Luke Posted August 22, 2005 Share Posted August 22, 2005 No, it wont. You try parking cars on different levels in a multistorey car park using the function. That's my point. You'll still have to do some manually. adam broke it. Link to comment Share on other sites More sharing options...
jacob. Posted August 22, 2005 Author Share Posted August 22, 2005 The FindGroundZ(fX, fY) should work fine for every vehicle, you just have to add up +1 to the result This is actually what I'll be doing by default, with the exception of the +1 part - I've assembled an array of vehicle height integers for every vehicle ID in the game, so I just add that. In the rare case that one will want to add vehicles to multiple levels of height in one general X/Y location, they'll be able to do it manually from in the game. Seeing how the game has to be open to call FindGroundZ() anyway, I have it create the car, put the player in the car, and teleport it to where it thinks it should be - if there's a problem they can move the car respectively. Link to comment Share on other sites More sharing options...
thenight Posted August 22, 2005 Share Posted August 22, 2005 ah I'm sorry... I had tested only 3-4 vehicles and that +1 thing worked fine with them so what's the value we have to use? Link to comment Share on other sites More sharing options...
njr1489 Posted August 22, 2005 Share Posted August 22, 2005 (edited) ah I'm sorry... I had tested only 3-4 vehicles and that +1 thing worked fine with them so what's the value we have to use? I think thats because your getting the coords on foot or in another car that is in a different size of what you want. I have seen the +1 in the SCM coding tutorials before. That happens to me sometimes, so I just push some of the messed up cars and they look perfect. I can actually make them all perfect, im just too lazy BTW jacob if you need pictures of cars, I have them here. http://www.gta-source.com/vc/vehicles.php If you need car ID #'s, go here. http://www.gtaforums.com/index.php?showtopic=210947 Edited August 22, 2005 by njr1489 Link to comment Share on other sites More sharing options...
dustcrazy Posted August 23, 2005 Share Posted August 23, 2005 u got to rember that in the scm, normaly the cars will fall to the ground and you won't notice. but with vc-mp this action doesn't happen intill the user touches the car (you can see this easy sometimes) B.T.W good luck man!! Link to comment Share on other sites More sharing options...
jacob. Posted August 24, 2005 Author Share Posted August 24, 2005 It took me quite a while to get this working good, but I've made a 2MB video displaying the virtual boundary confining. Watch as I drag a square on a 2d map, it immediatly displays the result in game.. just a little bit of nifty camera work to cut out the player from the view (courtesy of Racer_s), and this major portion of the tool is done. Ingame world boundaries confining (2mb) Link to comment Share on other sites More sharing options...
Skeeter Posted August 24, 2005 Share Posted August 24, 2005 ah I'm sorry... I had tested only 3-4 vehicles and that +1 thing worked fine with them so what's the value we have to use? I think thats because your getting the coords on foot or in another car that is in a different size of what you want. I have seen the +1 in the SCM coding tutorials before. That happens to me sometimes, so I just push some of the messed up cars and they look perfect. I can actually make them all perfect, im just too lazy BTW jacob if you need pictures of cars, I have them here. http://www.gta-source.com/vc/vehicles.php If you need car ID #'s, go here. http://www.gtaforums.com/index.php?showtopic=210947 Dude thankyou thats a good visual list of cars, it will help alot with my ini making Link to comment Share on other sites More sharing options...
f34r Posted August 24, 2005 Share Posted August 24, 2005 It took me quite a while to get this working good, but I've made a 2MB video displaying the virtual boundary confining. Watch as I drag a square on a 2d map, it immediatly displays the result in game.. just a little bit of nifty camera work to cut out the player from the view (courtesy of Racer_s), and this major portion of the tool is done. Ingame world boundaries confining (2mb) Nice one Jacob looks great cant wait to use this to make easier .ini's in the future Link to comment Share on other sites More sharing options...
BJack Posted August 24, 2005 Share Posted August 24, 2005 (edited) lol what codec is that in coz its just all black for me in WMP lol? (perhaps its teh codec pack i downloaded f*ckin it up) Edit: working after i tweaked some settings Edited August 24, 2005 by BJack Link to comment Share on other sites More sharing options...
njr1489 Posted August 24, 2005 Share Posted August 24, 2005 It took me quite a while to get this working good, but I've made a 2MB video displaying the virtual boundary confining. Watch as I drag a square on a 2d map, it immediatly displays the result in game.. just a little bit of nifty camera work to cut out the player from the view (courtesy of Racer_s), and this major portion of the tool is done. Ingame world boundaries confining (2mb) Very nice. I can't wait to see how good the camera position and lock settings will show when configuring it. Link to comment Share on other sites More sharing options...
gnad.1992 Posted August 27, 2005 Share Posted August 27, 2005 How % the GameMode Studio are completed? bye Link to comment Share on other sites More sharing options...
njr1489 Posted August 27, 2005 Share Posted August 27, 2005 How % the GameMode Studio are completed? bye I don't think jacob does percentages with small projects like these. Link to comment Share on other sites More sharing options...
