Junior_Djjr Posted August 3, 2018 Share Posted August 3, 2018 (edited) We can apply active physics to a NPC vehicle by setting bit 3 at CVehicle+0x36 (TypeStatus) (as I did in Real Traffic Fix mod), but active physics cost a lot of CPU (60 to 40 FPS) I want to disable the active physics when the car is far and/or not visible on camera. I tried to clear that bit, worked, but the car is teleported. If I understood correctly, whenever this bit is cleared (after enabled), the car is teleported to the next node (but not exactly, I think). Here is a minimal script to test it: {$CLEO} 0000: while true wait 0 00A0: store_actor $PLAYER_ACTOR position_to 29@ 30@ 31@ if 0AE2: 0@ = random_vehicle_near_point 29@ 30@ 31@ in_radius 200.0 find_next false pass_wrecked true then repeat 0A97: 5@ = car 0@ struct 5@ += 0x36 //mnTypeStatus 0A8D: 6@ = read_memory 5@ size 1 vp 0 if 08B7: test 6@ bit 3 // physics set then 08C3: clear 6@ bit 3 // disable else 08BD: set 6@ bit 3 // enable end 0A8C: write_memory 5@ size 1 value 6@ vp 0 until 8AE2: not 0@ = random_vehicle_near_point 29@ 30@ 31@ in_radius 200.0 find_next true pass_wrecked true end end This will enable and disable physics every frame. Here is the result: I tried CAutomobile::PlaceOnRoadProperly (0x006AF420), no sucess. Edited August 3, 2018 by Junior_Djjr RyanDri3957V, Leinad, _Israel_ and 2 others 5 Link to comment https://gtaforums.com/topic/913611-disable-active-physics-on-npc-vehicles/ Share on other sites More sharing options...
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