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[IMPORTANT] Map Policy.

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1 [IMPORTANT] Map Policy. on Mon 23 Jul 2018, 2:49 am

You must use format below in your map suggestion.
Don't post your map objects in the main forums. Send private message to Rainbow please.
Rainbow doesn't consult about map creating. Use according internet resources.

Warning: your map can be removed after it's got accepted.
Reasons:
1) Map is bugged(Players can get OOM or other bugs)
2) Map is too big or too small.
3) Players don't like it.


Some advises:
1) You can choose weather and time for your map. Just put into code below the next:
Code:
Weather=
Time=
2) You can use from 1 to 5 spawn position. It's going to be good if humans' and zombies' have the same number of spawns.
3) Don't create map too far from SA world. It's better if your map is situated over SA cities as there's bug if it's situated over water.
4) Your map can be without evac doors. (optional)
5) You can use up to 2 evac doors. (optional)
6) You can use camera in your map which shows when the round ends. It gives to your map some charisma. (optional)
7) HumanSpawnA or ZombieSpawnA means the facing angle of a player when spawns. (optional)(If it's used, it gives to map more pro looking and more comfortable game)
Cool You can add flying things, planes, missiles, objects and so on by sending made your own Filterscript.
9) You shouldn't create maps too high or too far from the main map(Gta Sa World) because melees don't work.


Quote:
Map name:
Your Accound ID: (you can check it in /stats)

[Checkpoint Data]
CPx=
CPy=
CPz=
CPSize=10.0(Default value) You can omit it.

[Camera Date](optional)
CameraX=
CameraY= //Position of Camera;
CameraZ=

ToX=
ToY= //Wher camera looks at.
ToZ=


[The First Gate Data](optional)
GateID= //The model to create.
GateX= //The X coordinate to create the closed door at.
GateY= //The Y coordinate to create the closed door at.
GateZ= //The Z coordinate to create the closed door at.
GateRotX= //The X rotation of the closed door.
GateRotY= //The Y rotation of the closed door.
GateRotZ= //The Z rotation of the closed door.

//The finished position of the door when this door is opened.
MoveGateX= //The X coordinate to create the opened door at.
MoveGateY= //The Y coordinate to create the opened door at.
MoveGateZ= //The Z coordinate to create the opened door at.

[The Second Gate Data](optional)
GateID2= //The model to create.
GateX2= //The X coordinate to create the closed door at.
GateY2= //The Y coordinate to create the closed door at.
GateZ2= //The Z coordinate to create the closed door at.
GateRotX2= //The X rotation of the closed door.
GateRotY2= //The Y rotation of the closed door.
GateRotZ2= //The Z rotation of the closed door.

//The finished position of the door when this door is opened.
MoveGateX2= //The X coordinate to create the opened door at.
MoveGateY2= //The Y coordinate to create the opened door at.
MoveGateZ2= //The Z coordinate to create the opened door at.



[Spawn Data]
HumanSpawnX=
HumanSpawnY=
HumanSpawnZ=
HumanSpawnA=

HumanSpawnX2=
HumanSpawnY2=
HumanSpawnZ2=
HumanSpawnA2=

HumanSpawnX3=
HumanSpawnY3=
HumanSpawnZ3=
HumanSpawnA3=

HumanSpawnX4=
HumanSpawnY4=
HumanSpawnZ4=
HumanSpawnA4=

HumanSpawnX5=
HumanSpawnY5=
HumanSpawnZ5=
HumanSpawnA5=


ZombieSpawnX=
ZombieSpawnY=
ZombieSpawnZ=
ZombieSpawnA=

ZombieSpawnX2=
ZombieSpawnY2=
ZombieSpawnZ2=
ZombieSpawnA2=

ZombieSpawnX3=
ZombieSpawnY3=
ZombieSpawnZ3=
ZombieSpawnA3=

ZombieSpawnX4=
ZombieSpawnY4=
ZombieSpawnZ4=
ZombieSpawnA4=

ZombieSpawnX5=
ZombieSpawnY5=
ZombieSpawnZ5=
ZombieSpawnA5=

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