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Kubimate

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  1. Yes, you are right, it has to be lowercase e, now it works like a charm Thank you all for help! Final product: function enterVehicle ( theVehicle, seat, jacked ) if isPedInVehicle (source) and getElementModel (theVehicle) == 478 then setVehicleHandling(theVehicle, "mass", 1050.0) setVehicleHandling(theVehicle, "turnMass", 2000.0) setVehicleHandling(theVehicle, "dragCoeff", 3.3) setVehicleHandling(theVehicle, "centerOfMass", { 0.0, 0.1, -0.25 } ) setVehicleHandling(theVehicle, "percentSubmerged", 75) setVehicleHandling(theVehicle, "tractionMultiplier", 0.65) setVehicleHandling(theVehicle, "tractionLoss", 0.85) setVehicleHandling(theVehicle, "tractionBias", 0.5) setVehicleHandling(theVehicle, "numberOfGears", 4) setVehicleHandling(theVehicle, "maxVelocity", 130.0) setVehicleHandling(theVehicle, "engineAcceleration", 8.0) setVehicleHandling(theVehicle, "engineInertia", 3.0) setVehicleHandling(theVehicle, "driveType", "rwd") setVehicleHandling(theVehicle, "engineType", "petrol") setVehicleHandling(theVehicle, "brakeDeceleration", 6.5) setVehicleHandling(theVehicle, "brakeBias", 0.5) setVehicleHandling(theVehicle, "ABS", false) setVehicleHandling(theVehicle, "steeringLock", 35.0) setVehicleHandling(theVehicle, "suspensionForceLevel", 1.15) setVehicleHandling(theVehicle, "suspensionDamping", 0.1) setVehicleHandling(theVehicle, "suspensionHighSpeedDamping", 0.0) setVehicleHandling(theVehicle, "suspensionUpperLimit", 0.14) setVehicleHandling(theVehicle, "suspensionLowerLimit", -0.1) setVehicleHandling(theVehicle, "suspensionFrontRearBias", 0.55) setVehicleHandling(theVehicle, "suspensionAntiDiveMultiplier", 0.3) setVehicleHandling(theVehicle, "seatOffsetDistance", 0.25) setVehicleHandling(theVehicle, "collisionDamageMultiplier", 0.70) setVehicleHandling(theVehicle, "modelFlags", 0x40002804) setVehicleHandling(theVehicle, "handlingFlags", 0x4000001) setVehicleHandling(theVehicle, "headLight", long) setVehicleHandling(theVehicle, "tailLight", small) setVehicleHandling(theVehicle, "animGroup", 1) --outputChatBox("Handling changed successfully !") end end addEventHandler ( "onPlayerVehicleEnter", getRootElement(), enterVehicle )
  2. I restarted MTA, and none of scripts from my previous post actually apply handling changes... What do I have to do to reload my script when testing? Anyway, as you asked, function enterVehicle ( theVehicle, seat, jacked ) if isPedInVehicle (source) then outputChatBox(tostring(setVehicleHandling(theVehicle, "EngineAcceleration", 40))) end end addEventHandler ( "onPlayerVehicleEnter", getRootElement(), enterVehicle ) returns false
  3. I don't really want to edit server files, I just need a 'standalone' resource which would only be used in one race map, edited and used in another, eventually. onPlayerSpawn Does not work, kinda... I made this script: function player_Spawn ( posX, posY, posZ, spawnRotation, theTeam, theSkin, theInterior, theDimension ) outputChatBox("SPAWNED") if isPedInVehicle (source) then outputChatBox("IN CAR") setModelHandling(504, "EngineAcceleration", 40) end end addEventHandler ( "onPlayerSpawn", getRootElement(), player_Spawn ) When I start the race, I got 'SPAWNED' message and my handling is changed, but it don't says 'IN CAR' as if the player was not in a car. So... why is handling applied? So, I tried removing isPedInVehicle check: function player_Spawn ( posX, posY, posZ, spawnRotation, theTeam, theSkin, theInterior, theDimension ) outputChatBox("SPAWNED") --if isPedInVehicle (source) then outputChatBox("IN CAR") setModelHandling(504, "EngineAcceleration", 40) --end end addEventHandler ( "onPlayerSpawn", getRootElement(), player_Spawn ) I got both messages and custom handling. Died, respawned, again both messages, but no handling. Next i tried with onPlayerVehicleEnter function enterVehicle ( theVehicle, seat, jacked ) outputChatBox("ENTERED") if isPedInVehicle (source) then outputChatBox("IN CAR") setVehicleHandling(theVehicle, "EngineAcceleration", 40) end end addEventHandler ( "onPlayerVehicleEnter", getRootElement(), enterVehicle ) Result: same as script above - I got both messages and custom handling. Died, respawned, again both messages, but no handling. So now the main question of this tread is going to be: what function is used by race gamemode to 'respawn' players in cars after they die, and what event should i listen to to execute handling change? Alternatively, I think about to make my script change handling to every players' car every second, so when a player dies and respawns, after 1 second my handling would be back. (This feels like the marker-on-every-checkpoint-poor-idea one )
  4. Hi! I have a problem making a script with custom vehicle handling for race gamemode. I made a script that uses setModelHandling (also tried setVehicleHandling) and onResourceStart. It works, but when a player dies and respawns, the handling of his vehicle restores back to default. I don't know if I should somehow force the handling change to be permanent on resource start or if I should somehow make these changes apply everytime a player respawns? One solution i think of was to make an invisible marker on every checkpoint, and make setVehicleHandling onMarkerHit (which i managed to succesfully write), but it feels like a dumb solution and i know it can be done more efficient by good scripting. I tried using onClientPlayerSpawn, which is client side, and setVehicleHandling appears to be server side. I have no idea yet how to connect scripts like that, but I'm still learning. My tuning on marker hit script: function tuning(hitMarker, matchingDimension) if (matchingDimension) then local theVehicle = getPedOccupiedVehicle(source) if theVehicle then outputChatBox ("Tuned!") setVehicleHandling(theVehicle, "engineAcceleration", 35.0) end end end addEvent("onPlayerMarkerHit", true) addEventHandler("onPlayerMarkerHit", getRootElement(), tuning) My handling test script: function handlingChange ( ) setVehicleHadling(504, "EngineAcceleration", 35.0) end addEventHandler ( "onPlayerSpawn", getLocalPlayer(), handlingChange ) TL;DR How to keep starting handling changes after player respawn in a race gamemode? I'm a scripting beginner, please be nice to me! Any help will be appreciated!
  5. Not good for me. I cant exit my starting vehicle, and other created vehs are non-colidable Any solutions? Edit: Ok, I got it Just needed to learn some scripting basics, using Play and Freeroam resources and my noobish server (based on standard, downloaded and modified resources) is on. Thanks for replies
  6. Ok, now I know how to make race but what with freeroam? Maybe I should not make any checkpoints? But wouldn't it be a DM then? Would be possible to exit or enter other vehs?
  7. I tried but all I found is thousant vids showin basics, like how to place an object or how to convert map to samp Do I have to place objecst and then edit the maps script?
  8. Hi all, I've made lots of maps in Race Mod map editor. The new editor seems to be more powerfull tool, but it's a little too complicated Can someone please tell me, step by step, how to make a simple freeroam map, like in old Race Mode editor? I want to know how to configure maps settings, how to place a simple spawnpoint, what resources do I need to make my map playable and how to load my map into my lan server. I'm kinda noob now, but i learn fast Thanks.
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