ByCash Posted January 28, 2020 Share Posted January 28, 2020 Spoiler Hello dear friends, first of all, I am writing this text using translate. I apologize to everyone for my bad English. Forgive me if I put the issue in the wrong section. - I want to enlarge the wheels of the vehicles and make camber adjustments and I came across this content in the forum https://forum.multitheftauto.com/topic/92222-custom-wheel/ but the system in this content applies only to the front wheels and it goes underground when the wheel grows and how I will fix these errors from you I want your help, thank you very much in advance. :) Client-Side Spoiler -- Table containing vehicles that have custom wheels local createdCustomWheels = { } --[[ /customwheels [ number tilt, number scale ] Adds custom wheels to your currently occupied vehicle and optionally applies a tilt angle and wheel scale. ]] addCommandHandler( 'customwheels', function( _, tilt, scale ) -- Let's get our vehicle local vehicle = getPedOccupiedVehicle( localPlayer ) -- Oh, we have a vehicle! if ( vehicle ) then -- Let's give it a wheel now addVehicleCustomWheel( vehicle, 1075, tilt, scale ) end end ) -- Let's bind that command to F2 as requested by OP bindKey( 'f2', 'down', 'customwheels' ) --[[ void addVehicleCustomWheel ( vehicle vehicle, number model [ , number tilt, number scale ] ) Adds custom wheels to the vehicle. ]] function addVehicleCustomWheel( vehicle, model, tilt, scale ) -- If we've given the object's model number if ( tonumber( model ) ) then -- Let's delete any old ones for _, wheel in pairs( createdCustomWheels[ vehicle ] or { } ) do destroyElement( wheel.object ) end -- And let's nil it to be clear createdCustomWheels[ vehicle ] = nil -- Let's set some component names we want to customize local wheels = { 'wheel_lf_dummy', 'wheel_rf_dummy' } -- Let's iterate through those components for i = 1, #wheels do -- Let's hide the existing component setVehicleComponentVisible( vehicle, wheels[ i ], false ) -- Initialize our wheel table local wheel = { tilt = tonumber( tilt ) or 0, -- We'll default a non-number tilt angle to 0 name = wheels[ i ], -- Let's store the component name object = createObject( model, Vector3( ) ) -- Let's make a new wheel object } -- Let's set the vehicle as the wheel object's parent setElementParent( wheel.object, vehicle ) -- Let's make sure the wheel is not colliding with the vehicle setElementCollidableWith( wheel.object, vehicle, false ) -- Let's change the scale setObjectScale( wheel.object, tonumber( scale ) or 0.7 ) -- Let's update that original table wheels[ i ] = wheel end -- And let's store all of those wheels now createdCustomWheels[ vehicle ] = wheels end end --[[ void calculateVehicleWheelRotation ( vehicle vehicle, table wheel ) Let's calculate the wheel rotation for given wheel(s). ]] function calculateVehicleWheelRotation( vehicle, wheel ) -- If we have many wheels in the given argument if ( type( wheel ) == 'table' ) and ( #wheel > 0 ) then -- Let's iterate through them all for i = 1, #wheel do -- Let's call the method alone with just the iterator calculateVehicleWheelRotation( vehicle, wheel[ i ] ) end -- Let's stop here now return end -- If we have an object if ( wheel.object ) then -- Let's get the rotation vector of the original component local rotation = Vector3( getVehicleComponentRotation( vehicle, wheel.name, 'world' ) ) -- Let's set our tilt angle rotation.y = wheel.tilt -- Let's make sure the wheel is at the original component's position setElementPosition( wheel.object, Vector3( getVehicleComponentPosition( vehicle, wheel.name, 'world' ) ) ) -- Let's finally set the rotation (in ZYX order, important!) setElementRotation( wheel.object, rotation, "ZYX" ) end end -- Render-time! addEventHandler( 'onClientPreRender', root, function( ) -- Let's iterate through all the vehicles for vehicle, wheels in pairs( createdCustomWheels ) do -- If we have a vehicle, it's streamed in and it has wheels if ( vehicle ) and ( isElementStreamedIn( vehicle ) ) and ( #wheels > 0 ) then -- Let's calculate wheel rotation! calculateVehicleWheelRotation( vehicle, wheels ) end end end ) Link to comment
Talha Tuğsat Posted January 30, 2020 Share Posted January 30, 2020 addCustomWheel(vehicle, 1075, "front") Turkish: burdaki front ön demek back dersen arkadaki tekerleri kastedersin English: If you say front here means front back, you mean the rear wheels English text is translate.Sorry if I'm wrong. Link to comment
user331323 Posted April 15, 2022 Share Posted April 15, 2022 CustomWheel ile bunu yapamazsın SetVehicleModelWheelSize kullanman gerekiyor şu şekilde. SetVehicleModelWheelSize(aracID, "front_axle", teker boyutu) front_axle yazan yere rear_axle yazabilirsin veya all_wheels teker boyutlarını böyle ayarlayabilirsin https://wiki.multitheftauto.com/wiki/Element/Vehicle bu siteye bakıp kanberi ayarlayabilirsin rica ederim Link to comment
Administrators Tut Posted April 16, 2022 Administrators Share Posted April 16, 2022 Locking this thread as it's starting to age and hasn't seen any activity for a few years. OP - please see user331323's post on how to set physical/visible wheel sizes, this is a relative new function introduced after your post. If this is still an issue feel free to create a new thread! 1 Link to comment
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