DiSaMe Posted December 4, 2011 Share Posted December 4, 2011 And you checked what control states were on your side? It's obvious that vehicle will drive if it's moving for syncer because the velocity and position are synced, but what about the controls? Did you hear the vehicle accelerating, did you see the wheels turning whenever the ped was doing the turn? Link to comment
Wojak Posted December 4, 2011 Share Posted December 4, 2011 i've made a simple ai to keep them at a limited speed (50km/h max) so no acceleration, but the wheels where turning when new waypoint was assigned... and because it was on my home PC, it was a bit laggy and the wehicles were sliding at times... (there were about 20 of them) but i still think is playable Link to comment
DiSaMe Posted December 4, 2011 Share Posted December 4, 2011 OK... Maybe I was wrong about this. It's a long time since I tested that, after all. I could do some test again and see how it looks. Link to comment
tropez Posted December 5, 2011 Share Posted December 5, 2011 It maybe helpful. I know that in mta we have a traffic resource. Can someone upload it ? Link to comment
Castillo Posted December 5, 2011 Share Posted December 5, 2011 I doubt someone would use it as a guide, I guess mainly they will use it like it is. Link to comment
tropez Posted December 5, 2011 Share Posted December 5, 2011 I have heard about custom railroad tracks in 1.2. Is is true ? Link to comment
diegofkda Posted December 5, 2011 Share Posted December 5, 2011 Custom railroad tracks are already possible - see DKR server. Link to comment
Subtixx Posted December 18, 2011 Share Posted December 18, 2011 WoW? Custom railroad tracks? How? EDIT: That's scriptable though, and there've been a number of resources that implement similar functions. please. tell me two^^ Link to comment
DiSaMe Posted December 18, 2011 Share Posted December 18, 2011 setElementPosition setElementRotation setElementVelocity setTrainDerailable onClientPreRender Link to comment
Sharingan Posted December 18, 2011 Share Posted December 18, 2011 I think they will never do this. Maybe they can't do it or it's a lot of work, I don't know but they won't do it. I don't want to be bad, but it's the truth. Link to comment
karlis Posted December 18, 2011 Share Posted December 18, 2011 this is all scriptable, and with all the issues including bandwidth. only thing is that it requires A LOT of effort, and i think rather devs do something else and let scripters do their best. also, as you probably saw already this is tried to be made many times, but all previous ones either are outdated, glitchy, or not published.(i can remember 5scripts controlling peds and vehicles, all shown somewhere in forums) Link to comment
DiSaMe Posted December 18, 2011 Share Posted December 18, 2011 A basic traffic script does not require much effort. In my opinion, the trickiest part to do is proper driving, and still, it shouldn't be difficult. Making paths everywhere takes some time, but that's not a big problem. For the beginning, a part of the map with traffic can be enough, after all. Also, traffic doesn't have to be dense. I think a small number of NPCs already makes the gameplay better and shouldn't use too much bandwidth. So the only reason we don't see NPC traffic in servers is because people don't want it so much. Link to comment
AGENT_STEELMEAT Posted December 18, 2011 Share Posted December 18, 2011 I've made a beta AI system, and it works pretty well, however the best implementation would be if MTA used task sync rather than control sync. There are plans to use task sync in future versions of MTA, but implementing task sync would be a MAJOR change. In other words, skeet skeet bang bang mohfugga. Link to comment
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