abadabadu
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-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
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-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
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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
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-10.05.16 Shooting at 1,000 meters [ HD video ].
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"Please delete" , no description, inside script is empty. https://community.multitheftauto.com/index.php?p=resources&s=details&id=12651 DONE
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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.
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Thanks. Second test server will be open soon.
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-26.04.16 Hangar test #2 [ HD video ].
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-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.
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Attached element server side world rotation bug ( ? )
abadabadu replied to abadabadu's topic in Open Source Contributors
Ok, i solved this with Matrix and Vector. Reaction was nil, so i dont know is this issue bug or not. -
Ok, i solved this with Matrix and Vector. Reaction was nil, so i dont know is this issue bug or not.
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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.
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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.
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-12.04.16 Added TV Rocket [ HD video ].