Author Topic: [+++] New CE "Ship Robbery" (Mapped)  (Read 4058 times)

Offline James

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Re: New CE "Ship Robbery" (Mapped)
« Reply #15 on: 29 02, 2020, 09:51:42 pm »
I am supporting your Idea, we are playing CEs all the day, so why not to add more maps, I get boring from playing the same maps everyday. so way not let's have new one.
About the design I love it for real as we know, we don't have CE map in Ship.

So my Vote will be positive  :tick:
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Offline HosttyBoy

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Re: New CE "Ship Robbery" (Mapped)
« Reply #16 on: 01 03, 2020, 09:44:24 am »
After reviewing your suggestion, we obtained the following results:

- 13 positive votes.
- 0 negative votes.
- 0 neutral votes.

Due to the support of the community, I stickied the topic to mark it as a High Priority.
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Offline Stun

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Re: [+++] New CE "Ship Robbery" (Mapped)
« Reply #17 on: 13 03, 2020, 04:46:16 pm »
Idea is great and your desien is good I love it but it iscomplicated for me . but for sure players will love it because it is a new map and cool.

but I hope you make some changes on it and put more barriers or something like this but for sure it is good.

Positive good luck.
                                   

Offline Counter

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Re: [+++] New CE "Ship Robbery" (Mapped)
« Reply #18 on: 17 03, 2020, 01:44:24 pm »
Well, after looking at your video, I liked the place, it is really cool, and there are a lot of places to help you fight, in addition to adding a new place that will help and it will be beautiful change, because we go to the same places, and this may be boring sometimes, iam Positive.

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Offline voxanN

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Re: [+++] New CE "Ship Robbery" (Mapped)
« Reply #19 on: 25 03, 2020, 09:53:08 pm »
Amazing place and amazing map and even an amazing work (Mapping). This seems a great addition to the server. Nonetheless I would like to express my suggestion with an upvote. :tick:
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Offline Gustavo

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Re: [+++] New CE "Ship Robbery" (Mapped)
« Reply #20 on: 27 03, 2020, 05:07:18 pm »
Greetings

For the following reasons my vote will be positive

  • It would be a perfect map to fight, there is enough space where you can shoot, camp, hide. You also can move freely and that's the most advantage I liked
  • I think it's an upgraded ACA and every player (cop/criminal) was enjoying ACA and the only problem with ACA was the distance but we will avoid it here since it will be placed at DS ship
  • Everyone got bored from the current maps so a new addition would be great

I really believe such as addition will improve the CnR activities and the server game-play in general, thank you Farhan.

Yours sincerely,
GusTavo
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Offline Aerith

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Re: [+++] New CE "Ship Robbery" (Mapped)
« Reply #21 on: 28 03, 2020, 10:45:28 am »
It's a big CE  and we can see in Video there's a place for Criminals and cops and lets cops and Criminals test new place so I am Positive.
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Offline Farhan

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Re: [+++] New CE "Ship Robbery" (Mapped)
« Reply #22 on: 28 03, 2020, 06:49:41 pm »
Updated the topic with the Co Ordinates you wanted @Arran .


Offline Arran

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Re: [+++] New CE "Ship Robbery" (Mapped)
« Reply #23 on: 28 03, 2020, 07:31:13 pm »
@Farhan-Khan (and anyone else who makes a CE) I have made available below all the co-ordinates needed available in a format that allows me to copy and paste it:

EM[#EM + 1] = {CrimEntryPosX, CrimEntryPosY, CrimEntryPosZ, CopEntryPosX, CopEntryPosY, CopEntryPosZ, 904, "AbbreviationOfCE", createMarker(EntryMarkerPosX, EntryMarkerPosY, EntryMarkerPosZ + 0.6, "arrow", 1.5, 0, 255, 0, 150)}
cp[createMarker(MarkerX, MarkerY, MarkerZ, "cylinder", 1.5, 255, 255, 255, 153)] = {904, "MarkerNameHere", 5}
exits[createMarker(ExitMarkerX, ExitMarkerY, ExitMarkerZ + 0.5, "arrow", 1.5)] = 904
exits[createMarker(Exit2MarkerX, Exit2MarkerY, Exit2MarkerZ + 0.5, "arrow", 1.5)] = 904
doors[createObject(ObjectModelID, ObjectX, ObjectY, ObjectZ, ObjectRotationX, ObjectRotationY, ObjectRotationZ)] = 904
doors[createObject(ObjectModelID, ObjectX, ObjectY, ObjectZ, ObjectRotationX, ObjectRotationY, ObjectRotationZ)] = 904
cePos[#cePos + 1] = {BlipX, BlipY}
exitPos[#exitPos + 1] = {ExitPosX, ExitPosY, ExitPosZ, ExitRotation}
antiRush[#antiRush + 1] = {CrimSideX, CrimSideY, CrimSideZ, CopSideX, CopSideY, CopSideZ}

