05.09.2015, 12:00
Quote:
So that\'s the reason why your script acts a lot better on slopes. The only disadvantage is that it doesn\'t look as smooth when taking curves. I really like what you\'ve done here, the NPCs just can\'t be perfect yet. You should save Drivers[driverid][nCurNode] in a variable in the FCNPC_OnReachDestination callback, it would make the code look a lot better and it should be a tiny-tiny bit faster as you\'re using it many times.
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But I get closer with every little thing I add, so let\'s see what\'s possible..
For the next version, ColAndreas will be needed for that.
This fixes many broken GPS nodes during route calculations and also 95% perfect rotations on the X axis. Even in tunnels or on more "detailed" surfaces.
And it\'s not any slower than MapAndreas.
For the CurNode variable, I will do it for the next version, also many other little improvements.