This topic was marked solved by its starter, on October 23rd, 06:57 AM

MEGAMIND

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Re: Drift Counter
« Reply #15,  »
Quote from umar4911 on October 22nd, 04:46 PM
Quote from MEGAMIND on October 22nd, 03:53 PM
Quote from umar4911 on October 22nd, 01:18 PM
Go through the GetHandlingData, you might come up with a solution.
My server already contains my every handling mod i created, dtift counter is something else, sort of a gui counter which counts for a vehicle slide , its easy to acheive in samp but not in vcmp so far
you want server side or client side?
the way it gets easier but ill prefer clientside

[SC]Spartan

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Re: Drift Counter
« Reply #16,  »
Are not you tired of writing the new features of your server? Do not you realize that your server is almost never online and nobody plays it? No offense

MEGAMIND

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Re: Drift Counter
« Reply #17,  »
Quote from [SC]Spartan on October 22nd, 07:44 PM
Are not you tired of writing the new features of your server? Do not you realize that your server is almost never online and nobody plays it? No offense
No one plays it? Yea right i get nearly a play count of almost 20 plrs in a day so yea its still better, and a heavy update is soon coming up so u better mind ur own work

umar4911

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Re: Drift Counter
« Reply #18,  »
Quote from MEGAMIND on October 22nd, 05:05 PM
Quote from umar4911 on October 22nd, 04:46 PM
Quote from MEGAMIND on October 22nd, 03:53 PM
Quote from umar4911 on October 22nd, 01:18 PM
Go through the GetHandlingData, you might come up with a solution.
My server already contains my every handling mod i created, dtift counter is something else, sort of a gui counter which counts for a vehicle slide , its easy to acheive in samp but not in vcmp so far
you want server side or client side?
the way it gets easier but ill prefer clientside
sp server side's complete? Means you calculated the drift distance and the reward?
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KingOfVC

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[13:51] <&RastySpoon> [10] =RKr=HearTz_Hz: MOL and gre and for noobs like imkiki

MEGAMIND

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Re: Drift Counter
« Reply #21,  »
Quote from umar4911 on October 23rd, 02:12 AM
Quote from MEGAMIND on October 22nd, 05:05 PM
Quote from umar4911 on October 22nd, 04:46 PM
Quote from MEGAMIND on October 22nd, 03:53 PM
Quote from umar4911 on October 22nd, 01:18 PM
Go through the GetHandlingData, you might come up with a solution.
My server already contains my every handling mod i created, dtift counter is something else, sort of a gui counter which counts for a vehicle slide , its easy to acheive in samp but not in vcmp so far
you want server side or client side?
the way it gets easier but ill prefer clientside
sp server side's complete? Means you calculated the drift distance and the reward?
nope havent just made it working properly drifting via handling

Motley

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Re: Drift Counter
« Reply #22,  »Last edited
I suppose I could write a drift counter if I had an accurate vehicle angle script as I can calculate: North, East, South, West, Ne, Nw, Sw, Se.

But to be honest  surface.dat multipliers, functions and constants should be added to the wiki. Liberty Unleashed has it and a drift counter could be created easily off there library.

An example of creating a random poly around a player http://forum.liberty-unleashed.co.uk/index.php/topic,2703.msg15477.html#msg15477.

With calculating the vehicle's facing angle, If it's facing North but moving east for two seconds begin a drift counter from there, or whatever is best to prevent random drift messages. I don't think it's wise to script on the event onPlayerMove as it's called way to many times.

Should be easy but time consuming

MEGAMIND

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Re: Drift Counter
« Reply #23,  »
Quote from Motley on October 23rd, 06:23 AM
I suppose I could write a drift counter if I had an accurate vehicle angle script as I can calculate: North, East, South, West, Ne, Nw, Sw, Se.

But to be honest  surface.dat multipliers, functions and constants should be added to the wiki. Liberty Unleashed has it and a drift counter could be created easily off there library.

An example of creating a random poly around a player http://forum.liberty-unleashed.co.uk/index.php/topic,2703.msg15477.html#msg15477.

With calculating the vehicle's facing angle, If it's facing North but moving east for two seconds begin a drift counter from there, or whatever is best to prevent random drift messages. I don't think it's wise to script on the event onPlayerMove as it's called way to many times.

Should be easy but time consuming
Appreciated but it is done ill be showing off a video in video/screenshots 8)