Explanation:

Numbers like 904 and stuff like EM[#EM + 1] are to not be touched. The only stuff that needs changing are written: LikeThis
Co-ordinates should be no more than 3 decimial places of accuracy eg: 123.456
CrimEntryPosX/Y/Z is the position that the criminal side will be warped to when they enter, this can't be the same as the exit marker as they would be warped straight out.
CopEntryPosX/Y/Z obviously same as above but for the cops.
AbbreviationOfCE should be like BR, PDR, etc.
EntryMarkerPosX/Y/Z is the marker that players use to enter the CE.
MarkerX/Y/Z is the co-ordinates of a checkpoint marker. You can have as many of these as you want, to create another checkpoint copy and paste the line that starts with cp.
MarkerNameHere is the name that players see when a team captures the control point and the name you pick must be inside the " and ".
ExitMarkerX/Y/Z and Exit2MarkerX/Y/Z are co-ordinates of the markers that players use to exit the CE which is usually but doesn't have to 1 on either side of the map.
ObjectModelID, ObjectX, ObjectY, ObjectZ, ObjectRotationX, ObjectRotationY, ObjectRotationZ these should be copied from a map file. Create your map with doors (there can be multiple objects) to block the teams in. Then look at the map file (or see the object properties in map editor) for the objects model ID, X, Y, Z, RX, RY, and RZ and once you've entered them into this table remove them from your map.
BlipX and BlipY is where the blip will appear on the map these do not need any demical place accuracy so should be like: 123, 456
ExitPosX, ExitPosY, ExitPosZ is where players appear when they exit the CE, make sure this isn't the same as or too close to the entry marker
ExitRotation is the rotation between 0 and 360 players are given when they exit. North is 0, East is 90, South is 180, West is 270.
CrimSideX/Y/Z is the anti rush location that if cops get near to and have line of sight to, they get warped back. You can see the location of these in-game, they are the little floating orbs.
CopSideX/Y/Z is the anti rush location that if criminals get near to and have line of sight to, they get warped back. You can see the location of these in-game, they are the little floating orbs.
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Offline Avices

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Re: [+++] New CE "Ship Robbery" (Mapped)
« Reply #24 on: 28 03, 2020, 07:59:35 pm »
 In my opinion, robbing ships in CE is wonderful but we need to enter beautifully positive :tick:
« Last Edit: 28 03, 2020, 08:02:21 pm by Avices »
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Offline Farhan

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Re: [+++] New CE "Ship Robbery" (Mapped)
« Reply #25 on: 29 03, 2020, 03:25:58 pm »
@Arran

EM[#EM + 1] = {2499.116, -1641.849, 271.848, 2449.598, -1616.196, 277.621, 904, "SR", createMarker(2810.398, -2447.531, 13.632 + 0.6, "arrow", 1.5, 0, 255, 0, 150)}
cp[createMarker(2485.147, -1636.087, 281.178, "cylinder", 1.5, 255, 255, 255, 153)] = {904, "Ship Doorway", 5}
cp[createMarker(2427.702, -1622.104, 281.318, "cylinder", 1.5, 255, 255, 255, 153)] = {904, "Hallway", 5}
exits[createMarker(2454.397, -1613.273, 277.615 + 0.5, "arrow", 1.5)] = 904
exits[createMarker(2542.479, -1641.342, 271.842 + 0.5, "arrow", 1.5)] = 904
doors[createObject(3062, 2494.199, -1640.099, 272.200, 0, 0, 275.342)] = 904
doors[createObject(980, 2440.800, -1617.400, 279.399, 0, 0, 275.804)] = 904
cePos[#cePos + 1] = {2809, -2447}
exitPos[#exitPos + 1] = {2801.056, -2437.011, 13.630, 90}
antiRush[#antiRush + 1] = {2494.598, -1640.910, 271.848, 2440.845, -1616.853, 277.615}


Offline Arran

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Re: [+++] New CE "Ship Robbery" (Mapped)
« Reply #26 on: 29 03, 2020, 04:51:51 pm »
Umm, where is the map file? I opened your link and it only shows the lua files I made for map editor.
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Offline Farhan

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Re: [+++] New CE "Ship Robbery" (Mapped)
« Reply #27 on: 29 03, 2020, 05:04:48 pm »
Umm, where is the map file? I opened your link and it only shows the lua files I made for map editor.
Sorry, it was broken for some reasons..
Here is the link.
https://www.mediafire.com/folder/4umitptxw06kp/


Offline Arran

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Re: [+++] New CE "Ship Robbery" (Mapped)
« Reply #28 on: 29 03, 2020, 09:28:52 pm »
 :tick:
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