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Quote from: DOC on December 20, 2016, 10:10nowhere, @xname203 asked if it was possible, and I said yes but has to be done right
When did they say they will do it ?
Quote from: Ethan on December 19, 2016, 20:50well Good luck scripters hope you do a great jobQuote from: xname023. on December 19, 2016, 16:46yes it is, just has to be done correctly
so is it possible?
Quote from: xname023. on December 19, 2016, 16:46yes it is, just has to be done correctly
so is it possible?
Quote from: xname023. on December 19, 2016, 16:46Quote from: Joshy on December 18, 2016, 11:18so is it possible?Quote from: CarlJohnson on December 18, 2016, 04:32Nah, it's all hardcoded =)))Quote from: Joshy on December 17, 2016, 12:59Yes, I noticed, I might redo the code if I get time otherwise copy pasting would work fine. I might also allow players to trade club vehicles.Quote from: CarlJohnson on December 17, 2016, 06:19FYI to make a new trading lot, you basically need to define these things somewhere:
This is fairly elaborated post of how things will work.
Players will be able to put their air type vehicles like Maverick, Shamal, etc on sale by going to the Abandoned Airport or the Verdant Meadows (as of now I've planned it to be done here). The maximum price and the minimum price of plane would be determined by system which does it for cars as of now.
After putting the vehicle on sale the vehicle will be parked beside the airstrip so the helicopter missions aren't intervened, the buyer could enter the plane, see its details like Odo, fuel, insurance and decide to buy it or not.
If the vehicle isn't sold for a long duration of time, the vehicle will be removed from the forsale list and will go back to the owner, in the meantime owner can also take back the vehicle if he wants to but it will cost him some price (the same way it works for car trading now), also the oldest vehicle on the list will be removed if the capacity of the airport/trade location is being fully utilized.
So your point here Ethan that the airports will be overthrown with planes and helicopters is invalid because there will be a limit to the amount of vehicle which can be put up on the sale, say 10 vehicles can be put up on the forsale list, once the 11th vehicle is put up on sale by player the 1st vehicle or the oldest one on the list by date gets removed and goes back to owner.
Any more questions?
- where should the map icon be, and which icon to use
- where should the pickup marker be, and which pickup to use
- where should the 3d text label be, and what should it say
- define a dynamic area where vehicles will remain in (sphere, cube, polygon) (when vehicles are removed from this area they respawn)
- declare which vehicle types they can and cannot sell
- make a spawning function for your trading lot - basically the current system uses SA-MP's vehicle model info to retrieve vehicle sizes and park them properly. Using this you can also test how many vehicles the trading lot can hold (newest to oldest), and any vehicles that are unable to fit on the trading lot will be untraded automatically
At the time my code quality wasn't great so you'll end up copying and pasting stuff everywhere, but it'll work.
Also, don't I need to add the dealer in DB?
Quote from: Joshy on December 18, 2016, 11:18so is it possible?Quote from: CarlJohnson on December 18, 2016, 04:32Nah, it's all hardcoded =)))Quote from: Joshy on December 17, 2016, 12:59Yes, I noticed, I might redo the code if I get time otherwise copy pasting would work fine. I might also allow players to trade club vehicles.Quote from: CarlJohnson on December 17, 2016, 06:19FYI to make a new trading lot, you basically need to define these things somewhere:
This is fairly elaborated post of how things will work.
Players will be able to put their air type vehicles like Maverick, Shamal, etc on sale by going to the Abandoned Airport or the Verdant Meadows (as of now I've planned it to be done here). The maximum price and the minimum price of plane would be determined by system which does it for cars as of now.
After putting the vehicle on sale the vehicle will be parked beside the airstrip so the helicopter missions aren't intervened, the buyer could enter the plane, see its details like Odo, fuel, insurance and decide to buy it or not.
If the vehicle isn't sold for a long duration of time, the vehicle will be removed from the forsale list and will go back to the owner, in the meantime owner can also take back the vehicle if he wants to but it will cost him some price (the same way it works for car trading now), also the oldest vehicle on the list will be removed if the capacity of the airport/trade location is being fully utilized.
