Pesquisa resultou em 172 ocorrências

por Junior_Djjr
27 Fev 2022, 08:45
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
Gênero:

Re: VehFuncs

Leinad escreveu:
27 Fev 2022, 04:22
Nuevo bug de VeFuncs 2.3
No, in VehFuncs v2.3 I literally just disabled a function that was erroneously being called for motorcycles, it's impossible for this to cause a bug like this.

Does this car have turn lights for IVF?
Does it use "swinging chassis" enabled?
The rotated part is called chassis or body?
por Junior_Djjr
20 Fev 2022, 05:42
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: VehFuncs

Zeneric escreveu:
14 Set 2019, 11:48
I don't think f_gear works properly with airplanes (or at least Shamal - haven't tested the other planes). Set Shamal fans at f_gear_mu=1.5 - fan speed didn't increase or decrease according to gas, just stays in constant speed. Changed _mu to 1.0, 2.0, and 99.0 - didn't make a difference.
See this clip I recorded:
Fixed (only 3 years to fix it, not bad)

Fixed bikes spinning bug too.
por Junior_Djjr
20 Set 2021, 05:38
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: VehFuncs

PRince4 escreveu:
18 Set 2021, 06:52
Ei, só queria perguntar uma coisa, se um modelo de carro vem com txds como name1, name2, name3 e assim por diante ... O VehFuncs iria carregá-los automaticamente em ordem aleatória no Spawn ou preciso adicionar as texturas dentro desses txds ao principal txd e renomeá-los lá?

English :
SpoilerAbrir
Hey, just wanted to ask something, if a car model comes with txds like name1, name2, name3 and so on.. Would VehFuncs automatically load them in randon order on Spawn or do I need to add the textures inside those txds to the main txd and rename them in there?
Isto não tem a ver com VehFuncs, esses .txd são os arquivos das paintjobs.
por Junior_Djjr
02 Mai 2021, 06:58
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: VehFuncs

Mysterdogg escreveu:
01 Mai 2021, 16:13
This could, as I suppose, easy to do, probably most data-related functions or characteristics are relatively simple to implement as Junior did with the double exhaust characteristic. 
mtruck isn't a flag, it's a vehicle type, it says how to build the vehicle model to create it in-game, like, car is different than a bike, and mtruck is different than car etc.
Mysterdogg escreveu:
01 Mai 2021, 16:13
DGV's escreveu:
18 Abr 2021, 13:28
adicionar a flag mtruck
This could, as I suppose, easy to do, probably most data-related functions or characteristics are relatively simple to implement as Junior did with the double exhaust characteristic.

Double exhaust - Github/Vehfuncs/characteristics.cpp:

Código: Selecionar tudo

		// Double exhaust smoke
		found = name.find("_dexh=");
		if (found != string::npos)
		{
			if (useLog) lg << "Charac: Found 'dexh' (double exhaust) at '" << name << "'\n";
			ExtendedData &xdata = xData.Get(vehicle);
			int enable = name[found + 6] - '0';
			if (enable) xdata.doubleExhaust = true;
			else xdata.doubleExhaust = false;
		}
My knowledge of C++ is not enough yet to implement this or any other similar characteristic into Vehfuncs, but it could be interesting to see it someday. Don't know if being a vehicles.ide value makes it harder to implement though. 
This code only marks the feature for future use.

But, yes, in this case was very very easy. It was used here:

Código: Selecionar tudo

		// Double exhaust
		if (xdata.doubleExhaust >= 0) 
		{
			if (bIndieVehicles) vehicle->m_pHandlingData->m_nModelFlags.m_bDoubleExhaust = xdata.doubleExhaust;
			else if (useLog) lg << "(ERROR) 'Double exhaust' need IndieVehicles.asi installed \n";
		}
por Junior_Djjr
23 Jan 2021, 07:53
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: VehFuncs

_F_ escreveu:
23 Jan 2021, 05:33
I don´t see any use of such function.

Although, one function that I´ve missed for a long time is a simple addition to the old _cl= function. Namely, having options for -1, -2, -3, and -4. Meaning that if for example the function is set up _cl=-,-1 the car´s primary color would be chosen from carcols.dat file and the secondary color is equal to the primary color. This is very very useful for cases of cars with regular and tuning classes, when for example the regular car has 2 toned body, but the tuning one should always have single tone, which is not possible to achieve right now.

