![gta 3 new york city mod gta 3 new york city mod](http://www.citiesmods.com/wp-content/uploads/2018/01/Liberty-City-from-GTA-3-by-Docter_Cockter.jpg)
- #GTA 3 NEW YORK CITY MOD MOD#
- #GTA 3 NEW YORK CITY MOD DRIVER#
- #GTA 3 NEW YORK CITY MOD FULL#
- #GTA 3 NEW YORK CITY MOD MODS#
Over the past week or so we have been working on a new ban system which doesn't just depend on the IP of the player. Some news that will make some server owners cheer now. Timecyc stuff will be controlled either by adding a custom timecyc.dat file in the server or by using script functions, enabling them to be changed in real time. For example, if you run a zombie-style server then you could change the sky to blood red This means that server owners will be able to create some strange looking environments inside GTA to better fit their game modes. For those of you that don't know, the timecyc.dat contains information on the colour of the sky, cloud data and light intensity of the sun/moon/stars.
Something else that has been added which was originally planned for LU is control of the timecyc.dat file in GTA. The reason why they can't currently do that is because its a lot of work. As i said we will be expanding on these in future versions so they can follow preset paths and eventually be able to 'break free' of the paths as well as shoot at a specific location as dictated by a script. There are also events for when NPCs get shot or hit by a vehicle.
#GTA 3 NEW YORK CITY MOD DRIVER#
This will allow server owners to give greater control over their NPCs and give a more unique feel to the server.Ĭurrently you can set the NPCs position, angle, health, armour, alpha, weapon and place them in vehicles in either the driver or passenger seat. NPCs are going to be mainly script controlled, with handling how they handle being shot and ran over being processed in your own scripts.
![gta 3 new york city mod gta 3 new york city mod](http://i.ytimg.com/vi/8iUuj20508E/maxresdefault.jpg)
Currently the NPCs are fairly basic and can't do as much as we want them to but we are planning to expand on them in future versions. More information on using custom objects will be added to the forum or wiki when the next version is released.Īnother thing that we have added in the next version is NPCs. You then simply do CreateObject in your script as normal but specify the name of the dff instead of the model ID. Objects that can be imported can be made for either GTA3 or Vice City since there aren't many models made for GTA3, so we added a few patches to allow VC modelsĪll that is required to import new models into LU is a dff, txd and a col file. We felt this was a necessity as GTA3 has some fairly bad objects normally and custom objects helps to make your server more unique.
![gta 3 new york city mod gta 3 new york city mod](https://i.ytimg.com/vi/wQdIJBAV7pA/hqdefault.jpg)
Some of the new features in 0.1.1.0 are as follows:įor starters, LU now allows you to import your own object models to use in your server. This next version features a lot of changes and new things which we have been working on for a while. Its been quite some time since any news was posted on LU so i thought i'd break the silence.Īs some of you keen-eyed people may have noticed, the progress bar on the left of the homepage now says the progress on the next version of LU (0.1.1.0). But for now, give Maxorator, Falcon and Bakasan a big hearty welcome! We all hope to be able to show the results of our collaboration soon, either in the form of an LU beta or a VC:MP one.
#GTA 3 NEW YORK CITY MOD MODS#
We will all be working on the two projects simultaneously, implementing similar ideas and fixing the odd bugs here and there to ensure that the GTA community get two great multiplayer mods for two different games.
#GTA 3 NEW YORK CITY MOD FULL#
What does this mean? Simply put it means that the VC:MP team have full access to the LU source and likewise with the LU team.
#GTA 3 NEW YORK CITY MOD MOD#
We have always been in contact with the developers exchanging ideas and we have created some unofficial addons for the mod (such as the hugely popular VCMP Squirrel server) and after some discussion we decided that it would be in everybodies best interests if we join forces Some of you may know that the LU team have had a close relationship with VC:MP for quite some time. Some of you keen-eyed folks out there may have noticed another person in the developers list the last few days, that person being maxorator, which many of you know is the main developer of VC:MP so let me explain.