So your point here Ethan that the airports will be overthrown with planes and helicopters is invalid because there will be a limit to the amount of vehicle which can be put up on the sale, say 10 vehicles can be put up on the forsale list, once the 11th vehicle is put up on sale by player the 1st vehicle or the oldest one on the list by date gets removed and goes back to owner.
Any more questions?
- where should the map icon be, and which icon to use
- where should the pickup marker be, and which pickup to use
- where should the 3d text label be, and what should it say
- define a dynamic area where vehicles will remain in (sphere, cube, polygon) (when vehicles are removed from this area they respawn)
- declare which vehicle types they can and cannot sell
- make a spawning function for your trading lot - basically the current system uses SA-MP's vehicle model info to retrieve vehicle sizes and park them properly. Using this you can also test how many vehicles the trading lot can hold (newest to oldest), and any vehicles that are unable to fit on the trading lot will be untraded automatically
At the time my code quality wasn't great so you'll end up copying and pasting stuff everywhere, but it'll work.
Also, don't I need to add the dealer in DB?
Quote from: CarlJohnson on December 18, 2016, 04:32Nah, it's all hardcoded =)))Quote from: Joshy on December 17, 2016, 12:59Yes, I noticed, I might redo the code if I get time otherwise copy pasting would work fine. I might also allow players to trade club vehicles.Quote from: CarlJohnson on December 17, 2016, 06:19FYI to make a new trading lot, you basically need to define these things somewhere:
This is fairly elaborated post of how things will work.
Players will be able to put their air type vehicles like Maverick, Shamal, etc on sale by going to the Abandoned Airport or the Verdant Meadows (as of now I've planned it to be done here). The maximum price and the minimum price of plane would be determined by system which does it for cars as of now.
After putting the vehicle on sale the vehicle will be parked beside the airstrip so the helicopter missions aren't intervened, the buyer could enter the plane, see its details like Odo, fuel, insurance and decide to buy it or not.
If the vehicle isn't sold for a long duration of time, the vehicle will be removed from the forsale list and will go back to the owner, in the meantime owner can also take back the vehicle if he wants to but it will cost him some price (the same way it works for car trading now), also the oldest vehicle on the list will be removed if the capacity of the airport/trade location is being fully utilized.
So your point here Ethan that the airports will be overthrown with planes and helicopters is invalid because there will be a limit to the amount of vehicle which can be put up on the sale, say 10 vehicles can be put up on the forsale list, once the 11th vehicle is put up on sale by player the 1st vehicle or the oldest one on the list by date gets removed and goes back to owner.
Any more questions?
- where should the map icon be, and which icon to use
- where should the pickup marker be, and which pickup to use
- where should the 3d text label be, and what should it say
- define a dynamic area where vehicles will remain in (sphere, cube, polygon) (when vehicles are removed from this area they respawn)
- declare which vehicle types they can and cannot sell
- make a spawning function for your trading lot - basically the current system uses SA-MP's vehicle model info to retrieve vehicle sizes and park them properly. Using this you can also test how many vehicles the trading lot can hold (newest to oldest), and any vehicles that are unable to fit on the trading lot will be untraded automatically
At the time my code quality wasn't great so you'll end up copying and pasting stuff everywhere, but it'll work.
Also, don't I need to add the dealer in DB?
Quote from: Joshy on December 17, 2016, 12:59Yes, I noticed, I might redo the code if I get time otherwise copy pasting would work fine. I might also allow players to trade club vehicles.Quote from: CarlJohnson on December 17, 2016, 06:19FYI to make a new trading lot, you basically need to define these things somewhere:
This is fairly elaborated post of how things will work.
Players will be able to put their air type vehicles like Maverick, Shamal, etc on sale by going to the Abandoned Airport or the Verdant Meadows (as of now I've planned it to be done here). The maximum price and the minimum price of plane would be determined by system which does it for cars as of now.
