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abadabadu

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  1. abadabadu

    deleted

    -15.05.16 Pre-alpha test server is open now! . IP: 185.5.251.182:22003 Join server, and wait until tanks download complete! Press "Spawn", choose some player in squad ( if you are not alone in squad ) and press "spawn" again to play! Server will work 15 May - 17 May. Everyone is welcome, call your friends if u dont want to play with yourself This topic is for test server, development is here https://forum.multitheftauto.com/viewtopic.php?f=108&t=97781
  2. abadabadu

    deleted

    -15.05.16 Pre-alpha test server is open now! . IP: 185.5.251.182:22003 Join server, and wait until tanks download complete! Press "Spawn", choose some player in squad ( if you are not alone in squad ) and press "spawn" again to play! Server will work 15 May - 17 May. Everyone is welcome, call your friends if u dont want to play with yourself
  3. abadabadu

    deleted

    Thanks. Pre-Alpha Test Server is coming Pre-alpha test server will be opened in 24 hours. IP will be posted in FB group https://www.facebook.com/groups/613266005502819/ or VK группе для русскоязычных пользователей: http://vk.com/gta_world_of_tanks
  4. abadabadu

    deleted

    -10.05.16 Shooting at 1,000 meters [ HD video ].
  5. "Please delete" , no description, inside script is empty. https://community.multitheftauto.com/index.php?p=resources&s=details&id=12651 DONE
  6. abadabadu

    deleted

    1. Yes, every tank has it's own damage amount it makes to another tank. 2. Yes, every tank has it's own health and speed. And more: - every tank has it's own handling ( GetOriginalHandling ), like mass, turn speed, etc. - every tank has it's own hitbox to reach more or less it's real shape ( in future accuracy will grow ) ( * i meant hitbox for server side collision test with "bullet", of course client side every vehicle has it's own collision model like normal gta vehicle does ) - every tank has it's own reload time, turret rotation speed and down/up angles etc. This what are done at this moment. More in future i hope.
  7. abadabadu

