Leopard_ 0 Posted February 17, 2009 (edited) another idea, ive seen around liberty city peds filling up there cars. maybe you could use the animation that is used for them? just a thought Sam That is a great idea, would that be possible? That would be possible. I'm thinking of using some kind of animation and position check. Leopard EDIT: Also as Rob.Zombie says i have never seen people getting out of car and filling (with an animation). Tho i can do it EDIT2: I've made it. Different for each type of vehicle you have (heli, boat, car, bike etc). Oh and i can't find a way to check if the player is on mission. Edited February 17, 2009 by Leopard_ Quote Share this post Link to post Share on other sites
Symbiote 29 Posted February 17, 2009 Like Rob.Zombie, I've only seen people pull into the station, stop, and then leave. Filling-up animations would be great. I think it would be best if it showed one yellow mission blip near the pump (normal size heh... Leopard I think your blips are too huge), and when you stop your car on it a second blip appears at the pump that you have to walk to. And then the animation. Quote Share this post Link to post Share on other sites
sammclean23 7 Posted February 17, 2009 Wow do they really fill their car up? I've only seen people going to the gas station (like every car is trying to refuel ), stop their car there (usually causes traffic jams), then go away. Anyway it'd kick ass if Niko had to get out of the car, but it'd be difficult to change the car's properities when you're not in the car So good luck everybody im sure ive seen them when crashing into the petrol station ive seen them with one arm out next to the pump EDIT: sorry didnt read ahead before replying Quote Share this post Link to post Share on other sites
Andrew 54 Posted February 18, 2009 I've usally seen them just stood at the side of the car. Quote Share this post Link to post Share on other sites
the_gas 0 Posted February 18, 2009 Gangsta, how close are you to releasing your next version? Quote Share this post Link to post Share on other sites
sammclean23 7 Posted February 18, 2009 another idea, ive seen around liberty city peds filling up there cars. maybe you could use the animation that is used for them? just a thought Sam That is a great idea, would that be possible? That would be possible. I'm thinking of using some kind of animation and position check. Leopard EDIT: Also as Rob.Zombie says i have never seen people getting out of car and filling (with an animation). Tho i can do it EDIT2: I've made it. Different for each type of vehicle you have (heli, boat, car, bike etc). Oh and i can't find a way to check if the player is on mission. for the mission, would it be similar to how it was in GTA SA? the petrol mod for that disabled whilst on missions. I dont know the coding though so........ Sam Quote Share this post Link to post Share on other sites
the_gas 0 Posted February 18, 2009 After looking at us prices for gas, i have changed the prices to the following, which makes it more realistic. TERROILPRICE = 25 RONPRICE = 20 GLOBEPRICE = 22 Per ten litres. I was hoping to change the cost of the tow track thing as well, but that is not possible it seems. I believe a price around 250+ would be suitable. Quote Share this post Link to post Share on other sites
Andrew 54 Posted February 18, 2009 The prices were set from the game itself, for the start of the game then lower prices is better, but higher up in the game you've got tons of cash and nothing to spend it on, lol. Changing the price for the emergency recovery thing should come in the next version. Quote Share this post Link to post Share on other sites
TheRealPcGamer 0 Posted February 18, 2009 hmmm so what programs are required to install the mod? Quote Share this post Link to post Share on other sites
Gen0cide_ 0 Posted February 18, 2009 Well it looks like its going to be scripted, so your going to need Alice or xliveless, and if its GangstaKillas script he uses .NET I think so you'll need .NET scripthook as well. Quote Share this post Link to post Share on other sites
Andrew 54 Posted February 18, 2009 Gangsta, how close are you to releasing your next version? couple of days I think, its going under a major rewrite hopefully which will make it easier for me to maintain it.... Currently its pretty much just thrown together in one class. It needs a rewrite to hopefully support on / off switches from the off. Planned new features - Fuel drain is increased by damage to the cars engine / petrol tank. - Able to switch the petrol on / off - Change the price of the emergency release - Mobile filling tank - Emergency recovery changed / spawns tanker etc. - Siphon fuel from other cars (if possible) - Change the stealing fuel to take into account if there are any cops within a certain radius. Quote Share this post Link to post Share on other sites
the_gas 0 Posted February 18, 2009 Ok sounds good. Have you any plans to add a speedometer in MPH of course. Also, being able to turn the engine on and off, and only being able to fill the tank up with the engine off would be cool if possible. Quote Share this post Link to post Share on other sites
HazardX 13 Posted February 18, 2009 couple of days I think, its going under a major rewrite hopefully which will make it easier for me to maintain it.... Currently its pretty much just thrown together in one class. It needs a rewrite to hopefully support on / off switches from the off. Best wait for v0.86 of the .Net ScriptHook. It will bring some braking changes, thus you don't have to release it twice if you release it afterwards. But i'm planning to release it today, so you may have released it afterwards anyway. I'm not sure if you noticed it alredy, but the current version includes the option to store Metadata on peds, vehicles and objects. Just store the current fuel as Metadata for the vehicle and it should stay stored for the object as long as the game is running. (But it will NOT save it in a savegame.) BTW: Vehicle.Speed conatains the current speed and even seems to be in MPH. Quote Share this post Link to post Share on other sites
Leopard_ 0 Posted February 18, 2009 Ugh... aru can't you wake up? My scripthook feels alittle outdated. Leopard Quote Share this post Link to post Share on other sites
