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DefiniteIntegral

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  1. You could just use a normal vehicle, and create your own moveObject type function for moving it. It is possible to use setElementPosition on a frozen vehicle I think.... So just freeze your vehicle to stop it falling and move it along a linear path.
  2. I am not certain, but I think turn velocity is measured in radians per second. Can someone confirm this? Drift is about a bit more than turn velocity. You should take rotation, velocity and speed into account also. Trigonometry, vectors and dot products are your friend. Getting a really accurate measurement of drift in MTA might be difficult though, since I don't think there is a way to get the coordinates of the center of the front and back axles. So yeah a good drift measurement is difficult if you don't know some math. If you want an simple one you should be able to do that pretty easily.
  3. Why include a y rotation? You only need X and Z when you are transforming relative to GTA world space, since the world coordinates have constant orientation. Even if you are transforming relative to a vehicles orientation Y rotation still isn't necessary since it only controls the vehicles roll. I am not sure about ped orientations.
  4. Please tell me that DP3 isn't going to return to a system whereby it is impossible to play LAN games without a serial. I am dreaming of an optionally non-authenticating DP3 server...
  5. Thanks for that. I put some very basic info in the wiki. It is just a plain text description though, I am no wiki editor..
  6. setVehicleAdjustableProperty : I noticed this blank entry in the wiki a couple of days ago. I also notice it can be called from DP2, although I have no idea what the property names are. Before I go getting my hopes up as to what sort of properties may be adjustable... does anyone have any information on this function?
  7. Wait. Does that mean MTA is not a server-authoritative system? Since that's pretty much what I have been assuming this whole time. In that case, the lag bugs in the present version were introduced by me attempting to operate under that assumption. I can fix it easily now. Edit: Updated. It should work now, hopefully.
  8. Thanks. Too bad it still barely works with anything above mild lag. If only MTA exposed an interface for modifying vehicle parameters in GTA directly, this entire mod would become completely unnecessary, and the lag issues resulting from my 'brute force' velocity modification would disappear. Of course I know that will never happen. Sigh... I can dream, though.
  9. Edit : Update released. Hopefully this fixes things...
  10. Yeah, I have experienced this as well. Firstly, it takes the server quite a while to load the maps. I suspect this has something to do with the length of the server-side script, as the problem continued to get worse as the script gained length. The script is now much longer than the original race server-side script. However even with that, it should still load after a while. However, I have also experienced the perpetual black screen problem. I am not sure how to fix it though... as no errors come up in the server logs. Usually all I need to do in this case is have the client experiencing b
  11. The reason for the long description was to outline changes made to the race mod. These changes were the main point to this release. I don't think these maps are anything special. For example they are ridiculously easy. They are largely just demonstrations of crazy stuff that can be done. I made them and the race modifications for fun... there is no 'worth' to be had from the start.
  12. You could try having a look at setElementDimension and setElementInterior http://development.mtasa.com/index.php? ... tDimension http://development.mtasa.com/index.php? ... ntInterior I haven't used interiors so that's about the best I can do to help you.
  13. It isn't actually moving along the x-axis. The effect you describe comes from the edge of the model moving away as a result of the rotation. Just play with the numbers a bit to compensate for the apparent drift. road = createObject ( 18450, -992.48059082031, 340.8141784668, 2.2976553440094 ) road2 = createObject ( 18450, -912.5, 340.8141784668, 2.2976553440094 ) function roadup() if road then local posx, posy, posz = getElementPosition(road) moveObject ( road, 8000, posx + 2, posy, posz + 10, 0, 15, 0 ) end end addCommandHandler ("roadup", roa
  14. Ah yes indeed. I must have been blind to miss that That's what I get for being too lazy to read the wiki most of the time. I was rather expecting something like rotateObject. That fit better with my perception of naming convention in MTA.
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