After putting the vehicle on sale the vehicle will be parked beside the airstrip so the helicopter missions aren't intervened, the buyer could enter the plane, see its details like Odo, fuel, insurance and decide to buy it or not.
If the vehicle isn't sold for a long duration of time, the vehicle will be removed from the forsale list and will go back to the owner, in the meantime owner can also take back the vehicle if he wants to but it will cost him some price (the same way it works for car trading now), also the oldest vehicle on the list will be removed if the capacity of the airport/trade location is being fully utilized.
So your point here Ethan that the airports will be overthrown with planes and helicopters is invalid because there will be a limit to the amount of vehicle which can be put up on the sale, say 10 vehicles can be put up on the forsale list, once the 11th vehicle is put up on sale by player the 1st vehicle or the oldest one on the list by date gets removed and goes back to owner.
Any more questions?
- where should the map icon be, and which icon to use
- where should the pickup marker be, and which pickup to use
- where should the 3d text label be, and what should it say
- define a dynamic area where vehicles will remain in (sphere, cube, polygon) (when vehicles are removed from this area they respawn)
- declare which vehicle types they can and cannot sell
- make a spawning function for your trading lot - basically the current system uses SA-MP's vehicle model info to retrieve vehicle sizes and park them properly. Using this you can also test how many vehicles the trading lot can hold (newest to oldest), and any vehicles that are unable to fit on the trading lot will be untraded automatically
At the time my code quality wasn't great so you'll end up copying and pasting stuff everywhere, but it'll work.
Quote from: CarlJohnson on December 17, 2016, 06:19FYI to make a new trading lot, you basically need to define these things somewhere:
This is fairly elaborated post of how things will work.
Players will be able to put their air type vehicles like Maverick, Shamal, etc on sale by going to the Abandoned Airport or the Verdant Meadows (as of now I've planned it to be done here). The maximum price and the minimum price of plane would be determined by system which does it for cars as of now.
After putting the vehicle on sale the vehicle will be parked beside the airstrip so the helicopter missions aren't intervened, the buyer could enter the plane, see its details like Odo, fuel, insurance and decide to buy it or not.
If the vehicle isn't sold for a long duration of time, the vehicle will be removed from the forsale list and will go back to the owner, in the meantime owner can also take back the vehicle if he wants to but it will cost him some price (the same way it works for car trading now), also the oldest vehicle on the list will be removed if the capacity of the airport/trade location is being fully utilized.
So your point here Ethan that the airports will be overthrown with planes and helicopters is invalid because there will be a limit to the amount of vehicle which can be put up on the sale, say 10 vehicles can be put up on the forsale list, once the 11th vehicle is put up on sale by player the 1st vehicle or the oldest one on the list by date gets removed and goes back to owner.
Any more questions?
Quote from: CarlJohnson on December 17, 2016, 06:19Maybe decrease the day of sale. like 30 days or 25 days
After putting the vehicle on sale the vehicle will be parked beside the airstrip so the helicopter missions aren't intervened, the buyer could enter the plane, see its details like Odo, fuel, insurance and decide to buy it or not.
If the vehicle isn't sold for a long duration of time, the vehicle will be removed from the forsale list and will go back to the owner, in the meantime owner can also take back the vehicle if he wants to but it will cost him some price (the same way it works for car trading now), also the oldest vehicle on the list will be removed if the capacity of the airport/trade location is being fully utilized.
Quote from: Martin on December 16, 2016, 21:10
Pretty much.
Quote from: Shock on December 16, 2016, 15:59
airports are empty if you'd ever join the game u'd know.
Quote from: Ethan on December 16, 2016, 14:20I don't get what u are trying to say ethanQuote from: xname023. on December 16, 2016, 10:45
so WHY NOT?
because airports would be (even more) overthrown with used planes and helicopters like they are now.
Quote from: xname023. on December 16, 2016, 10:45
so WHY NOT?