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Rugz007

[WIP] Watch dogs profiler

Recommended Posts

Noox

Oh.. that feature I forgot :p

@ others - I am very sorry

@ let's play or dy - so from next time I will show them my code about what I have researched or tried :p

 

@daboss - I was an f*cking idiot once..

I was just angry on other thing and so the anger which was not controlled by me has been released on Noox

 

@Noox - I am extremely sorry... You are great modder than me

 

@ others again - what if I ask one thing ? Is it a crime?

As long as it's a logic and nicely written question no, not a crime.

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Rugz007

I admit that :( @Wiebren

 

Thanks to bring me up again :D @ Noox

Will change my sig and mem title as soon as possible :D

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Noox

Please next time use proper function names, I stopped reading after I saw

public void lollololol(object sender, EventArgs e)

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Wiebrendh

 

Please next time use proper function names, I stopped reading after I saw

public void lollololol(object sender, EventArgs e)

 

^ this

 

People, if you want a good laugh, check the sourcecode of his mod

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Jitnaught

 

 

Please next time use proper function names, I stopped reading after I saw

public void lollololol(object sender, EventArgs e)

 

^ this

 

People, if you want a good laugh, check the sourcecode of his mod

 

Hahaha. Best. Function. Name. EVER.

Edited by LetsPlayOrDy

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Noox

Alright, I gave a look at your code and I think I can help for once since it's not related to scripthook.

First of all I have to ask, did you test your mod? (PAM watch dogs), it doesn't work for me, nothing happens.

 

1) Avoid using capital letters for methods/functions, it's in the convention, capital letters are used to distinguish classes and methods, use them if you are creating a class.

2) Proper names, damn.

3) You have two ticks in your script, one is useless with no code inside, it's not noticeable but it's a performance eater.

4) Your GUI doesn't appear because you are telling the game to do so if fatcop is true, problem is fatcop has no initial value and it's never set to true.

5) You are telling it to set fatcop to false after 5 seconds, you have to use a flag otherwise the main tick will call that function again once the requirement is met.

6) This is a mess:

if (toogle && Player.Character.isAlive && Player.Character.isIdle && !Player.Character.isInVehicle() && !Player.Character.isGettingUp && !Player.Character.isShooting && !Player.Character.isRagdoll && !Player.Character.isInMeleeCombat && !Player.Character.isGettingIntoAVehicle && !Player.Character.isInCombat && !Player.Character.isOnFire && !Player.Character.isInWater && !Player.Character.isInAir && !Game.isGameKeyPressed((GameKey)87) && !Game.isGameKeyPressed((GameKey)1) && !Game.isGameKeyPressed((GameKey)2) && !Game.isGameKeyPressed((GameKey)23))

7) You are giving the same name, same interests and same age to every type of ped.

Create 2 arrays of strings, one for the names, one for the interests and pick one of those by randomizing the index. For the age randomize a number between 20-50 or whatever you want, up to you.

Try fixing those problems, hope everything goes well.

 

EDIT: Nevermind, the program I used is sh*t and it decided to hide half of the code >.<

 

So here are some more problems:

1) You have to use a switch, there are like 300 lines of codes for an if statement, a switch is easier to read and it's also faster

2) Same problem for the GUI, except this time it will be shown but it only appears if it's a cop.

Also, you can't use a bool variable for each type of ped, you have to use string vars so it's easier to manage.

3) Read problem (7) above.

 

Didn't want to be rude, you know. Just wanted to help because it's not working for me.

Edited by Noox

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Jitnaught

1) You have to use a switch, there are like 300 lines of codes for an if statement, a switch is easier to read and it's also faster

Switches are for only 1 variable, while if's can be used for multiple. So, if the 300 lines of if statements are only using 1 variable, then use a switch. If not, then it would probably be best to use if's.

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Noox

 

1) You have to use a switch, there are like 300 lines of codes for an if statement, a switch is easier to read and it's also faster

Switches are for only 1 variable, while if's can be used for multiple. So, if the 300 lines of if statements are only using 1 variable, then use a switch. If not, then it would probably be best to use if's.

