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GOURANGA! Forums > Editing > 2D Mods > gta2 San Andreas - Cannon Ball Run
Post 1 | New
Pyro
GTA2 Scripter & Mapper

  • Joined: Jun '03
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As requested by Cerbera last night, he asked me if I could create a Cannon Ball Run similar to the one in GTA1 multiplayer, and of course, I agreed to the challenge tongue

The map (hence the title) will initially be San Andreas and the course has yet to be decided, but unlikely be the same as its GTA1 counterpart and result in a course that I want smile. I will keep it to larger roads, especially the 4 lane roads (up in the north part of the map, driving past the pizza place and the 'A1' coach depot) as well as the main highway (6 lane) as well as the bridge.

I will have to choose a suitable starting location for the players, but I'm probably going to place them in a car-park somewhere (perhaps the car-park west of A1 bus depot, its big enough smile). The game itself will (hopefully) support upto 6 players (2, 3, 4, 5 or 6 players) and should be fun. Of course, no weapons (player or vehicle!) will be allowed as it is just a mad-dash to the finish! Of course, that doesn't stop you ramming other people off bridges biggrin

Not sure on exactly what method I'll choose to have the race, either a point A to B race, or have a multiple-checkpoint race. The A to B race would be easy enough, and allow people to go any way they like but would prove rather short. On the other hand, a multiple-checkpoint race will prove interesting, as a directional arrow will point to the checkpoint as well as a text description (such as "Drive to the Pizza Place in *wherever*!"). The race leader will change the arrow after he crosses a checkpoint (so slower drivers better keep up!) as well as a text display on who is winning (optional) at that time.

On the final checkpoint to the finish, the special 'finish arrow' (used when you get enough score to move to the next level) will be used, and a final alert will appear. This way, everyone knows they are on the final part and must make every effort to try and win! Once over, the winner will be awarded a cash prize ($100,000?) and that's really it...

It sounds simple, but alot of testing will be needed. What I really want is the audio to be played ("Race On!") at the start, as well as "Race Over!" when its complete (these make an appearance in some of the GTA2 bonus levels, not sure *yet* on how to use them). As well as that, I hopefully intend to have various text messages saying something like "Player 1 is in the lead at checkpoint 3!", but that involves editing the e.gxt file, and alot of 'IF' statements and counters! And hopefully if this is a success, I'll try my hand at the other GTA1 maps!

Any comments? Suggestions? Post them and I'll be able to see if they are good enough for the map!

Note: Traffic will still be on the map making it more of a challenge to weave in and out of traffic (should be fun on the bridge!), and cops will be optional (but the host can over-ride it anyway to have cops on or off) upto level 3 (SWAT vans don't really need to be in it!). Various other things might make an appearance, such as various obstacles (parked busses!) on roads, and various 'tourists' crossing roads at the wrong time... biggrin

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Post 2 | New
Cerbera
Ben 'Cerbera' Millard

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I think that there should be some pistol and machine-gun pickups so that if there are police people can actually avoid getting busted at road blocks.  Don't place these near the start point, just have them in easily accessible locations on the pavement of roads on and near the most obvious routes.

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Post 3 | New
tarmac
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Ooooooo! Make it a highway racing map....like there is in the Cannon Ball Run movies! And we need all of the classical cars like the Countch with a bonnet spoiler, the ambulance, the bond aston martin and so on. But don't forget the first Cannon Ball Run movie when they drove a super duper Mustang and a black Charger and a silver Corvette targa amongst others. biggrin

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Post 4 | New
Deleted Member
    Finally the brightest idea I have heard in a long time I used to race with some guy named devin last year on GTA2 from stoplight to stoplight damn traffic always got in the way though!This really reminds me of GTA Rally the conversion that never made it.What about custom cars how will it work with multiplayer everyone will need the same cars and settings! I hope this idea really falls through this time!
    Post 5 | New
    Sektor
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    • Joined: Feb '03
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    The sounds are played automatically when you display certain lines in the GXT file.

    DISPLAY_MESSAGE ( 5504 ) // RACE ON!
    DISPLAY_MESSAGE ( 5502 ) // SECOND LAP!
    DISPLAY_MESSAGE ( 5503 ) // FINAL LAP!
    DISPLAY_MESSAGE ( 5501 ) // RACE OVER!

    Around a month ago, I made a 2 player, 5 lap race for Bonus map D.  It has a lap counter, plays those sounds and has 2 check points.