The other upside is that this function literally raises the carcolors limit from 8 to 32. This is possible for example for cars with single color, by setting up carcols.dat lines with 8 pairs of x,y,z,w, and 4 VehFuncs classes (variant1_cl=-1,-,-,-, variant2_cl=-2,-,-,-, variant3_cl=-3,-,-,-, & variant4_cl=-4,-,-,-, )
Very useful function in my opinion
So
-2,-,-,-
The 2, 3 and 4 colors will be chosen from carcols, and color 1 will use the color 2?
por Junior_Djjr
07 Jan 2021, 18:58
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: VehFuncs

Yeah, we need some new feature, this is useful for tractor trailers too.
I don't know when, but maybe someday I create this...
por Junior_Djjr
04 Jan 2021, 01:18
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: VehFuncs

_F_ escreveu:
03 Jan 2021, 14:38
The trailers are supposed to move their front wheels by moving the the entire front axle (which is named misc_b by default game), but in game, the wheels turn parallelly (as supposed if the entire axle moved) but the axle object itself doesn´t move. Do you think it is possible to re-enable this feature? 
Brake hub feature.
But maybe misc_a will not work. I don't remember how f_hitch works, can be added as misc_a?
por Junior_Djjr
24 Dez 2020, 04:24
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: VehFuncs

Leinad escreveu:
23 Dez 2020, 22:08
f_taxilight doesn't work with added cars
and yes, the dummy is in the same place where the dummies exhaust, headlights, ped_frontseat are
The car is marked as "taxi" in .ide line?
So isn't VehFuncs limitation, maybe f92la or the game itself only applies that lights for taxi and cabbie, I don't know yet.
por Junior_Djjr
01 Dez 2020, 17:06
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: [GTA SA - VehFuncs - Ideia] Blur nas rodas

Já tá anotada há um tempinho.
https://github.com/JuniorDjjr/VehFuncs/issues/29
por Junior_Djjr
01 Dez 2020, 17:02
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: VehFuncs

set2523 escreveu:
01 Dez 2020, 16:37
cara, eu fiz um post de uma ideia para o Veh Funcs, mas ai lembrei dessa aba, sera que eu deixo lá, ou eu apago e posto aqui ?
Da próxima vez posta aqui mesmo, já basta.
por Junior_Djjr
01 Dez 2020, 07:34
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: VehFuncs

I can't release a new minor version, so I included something new (yes, this was very easy to do):


https://www.mixmods.com.br/2018/01/VehFuncs.html
por Junior_Djjr
30 Nov 2020, 19:47
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: VehFuncs

Literally nothing to do with limits, the problem is that numbers below 2 digits did not identify the comma (started looking for the comma after it).

I literally fixed it by just deleting a ++i
por Junior_Djjr
30 Nov 2020, 18:58
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: Ajuda Vidros VehFuncs

LuanWrx0128 escreveu:
30 Nov 2020, 01:39
e também o carro liga ele fecha os vidros sendo que eu queria aberto.
Ué, é só inverter, se ele sobe quando liga, mude o sinal positivo-negativo para abaixar. Tá negativo aí, só apague que fica positivo.
LuanWrx0128 escreveu:
30 Nov 2020, 01:39
Os senhores tem alguma noção de como faço para abrir sem entrar dentro da porta e a opção de ligar o carro baixar eles?
Isto aí vai ser chato, é difícil de seguir uma lógica, é melhor ir testando os valores do ângulo, atualizando o .dff no modloader para ver as alterações in-game.
É necessário adicionar um ângulo a mais, provavelmente um ax=10 ou algo assim para o vidro também rotacionar, pois um vidro não sobe e desce 100% reto, é curvo.
por Junior_Djjr
29 Nov 2020, 01:45
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
Gênero:

Re: VehFuncs

_F_ escreveu:
28 Nov 2020, 12:12
Hi Junior.

Unfortunately I have found a major error with the engine sound change function (_se= ). Apparently there is some sort of limit to how many times the IDs can be used or so. And if it exceeds that number the game will crash (VehFuncs log gives no error message and modloader error log says it is because of VehFuncs.asi).
Therefore, the =se function is a very dangerous as if people install car mods without knowing if those cars use =se functions they will get game crashes without knowing why.
I´m very sad that this happens as this has been the only new major function since very long time and it is unstable, so I must avoid using it :(
Try to find a specific limit, a way to reproduce as minimal as possible.
Prefer to test it removing all game traffic (MixSets), keep spawning some, try to use same or different IDs etc and tell me exactly the problem (same or different vehicles, same or different IDs). This helps me to fix it faster since I'm busy.
por Junior_Djjr
10 Nov 2020, 18:23
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77655
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Re: Additional functions for VehFuncs

minecraftmach04 escreveu:
10 Nov 2020, 17:33
Junior_Djjr escreveu:
06 Nov 2020, 08:25
AlexG escreveu:
06 Nov 2020, 02:04
I understand, but is it the same situation for the crane functions?
This is very complex for something that practically nobody in the world will use. 
Tell me mister Junior_Djjr, would it be possible to achieve the speedometer system of the GTA V (Texture moving) [Dashglow - Dials] with only the name of the part? 
Why texture moving?

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