Author Topic: [Resolved] Remove gates on KACC  (Read 2163 times)

Crystalii

  • Guest
[Resolved] Remove gates on KACC
« on: 01 05, 2012, 02:52:04 am »
Hey!

I'm suggesting that we remove the entire building in this turf




When players respawn there, they can't get out. It's very hard to find your way out of there and this makes the other gang able to take your turf when your gang members is stuck in that building. I'm sure many gangsters have noticed this. And please, to lawyers that haven't experienced this problem, stay away since you don't know what we are talking about.


Suggestion: Remove the entire construction and replace it with some houses ( a neighbourhood ). We can also put some stores there or any other things. That construction brings no good.
« Last Edit: 01 05, 2012, 04:48:29 pm by Arran »

Pac-Man

  • Guest
Re: Remove the construction in north-east turf
« Reply #1 on: 01 05, 2012, 04:41:51 am »
Omg, I have been meaning to bring this up. Spawning in that turf sucks because your pretty much stuck. You can get out, but it's just a hassle. I don't know if removing it would be the solution, but possibly just changing the spawn point to the outside of the gate.

Steve

  • Guest
Re: Remove the construction in north-east turf
« Reply #2 on: 01 05, 2012, 07:09:15 am »
Code: Lua
  1. local d, x, y, z = 200, 2627, 2766, 11
  2. addEventHandler( "onResourceStart", resourceRoot,
  3.         function ()
  4.                 for model = 7367, 7381 do
  5.                         removeWorldModel( model, d, x, y, z )
  6.                 end
  7.                 removeWorldModel( 985, d, x, y, z )
  8.                 removeWorldModel( 986, d, x, y, z )
  9.         end
  10. )
  11.  

It will remove the fences and gates around the whole construction site.
That way we can still use the construction objects as a training/turfing ground, and we can easily get in/out from ANY direction.
Pic: http://puu.sh/sljk

Code: Lua
  1. local d, x, y, z = 10, 2500, 2773, 13
  2. addEventHandler( "onResourceStart", resourceRoot,
  3.         function ()
  4.                 removeWorldModel( 985, d, x, y, z )
  5.                 removeWorldModel( 986, d, x, y, z )
  6.         end
  7. )
  8.  
The code above just removes the gates:
« Last Edit: 01 05, 2012, 07:35:55 am by Steve »

Offline Slayer

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  • Posts: 85
  • Registered: 14/05/2011
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Re: Remove the construction in north-east turf
« Reply #3 on: 01 05, 2012, 07:15:19 am »
Why just dont remove the gates? Its not necessary remove the whole construction..
Good Bye CIT <3

Steve

  • Guest
Re: Remove the construction in north-east turf
« Reply #4 on: 01 05, 2012, 07:31:49 am »
Why just dont remove the gates? Its not necessary remove the whole construction..

Read my post Slayer.

Kilro

  • Guest
Re: Remove the construction in north-east turf
« Reply #5 on: 01 05, 2012, 08:04:19 am »
I don't think this is necessary. Easy way to get out: Climb on the containers near the fence and jump over the fence. Hastalavista

Steve

  • Guest
Re: Remove the construction in north-east turf
« Reply #6 on: 01 05, 2012, 08:24:15 am »
I don't think this is necessary. Easy way to get out: Climb on the containers near the fence and jump over the fence. Hastalavista

"Easy way to get out" RIIIGHT

You do realize, you have to get IN as well right?
People just sit in there and troll because you can't get to them.

It's a bullshit turf. The entire turf is inside the site, surrounded by a fence and an inaccessible gate.
You either have to fly in, or stand near the fence. If there's a gang that spawns in that turf, they can easily just sit there and keep the turf. You can't get IN without a heli or major effort with weed/jumping on cars.
« Last Edit: 01 05, 2012, 08:26:45 am by Steve »

Offline Slayer

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  • Posts: 85
  • Registered: 14/05/2011
    YearsYearsYearsYearsYearsYearsYearsYearsYearsYearsYearsYears
Re: Remove the construction in north-east turf
« Reply #7 on: 01 05, 2012, 08:28:06 am »
I don't think this is necessary. Easy way to get out: Climb on the containers near the fence and jump over the fence. Hastalavista

Steve made a script.. why not add it?
Good Bye CIT <3

Perry

  • Guest
Re: Remove the construction in north-east turf
« Reply #8 on: 01 05, 2012, 10:15:03 am »
It doesn't need adding, all you have to do is run the script once and the gate will be gone. This is a pretty annoying turf tbh.

Kilro

  • Guest
Re: Remove the construction in north-east turf
« Reply #9 on: 01 05, 2012, 01:02:03 pm »
Still it's a good place for TDM events. When you remove the gate people can come in easy and disturb you. I think the gate should stay. You can still get the turf. You can get out easy. But you can't come in by foot but that isn't very necessary imo.

Steve

  • Guest
Re: Remove the construction in north-east turf
« Reply #10 on: 01 05, 2012, 01:12:37 pm »
It doesn't need adding, all you have to do is run the script once and the gate will be gone. This is a pretty annoying turf tbh.

^^ Yeah the script just has to be added, restart the resource, and then you can remove it the script. I don't believe you can runcode it because of the meta requirement for min version.