Pandur 0 Posted February 18, 2009 (edited) next island possible ship refuel stations: 1.[iNFO] 1785.98, -72.60, -0.24 2.[iNFO] 940.41, -955.45, -0.07 3.[iNFO] 699.03, -152.19, 0.16 4.[iNFO] 786.96, 524.11, 0.19 5.[iNFO] 1058.72, 1047.61, -0.50 (first slot) 6.[iNFO] 1085.73, 1048.94, -0.50 (second slot) Edit: Alderney 1. [iNFO] -1091.43, -168.93, -0.84 2. [iNFO] -1551.53, 1401.09, -0.42 3. [iNFO] -1251.48, 1927.31, 0.23 4. FT=Ferry Terminal coords are in an earlier post Edited February 18, 2009 by Pandur Quote Share this post Link to post Share on other sites
Andrew 54 Posted February 18, 2009 (edited) couple of days I think, its going under a major rewrite hopefully which will make it easier for me to maintain it.... Currently its pretty much just thrown together in one class. It needs a rewrite to hopefully support on / off switches from the off. Best wait for v0.86 of the .Net ScriptHook. It will bring some braking changes, thus you don't have to release it twice if you release it afterwards. But i'm planning to release it today, so you may have released it afterwards anyway. I'm not sure if you noticed it alredy, but the current version includes the option to store Metadata on peds, vehicles and objects. Just store the current fuel as Metadata for the vehicle and it should stay stored for the object as long as the game is running. (But it will NOT save it in a savegame.) BTW: Vehicle.Speed conatains the current speed and even seems to be in MPH. Ah, I did notice that 0.85 can store things in meta data. I'll probably change it to that in the rewrite, since I'm currently using a class to store the fuel in. Been using Vehicle.Speed. Sure its MPH? Max I seem to be able to get out of a car is 70 - 80 MPH. When the handling.dat says differently. edit: Also cannot get the BindPhoneNumber to work. I've bounded it put it to my method but when I dail the number it doesn't pick it up. Anyway might need to rethink the idea of using a phone to call for help, since as soon as Niko dails the number he can restart the car. Edited February 18, 2009 by Gangsta Killa Quote Share this post Link to post Share on other sites
Leopard_ 0 Posted February 18, 2009 Anyway might need to rethink the idea of using a phone to call for help, since as soon as Niko dails the number he can restart the car. There is a way to prevent that. I'm stopping developing my fuel mod atm for a short while. I'm in the zombie mod team, so i cannot work so much at the fuel mod. But i'll be back. PS. I'm thinking about releasing source when i've finished the petrol mod. Leopard Quote Share this post Link to post Share on other sites
HazardX 13 Posted February 18, 2009 Been using Vehicle.Speed. Sure its MPH? Max I seem to be able to get out of a car is 70 - 80 MPH. When the handling.dat says differently. edit: Also cannot get the BindPhoneNumber to work. I've bounded it put it to my method but when I dail the number it doesn't pick it up. No, i'm not sure if it is MPH. I just noticed that it seems to be close. Ragardings BindPhoneNumber: In which format are you assigning the phone number? Do not use spaces or letters, only numeric digits. (use "4385553835" instead of "GET 555 FUEL") Or are you using GTA4 version 1.0.1.0? Phonenumbers don't work there in the current version. Both things WILL work in the next version of the hook, though. Quote Share this post Link to post Share on other sites
Andrew 54 Posted February 18, 2009 Ah, I'm using 1.0.1.0 Should I be running the update? I'll just assume its MPH, it does seem pretty close actually. Quote Share this post Link to post Share on other sites
HazardX 13 Posted February 19, 2009 Ah, I'm using 1.0.1.0 Should I be running the update? Thats your choice. I don't see a reason why not to update to 1.0.2.0, but for me it doesn't matter because the ScriptHook is compatible with both versions. The new version v0.86 also supports phone numbers in 1.0.1.0. Quote Share this post Link to post Share on other sites
Andrew 54 Posted February 19, 2009 Ah excellent, I noticed its been released now I'll set about updating / rewriting the script. I've never had a problem running IV. I'll leave the update for time being since you phone number is now support.ed Quote Share this post Link to post Share on other sites
a-k-t-w 0 Posted February 19, 2009 Wow. Your scripthook is great! Too bad I don't know .net. Yet I'm liking the sounds of your petrol mod! Quote Share this post Link to post Share on other sites
Andrew 54 Posted February 19, 2009 Wow with the release of version 0.86 of the .net scripthook. The mod definately requires a rewrite. Quote Share this post Link to post Share on other sites
a-k-t-w 0 Posted February 19, 2009 Damit! Dose that mean it won't be released in a while? Quote Share this post Link to post Share on other sites
HazardX 13 Posted February 19, 2009 Damit! Dose that mean it won't be released in a while? Nah, the scripthook didn't change THAT much. Quote Share this post Link to post Share on other sites
Andrew 54 Posted February 19, 2009 Nah infact the rewrite is making things better. I'm able to include more features from the off, rather then having to write them in sperately. And the changes the made in v0.86 of the scripthook is much better. Quote Share this post Link to post Share on other sites
Leopard_ 0 Posted February 19, 2009 Ok, a guy called "Vetra" has taken over my fuel project. I'm now dedictated to zombie mod. Leopard Quote Share this post Link to post Share on other sites
Andrew 54 Posted February 19, 2009 Update on progress so far. -controls the cars engine / hazard lights (in other words must use key press to start/stop engine) -fuel usage rewritten and now takes into account damage to the engine. -drawing fuel has been rewritten, you now need to be outside the car with the engine off (via keypress) Quote Share this post Link to post Share on other sites
Symbiote 29 Posted February 20, 2009 Update on progress so far. -controls the cars engine / hazard lights (in other words must use key press to start/stop engine) -fuel usage rewritten and now takes into account damage to the engine. -drawing fuel has been rewritten, you now need to be outside the car with the engine off (via keypress) Great stuff. Keep it up! Patiently awaiting the new version. Quote Share this post Link to post Share on other sites