    Bonus Race ( .mis file included )

    Bonus map D is so small, so it's not very fun.  Maybe it would be more fun if I made it like Death Rally, with mines, oil slicks and vehicle guns.  Problem is not being able to choose where the player respawns using script.

    A cannonball run with many check points would be fun for a change.  My INI2MIS program partially converts the GTA1 cannonball runs but it'd be more fun to make your own check points.

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    Stealing cars is the easy part
    Post 6 | New
    Cerbera
    Ben 'Cerbera' Millard

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    The less things which get modified the better.  Otherwise it will be difficult to play other people online using any other map because the stuff modified by GTA2SA will conflict with the files other people have, preventing the game from connecting.

    Sektor, I had a suspicion that the sounds might be connected to text entries because that was the case in GTA1 with the "MISSION COMPLETE!" and "KILL FRENZY!" and "GO!" type of messages.

    Standard cars, standard handling and standard messages are only way to ensure compatibility with other levels, AFAIK.  The carpark could have a wide selection of fast cars starting with a Stinger for each player near where they start.  The fastest cars like the GT-A1 and the Z Type should be further away so that if people want to use them, they have to run further.  That will make the start a bit more interesting without making it unfair.

    Vehicle weapons would be really lame in a racing level.  Let people use the racing level for races and the deathmatch levels of deathmatches.  You only need a few light weapons to take out any police trying to arrest you if a roadblock catches you out.  Leaving traffic is a good idea because weaving through civilians is part of the skill of Cannonball driving.

    The reward for winning should be around 1,000,000 to ensure that nobody gets it from killing the other playes.

    I think the level could be called "SanAn Cannonball #P" in the network list, where "#" is the number of players (2-6).  Single player edition would be a good idea as well so people can learn the checkpoints and explore alternative routes.

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    Post 7 | New
    Sektor
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    Different e.gxt files shouldn't have any effect on sync.  As far as I know only Mal's Race and Bernaar's race use a modified e.gxt but they changed different lines so they are compatible.   I'm going to release scripts with modified e.gxt files in the future, so we need a single e.gxt that everyone downloads and updates without replacing anyone elses messages.  There's already plenty of racing related messages in the file though, so may not need to add your own.

    Leave the handling file alone.  Perhaps in the the distant future, Game Hunter could change the handling file and other files on the fly for different maps.

    Vehicle weapons aren't necessary for a cannonball run but they are fun in games like Mario Kart.  Racing is fun when it's neck and neck but if a player falls way behind, sometimes giving them an advantage can add to the fun.  Hard to do properly in GTA.

    Points game can be set to 999999 max.  You can stop players from gaining enough points by other means if you subtract from their score reguarly.  ADD_SCORE ( p1 , -1000 ).
    Very unlikely a player would get 999999 points before the race is over anyway.  Might not want to end the game instantly if there's more than 2 players since players may want to see who comes 2nd, 3rd etc.

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    Stealing cars is the easy part
    Post 8 | New
    Deleted Member
      Yea the racing has to be neck and neck the way the gta2 cars accelerate are way better than gta1 cars.They  have better gear changes they give almost a kind of jerking feel because gta2 cars actully have gear ratios, through gears gta1 cars accelerate to smooth but the feeling of speed is much better in gta1.All the cars need to be somewhat fast in this cannonball run because most of the ingame cars are butt slow! From my experience in racing on gta2 multiplayer going neck and neck from a stop light is very fun you can feel how strong your car is compared to the one beside you when it comes to which can switch gears the fastest and which gear is the most powerful usally 2nd or third.
      Post 9 | New
      Pyro
      GTA2 Scripter & Mapper

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      Right then, a few pointers here on what some of you have said...

      - The e.gxt will not be modified (as before Sektor mentioned the message with audio,  I tried the message 'Race On!' and it played audio too...)
      - Car handlings will not be modified
      - There will be no weapons... only car respray shops will be open in the usual places...
      - Everyone will have the same starting car (Miara) and will start very close to their door (about 0.2 of a block to the left of a car)
      - Each player will be colour coded as well as their car, but that doesn't mean you have to stick to them if you're fast enough or looking for a punch-up...
      - Players will drive right out of the parking lot, turning left slightly and driving flat out past Telephone Hill up to Richman (rest of course will be secret for now)

      That's about it for now  smile

      ------------------
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      Quote:
      "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."


      Quote:
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      Post 10 | New
      Cerbera
      Ben 'Cerbera' Millard

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      Pyro wrote:
      Right then, a few pointers here on what some of you have said...