 

Yes, I know. He's using all those if statements to get the ped model.

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leftas

 

1) You have to use a switch, there are like 300 lines of codes for an if statement, a switch is easier to read and it's also faster

Switches are for only 1 variable, while if's can be used for multiple. So, if the 300 lines of if statements are only using 1 variable, then use a switch. If not, then it would probably be best to use if's.

 

What ? Why ? It can take how much you want it.

switch(bla){    case 1:     case "blabla":    printf("oh yea");    break;    case 2:    case "blablo":    printf("oh no");    break;    default:    printf("no bla");    break;}

Best regards,

Paul.

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Jitnaught

I mean it can only check one variable. So that switch you made checks 'bla', but ifs can check 'bla' and 'blablo' at the same time.

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leftas

It can check also two :D

switch(bla|blo){case "bla" | "blo":printf("it works");break;}

Best regards,

Paul.

Edited by leftas

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Jitnaught

It can check also two :D

switch(bla|blo){case "bla" | "blo":printf("it works");break;}

Best regards,

Paul.

Didn't know, my bad. :D

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Noox

It can check also two :D

switch(bla|blo){case "bla" | "blo":printf("it works");break;}

Best regards,

Paul.

Didn't know, other than that what's the use of bitwise operators?

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leftas

Sorry, today I just misreading everything.

If I understood correctly you asking what is the point of bitwise in case or in switch ?

 

Best regards,

Paul.

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Noox

Sorry, today I just misreading everything.

If I understood correctly you asking what is the point of bitwise in case or in switch ?

 

Best regards,

Paul.

No, what exactly is the use of bitwise operators outside of a switch, I never understood them.

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leftas

If I understood correctly, you asking what's mean of "^,&,|" ?

Sorry if I still didn't understood that :/

 

Best regards,
Paul.

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Noox

Pretty much that.

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Jitnaught

 

Sorry, today I just misreading everything.

If I understood correctly you asking what is the point of bitwise in case or in switch ?

 

Best regards,

Paul.

No, what exactly is the use of bitwise operators outside of a switch, I never understood them.

 

Hope this helps a little.

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Rugz007

Thank you guys for advices.... Btw the project is now closed and I will do the ctos Iv

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Noox

Thank you guys for advices.... Btw the project is now closed and I will do the ctos Iv

If I can ask, why do you release mods if you know you will never finish them?

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Rugz007

Dude I will remove bugs then the project is closed :p

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Jitnaught

Yes... remove the bugs like you did with all of your other mods.

I'm going to quote you in 2 months when it still isn't updated :p

Edited by LetsPlayOrDy

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leftas

brlq9.jpg

 

Best regards,

Paul.

 

Dude I will remove bugs then the project is closed :p

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Wiebrendh

Wow rugz, wait a sec, are you saying you stop this mod? LOL you have 3 unfinished and broken mods online.. XD

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Rugz007

Guys ... I will delete the 2 other mods okay?

Am I only the one who you guys can make fool of ?

=_=

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Wiebrendh

Guys ... I will delete the 2 other mods okay?

Am I only the one who you guys can make fool of ?

=_=

 

Well, actually, yeah

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Rugz007

:3 okay thanks :p

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DaBOSS54320

I used to announce sh*t too early all the time, usually I finish it anyway in order to not disappoint people but not always and if I do it is boring on my part because I have lost interest. I suggest waiting to announce mods until they are like 90% done so you don't disappoint anyone.

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Wiebrendh

I used to announce sh*t too early all the time, usually I finish it anyway in order to not disappoint people but not always and if I do it is boring on my part because I have lost interest. I suggest waiting to announce mods until they are like 90% done so you don't disappoint anyone.

 

I recognize that atm..

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InfamousSabre

 

I used to announce sh*t too early all the time, usually I finish it anyway in order to not disappoint people but not always and if I do it is boring on my part because I have lost interest. I suggest waiting to announce mods until they are like 90% done so you don't disappoint anyone.

 

I recognize that atm..

 

Same here.. lol

I just know that eventually I'll regain my interest in the project.

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