We talked about the maze idea on IRC for a bit, and that could be a bit hard with the object limit of 130 per world. The alternative you suggested, using checkpoints to teleport to other worlds (with another maze) could really work, but I think Jay will get a serious headache making the BT handler
Quote:[17:05:48] <+Twilight> and about this bunnytrack idea
[17:05:57] <+Twilight> tmaybe checkpoints could be placed along the way
[17:06:05] <+Twilight> so players would know where to go
I think there should be one checkpoint at the end, so you always know where to go. But there is a pickup of an arrow we could use to make it more obvious where the player needs to go. I don't know if pickups can be rotated though, but I guess so
10-29-2008, 11:08 PM (This post was last modified: 10-29-2008, 11:20 PM by Chillosophy)
(10-28-2008, 11:37 PM)tomozj link Wrote: If you can rotate it in the MTA editor, I think it should be fine.
Perhaps we could attach the arrow to the player and try and point it too the exit pos?
I don't think that would work, it's not really a straight path to the exit
Pickups can't be rotated (edit: in sa-mp that is), but if we use it as an object it should work. I guess. I'll give it a try this weekend.