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ProjectsPro › MTA:SA 1.1 General Script issues
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Purchaceable Car Stats
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<font color="#FFAE00">Concept</font> |
Medium |
 
0% completed
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Original feature request was promoted to a task
Feature request description:
This would work well as a General script in all PS Servers. Race, RP, DM, this would work in.
So its setting of the car parts for the users car would have to run on all warp in, Enter, and all other ways to enter vehicle.
--------------------------------------------------------
| Quote:: |
This Quoted part is for Race only:
Win Prize Money for Winning Races.
have all saved Automatically to Serial (like raceranks)
Prize money:
1st: $500
2nd: $250
3rd: $100 |
and you can use money to buy car upgrades:
these are Per Car Upgrades, so if you buy a Driveshaft for the Elegy, it will only be on the Elegy. and so on.
Body Mods:
Colour Change
$6,000
No Handling Affect.
Paintjob
$15,000
No Handling Affect.
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Front Air Dam (Bumber)
$3,000
+2% Grip
+2% Drag
Rear Bumper
$3,000
+2% Grip
+2% Drag
Sideskirts
$2,000
+1% Grip
+1% Drag
Rear Wing
$2,000
+2% Grip
+3% Drag
Hood Scoops
$1,500
+1% Acceleration
Roof Scoop
$1,500
No handling Affect.
Wheels
$2,000 (same price for all)
Off Road Wheels:
-2% Grip, + Good In Sand handling flag.
All other Wheels:
+3% Grip
Front Bullbars (Lowrider shit)
$2,000
+2% Mass
+2% Drag
Rear Bullbars (lowrider shit)
$2,000
+2% Mass
+2% Drag
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Engine / performance
10X Nitro Shot
$25,000
Gives a 10X Nitro tank in whatever car purchased for, on Every Entry into that car (Its Expensive because it is permanant per said car)
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Naturally Aspriated Tuning.
N/A Stage 1
$5,000
+1% Acceleration
N/A Stage 2 (Must Have Stage 1)
$12,000
+2% Acceleration
N/A Stage 3 (Must Have Stage 2)
$20,000
+3% Acceleration
N/A Stage 4 (Must Have Stage 3)
$50,000
+4% Acceleration
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Turbochargers - Must have All 4 Stages of N/A to Purchace.
Cannot Have Supercharger and Turbocharger at the same time. So Buying a Turbocharger Replaces All (If Any) Supercharger Stages on Specific car.
Note: All Turbo's have the 1st Gear Boost Flag unticked and 2nd Gear Boost Flag ticked. (Due to Turbo lag)
Stage 1 Turbo
$25,000
+5% Acceleration
Stage 2 Turbo
$50,000
+10% Acceleration
Stage 3 Turbo
$75,000
+15% Acceleration
Stage 4 Turbo
$100,000
+20% Acceleration
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SuperChargers - Must have All 4 Stages of N/A to Purchace.
Cannot Have Supercharger and Turbocharger at the same time. So Buying a Supercharger Replaces all (If any) Turbocharger Stages on specific Car.
Note: All Syperchargers have the 1st Gear Boost and 2nd Gear Boost Flags Ticked.
Stage 1 Supercharger
$30,000
+5% Acceleration
Stage 2 Supercharger
$55,000
+10% Acceleration
Stage 3 Supercharger
$80,000
+15% Acceleration
Stage 4 Supercharger
$120,000
+20% Acceleration
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GearBox:
Stage 1
$10,000
+5% Top Speed
Stage 2
$20,000
+10% Top Speed
Stage 3
$50,000
+20% Top Speed
Stage 4
$100,000
+40% Top Speed
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Exhaust and Air Filter
(Depending on the car, the exhaust will be different)
There are 4 Stages of Exhaust and Air Filter, If the Car has 4 types of Exhaust, Stage 1 will be the Smallest, and Stage 4 will be the largest.
If Car only has 2 Types of Exhaust (Such as Sultan, Elegy) Alien (the gold one) will be Stage 1 and 2, and Xflow (the silver one) will be Stage 3 and 4.
Stage 1
$500
+1% Acceleration
Stage 2
$1,000
+2% Acceleration
Stage 3
$5,000
+3% Acceleration
Stage 4
$10,000
+4% Acceleration
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Suspension:
Note: All of these make the "Force Ground Clearence" Handling Flag Enabled.
Note: "Steering Lock" is How far the Steering Wheels can Turn, The Higher the Number, the Better the Turning Radius.
Stage 1
$5,000
-1% Ride Height
+1% Grip
+1% Steering Lock
Stage 2
$10,000
-2% Ride Height
+2% Grip
+2% Steering Lock
Stage 3
$20,000
-3% Ride Height
+3% Grip
+3% Steering Lock
Stage 4
$40,000
-4% Ride Height
+4% Grip
+4% Steering Lock
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Brakes:
Stage 1
$5,000
+2% Brake Deceleration
Anti Lock Brakes = yes
Stage 2
$15,000
+4% Brake Deceleration
Anti Lock Brakes = yes
Stage 3
$25,000
+8% Brake Deceleration
Anti Lock Brakes = yes
Stage 4
$50,000
+16% Brake Deceleration
Anti Lock Brakes = yes
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Weight Reduction
Stage 1
$10,000
-2% mass
-2% TurnMass
Stage 2
$20,000
-4% Mass
-4% TurnMass
Stage 3
$40,000
-6% Mass
-6% TurnMass
Stage 4
$100,000
-10% mass
-10% TurnMass
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Flywheel
Stage 1
$250
+1% Acceleration
Stage 2
$500
+1% Acceleration
Stage 3
$1,000
+1% Acceleration
Stage 4
$5,000
+1% Acceleration
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Clutch
Stage 1
$500
+1% Acceleration
Stage 2
$750
+1% Acceleration
Stage 3
$1,500
+1% Acceleration
Stage 4
$5,000
+1% Acceleration
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Driveshaft
Note: Not available in FWD Cars
Carbon Driveshaft
$10,000
-1% Mass
-1% TurnMass
+1% Acceleration
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Full Drivetrain Conversions:
RWD Kit.
$750,000
Changes a 4WD or FWD car to RWD.
4WD Kit
$1,000,000
Changes a FWD or RWD car to 4WD
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Start Date: N/A
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Finish Date: N/A
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[GameMode] - Bombing Run
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<font color="#FFAE00">Concept</font> |
Medium |
 
