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[GAMEMODE]Nearest object of particular kind

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  • [GAMEMODE]Nearest object of particular kind

    /clpo <id>

    here id is optional , what it can do is that if you are struggling to find an object of a particular kind and you know the cpo id of that particular object , /clpo id tells you the nearest object of particular kind so that i can delete it with ease

    suppose you have a lot of objects near you and you have to delete one such object of a particular kind , by this itll be easy
    NOTE:
    sometimes what happens in /so2 is that , it doesnt give you the id unless you click it at the right position so this will be even more hard
    32958290000000000000000000928519859159000000000000 00000000003
    23523520000000241242142442521512512512510000000000 00000000236
    52352880000000744374734000000025642662747700000000 00000003252
    74734770000000523523677360000032523626426474700000 00000623632
    24124120000000353677336370000043612353263000000000 00000000363
    21412440000000352367889990000023523647500000000000 00000000035
    24141250000000000000000000000023523525000000000000 00000000000
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  • #2
    Well i think you have to learn how to use your tools smartly (/npo and /so2)

    It could be useful but we will fall in the same situation if you try to build a wall, roof or a floor with same objects id(I mean, when you make a big group of objects with same ID).. Don't you think?
    Last edited by Taker; 11-06-16, 06:47 AM.
    Venezuela.

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    • #3
      Yes in that case it wont be useful and we have to stick to /clpo and /npo and apply them smartly,
      But if you have many objects of different kinds this will save a lot of time , so as a whole it will be more helpful


      EX- in my case , i use a lot of light emitting objects like /cpo 19125 , but if you wanna find a different object which is near to this object , you will struggle because that light emitter will always be shown as a nearest object regardless of anything , try it and you will notice that it is super hard to find the object id to be edited
      Last edited by Allen; 11-06-16, 06:58 AM.
      32958290000000000000000000928519859159000000000000 00000000003
      23523520000000241242142442521512512512510000000000 00000000236
      52352880000000744374734000000025642662747700000000 00000003252
      74734770000000523523677360000032523626426474700000 00000623632
      24124120000000353677336370000043612353263000000000 00000000363
      21412440000000352367889990000023523647500000000000 00000000035
      24141250000000000000000000000023523525000000000000 00000000000
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      2.Press Ctrl+F
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      • #4
        Originally posted by Allen View Post
        Yes in that case it wont be useful and we have to stick to /clpo and /npo and apply them smartly,
        But if you have many objects of different kinds this will save a lot of time , so as a whole it will be more helpful
        Well since we have alot of awesome builders (some of them do not use MTA so build their things in game) i think could be useful but still not sure about it, because it turns into an useless command very quick (mostly of the times builders use big groups of objects with same ID so they won't use this)


        Anyways, there alot of people which i'm sure wanna leave their opinion here, let's check what they think!
        Venezuela.

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        • #5
          if i get it right, you need a /npo or /clpo that can get specific object model and yes this is useful, i did suggested this before, not sure why it's not added yet.

          For example you made two objects model one is model A and other one is model B, you stand near model A if you typed /npo it will give model A object id but instead if you type /npo <model B> it will give you model B object id that is nearest to you even though it's object A which is nearest.

          So i'm still supporting this idea!
          Last edited by Robo; 11-06-16, 06:55 PM.
          KVIrc User

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