      - The e.gxt will not be modified (as before Sektor mentioned the message with audio,  I tried the message 'Race On!' and it played audio too...)
      - Car handlings will not be modified
      - There will be no weapons... only car respray shops will be open in the usual places...
      - Everyone will have the same starting car (Miara) and will start very close to their door (about 0.2 of a block to the left of a car)
      - Each player will be colour coded as well as their car, but that doesn't mean you have to stick to them if you're fast enough or looking for a punch-up...
      - Players will drive right out of the parking lot, turning left slightly and driving flat out past Telephone Hill up to Richman (rest of course will be secret for now)

      That's about it for now  smile
      Sounds like a good plan.  Try to pick routes which have many possible routes; don't just send them along all the wide roads.  There are a lot of hills and drops in the north of SA.  Positioning the checkpoints so people can take advantage of that would be cool.  Wiggling through the Richman roads would be fun.  Showing us some rough plans for routes which be nice.

      However, I think the Miari is a shite car.  Stinger is blatently the nicest car to drive, it carries so much speed through the turns.

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      Post 11 | New
      Pyro
      GTA2 Scripter & Mapper

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      Cerbera wrote:
      Try to pick routes which have many possible routes; don't just send them along all the wide roads.  There are a lot of hills and drops in the north of SA.  Positioning the checkpoints so people can take advantage of that would be cool.  Wiggling through the Richman roads would be fun.  Showing us some rough plans for routes which be nice.


      As you know, there could be alot of checkpoints, and with 6 players maximum, could prove interesting in the coding. It's usually the case of if a car dived past X,Y,Z then point arrow to next destination. However, I don't think its possible for each player to have an individual arrow as they'll all appear on everyones screen! Having upto 6 arrows pointing on screen in different directions will be very confusing! If I remember correctly though, you can colour the arrow...

      Code:
      SET_ARROW_COLOUR ( arrow name , colour string )


      Don't know what the colour strings are, as they could be different to the remaps, but I'll experiment!

      UPDATE: It seems that the only colours available are red, green and yellow. I tried a few others (including blue!) and they don't seem to work, although you can put any word in for the colour (such as 'frag'  smilewinkgrin ). Even tried upper and lowecase names, but no avail...  no 

      Cerbera wrote:
      However, I think the Miari is a shite car.  Stinger is blatently the nicest car to drive, it carries so much speed through the turns.


      Personal choice smile but I might change it, although Stinger not exactly the best car ever  tongue

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      Quote:
      "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."


      Quote:
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      Post 12 | New
      Cerbera
      Ben 'Cerbera' Millard

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      I happen the think that the Stinger is the best car in GTA2 because it has such refined handling and accurate steering.  Not like those cars where anything more than a short flick across the turn arrow causes them to spin 180.  The Furore is quite cool but the only vehicle which can carry good corner speed is the Stinger.  It's ace. yes

      Arrow to other players are set to the colour of that player.  I think that any mission arrow in multiplayer uses the big pink outline style,  which wouldn't be that confusing.  It does mean that when going under bridges you would have 8 arrows in total, though!  Most games don't have 6 players, most have 2-3 with very few having more than 4.  Therefore I think a "next checkpoint" arrow will be fine as long as it is the distinctive pink outline style.

      Code:
      // Players:
      PLAYER_PED p1 = (103.5,90.5,255.0) 10 90
      PLAYER_PED p2 = (072.5,090.5,255.0) 7 0
      PLAYER_PED p3 = (192.5,107.5,255.0) 11 0
      PLAYER_PED p4 = (081.5,121.5,255.0) 13 90
      PLAYER_PED p5 = (186.0,151.5,255.0) 8 180
      PLAYER_PED p6 = (122.5,164.5,255.0) 12 90


      // Player Cars:
      PARKED_CAR_DATA p1car = (105.5,092.5) 28 90 STINGRAY
      PARKED_CAR_DATA p2car = (071.5,093.5) 35 180 STINGRAY
      PARKED_CAR_DATA p3car = (192.5,110.5) 20 90 STINGRAY
      PARKED_CAR_DATA p4car = (084.5,120.5) 31 0 STINGRAY
      PARKED_CAR_DATA p5car = (187.5,149.5) 02 0 STINGRAY
      PARKED_CAR_DATA p6car = (122.0,162.5) 33 90 STINGRAY
      Those are the colours I use in MultiSlayer.  Red, yellow, green, blue, white and black, respectively.