0% completed
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Original feature request was promoted to a task
Feature request description:
This gamemode is to be similar to UT2004's ombing Run gamemode, but more like halo 2's Assault.
Both teams start at their bases, with a Bomb In both of their bases.
The team must pick up Their bomb, and get into the enemy base, and set it off.
When carring the Bomb, that player will be visible on EVERYONES screen regardless of Line of sight, by a Marker that is coloured to the teams colour, shown above their head, with also a Distance in Meters underneith it.
The Player carrying the bomb must get into the enemys base, and Stand in the marker for 5 seconds to arm the bomb.If they are killed before bomb is armed, then the bomb is sent back to the spawn point.
If a player gets his teams bomb into the enemy base, and it detonates, game Over.
Player carring Bomb can only Mele with the Bomb. (Probably replace a Dildo with a Bomb model, then crank up mele damage output) |
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Finish Date: N/A
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[GameMode] - King of the Hill
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<font color="#FFAE00">Concept</font> |
Medium |
 
0% completed
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Original feature request was promoted to a task
Feature request description:
This is a gamemode made popular by Halo 2.
There is 2 variants of this gamemode, Free for all, and Team.
Team King of the Hill:
2 Teams, (Red vs Blue)
A team must control the hill point for a total of 5 minutes to win.
If one player on a team is in the control point, then that team controls the point. and time starts counting to their 5 minutes.
If 2 people from the same team control the point, then the time counts twice as fast. and so on.
More people on the team in the control point, the faster it counts up.
If an enemy enters the control point, while it is being controlled by the other team, it goes into "Hill Contested" and all timers pause counting.
Players timers only count when hill is controled.
Free For all is much the same, when one player is in the point, his timer counts up, if another player enters, "Hill contested" and timers pause.
First Player / Team to reach the 5 minutes wins.
(Or whoever has the most time when the map time limit runs out wins)
Also, some maps would have multiple hill points. But only one will show at once, every minuted "Hill Moved" and it will go to one of the other locations (if the map has multiple hill locations) |
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Finish Date: N/A
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