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[Feature] BunnyTrack
#11
I like love the idea, and I think both of your maps should be included in the minigame.  :D
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#12
Another fine piece of work! Congratulations, give yourself a pat on the back  d:)b 2.90 wouldn't be the same without these! Nice one  ;)
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#13
This is too cool!!!
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#14
Nicely done Chillo!
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#15
looks sweet!
maybe somekind of maze? to make it even harder :P


-oost 8)
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#16
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 :D

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 :)
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#17
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? :D
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#18
sooo fuckin cool man, nice work
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#19
(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? :D

I don't think that would work, it's not really a straight path to the exit :P
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.
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#20
Not really needed imo, I mean, anybody can figure out the route by following the course, especially if there is going to be a checkpoint at the end.
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