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Lergen

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  1. Awesome! Thank you all for your continued efforts.
  2. Hm, yeah I've been messing with the vehicle handling parameters, while I can get the ball to roll around the ground like it should, it doesn't seem like there's anything handling-wise that would make it "arc" into the air when something hits it. My best guess right now is getting the player vehicle's velocity, and then increasing the ball's Z axis based off of that. I've not tested it yet though.
  3. I've been tinkering around with a carball gamemode, and while it largely works I'm having trouble understanding probably the most important bit - which is how the ball itself works. From reading older posts the "trick" some official servers use is replacing a vehicle's model with a sphere. And while this technically seems to work, the physics are a bit wonky as the ball is too hard to budge when it collides with another vehicle, so I'm guessing there's an additional element of scripting here to help the ball move around, but I'm not exactly sure where to start as I've not messed around in this area too much. Any suggestions as to how to give the element that sort of kick when it collides with something? It'd be appreciated.
  4. Cool, really interesting information. Hadn't considered the limit adjuster as a factor in SP. Trying to keep the topology of some vehicles seems like it'd be pretty rough given how some of those models can be, but seems doable enough for most of them. The main problem for these sorts of things is just how much time actually optimizing models can take, though at least the payoff should be worth it. Thanks for all the advice again, they're good reference points to keep in mind when working on these things.
  5. Ahh that's what I was afraid of. Yeah the offsets are all memory-related. Is there a rough limit you'd suggest to keep model poly/filesize counts to? And to expand on that, is there an "acceptable upper-limit" so to speak? Unfortunately I'm a bit under-handed, so until I can optimize all the models to an ideal size, I'm not sure what's alright to keep for now and what should be immediately cut until it can be optimized. Out of curiosity, is this issue also present in regular SA? I don't recall it ever being as bad especially with how bloated some of the models for SP were, though I suppose a person's computer plays a part in that.
  6. I've been doing a bit of controlled testing, and noticed that having a large amount of replaced models on a server seems to cause varying, sporadic crashes amongst players. What exactly causes this? In another test with only the replaced models disabled, the crashes appeared to stop completely. Trickling in small amounts of replaced models seems to still yield little to no crashes, but with around ~300 or more they're definitely persistent. The crashes are sporadic and not immediate however, so I'm guessing this is some sort of memory-related issue? Though oddly I don't recall base GTASA having a similar issue. Just curious if there's any way to alleviate this for servers that have to use a lot of replaced models.
  7. That's an interesting find. But I think it'd be difficult for your average user to do anything overtly malicious with it, right? Practically speaking I think you'd likely only see something like this used by server admins messing with players (of which there's already a lot of ways for them to do that). Though that being said, in a worst-case scenario I can definitely see it potentially being snuck into an encrypted/malicious script or something of that nature which could be a real nuisance. I think it's fine to keep it as-is for now since there doesn't seem to be any public misuse of it yet. But if it comes down to it the feature can always be disabled since you already know what the cause is.
  8. Awesome news, was wondering about whether or not you guys would decide to OS it. Thanks for you and everyone else's work on this so far, it's really shaped up over the past few years and is exciting to see the development move along.
  9. Great to see progress on this. Any rough estimate on when we might see a playable release, or are you guys waiting to reach a certain "goal point" before doing so?
  10. This is a long dead thread but nobody ever actually explained how to accomplish turret rotation. It doesn't get mentioned a lot but setVehicleComponentRotation is a very useful function that allows you to rotate any component on a vehicle model. There's probably more roundabout ways to go about it but that should be a decent starting point for attempting that sort of thing.
  11. This is a rather niche question but if anybody can give me even a vague pointer in the right direction, that'd be great as I'm a bit unfamiliar with how to tackle these sorts of problems. I have a horizontal, spiral shaped vehicle component that I want to "spin" like a rotating drill without moving the drill itself from the position it is facing. Like this: The problem is that using setVehicleComponentRotation on a basic clientrender event moves the ENTIRE drill either left, right or up and down and I'm not sure of how else to emulate this "drilling" effect. I'm sure it should technically be possible but I've no idea how to go about it. I realize it might be a bit of a difficult question, but any advice would be greatly appreciated.
  12. After further testing, it seems any objects created serverside with createObject, then moved with the moveObject function into it don't trigger the colshape hit event either. Vehicles and players seem to be the only thing that actually trigger the event. I'd assume objects and peds created on the server should also be "seen" by a serverside colshape. Not sure what I'm missing here.
  13. I might be mistaken, but all that looks like is GetElementHealth coupled with math.percent to get the percentage of health from the player's current total. If you want it for the local player like in that screenshot, you can just display the value it returns via a dxDraw function from the client-side. EDIT: Just realized you might actually be talking about that damage points thing at the bottom left. It's a bit simplistic but you could probably calculate that by using a combination of OnPlayerDamage to see if the shot lands, then GetPedWeapon to adjust how many points to add depending on the weapon they're using. Or just use the loss argument from OnPlayerDamage to get how much damage they did.
  14. Is it possible to have serverside peds trigger a colshape? I would assume that this should be possible, but I simply cannot seem to get them to trigger it. Empty vehicles, the player and etc elements seem to work, just not the peds. testPed = createPed ( id, x, y, z, r ) setPedAnimation(testPed, "ped", "WOMAN_run") testZone = createColRectangle ( x, y, fwidth, fheight ) function testFunc ( targetElem ) setElementAlpha ( targetElem, 0 ) end addEventHandler ( "onColShapeHit", testZone, testFunc ) In this example I create a ped, and have it run toward the direction of the colshape. However it does not trigger the function attached to the colshape. I used changing the alpha for this example but chatbox outputs, etc all similarly fail to trigger from serverside peds. Anything else that enters it will trigger it as it should, just not the peds for whatever reason. Am I forgetting something here? Any advice would be appreciated.
  15. Always good to see stuff like this, script optimization is something that's often overlooked despite how important it can be. Props to your good work and for keeping it open-source.
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