CE*Eagle Posted August 27, 2005 Share Posted August 27, 2005 He's probably not gonna finish it jut like he did woth GTA syncd and SA-2P Link to comment Share on other sites More sharing options...
jacob. Posted August 27, 2005 Author Share Posted August 27, 2005 He's probably not gonna finish it jut like he did woth GTA syncd and SA-2P I wasn't capable of finishing those, there were some portions of them that were beyond my sole capabilities. There's a fine line between a multiplayer mod and a tool that reads INI files. Now, for the 50th time, this will be released shortly after VC-MP 0.1b. How % the GameMode Studio are completed? Roughly 80%. What's mainly left is 'ShowMe' options such as reading the current camera LookAt values/etc. Link to comment Share on other sites More sharing options...
Skeeter Posted August 27, 2005 Share Posted August 27, 2005 Personally i think this tool would be really cool if released in a package along with 0.1b but thats just me. Really cool work dude im counting the days till tis is out. Link to comment Share on other sites More sharing options...
gnad.1992 Posted August 27, 2005 Share Posted August 27, 2005 Great.. But the new version of the VC-MP will need a AntiHack... these motherf*cking hacks... we need kill these bitches And the GameMode Studio with the new 0.1b too, bye Link to comment Share on other sites More sharing options...
gnad.1992 Posted August 29, 2005 Share Posted August 29, 2005 hey the VC-MP 0.1b is here... and the GameMode Studio?? Link to comment Share on other sites More sharing options...
Og_loc Posted August 29, 2005 Share Posted August 29, 2005 I wasn't capable of finishing those, there were some portions of them that were beyond my sole capabilities. There's a fine line between a multiplayer mod and a tool that reads INI files.Now, for the 50th time, this will be released shortly after VC-MP 0.1b. A short while, it's been a day give him a chance, also don't dobule post there is a edit button. Link to comment Share on other sites More sharing options...
f34r Posted August 29, 2005 Share Posted August 29, 2005 Jeeze give Jacob a chance for crying out loud! Link to comment Share on other sites More sharing options...
Jam! Posted August 30, 2005 Share Posted August 30, 2005 This looks super cool, and I cant wait for it to be released. Link to comment Share on other sites More sharing options...
Skeeter Posted August 31, 2005 Share Posted August 31, 2005 Can someone help me with some world boundries. I really did try to do it myself but im f*cked if i know what upper and lower x and y is and how to get co-ords from save 4 player positions in a square around the arena. Could either you use your tool and post the co-ords set for world boundries or maybe someone who doesnt have the program and is good at boundries can do it for me. The co-ords i need are for an enclosed area of the arena and also it appears its got to have a high height as the destruction derby needs it i think. As im finished all but the boundries for the destruction derby ini i have made. Link to comment Share on other sites More sharing options...
jacob. Posted August 31, 2005 Author Share Posted August 31, 2005 (edited) Can someone help me with some world boundries. I really did try to do it myself but im f*cked if i know what upper and lower x and y is and how to get co-ords from save 4 player positions in a square around the arena. Could either you use your tool and post the co-ords set for world boundries or maybe someone who doesnt have the program and is good at boundries can do it for me. The co-ords i need are for an enclosed area of the arena and also it appears its got to have a high height as the destruction derby needs it i think. As im finished all but the boundries for the destruction derby ini i have made. WorldBounds = -1159.107 -1556.071 1499.286 1206.786 "Height", or Z, is not used in any of the world boundaries confination. I'll get it released some time this weekend. I simply do not have the time to work on it during week days. Edited August 31, 2005 by jacob. Link to comment Share on other sites More sharing options...
Skeeter Posted August 31, 2005 Share Posted August 31, 2005 (edited) Thankyou so much. One more thing is if you can say is what each of them co-ords are as in what is the bottom left corner/ top left/top right/bottom right. As a box shape co-ords from facing the front of the arena. Just so i can learn which are which and how to do a box myself if i need to. Again thanks so much [EDIT] Im sorry to have to say but the co-ords maybe too enclosed in the aerna as when i start the ini the characters keep jumping towards the areana and i made the spawn point at the bloodring arena purple light thing that takes u to the inside of th arena. like just after u get down the stairs. Any chance of making it suround the arena with a little extra space around arena. Would perhaps help [EDIT] Edited August 31, 2005 by Skeeter Link to comment Share on other sites More sharing options...
njr1489 Posted August 31, 2005 Share Posted August 31, 2005 Skeeter, world boundaries will be very easy from what i've seen. I don't think you will have a problem putting them in, just wait for the release. Link to comment Share on other sites More sharing options...
NFO_bakasan Posted August 31, 2005 Share Posted August 31, 2005 sweet idea jacob nice to see you making a tool like this keep up the great work Link to comment Share on other sites More sharing options...
Au{R}oN Posted September 1, 2005 Share Posted September 1, 2005 I can't wait!!! I want the 100%!!!! Link to comment Share on other sites More sharing options...
Au{R}oN Posted September 1, 2005 Share Posted September 1, 2005 I can't wait!!! I want the 100%!!!! Link to comment Share on other sites More sharing options...
gnad.1992 Posted September 1, 2005 Share Posted September 1, 2005 hell yeah.. i can't wait too well, jacob is doing the best work thanks jacob bye Link to comment Share on other sites More sharing options...
f34r Posted September 1, 2005 Share Posted September 1, 2005 Cant wait Jacob Link to comment Share on other sites More sharing options...
muppetmaster Posted September 1, 2005 Share Posted September 1, 2005 I can't wait!!! ........................... i can't wait too ........................... Cant wait Jacob Are those posts necessary? Link to comment Share on other sites More sharing options...