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Velocity in direction trouble


arielnmz
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The thing is, when I apply a car a velocity in direction, it doesnt always responds to the opcode, I mean, I use:

 

 

07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] 0.3 rotation_velocitiesXY 0.0 0.0 unk 0.0

 

 

but when it is on the way it doesnt seem to respond to the opcode, as if it were attached to the road...

 

can you help me, people?

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Also, remember that vectors are relative to world directions, so you have to use the trygonometry to make them relative to car angle.

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It's pretty risky, if values are high, though.

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Ok... I know how to obtain a vector

 

And it is actually inside of a loop...

 

Code here:

 

 

:AMINIG_194600D6: if 00E1:   player 0 pressed_key 18 004D: jump_if_false @AMINIG_2247 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 0AE2: [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next 0 pass_wrecked 0 //IF and SET 004D: jump_if_false @AMINIG_2247 :AMINIG_202600D6: if 803B:   not  [email protected] == [email protected] // (int) 004D: jump_if_false @AMINIG_2209 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected] 000F: [email protected] -= 90.0 02F6: [email protected] = sine [email protected] // (float) 02F7: [email protected] = cosine [email protected] // (float) 07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] 0.3 rotation_velocitiesXY 0.0 0.0 unk 0.0 :AMINIG_220900D6: if 8AE2:   not [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next 1 pass_wrecked 0 //IF and SET 004D: jump_if_false @AMINIG_2026 0001: wait 100 ms

 

 

As you can see it apllies to all cars within 100.0 radius... but only a few cars respond to the "throw"... (I have confirmed that EVERY car is affected by the opcode, but only a few react to it, like I said before, as if they were attached to the ground), but if I collide with them, they surely will fly away... what happens here???

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Well, I think it's related to weird way how game processes traffic, ignoring gravity and some other things (probably to save CPU). I think it's possible to disable it via memory hacking, I don't know the addresses to nop though. You have to deal with it for now.

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Ok... I know how to obtain a vector

 

And it is actually inside of a loop...

 

 

 

As you can see it apllies to all cars within 100.0 radius... but only a few cars respond to the "throw"... (I have confirmed that EVERY car is affected by the opcode, but only a few react to it, like I said before, as if they were attached to the ground), but if I collide with them, they surely will fly away... what happens here???

maybe the same car will be catched again

add a if wrecked check and bind the random cars in array constructs

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