[PXG]Blue Posted September 7, 2016 Share Posted September 7, 2016 (edited) Ive always thought that GTA SA's brake light were insufficient when doing races that you'd barely see the other Vehicle, so i made a script which improves brake lights and adds reversing lights! The script is completely client sided, so no server performance drops, You can see the brake and reversing lights on all the Vehicles in your Area. Screenshots & Videos Sadly, because you cannot get the offset of vehicle headlight and brakelight dummies, you have to set the offsets yourself, it works as following: lights_table[589 .. "x"] = 0.4 lights_table[589 .. "y"] = -2 lights_table[589 .. "z"] = 0.1 lights_table[589 .. "x2"] = -0.4 lights_table[589 .. "y2"] = -2 lights_table[589 .. "z2"] = 0.1 -- x3 and x4 are optional lights_table[589 .. "x3"] = 0.6 lights_table[589 .. "y3"] = -2 lights_table[589 .. "z3"] = 0.1 lights_table[589 .. "x4"] = -0.6 lights_table[589 .. "y4"] = -2 lights_table[589 .. "z4"] = 0.1 lights_table is the table name, 589 is the vehicle ID, leave the dots, "x","y","z" are the offset coordinates, these are asked twice, one for "x,y,z" and one for "x2,y2,z2", each for one brake light ( left and right ), x3,y3,z3 and x4,y4,z4 are optional coordinates which serve as secondary brake lights. I will release the script soon on the community, and its already available on my GitHub. Edited September 16, 2016 by [PXG]Blue Release Link to comment
Captain Cody Posted September 7, 2016 Share Posted September 7, 2016 I know a way of automaticly getting the locations; I'll explain how later when I get home if you want. Link to comment
[PXG]Blue Posted September 7, 2016 Author Share Posted September 7, 2016 (edited) 4 minutes ago, CodyL said: I know a way of automaticly getting the locations; I'll explain how later when I get home if you want. I tried doing it using getVehicleComponentPosition but it always returned false, so im out of ideas, would be great if you could tell me! Edited September 7, 2016 by [PXG]Blue Link to comment
EstrategiaGTA Posted September 7, 2016 Share Posted September 7, 2016 Great job, keep it up! It's way more realistic than the default GTA:SA! Link to comment
Captain Cody Posted September 7, 2016 Share Posted September 7, 2016 Well now that I think of it it's not automatic; but it's still a lot faster then manually defining them I'll list the tools you need in a bitl but it seams I accidentally deleted all my modeling tools last night crap. Link to comment
[PXG]Blue Posted September 7, 2016 Author Share Posted September 7, 2016 3 hours ago, EstrategiaGTA said: Great job, keep it up! It's way more realistic than the default GTA:SA! Thanks dude, that what i was hoping to achieve, plus better visibility! Link to comment
aka Blue Posted September 7, 2016 Share Posted September 7, 2016 Oh, damn, so nice, keep it up Link to comment
Captain Cody Posted September 7, 2016 Share Posted September 7, 2016 (edited) I was working on something similar for Heretrics; I'll give you a dump of all light positions when I complete the script if you want it. (My original idea is quite complicated if you have no idea how to use the tool; so I'll just set it up myself if you want) Edited September 7, 2016 by CodyL Link to comment
[PXG]Blue Posted September 7, 2016 Author Share Posted September 7, 2016 21 minutes ago, CodyL said: I was working on something similar for Heretrics; I'll give you a dump of all light positions when I complete the script if you want it. (My original idea is quite complicated if you have no idea how to use the tool; so I'll just set it up myself if you want) That would be awesome, so i dont have to check every dummy position of every car Link to comment
Captain Cody Posted September 7, 2016 Share Posted September 7, 2016 Well that's actually exactly what I'm going to be doing probably; we could split the work half and half to make it faster. Link to comment
[PXG]Blue Posted September 7, 2016 Author Share Posted September 7, 2016 16 minutes ago, CodyL said: Well that's actually exactly what I'm going to be doing probably; we could split the work half and half to make it faster. Sure, i have no problem with that Link to comment
Captain Cody Posted September 7, 2016 Share Posted September 7, 2016 (edited) I was actually planning on doing brake lights, front lights, running lights, etc. (Also blinkers) Edited September 7, 2016 by CodyL Link to comment
[PXG]Blue Posted September 7, 2016 Author Share Posted September 7, 2016 13 minutes ago, CodyL said: I was actually planning on doing brake lights, front lights, running lights, etc. (Also blinkers) my script isnt too advanced, just brake lights and reversing lights, it was mainly planned for my server for touge battles and so on, but people liked it so much that im now developing a version for the public Link to comment
Captain Cody Posted September 7, 2016 Share Posted September 7, 2016 Also I'd suggest if you haven't already that you use custom coronas instead of the regular ones; because the regulars tend to fail. Link to comment
[PXG]Blue Posted September 7, 2016 Author Share Posted September 7, 2016 24 minutes ago, CodyL said: Also I'd suggest if you haven't already that you use custom coronas instead of the regular ones; because the regulars tend to fail. yup, i already noticed that, already had been implemented at the point of the screenshots and videos. Link to comment
[PXG]Blue Posted September 16, 2016 Author Share Posted September 16, 2016 It's been released on my Github and soon on the MTA Community! If you find any issue feel free to create an Issue or create a pull request! Link to comment
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