Edununes27 Posted April 4, 2021 Share Posted April 4, 2021 Is there a way for me to increase the maximum speed of helicopters on a mta server? Link to comment
Other Languages Moderators androksi Posted April 4, 2021 Other Languages Moderators Share Posted April 4, 2021 @Edununes27, welcome to the forums! Thread has been moved into a better section: Scripting. On-topic: yes, you can do that. Use the function setVehicleHandling, with the property engineAcceleration. Link to comment
MTA Anti-Cheat Team Dutchman101 Posted April 4, 2021 MTA Anti-Cheat Team Share Posted April 4, 2021 8 minutes ago, andr0xy said: On-topic: yes, you can do that. Use the function setVehicleHandling, with the property engineAcceleration. Unfortunately handling doesn't affect helicopters to increase speed, it's some sort of GTA limitation.. maybe it can be fixed in MTA some day 1 Link to comment
XaskeL Posted April 5, 2021 Share Posted April 5, 2021 (edited) Why not try giving some kind of speed boost with vehicle.velocity? Write to resource manifest: <oop>true</oop> -- Author: XaskeL -- Created 05/05/2021 -- https://forum.multitheftauto.com/topic/130200-speed-of-helicopters local CAircraftSpeed = { addEventHandler = addEventHandler; setTimer = setTimer; localPlayer = localPlayer; tostring = tostring; g_iInterval = 50; g_fMultVelocity = 0.44; g_fVelocityLimit = 200; _DEBUG = true; }; CAircraftSpeed.__index = CAircraftSpeed; setmetatable( CAircraftSpeed, { __index = _G; } ); setfenv( 1, CAircraftSpeed ); if ( _DEBUG ) then addEventHandler( "onClientRender", root, function ( ) local pVehicle = localPlayer.vehicle; if ( pVehicle ) then dxDrawText( tostring( pVehicle.velocity.length * 180 ) .. " km/h", 600, 600, 600, 600 ); end end ); end CAircraftSpeed.OnCheck = function ( ) local pVehicle = localPlayer.vehicle; if ( pVehicle and pVehicle.type == "Helicopter" ) then local vecVelocity = pVehicle.velocity; local fMultiplyOffset = ( 1.0 + g_fMultVelocity ); if ( vecVelocity.length * 180 < g_fVelocityLimit ) then pVehicle.velocity = Vector3( vecVelocity.x * fMultiplyOffset, vecVelocity.y * fMultiplyOffset, vecVelocity.z ); end end end; CAircraftSpeed.OnStart = function ( ) setTimer( OnCheck, g_iInterval, 0 ); end; addEventHandler( "onClientResourceStart", resourceRoot, OnStart ); Edited April 5, 2021 by XaskeL Link to comment
MTA Anti-Cheat Team Dutchman101 Posted April 5, 2021 MTA Anti-Cheat Team Share Posted April 5, 2021 3 hours ago, XaskeL said: Why not try giving some kind of speed boost with vehicle.velocity? Hmm, sounds like an interesting workaround.. I am wondering if it looks natural without hitches (heli movement), including for remote players? As well as that it looks as good for laggers (or lagger remote players) as default heli movement would look on their screen? No chance of position or remote player vs local player interpolation desync, or rubberbanding? At least i will test it soon and attach a video of how it looks locally, on the heli driver's screen.. Link to comment
XaskeL Posted April 6, 2021 Share Posted April 6, 2021 6 hours ago, Dutchman101 said: Hmm, sounds like an interesting workaround.. I am wondering if it looks natural without hitches (heli movement), including for remote players? As well as that it looks as good for laggers (or lagger remote players) as default heli movement would look on their screen? No chance of position or remote player vs local player interpolation desync, or rubberbanding? At least i will test it soon and attach a video of how it looks locally, on the heli driver's screen.. I was able to get a quick acceleration of the helicopter to 180 km / h, and it seems to me that if the acceleration is increased strongly, it will damage the controllability and it will be necessary to make compensators for the rotational speed along the axes. https://wiki.multitheftauto.com/wiki/SetElementAngularVelocity Link to comment
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