    deleted

    Thanks. Second test server will be open soon.
  8. abadabadu

    deleted

    -26.04.16 Hangar test #2 [ HD video ].
  9. abadabadu

    deleted

    -18.04.16 Added Protection (countermeasures) and Radio-Rocket ( ATGM ) [READ DESCRIPTION] [ HD video ]. Hi all. 1. After previous update and tv-rocket video i accepted question about "balance". This update brings tank protection (countermeasures) - watch whole video to understand how it works. Turn on annotations! Note: smoke effect is only for test and will be replaced. 2. Second stuff: Radio-rocket ( ATGM ). It is typical ATGM - anti-tank guided missile - we call it radio-rocket because here is tv-rocket then new one must be radio-rocket If you played Battlefield you know about BGM-71 TOW, so behaviour of radio-rocket is similar but easier to control. Read about ATGM -https://en.wikipedia.org/wiki/Anti-tank_missile 3. If you have any question or suggestion - ask, ill try to explain.
  10. Ok, i solved this with Matrix and Vector. Reaction was nil, so i dont know is this issue bug or not.
  11. Ok, i solved this with Matrix and Vector. Reaction was nil, so i dont know is this issue bug or not.
  12. Hi. I found that getElementRotation () of attached object gives right values clientside and wrong server side. Is it known bug or no? Script does: 1. Create vehicle 2. Create object 3. Attach object to vehicle with rotOffsetZ 4. Re attach object with different rotOffsetZ 5. Try to getElementRotation () of object client side - it gives correct value 6 Try to getElementRotation () of object server side - it gives wrong value Client side script: local _vehicle = nil local _object = nil local function checkRotation () outputChatBox ( "--" ) outputChatBox ( "--" ) outputChatBox ( "--" ) local objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) local posOffsetX, posOffsetY, posOffsetZ, rotOffsetX, rotOffsetY, rotOffsetZ = getElementAttachedOffsets ( _object) outputChatBox ( "Rotation offset: rotOffsetX = " .. rotOffsetX .. ", rotOffsetY = " .. rotOffsetY .. ", rotOffsetZ = " .. rotOffsetZ ) rotOffsetZ = rotOffsetZ + 1 outputChatBox ( "New rotation offset Z " .. rotOffsetZ ) -- Variant 1 outputChatBox ( "Variant 1" ) setElementAttachedOffsets ( _object, posOffsetX, posOffsetY, posOffsetZ, 0, 0, rotOffsetZ ) -- Get attached object world rotation objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) -- Variant 2 outputChatBox ( "Variant 2" ) detachElements ( _object ) attachElements ( _object, _vehicle, 0, 0, 3, 0, 0, rotOffsetZ ) -- Get attached object world rotation objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) -- Variant 3 outputChatBox ( "Variant 2" ) -- Try "touch" vehicle rotation, maybe it will update object rotaion local vehRotX, vehRotY, vehRotZ = getElementRotation ( _vehicle ) setElementRotation ( _vehicle, vehRotX + 0.1, vehRotY + 0.1, vehRotZ + 0.1 ) -- Get attached object world rotation objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) end local function init () local x, y, z = getElementPosition ( localPlayer ) setCameraTarget ( localPlayer ) _vehicle = createVehicle ( 560, x, y + 5, z + 3 ) setElementRotation ( _vehicle, 0, 0, 0 ) _object = createObject ( 1337, x, y + 7, z + 5 ) setElementRotation ( _object, 0, 0, 0 ) attachElements ( _object, _vehicle, 0, 0, 3, 0, 0, 90 ) setTimer ( checkRotation, 3000, 0 ) end local function HonClientResourceStart () setTimer ( init, 4000, 1 ) end addEventHandler ( 'onClientResourceStart', resourceRoot, HonClientResourceStart, false ) Client side return values: As you see, objectRotZ always corret and depends on rotation offset Z of attached object. Server side: local _vehicle = nil local _object = nil local function checkRotation () outputChatBox ( "--Server" ) outputChatBox ( "--Server" ) outputChatBox ( "--Server" ) local objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) local posOffsetX, posOffsetY, posOffsetZ, rotOffsetX, rotOffsetY, rotOffsetZ = getElementAttachedOffsets ( _object) outputChatBox ( "Rotation offset: rotOffsetX = " .. rotOffsetX .. ", rotOffsetY = " .. rotOffsetY .. ", rotOffsetZ = " .. rotOffsetZ ) rotOffsetZ = rotOffsetZ + 1 outputChatBox ( "New rotation offset Z " .. rotOffsetZ ) -- Variant 1 outputChatBox ( "Variant 1" ) setElementAttachedOffsets ( _object, posOffsetX, posOffsetY, posOffsetZ, 0, 0, rotOffsetZ ) -- Get attached object world rotation objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) -- Variant 2 outputChatBox ( "Variant 2" ) detachElements ( _object ) attachElements ( _object, _vehicle, 0, 0, 3, 0, 0, rotOffsetZ ) -- Get attached object world rotation objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) -- Variant 3 outputChatBox ( "Variant 2" ) -- Try "touch" vehicle rotation, maybe it will update object rotaion local vehRotX, vehRotY, vehRotZ = getElementRotation ( _vehicle ) setElementRotation ( _vehicle, vehRotX + 0.1, vehRotY + 0.1, vehRotZ + 0.1 ) -- Get attached object world rotation objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) end local function init () local player = getRandomPlayer () if ( not player ) then return end spawnPlayer ( player, 0, 0, 10 ) setCameraTarget ( player ) _vehicle = createVehicle ( 560, 0, 5, 50 ) setElementRotation ( _vehicle, 0, 0, 0 ) _object = createObject ( 1337, 0, 6, 7 ) setElementRotation ( _object, 0, 0, 0 ) attachElements ( _object, _vehicle, 0, 0, 3, 0, 0, 90 ) setTimer ( checkRotation, 3000, 0 ) end local function HonResourceStart () setTimer ( init, 4000, 1 ) end addEventHandler ( "onResourceStart", resourceRoot, HonResourceStart ) Server side return values: Same objectRotZ returns everytime incorrect value ( 173.916015625, 231.3115234375, 288.705078125, 346.10107421875 ) even if attached object's rotation Z offset is changed to 1 angle.
