1999500,-1670.6999500,13.0000000,0.0000000,57,90,15); //BF-400 AddStaticVehicleEx(444,2474.8999000,-1665.6999500,13.7000000,6.0000000,132,148,15); //Monster CreateObject(13591,2494.8000500,-1663.1999500,12.8000000,0.0000000,0.0000000,0.0000 000); //object(kickcar2 (1) CreateObject(4108,2493.3000500,-1721.9000200,17.9000000,0.0000000,100.0000000,90.0 000000); //object(roads01b_lan) (1) CreateObject(4108,2540.6001000,-1666.5000000,17.2000000,3.0000000,90.0000000,0.000 0000); //object(roads01b_lan) (2) CreateObject(4108,2493.3999000,-1628.8000500,17.2000000,0.0000000,99.9980000,270.0 000000); //object(roads01b_lan) (3) CreateObject(18253,2496.1992200,-1674.3994100,15.1000000,0.0000000,0.0000000,0.0000 000); //object(cuntwjunk09) (2) CreateObject(4108,2437.3000500,-1696.4000200,23.1000000,0.0000000,99.9980000,0.000 0000); //object(roads01b_lan) (4) CreateObject(16089,2481.1999500,-1671.9000200,12.3000000,0.0000000,0.0000000,268.00 00000); //object(des_pipestrut02) (1) CreateObject(16089,2480.1001000,-1661.3000500,12.3000000,0.0000000,0.0000000,1.9950 000); //object(des_pipestrut02) (2) CreateObject(971,2438.1001000,-1693.5999800,32.3000000,0.0000000,0.0000000,0.0000 000); //object(subwaygate) (1) CreateObject(971,2442.0000000,-1689.3000500,22.3000000,0.0000000,0.0000000,94.000 0000); //object(subwaygate) (2) CreateObject(971,2441.5000000,-1680.6999500,22.3000000,0.0000000,0.0000000,93.999 0000); //object(subwaygate) (3) CreateObject(971,2442.1999500,-1689.5000000,26.5000000,0.0000000,0.0000000,93.999 0000); //object(subwaygate) (4) CreateObject(971,2441.6999500,-1680.6999500,26.8000000,0.0000000,0.0000000,89.999 0000); //object(subwaygate) (6) CreateObject(4108,2435.5996100,-1663.1992200,12.7000000,0.0000000,99.9980000,0.000 0000); //object(roads01b_lan) (4) CreateObject(971,2438.0000000,-1693.5996100,26.7000000,0.0000000,0.0000000,0.0000 000); //object(subwaygate) (7) CreateObject(669,2442.8000500,-1694.3000500,18.0000000,0.0000000,0.0000000,0.0000 000); //object(sm_veg_tree4) (1) CreateObject(669,2442.7998000,-1691.0000000,19.0000000,0.0000000,0.0000000,0.0000 000); //object(sm_veg_tree4) (2) CreateObject(669,2442.7998000,-1694.2998000,18.0000000,0.0000000,0.0000000,0.0000 000); //object(sm_veg_tree4) (3) return 1; } public OnFilterScriptExit() { for(new i; i<MAX_OBJECTS; i++) { if(IsValidObject(i)) DestroyObject(i); } return 1;} |