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      Post 13 | New
      Deleted Member
        Stinger.. Stinger Stinger! yes
        Post 14 | New
        Pyro
        GTA2 Scripter & Mapper

        • Joined: Jun '03
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        Code:
        PLAYER_PED p1 = ( 12.9 , 90.5 , 1.0 ) 7 90 // Scientist
        // PLAYER_PED p2 = ( 14.9 , 90.5 , 1.0 ) 8 90 // Zaibatsu
        // PLAYER_PED p3 = ( 16.9 , 90.5 , 1.0 ) 9 90 // Krishna
        // PLAYER_PED p4 = ( 12.9 , 92.5 , 1.0 ) 10 90 // Russian
        // PLAYER_PED p5 = ( 14.9 , 92.5 , 1.0 ) 11 90 // Loony
        // PLAYER_PED p6 = ( 16.9 , 92.5 , 1.0 ) 13 90 // Yakuza

        PARKED_CAR_DATA p1car = ( 13.5 , 90.5 , 1.0 ) 35 180 MIURA // Yellow Miara
        PARKED_CAR_DATA p2car = ( 15.5 , 90.5 , 1.0 ) 2 180 MIURA // Black Miara
        PARKED_CAR_DATA p3car = ( 17.5 , 90.5 , 1.0 ) 24 180 MIURA // Orange Miara
        PARKED_CAR_DATA p4car = ( 13.5 , 92.5 , 1.0 ) 17 180 MIURA // Dark Red Miara
        PARKED_CAR_DATA p5car = ( 15.5 , 92.5 , 1.0 ) 16 180 MIURA // Dark Green Miara
        PARKED_CAR_DATA p6car = ( 17.5 , 92.5 , 1.0 ) 14 180 MIURA // Dark Blue Miara


        That's what I have right now... all stand out from each other. The normal mission arrow is, as you said, 'the big pink one', but when you change the colour of the arrow, it doesn't change the large one, it makes a smaller one at the base of the arrow, so probably would still be a nightmare for the arrows!

        The car (Miara) is not that bad, fast, has nice(ish) handling, but so does the Stinger and Furore, except it slides a bit more smile

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        Quote:
        "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."


        Quote:
        "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..."
        Post 15 | New
        Deleted Member
          Damn Pyro you know your stuff you should really be hired byRockstar/DMA!  yes
          Post 16 | New
          Pyro
          GTA2 Scripter & Mapper

          • Joined: Jun '03
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          racing freak wrote:
          Damn Pyro you know your stuff you should really be hired by Rockstar/DMA!  yes


          Well, GTA2 is how old now? And the coding they use these days is far more advanced! But thanks for the comment!  biggrin After all, I have written about 30 articles (placed on Cerbs site) on various aspects of GTA2! I've just re-written the entire GTA2 objects list (not uploaded yet, but here's the link for the current version) with better descriptions (always helpful!) and a bit more info that I forgot last time. I'm also doing up a entire 'garage' article, which involves how to make a garage in the map editor, and how to code it about parking and doors!

          Back to the actual topic...  smilewinkgrin 

          I've decided on placing various checkpoints across the city, perhaps about 10 to 20 (max), but the arrows lets it down as I can only get 3 colours (blue doesn't seem to work with me...) and they'll clutter the screen if everyone is on a different checkpoint, but that might have to do... Also, each player will have a counter saying how many checkpoints are left until the end of the race (no timer though). The markers on the road will probably be some object that you have to drive over to trigger the next one (still to decide on a suitable object... might replace one with a checkered flag design, but not sure...), so hopefully will go smoothly!

          Well, that should be it for now... laters  smile

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          Quote:
          "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."


          Quote:
          "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..."
          Post 17 | New
          Cerbera
          Ben 'Cerbera' Millard

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          Oh, can't you set the standard mission arrow to point to a different location in each player's game according to which player they have spawned as?  For example, if the current player is p4 you could decide the arrow they see according only to the checkpoints they have passed?

          If that isn't possible then setting it up like the "Bling Bling Scramble" format in GTA3 would work.  Basically, you would place a GTA2 token at various places around the map and point the arrow at the first one.  When somebody got it, you immediatly point to the second item.  Winner is the person who got the most tokens when all of them have been collected.

          Then you'd just use the big text to say: "Player # won with # of # tokens!"

          Wait a few seconds.

          Then give that player 1,000,000 so that if it is a points game it immediatly ends with that player as the winner.

