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Yurchik

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I ordered some spaghetti with marinara sauce and I got egg noodles and ketchup. I'm an average nobody.

I ordered some spaghetti with marinara sauce and I got egg noodles and ketchup. I'm an average nobody. (2/54)

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  1. Yes, i know, i can create ped that will drive car throw thousands of stored somewhere nodes, avoid obstacles using raycasting, make some way to handle it's physics by script to avoid its freezing when too far from player, or another way, i can record myself, store it to file, and then play ,but it will be a tank, extra-heavy vehicle that ignore everything and everyone. But why? Why if its already exist in gta sa, but just cutted off to avoid desynced cars? Of course i respect your job, you did a lot to make mta the best mp mode for gta, but this function could be very usefull as for freeroam servers, same for rp.
  2. Hello everyone. I looked around forum, found few similar topics but no answers were given or not exactly what i mean... so As i know in gta sa peds and cars are following some special points, called "path nodes", i think you, Developers, know what is it and how its made. For some reason they were removed from mta, exactly to prevent desync with traffic etc. I understand that making full traffic that will be same for each client is very hard and you got another things to do, but i wonder if it possible: Path nodes are loaded, but no cars are spawned randomly. You can assign any created by script car to path, and then some client will handle it's physics (same as with car physics goes, closest client handle physics of cars, and if no clients around car goes freezed). example: bool nodeAssign ( vehicle car , int nodeid ) -- puts car onto path, returns false or true, as usual int / table nodeGetNext ( vehicle car ) -- reads next available path node for specifed car. Returnd false if no car/car is not assigned int nodeGetClosest ( float x , float y , float z ) -- returns id of closest node float , float , float nodeGetPosition ( int id ) -- returns position of node with specified id bool nodeSetNext ( vehicle car , int nodeid ) -- sets next node for car on it if car is on... emm... how's that... juction int nodeGetCurrent ( vehicle car ) -- returnd current node of car (i guess getting car pos and then getting nearest node may be fail sometimes, as example on complicated junctions or bridges) -- userfull but harder to make ideas int nodeCreatePath ( table nodes ) -- crates 'path' as list of specifies nodes bool nodePathAssign ( vehicle car ) -- assigns car to path , car will route between nodes in that path bool carDriveTo ( vehicle car , float x , float y , float z , float speed , bool thaffic_behaviour ) -- just like similar SCM opcodes, car drives and follows path nodes I hope it's enough understandable sorry for my bad english)
  3. Its unfair R* made seats visual, but i unused. I mean cars like Blade, Beagle, Virgo... So i made script that allows you to sit on it. Of course it looks nice, i had to script also rotation updater that update your rotation with timer. I made lots lines of code, but why? Once i got awesome idea (i thought so) - to add dummies to DFF, so i decided to test it at 1st. I replaced Alpha model with Admiral, and tried - no effect, i still cannot enter backseat, and warpPedIntoVehicle with number 2 or more returns false. Is it possible to increase number of available seats? I'm just scripter, not programmer, i even don't know where game takes those numbers. I just know how they dummies in DFF points where to putplayer, but for some reason they aren't works as i wish. I wish you to think about it or maybe tell how i can fix it by myself without good programming skills.
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