[Include] [INC]Advanced Vehicle Streamer/Cmds - NEW - UPDATED 18/04/08
#21

Really good taxi
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#22

haha redownload there were a few bugs in that last update - uploaded the wrong version of the file lol :S

incidentally lvdm normal version now compiles to 3.5MB - so im afraid we are back to large AMX filesizes - the good news is that its not a process or timer thing - i had to add about 1000000 variables to get the overall setvehicleparamsforplayer working lol

Hope it all works ok together...we can only hope lol...ENJOY!!!
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#23

nice, but will this be compatible with the vehicle saving functions from your freeroam world gamemode?

Thank You,
Allan(MoNeYPiMp)
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#24

yes pimp it should be but it will need seriously tweaked as the system will need to be fully integrated
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#25

ok, i was wondering if you could update your gamemode with this version of the streamer as i seriously tried to integrate it and as expected i failed miserably

Thank You,
Allan(MoNeYPiMp)
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#26

I may have some time this weekend to get that done but no promises lol :S
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#27

Код:
* i've tryed to addon that to my GF script and for some reason my pawno crash's..

and the fanctions like:

OnVehicleDeath, OnVehicleMod, OnVehicleRespray, OnVehiclePaintjob

are not exist.. (in my script..)

do i need to create them to get the INC work?
tAxI what is that version defrent from the others?

can you give us a changelog or somthing..?

and do i need to use the Vehiclestreamer that you released before that? (the filterscript)?

thanks.
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#28

the functions Onvehiclemod,onvehiclepaintjob,onvehiclerespray,on vehicledeath are all native to sa-mp, just most ppl dont know about them at all...i find people have never heard of them cos they are all vastly overlooked by coders

u dont need to create them u just need to add them to ur script as you would any other native callback...they shud be in a_samp somwhere

and as for using the filterscript u dont need anything else to run this...its an INC so it shud run with most ting independantly

ALSO PLEASE NOTE FOR EVERYONE - i refuse to run support for godfather or pen1 - they were good in their day but by todays standards of coding are annoyingly overcomplicated and stupid and i hate them both lol...personal opinion but they are so bloody overrated its stupid...all i hear is please make it work for godfather mode...thats a flat out NO from me now lol...i could do it but godfather gamemode is STUPID lol

yes i know thats immature but meh, we all need our vices don't we? and mine is hating the godfather mode lol
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#29

Yep well, this is still buggy as hell, spawns 10 million cars after sometime (yes, more than 10 minutes).
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#30

Quote:
Originally Posted by <tAxI>
I may have some time this weekend to get that done but no promises lol :S
hope you can get it done

Quote:
Originally Posted by Jashugan
Yep well, this is still buggy as hell, spawns 10 million cars after sometime (yes, more than 10 minutes).
well if your running pen no 1 don't expect miracles
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#31

IT WORKS OMFG IT ACTUALLY WORKS HURRAY!
I love you!
I love you!
This is the best

EDIT: oops i forgot to change the line in my server config, so it loaded the old version
Well i figured the problem is with the vehicle file loading,saving and setting up
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#32

what with GetVehiclePos i see that only the SetVehiclePos is on..

i need the Get one.

is it in progress or somthing?

*** other question..

How can i disable the AbandonedVehicle System? (that vehicle will not go back to the place they spawn after somtime..)

thanks.
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#33

You should make a sort of model tracker- if the next model will add one too many so the client crashes, skip it and post an error message?
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#34

it already does that but if u check the code the limit is 68 - thats a good limit for like normal cars but if u have a few more unique's in there then the limit would drop to around 60 models i imagine - I've been looking at a way to make a variable model limit based on each model's memory usage and the max that sa can use at any one time but the problems is working out the numbers and creating a system to manage that :S
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#35

I tried lowering it to 50, and it still crashes -.-'
So I'd say you might want to look at that code again.
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#36

Working nicely.. but always if ill put more 100-200 vehicles it will show me some of the part of that not all the vehicles..
wtf?
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#37

Any chance of a new version where the tracker is fixed?
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#38

robhol make sure its nothing in ur own script because unless u spawn all of the models at once theres no way it shud be crashing - by this i mean if u have over 65 models withing a 300m radius of you then yes this is a possibillity but unless u have over 65 models withing 300m of you then its not the model count :P - also if u have modified any of the defines at the top certain factors may be influenced and game might crash - its rather finely tuned as it is right now
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#39

I seem to have fixed it now. This is probably because I went nuts with a program I made and substituted vehicle types until I had like, 40 different types, and because I deleted car maps for entire LS. Gotta redo it. -.-'
Anyways, something else I noticed is that vehicles don't respawn unless they're "dead"- why not? :P I placed all the callbacks I was told to in the readme.
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#40

I tried using SetStreamVehicleParamsForPlayer instead of SetVehicleParamsForPlayer and it just doesn't compile, it says that it cant recognize "i" in row 411 in your include, i checked and indeed:
Код:
stock SetStreamVehicleParamsForPlayer(vstreamid,playerid,objective,doorslocked)
{
	PlI[i][vstreamid][obj] = objective;
	PlI[i][vstreamid][dlock] = doorslocked;
	if(VehicleInfo[vstreamid][spawned] == 1) {
	  UpdateVehicleParams(vstreamid);
	}
	return 1;
}
You see? the stock gets "playerid" but uses "i", i changed it to playerid and it compiles with no warnings, but doesn’t work in game. i assume its something with UpdateVehicleParams, but u probably know better.. if u already released a fix for it and i have an older version, sorry.
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