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          Post 18 | New
          Pyro
          GTA2 Scripter & Mapper

          • Joined: Jun '03
          • Posts: 247
          Unfortunately each player will see all of the arrows all the time, which is rather annoying, but that's the way GTA2 was coded  smilewinkgrin 

          The 'token' system would be a good idea, but it wouldn't be a 'real' racing then like the original Cannon Ball Run, but that may have to be how it's done. The counter system is easy enough, but I don't know how many counters can be displayed on-screen (guessing at least 4 or 6 maximum), but would be rather cluttered! A timer could also be put in (after 1 second, add time to timer - GTA2 doesn't count upwards), but the counter then would then be twice as large if I remember correctly, but I'll test it out and see what happens!

          So if tokens are used, quite a few could be placed down for a challenge. Once one is driven over, it adds it to the counter (+1), it removes the arrow for that checkpoint, creates a new token (so players can't camp at certain areas) at a new area, and points the arrow to that. Maybe 15 or more checkpoints will be enough...

          Should be fun driving around to these areas flat-out  smilewinkgrin

          ------------------
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          Quote:
          "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."


          Quote:
          "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..."
          Post 19 | New
          Cerbera
          Ben 'Cerbera' Millard

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          Certainly seems like a good idea to me.  IIRC, there is a random number generator in the mission script?  If this won't generate sync errors then you could prevent people skipping tokens they knew they couldn't get to in time and going to the location they  remembered the next one was at.  It also would mean every race would be a truely madcap dash across the city with all sorts of different routes being used by the players as each token was picked up.

          Someone who gets out in front won't be able to dominate because sometimes the next token will be nearer to the people who missed the token the leader just went over.  It'll be great!  Really unpredictable and covering the whole city.  You could even use just 20 out of 40+ tokens each game.  Couple that with the random function and there will be so many possiblities that each race will be truely unique.


          (EDIT) Game times for GTA1 cannonball runs were only a minute or two (I chalked up a 1:34 against Tank from GTAF once) and it was way too short.  This version should be a lot longer, 10-30 minutes (depending which checkpoints get randomly chosen) because games normally take a fair while just to set up, especially with a custom level.  Therefore people should be able to get a decent amount of playing time out of each game, imho.

          I'd like to help sort out locations for these tokens.  I could make a page in the GTA2 mods area of Project Cerbera for the level so it would get distributed pretty well.  My strategy of releasing fortnightly beta releases to a select few players seems to have work wonders in the development of MultiSlayer, so it could be a good idea for this level too.

          I think a short, simple name is required to make it easier for people to talk about:-
          • Checkpoints ("Does exactly what it says in the list.")
          • Danger Derby
          • Pyro Racing
          • SanAn Scramble (that'll get the newbies attention!)
          • Token Tour
          • Wacky Rally


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          Post 20 | New
          Pyro
          GTA2 Scripter & Mapper

          • Joined: Jun '03
          • Posts: 247
          I'm not entirely sure on how to create a random generator in GTA2, but I don't really think it would matter in this case. Even if someone does decide to camp at a known area (boo!), they can't be everywhere at once! So racing will still be on at full pace, and all they'll gain is a +1 advantage, doesn't mean they'll wil the race!  yes 

          The checkpoints will be pretty far apart from each other (some only round the block, half way through the city or even all the way across!) and wll allow maximum advantage of alternate routes. Not sure about having checkpoints in strange places like the tank island (east of the bridge) or the little island south-west of the city by the mansion, but some will be in places like the docklands, the mansion (should be fun trying to race through the small entrance!) and other places. I'm testing about 15 of them with a counter (but with no timer) in various places to see what it is like. If I like it, I'll add even more (20+, maybe even 30, 40 or 50!) for a longer lasting race that'll go all over the place, and you'll really get to know San Andreas!

          I'll be drafting up a temporary location of some checkpoints and sending to Cerb (to help me test too) to see what he thinks. Once I get the basics sorted (with 2 player) I'll expand it to the full 6 player (so racing for 2, 3, 4, 5 or 6 players). Also, have to decide on a name, currently 'SanAn Scramble' sounds good! If anyone else has something, please feel free to mention it!

          If I need to, I might ask Elx for some web hosting (if he's feeling nice and generous  smile ) for this and my other GTA2 items, especially pictures.

          ------------------
          http://www.storm.elxx.net/Pyro/images/gta2pyro.png

          Quote:
          "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."


          Quote:
          "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..."
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