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RIV Requests
Topic Started: Aug 2 2012, 01:44:38 AM (3,265 Views)
KSofts
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badassmoFo

Hey people.
I'm actually improving and developping v1.2, and I would like to know if you have some ideas of what you would like to have/see on v1.2 and next versions. ^_^

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cornelius
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I dont know the if it is possible but working digital readouts could be nice.
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34R1
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OG Crew

^ I agree that would be a nice feature.
Edited by 34R1, Aug 2 2012, 02:04:49 AM.
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Chipicao
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Fish swim, I fly

Working GPS map :D
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busiata
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^ :D I wish it's possible

Fuel gauge and refill necessity maybe?
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KSofts
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badassmoFo

Finally something donable in .net LOL
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cornelius
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busiata
Aug 2 2012, 02:34:28 AM
^ :D I wish it's possible

Fuel gauge and refill necessity maybe?
Then temperature gauge could be nice aswell.
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KSofts
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badassmoFo

Quote:
 
Then temperature gauge could be nice aswell.


Tricolore has it already :p
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cornelius
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Slyde
Aug 2 2012, 03:30:20 AM
Quote:
 
Then temperature gauge could be nice aswell.


Tricolore has it already :p
What about windscreen wipers :D
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KSofts
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badassmoFo

I can do Temp, gaz, wipers, windows...

BUT, a car only has 6 usable doors, which means if you take a 2door, you have 4 doors left. 1 for Steer, 1 for REV, 1 for Speed, you only have a Door left. That door can be used as Boot, Bonnet, Temp needle, Gaz Needle, Wiper (if the car has only one), a window...

The problem with wipers is the most of the windscreens are not planar, which means the wiper will go out/in the windshield most of the times, so it's useless...
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cornelius
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you can put an indication script and can do moving indicator stalks

there are many many options as I can see.

But I was wondering what could be done to the cars which have digital gauges like aventador, range rover, etc.

Is there a possibility in the future to RIV them?
Edited by cornelius, Aug 2 2012, 03:49:05 AM.
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KSofts
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badassmoFo

I don't think so, at least using .net.
.netScripthook is very, Very limited. I'm actually studying scripthook c++, and there are some, interesting natives like:

  • NATIVE_SET_CAR_TRACTION
  • NATIVE_GET_RANDOM_CAR_NODE
  • NATIVE_SET_CAR_STRONG
  • NATIVE_SET_GANG_CAR
  • NATIVE_SET_VEH_HAS_STRONG_AXLES
  • and many, many, many, many... others


and some very interesting methods:

  • static void ControlCarDoor(Vehicle vehicle, eVehicleDoor door, u32 unknown_maybe_open, f32 angle)
  • static void GetDoorAngleRatio(Vehicle vehicle, eVehicleDoor door, f32 *pAngleRatio)
  • static void OpenCarDoor(Vehicle vehicle, eVehicleDoor door)
  • static void ShutCarDoor(Vehicle vehicle, eVehicleDoor door)
  • static void ResetCarWheels(ScriptAny p0, ScriptAny p1)
  • static void SetObjectRotation(ScriptAny p0, ScriptAny p1, ScriptAny p2, ScriptAny p3)
  • static void SetVehicleSteerBias(ScriptAny p0, ScriptAny p1)
  • ...

Edited by KSofts, Aug 2 2012, 04:25:53 AM.
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34R1
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OG Crew

Nice finds Slyde, seems like there are many options that you can do
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cornelius
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I dont understand anything about your post :D . But that six dorrs is limiting lots of things.

If you could find a way to get this working without doors or manage to raise number of doors. You will be golden ;)
Edited by cornelius, Aug 2 2012, 04:41:06 AM.
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busiata
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In IV, there was a mission when Niko had to deliver a dead guy's body that was hidden in the car's trunk. The body isn't car's extra, which means it was attached somehow. Is there any function, native, whatever, to attach map objects (like in S.A.) to the car?
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KSofts
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badassmoFo

Yup, there are some:


  • attach car to object
  • attach car to car
  • attach car to car physically
  • attach ped to car
  • ...
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busiata
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Object to car?
Any functions to move/rotate attached objects?
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KSofts
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badassmoFo

Yup, there's a method to rotate objects.

i see what you mean, but i don't think it's possible...
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busiata
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That's bad, I remember using this method in MTA:SA some time ago. Bad it can't be used in IV too.
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Threepwood
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CLEOticCHAOtic

Just to get that right.. you are going to redo EPM functions? So no longer "can work together" option (openable windows/parts..) ?

BTW the rotate/move objects is possible. But as far as I researched, those parts are not "glued" to the car, they are more like bound with a gummy rope. The faster you drive or the bigger the moment of movement is, the more it shakes/gets moved away from the car. Might be a matter of settings tho, I did not fully test that to its limits.
Edited by Threepwood, Aug 2 2012, 08:35:26 AM.
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