[Include] EngineX (Aircrafts manipulation)
#4

Press F5 what is your upload/download rate using this? I also would think there is going to be a shit load of de-sync issues with this because the position of objects is going to be slightly different for every player. From my experience this is taken directly from the balloon script used on the DayZ server. I quickly discovered that the streamer updates way too slowly to stop and move the best way was to use regular objects. I also quickly discovered that you absolutely have to set the position to sync the position for players. You have a great idea but unfortunately I believe your expectations are WAY too high and you are sacrificing quality over quantity with likely shoddy results.

Код:
	switch(Balloons[balloonid][BALLOON_STATE])
			{
				case BALLOON_STATE_DOWN:
				{
					new Float:cz;
					CA_RayCastLine(x, y, z, x, y, z-1000.0, x, y, cz);

					if(z - cz < 3.5)
					{
						StopObject(Balloons[balloonid][BalloonObjectID]);
						GetObjectPos(Balloons[balloonid][BalloonObjectID], x, y, z);
						SetObjectPos(Balloons[balloonid][BalloonObjectID], x, y, z);
						Balloons[balloonid][BALLOON_STATE] = BALLOON_STATE_NONE;
	       				UpdateThrust(balloonid, "Landed");
					}
				}

				case BALLOON_STATE_FORWARD:
				{
					new Float:cx, Float:cy, Float:cz;
					GetPosInFrontOfObject(Balloons[balloonid][BalloonObjectID], 13.0, cx, cy, cz);
					GetObjectPos(Balloons[balloonid][BalloonObjectID], x, y, z);
					
					if(CA_RayCastLine(x, y, z, cx, cy, cz, cx, cy, cz))
					{
						StopObject(Balloons[balloonid][BalloonObjectID]);
						SetObjectPos(Balloons[balloonid][BalloonObjectID], x, y, z);
						Balloons[balloonid][BALLOON_STATE] = BALLOON_STATE_NONE;
						UpdateThrust(balloonid, "Blocked");
					}
				}

				case BALLOON_STATE_UPDATE_FORWARD:
				{

					new Float:cx, Float:cy, Float:cz;
					GetPosInFrontOfObject(Balloons[balloonid][BalloonObjectID], 13.0, cx, cy, cz);
					GetObjectPos(Balloons[balloonid][BalloonObjectID], x, y, z);
					
					if(!CA_RayCastLine(x, y, z, cx, cy, cz, cx, cy, cz))
					{
						StopObject(Balloons[balloonid][BalloonObjectID]);
						GetObjectPos(Balloons[balloonid][BalloonObjectID], x, y, z);
						SetObjectPos(Balloons[balloonid][BalloonObjectID], x, y, z);
	  					GetPosInFrontOfObject(Balloons[balloonid][BalloonObjectID], 6000.0, x, y, z);
						MoveObject(Balloons[balloonid][BalloonObjectID], x, y, z, BALLOON_FORWARD_SPEED);
						Balloons[balloonid][BALLOON_STATE] = BALLOON_STATE_FORWARD;
						UpdateThrust(balloonid, "Forward");
					}
					else
					{
						StopObject(Balloons[balloonid][BalloonObjectID]);
						GetObjectPos(Balloons[balloonid][BalloonObjectID], x, y, z);
						SetObjectPos(Balloons[balloonid][BalloonObjectID], x, y, z);
						Balloons[balloonid][BALLOON_STATE] = BALLOON_STATE_NONE;
						UpdateThrust(balloonid, "Blocked");
					}
				}
			}
		}
	}
}
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Messages In This Thread
EngineX (Aircrafts manipulation) - by AbyssMorgan - 10.02.2016, 15:51
Re: EngineX (Aircrafts manipulation) - by SecretBoss - 10.02.2016, 16:08
Re: EngineX (Aircrafts manipulation) - by Ritzy2K - 10.02.2016, 16:42
Re: EngineX (Aircrafts manipulation) - by Pottus - 10.02.2016, 17:07
Re: EngineX (Aircrafts manipulation) - by AbyssMorgan - 10.02.2016, 17:23
Re: EngineX (Aircrafts manipulation) - by Kar - 10.02.2016, 18:36
Re: EngineX (Aircrafts manipulation) - by AbyssMorgan - 10.02.2016, 18:38
Re: EngineX (Aircrafts manipulation) - by Amunra - 11.02.2016, 09:21
Re: EngineX (Aircrafts manipulation) - by TakeiT - 14.02.2016, 01:42
Re: EngineX (Aircrafts manipulation) - by Joron - 16.02.2016, 21:07
Re: EngineX (Aircrafts manipulation) - by AbyssMorgan - 17.02.2016, 07:46
Re: EngineX (Aircrafts manipulation) - by AbyssMorgan - 06.07.2016, 18:10
Re: EngineX (Aircrafts manipulation) - by AbyssMorgan - 09.07.2016, 08:05
Re: EngineX (Aircrafts manipulation) - by SyS - 09.07.2016, 10:22

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