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Loads to mapped roadworks

Started by Nado, February 15, 2017, 13:09

do you support this idea?

Yes
16 (100%)
No
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Total Members Voted: 16

Nado

I have been thinking if could be possible loads (like cement, building materials, machines etc) to mapped roadworks, I see mapped roadworks as something useless (I know they are just for aesthetics) I had this idea because I saw the roadwork at LS Downtown and I really liked it, and it could be more "used" if you know what I mean

but what happens when the mapped roadworks are removed? R: simple, there's no more loads to them and there will be new loads to the new roadworks

and also, asphalt load for dumper trailer would be good for these roadworks

I am sorry if it has been suggested before and denied, I am kinda "new" here
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Boer.

You're a genius bro!
How did we not think of it before?  :herpderp: :like:
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Benny

I like the idea, it was suggested before. The roadworks would stay in longer and would be updated.
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Lucca

Fica quieta ai senão eu te mato This was already suggested before, but I support that idea  :like:

StarFish

URMJK420

Martin

Well, as I said before:

Quote from: Martin on December 21, 2016, 12:11
Quote from: Benny on December 21, 2016, 12:04
Probably cause adding loads is not as easy as adding roadworks.

True, and only if it is available for Cement of course. But that may end up for roadworks taking a bit longer to get into the game.
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Boer.

Quote from: Martin on December 21, 2016, 12:11
But that may end up for roadworks taking a bit longer to get into the game.

No problem, we can wait :D
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Dobby

Could work.

Perhaps mappers could involve versioning on their maps, say perhaps have a version before, during v1 v2 v3 and complete. Maybe we can get use out of CreateActor() too.

Certainly doable though. Small update to the map files to enable them to add to the load arrays, if it doesn't already exist
Quote from: mick88 on May 24, 2015, 21:39
FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK!

TheGame

I like this idea. Especially considering the fact that you suggested it at my roadwork.  :P

Nado

Quote from: TheGame on February 15, 2017, 18:28
I like this idea. Especially considering the fact that you suggested it at my roadwork.  :P
yep, it's a shame your roadwork isn't used or not seen by everyone

Quote from: Dobby on February 15, 2017, 18:01
Could work.

Perhaps mappers could involve versioning on their maps, say perhaps have a version before, during v1 v2 v3 and complete. Maybe we can get use out of CreateActor() too.

Certainly doable though. Small update to the map files to enable them to add to the load arrays, if it doesn't already exist
do you mean dynamic roadworks? yeh that's a really cool feature, probably hard to script, but a "static" roadwork with unload points is already cool, I mean, another update, new roadworks, new loads

and also Scraps (i'm not sure if it's called Scraps), Sand and Dirt loads could be loaded from the roadwork
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Dobby

Not hard at all, just a PITA.

Basically you'd add a var to each map unload point, assign each map a `point id` and increase by one each time to a set amount. Once amount is reached, and there's no players in the vicinity, unload the map, and load in the next stage.
Quote from: mick88 on May 24, 2015, 21:39
FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK! FUCK!

Nado

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Ari


Ethan

Quote from: Dobby on February 15, 2017, 19:59
Not hard at all, just a PITA.

Basically you'd add a var to each map unload point, assign each map a `point id` and increase by one each time to a set amount. Once amount is reached, and there's no players in the vicinity, unload the map, and load in the next stage.

so that could have been used with the construction site in LV??

Shock

Quote from: Dux on April 22, 2017, 06:22First of all!! You are not supposed as an admin to check chatlogs!!



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