  13. Hi. I found that getElementRotation () of attached object gives right values clientside and wrong server side. Is it known bug or no? Script does: 1. Create vehicle 2. Create object 3. Attach object to vehicle with rotOffsetZ 4. Re attach object with different rotOffsetZ 5. Try to getElementRotation () of object client side - it gives correct value 6 Try to getElementRotation () of object server side - it gives wrong value Client side script: local _vehicle = nil local _object = nil local function checkRotation () outputChatBox ( "--" ) outputChatBox ( "--" ) outputChatBox ( "--" ) local objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) local posOffsetX, posOffsetY, posOffsetZ, rotOffsetX, rotOffsetY, rotOffsetZ = getElementAttachedOffsets ( _object) outputChatBox ( "Rotation offset: rotOffsetX = " .. rotOffsetX .. ", rotOffsetY = " .. rotOffsetY .. ", rotOffsetZ = " .. rotOffsetZ ) rotOffsetZ = rotOffsetZ + 1 outputChatBox ( "New rotation offset Z " .. rotOffsetZ ) -- Variant 1 outputChatBox ( "Variant 1" ) setElementAttachedOffsets ( _object, posOffsetX, posOffsetY, posOffsetZ, 0, 0, rotOffsetZ ) -- Get attached object world rotation objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) -- Variant 2 outputChatBox ( "Variant 2" ) detachElements ( _object ) attachElements ( _object, _vehicle, 0, 0, 3, 0, 0, rotOffsetZ ) -- Get attached object world rotation objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) -- Variant 3 outputChatBox ( "Variant 2" ) -- Try "touch" vehicle rotation, maybe it will update object rotaion local vehRotX, vehRotY, vehRotZ = getElementRotation ( _vehicle ) setElementRotation ( _vehicle, vehRotX + 0.1, vehRotY + 0.1, vehRotZ + 0.1 ) -- Get attached object world rotation objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) end local function init () local x, y, z = getElementPosition ( localPlayer ) setCameraTarget ( localPlayer ) _vehicle = createVehicle ( 560, x, y + 5, z + 3 ) setElementRotation ( _vehicle, 0, 0, 0 ) _object = createObject ( 1337, x, y + 7, z + 5 ) setElementRotation ( _object, 0, 0, 0 ) attachElements ( _object, _vehicle, 0, 0, 3, 0, 0, 90 ) setTimer ( checkRotation, 3000, 0 ) end local function HonClientResourceStart () setTimer ( init, 4000, 1 ) end addEventHandler ( 'onClientResourceStart', resourceRoot, HonClientResourceStart, false ) Client side return values: As you see, objectRotZ always corret and depends on rotation offset Z of attached object. Server side: local _vehicle = nil local _object = nil local function checkRotation () outputChatBox ( "--Server" ) outputChatBox ( "--Server" ) outputChatBox ( "--Server" ) local objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) local posOffsetX, posOffsetY, posOffsetZ, rotOffsetX, rotOffsetY, rotOffsetZ = getElementAttachedOffsets ( _object) outputChatBox ( "Rotation offset: rotOffsetX = " .. rotOffsetX .. ", rotOffsetY = " .. rotOffsetY .. ", rotOffsetZ = " .. rotOffsetZ ) rotOffsetZ = rotOffsetZ + 1 outputChatBox ( "New rotation offset Z " .. rotOffsetZ ) -- Variant 1 outputChatBox ( "Variant 1" ) setElementAttachedOffsets ( _object, posOffsetX, posOffsetY, posOffsetZ, 0, 0, rotOffsetZ ) -- Get attached object world rotation objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) -- Variant 2 outputChatBox ( "Variant 2" ) detachElements ( _object ) attachElements ( _object, _vehicle, 0, 0, 3, 0, 0, rotOffsetZ ) -- Get attached object world rotation objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) -- Variant 3 outputChatBox ( "Variant 2" ) -- Try "touch" vehicle rotation, maybe it will update object rotaion local vehRotX, vehRotY, vehRotZ = getElementRotation ( _vehicle ) setElementRotation ( _vehicle, vehRotX + 0.1, vehRotY + 0.1, vehRotZ + 0.1 ) -- Get attached object world rotation objectRotX, objectRotY, objectRotZ = getElementRotation ( _object ) outputChatBox ( "World rotation: objectRotX = " .. objectRotX .. ", objectRotY = " .. objectRotY .. ", objectRotZ = " .. objectRotZ ) end local function init () local player = getRandomPlayer () if ( not player ) then return end spawnPlayer ( player, 0, 0, 10 ) setCameraTarget ( player ) _vehicle = createVehicle ( 560, 0, 5, 50 ) setElementRotation ( _vehicle, 0, 0, 0 ) _object = createObject ( 1337, 0, 6, 7 ) setElementRotation ( _object, 0, 0, 0 ) attachElements ( _object, _vehicle, 0, 0, 3, 0, 0, 90 ) setTimer ( checkRotation, 3000, 0 ) end local function HonResourceStart () setTimer ( init, 4000, 1 ) end addEventHandler ( "onResourceStart", resourceRoot, HonResourceStart ) Server side return values: Same objectRotZ returns everytime incorrect value ( 173.916015625, 231.3115234375, 288.705078125, 346.10107421875 ) even if attached object's rotation Z offset is changed to 1 angle.
  14. abadabadu

    deleted

    -12.04.16 Added TV Rocket [ HD video ].
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