Ok first of all I must explain the main features of my gamemode. I didn't explain them in my first post because it was 5:00 at night and I had to go to bed.
Basically, my gamemode is more or less what I have always wanted to make: a mix between Littlewhiteys and AboveUltimate, in which there's a zone for normal deathmatch (with db and helikill, of course), and another for Hydras, Hunters, miniguns and all that kind of overpowered stuff. At first (long before I started to learn scripting), my idea was to use parallel worlds: one for dm, and another for Hydras. However, I later discarded this because if you are flying a Rustler and want to fly in both zones, you would have to be switching between parallel worlds all the time. Also, a dm in Las Venturas doesn't need a whole San Andreas map, but just the city is enough. So now, to keep both zones in the same world and at the same time make the necessary division, the city of Las Venturas is marked in green on the radar: this means that it's a protected zone, where Hydras and Hunters can't enter (if you try to do it, you get ejected and the vehicle autodestroyed), and where the script automatically removes miniguns, rocketlaunchers, grenades etc. from players. On the other hand, all the area outside the green zone is for the WILD MADNESS, in which almost everything is allowed.
Surrounding this green zone there's a yellow border, which tells players where the limit between one zone and the other is. If you fly a Hydra or a Hunter over this yellow border, you get a warning message telling you not to continue.
But the differences between the green zone and the outside don't end here: out of the green zone, Rustlers, country rifles and sniper rifles kill with one single shot, like in this video:
So if someone has a minigun, you still stand a chance against him without having to use another minigun yourself. Also, players can fly jetpacks in both zones, but in the green zone they can't shoot from them, because if you are driving a car it's very annoying to have a player with jetpack shooting you from the air, so in the green zone jetpacks are only for flying around without fighting. This way, players in the green zone face a compromise: if they fly jetpacks they can avoid dbers, but in return are more vulnerable to helikilling. Also, regarding jetpacks and the differences between zones, in the outside you can get one from the weapons menu (I explain this menu below), whereas in the green zone you need to find a jetpack pickup. This is because if you are a dber in the green zone, it would be very lame if your victim could escape by spawning a jetpack anywhere and anytime. In the outside however this is not a problem because you have Hydras and miniguns anyway.
Also, in the green zone there's a piece of script such that, if you surf on a car that has a driver, your weapon is switched to fist. This is to avoid those gangs 3 vs 1 that are so common in LW and that go with one of them driving and the others on the roof of the car with M4's. However this is allowed out of the green zone, since an alone player with a Hydra can easily defeat one of those gags. For this very same reason, also passenger db is disabled in the green zone but enabled out of it with all weapons (even with minigun!!). This means that in the wild zone, 3 players could fight, one with a Rustler and the other 2 in a Dodo, one of them flying it and the other shooting a minigun as passenger, just like Qwerbeet, Slice and I did in LW one day:
Regarding passengers, the script disallows to be a passenger if the vehicle has no driver (both in the green zone and out of it), to avoid unfair situations like a Rustler fighting a player on foot and the player on foot getting in as passenger.
Apart from all of this, my gamemode is also focused on two additional things: Rustlers and newbies.
For the first thing, apart from the ability to kill with one single shot out of the green zone, it has another feature: every time a player gets in a plane or helicopter, he's marked as "pilot" (Enzo I guess you have already seen a chat text saying "You are now a pilot"). When a player is marked as a pilot, Rustlers can kill him with one single shot anywhere, both in and out the green zone. Also, if a pilot dies with the skull while there are other pilots around him, he will respawn where he died. This way, imagine that you and I are in a Rustler fight, and then I crash my Rustler: in other gamemodes, I would just die with the skull and you wouldn't score my kill. However in my gm, I will respawn where I died and with no vehicle, so you will be able to kill me with one shot and score my kill. When a pilot is killed by another player, or if he dies alone with no other pilots around, he stops being a pilot and becomes a normal player again. Pilots are marked in light blue, whereas normal players have different colors.
And regarding newbies, my gamemode has a lot for them: to start with, there's the weapon menu that I mentioned before. Just type /weapons and you will be able to choose almost any weapon you want and get it with 9999 ammo, for free!! This is what I call
EASY AND INSTANT FUN!! After all, Rustlers have infinite ammo, Hydras have infinite ammo, Hunters have infinite ammo... so why not players too? Also, free weapons means more equal chances for everyone, unlike when you have to buy them and regulars have the best weapons while newbies have only shitty ones. The other features intended to make newbies' gaming experience easier are mainly focused on vehicles: there's a piece of script that automatically fixes your tires if they get popped, there's another that fixes the wings of airplanes (you know that sometimes when you fly a plane and you hit something, your wings get damaged and your plane starts tremoring) so planes still lose health points but their fly remains stable, and there's another that avoids your car instantly exploding (you know when you are in a car and several players shoot at it, that it explodes before you have got totally out of it).
And well, right now I don't remember any other important thing that has to be mentioned.
EDIT: Oh yeah, one last thing: you might have noticed that the gamemode's name is "Carfight/aircombat". Well, the aircombat part is already described, but the carfight refers to db: if I publicly name the server with driveby, some people might think "boooo that's lame!!", however if I name it "carfight" they might think "hmm sounds interesting". You know,
it's an euphemism.i noticed that the server did not let me /cry if i /wank'ed before recently, the other way round it works perfectly, so if i /cry first is still can /wank at that time. But not other way round, idk if this is desired ^^
Hmm no, that's not desired, but I just tried it now and it worked fine for me. My intention is that you can't use any of the two commands in a row, and that you have to wait 10 seconds between each usage.
By the way, I took those two commands from a cops and robbers server that I have been playing in for more than 2 years. I just didn't mention that server here before because it has no Rustlers. I asked them for permission to script those commands for my gm and I had no problem:
http://ls-rcr.com/forum/viewtopic.php?f=7&t=20557Actually, in that cops and robbers server, the /wank command has also a wanking animation, but I haven't added it to my server because I still don't know the best way to stop animations.
i noticed it switches to grenade everytime i enter an interiour except ammunation, idk if that's desired too, also with /weapons cmd the ammu checkpoint seems pointless, maybe remove it?
Well I haven't worked with the interiors yet, at the moment I have focused only on the main parts of the gamemode. As for the grenade, yeah that's normal, because the script automatically gives you grenades and minigun everytime you exit the green zone, and my script considers that if you are in an interior you are out of the green zone.
Takes the server at least 5 seconds to recognize i'm paused, idk if this can be any better, as this won't recognize pilots pausing to get behind an enemy. Also idk if the chat messages for pausing were public or private, if they were public this could cause endless spamming if there'd be plenty players.
Yeah it takes some seconds to recognize players pausing. The problem is that Samp doesn't have a native callback to detect players pausing, so you have to make your own, and if I reduced the detection time, many times the script would wrongly think that a player has paused without that being true. In fact I have seen a few false pause detections with myself, so I'm thinking of actually increasing the necessary time. Have you seen that in LW, it takes several seconds for a paused player to have his nick in black? I'm sure that's for the very same reason.
I know that pausers in Rustler fights are a problem, but I don't know if it's possible to script anything against that with a reasonable server load.
And yeah those chat messages are public. If one day I make my server public and it gets a good number of players, I might remove those texts.
I'm missing infernus and elegy, but maybe i didn't look around too well for them.
Indeed here comes another of the most amaizing features of my gamemode: the vehicle set is random, so when a car is destroyed and a new one spawns in its place, it can be any random model, and with any random colors!