Posts: 144
Threads: 15
Joined: Dec 2006
Reputation:
0
Version 2 released. Fixes a bug that destroyed pickupid 0. A stupid mistake of my side.
Posts: 1,464
Threads: 90
Joined: Aug 2009
Reputation:
0
Very Nice, But is there a way To make it so each person can Have more then 1 spike strip?
Posts: 1,110
Threads: 183
Joined: Jul 2009
Reputation:
0
Thanks mate, I merged it into my GM, credits added.
Posts: 244
Threads: 37
Joined: May 2009
Reputation:
0
You sir, are a genius!
Excellent work, I wish I had thought of this.
Posts: 2,027
Threads: 139
Joined: Jul 2010
Reputation:
0
anyone got the offsets for it inside a vehicle? xP
Posts: 435
Threads: 15
Joined: Feb 2008
Reputation:
0
Nice method for those worried about timers but I thought pickups force the object to rotate.....
Posts: 103
Threads: 20
Joined: Apr 2011
Reputation:
0
ahhhh my friends driving along the roads of LV and then....POP!! xD tires blow out lol
Posts: 144
Threads: 15
Joined: Dec 2006
Reputation:
0
Three years have passed and I'm working on an update (or rewrite). It will be the most advanced spike strip script ever released. A few coming features:
1. Popping individual tires instead of popping all tires at once.
2. Customizable by non-coders using a config file; you can specify the following:
2.1. Commands to spawn a spike strip
2.2. Hotkeys to spawn a spike strip
2.3. Teams that are able to spawn spike strips
2.4. Anti-team option
2.5. Respawn time
2.6. Charges (i.e. dissapears after it has been used)
3. Customizable by code too
4. Better placement on the floor
If you have any suggestions, feel free to post them.
Posts: 727
Threads: 79
Joined: Mar 2012
Reputation:
0
Uhm, are you using pickups to detect when a player drives over it? If yes, how does it works when you create a spike on a created object, like createobject? because that part failed for me, so I used CreateDynamicArea to detect when a player drive over it. Anyway nice work.