Few Suggetsions, yet again

Started by Kewun, Aug 21, 2016, 08:58 AM

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Kewun

[Server] event onPlayerPassRedLightTrafficLight
[Server] function player.FadeCamera
[Server] event onPlayerPassGreenLightTrafficLight


would be cool to also see synced traffic lights. ( i think they are synced ? )

You know the idea, i want to add a rp  feature when player drives past red light, gets fined with $200 in game

plz add those events !!! :

Xmair

This can be done with scripting.

Credits to Boystang!

VU Full Member | VCDC 6 Coordinator & Scripter | EG A/D Contributor | Developer of VCCNR | Developer of KTB | Ex-Scripter of EAD

KAKAN

Quote from: Xmair on Aug 21, 2016, 12:20 PMThis can be done with scripting.
but not efficient and will consume much time. Synced traffic lights are something which is needed for a good racing/rpg server.
oh no

DizzasTeR

The only thing needed is synced traffic lights and a function to set their state ( red/yellow/green ). If that's done then you can achieve what he wants.

Kewun

i just wish these functions and events get added 8) i want use them for my rp serv

Kewun

Quote from: Xmair on Aug 21, 2016, 12:20 PMThis can be done with scripting.

done with scripting already??? impossible.

well possible, if using distance shits and saving and timers and shit but takes way too long time

but would be better to see those events functions

Xmair


Credits to Boystang!

VU Full Member | VCDC 6 Coordinator & Scripter | EG A/D Contributor | Developer of VCCNR | Developer of KTB | Ex-Scripter of EAD

Kewun

#7
lol ill have to try   laziness too much coding

Murdock

Traffic lights are not synced. I suggest making a custom object with 2dfx to create a custom traffic light

Stormeus

Quote from: KAKAN on Aug 21, 2016, 12:29 PM
Quote from: Xmair on Aug 21, 2016, 12:20 PMThis can be done with scripting.
but not efficient and will consume much time.

Hint: those functions wouldn't be efficient for us to implement in the client/server architecture either.

As far as synced traffic lights go, we already had an implementation for it done, but it's been disabled for now due to warping issues.

Kewun

Quote from: Stormeus on Aug 21, 2016, 10:52 PM
Quote from: KAKAN on Aug 21, 2016, 12:29 PM
Quote from: Xmair on Aug 21, 2016, 12:20 PMThis can be done with scripting.
but not efficient and will consume much time.

Hint: those functions wouldn't be efficient for us to implement in the client/server architecture either.

As far as synced traffic lights go, we already had an implementation for it done, but it's been disabled for now due to warping issues.

so will it be in future?

Stormeus

Quote from: Kewun on Aug 22, 2016, 06:11 AM
Quote from: Stormeus on Aug 21, 2016, 10:52 PM
Quote from: KAKAN on Aug 21, 2016, 12:29 PM
Quote from: Xmair on Aug 21, 2016, 12:20 PMThis can be done with scripting.
but not efficient and will consume much time.

Hint: those functions wouldn't be efficient for us to implement in the client/server architecture either.

As far as synced traffic lights go, we already had an implementation for it done, but it's been disabled for now due to warping issues.

so will it be in future?

Yes.

Kewun

#12
cool then, time to smoke patience.

edit: damn i want so super hardly those events ;v

KAKAN

Quote from: Kewun on Aug 22, 2016, 02:19 PMedit: damn i want so super hardly those events ;v
Quote from: Murdock on Aug 21, 2016, 10:19 PMTraffic lights are not synced. I suggest making a custom object with 2dfx to create a custom traffic light
If you implement events, then it will be the same as onPlayerMove.
oh no

Kewun

then if i use onplayer move..

function onPlayerMove(player, .. other params 'n' shits )
{
if ( player.Pos.Distance(Vector(953,953,953) < 1 )
{
if ( FindObject(0).Model == redlight) {
MessagePlayer("you will be fined because you drived trought red light",player)
player.Cash -= 500;
}
}

and i get like 10 spam messages of this :/