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 Driving Cars

 Damn easy, why aren't you implementing?
 
gtasearcher  
Posted: Tuesday, Apr 7 2009, 12:48
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No sh*t.
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Why aren't you implementing the AI Car Drive? It's damn easy, I made a simple CLEO that, when you press HOME, you start it, press X to choose starting pos, then press X to choose the ending pos, then press X to view a short 7,5 seconds movie of the car driving itself thru the planned route.

Here's a vid:


And here's the source code:
CODE
{$CLEO .cs}
thread 'TEST'
jump @1

:1
wait 0
if
0AB0: 36
jf @1
if
0449:   actor $PLAYER_ACTOR in_a_car
jf @1
wait 0
03C0: 0@ = actor $PLAYER_ACTOR car
wait 0
gosub @def
wait 0
gosub @2
Car.StorePos(0@, 1@, 2@, 3@)
4@ = Car.Angle(0@)
wait 1000
gosub @2
CAR.StorePos(0@, 5@, 6@, 7@)
wait 1000
gosub @2
wait 0
fade 0 1500
wait 1500
0792: disembark_instantly_actor $PLAYER_ACTOR
wait 0
Car.PutAt(0@, 1@, 2@, 3@)
cAR.Angle(0@) = 4@
wait 0
Car.DriveTo(0@, 5@, 6@, 7@)
wait 0
0679: put_camera_on_car 0@ with_offset 5.0 7.0 0.0 rotation 0.0 0.0 0 0.0 2
wait 0
fade 1 1500
wait 0
02A3: enable_widescreen 1
wait 7500
fade 0 1500
wait 1500
Car.RemoveReferences(0@)
fade 1 1500
wait 0
02A3: enable_widescreen 0
Camera.Restore()
wait 0
jump @1

:2
wait 0
if
0AB0: 88
jf @2
return

:def
wait 0
if
856E:   not car 0@ defined
0AA1: return_if_false
wait 0
jump @def


This post has been edited by gtasearcher on Wednesday, Apr 8 2009, 04:26
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Sniputer  
Posted: Tuesday, Apr 7 2009, 12:56
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So if this makes it to DYOM, the car driving animation is possible?
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PatrickW  
Posted: Tuesday, Apr 7 2009, 13:31
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We have similar code already, even a bit more sophisticated, with multiple route-points.
But the problem is that in DYOM, many more factors have to be taken into consideration, for example the fact that the car may have to drive into an area that the player hasn't visited yet. This can cause serious problems, as the collision models of the roads aren't loaded than, so the vehicle will sink through the floor.
But even that will be solvable.

Furthermore it will have to be integrated in the whole DYOM environment: menu's, memory-storage, file-storage. Also editing/deleting have to be implemented.

It's quite easy to create such a simple sandbox proto-type (which we are more than capable to do), but it's much harder to get it integrated and working in all possible circumstances.

But you can be assured that such functionality will be available in the V5 release, as we've said before.


BTW:
Why are you putting a "wait 0" on every other line of your CLEO script ?

This post has been edited by PatrickW on Tuesday, Apr 7 2009, 13:37
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Sniputer  
Posted: Tuesday, Apr 7 2009, 13:33
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Yay, car thing confirmed. Now all we need to know when this V5 will come?
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TNTX32  
Posted: Tuesday, Apr 7 2009, 14:51
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HAAAAAXXX!!!
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I wonder why a lot of good ideas will be only released in the 5.0.

But it's SOMETHING, it's not bad colgate.gif

But yes, PatrickW is alright about the car problem.

The LOCATION of where the car go, the ROUTE, the PATH and everything else needs to be STORED in a .DAT. And you will also can Edit and Delete it! So it's not that easy.
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gtasearcher  
Posted: Wednesday, Apr 8 2009, 04:32
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No sh*t.
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QUOTE (PatrickW @ Apr 7 2009, 13:31)
BTW:
Why are you putting a "wait 0" on every other line of your CLEO script ?

I know I shouldn't, but when I was a newbie in scripting, I forgot to put a "wait 0" in my loops, which caused my game always to crash without warning --> had to restart the PC --> sometimes the PC will not work anymore....

And now, for safety, I use load's o' waits...

QUOTE (TNTX32)
The LOCATION of where the car go, the ROUTE, the PATH and everything else needs to be STORED in a .DAT.
CODE
{$CLEO .cs}
thread 'TEST'
jump @1

:1
wait 0
if
0AB0: 36
jf @1
if
0449:   actor $PLAYER_ACTOR in_a_car
jf @1
wait 0
03C0: 0@ = actor $PLAYER_ACTOR car
wait 0
gosub @def
wait 0
0A99: chdir 1 // User Files Directory
wait 0
if
0AAB:  file_exists "car_route.dat"
then
wait 0
repeat
wait 0
0A9A: 8@ = openfile "car_route.dat" mode 0x6272  // opens the file for binary reading
until 0A9A: 8@ = openfile "car_route.dat" mode 0x6272  // checks the open of the file for binary reading
wait 0
0A9D: readfile 8@ size 4 to 1@
0A9D: readfile 8@ size 4 to 2@
0A9D: readfile 8@ size 4 to 3@
0A9D: readfile 8@ size 4 to 4@
0A9D: readfile 8@ size 4 to 5@
0A9D: readfile 8@ size 4 to 6@
0A9D: readfile 8@ size 4 to 7@
wait 0
0A9B: closefile 8@
wait 0
jump @car_drive
end
wait 0
gosub @2
Car.StorePos(0@, 1@, 2@, 3@)
4@ = Car.Angle(0@)
wait 1000
gosub @2
CAR.StorePos(0@, 5@, 6@, 7@)
wait 1000
gosub @2
wait 0
jump @car_drive

:car_drive
wait 0
fade 0 1500
wait 1500
0792: disembark_instantly_actor $PLAYER_ACTOR
wait 0
Car.PutAt(0@, 1@, 2@, 3@)
cAR.Angle(0@) = 4@
wait 0
Car.DriveTo(0@, 5@, 6@, 7@)
wait 0
0679: put_camera_on_car 0@ with_offset 5.0 7.0 0.0 rotation 0.0 0.0 0 0.0 2
wait 0
fade 1 1500
wait 0
02A3: enable_widescreen 1
wait 7500
fade 0 1500
wait 1500
Car.RemoveReferences(0@)
fade 1 1500
wait 0
0A99: chdir 1 // User Files Directory
wait 0
repeat
wait 0
0A9A: 8@ = openfile "car_route.dat" mode 0x6277  // opens the file for binary writing
until 0A9A: 8@ = openfile "car_route.dat" mode 0x6277  // checks the open of the file for binary writing
wait 0
0A9E: writefile 8@ size 4 from 1@
0A9E: writefile 8@ size 4 from 2@
0A9E: writefile 8@ size 4 from 3@
0A9E: writefile 8@ size 4 from 4@
0A9E: writefile 8@ size 4 from 5@
0A9E: writefile 8@ size 4 from 6@
0A9E: writefile 8@ size 4 from 7@
wait 0
0A9B: closefile 8@
02A3: enable_widescreen 0
wait 0
jump @1

:2
wait 0
if
0AB0: 88
jf @2
return

:def
wait 0
if
856E:   not car 0@ defined
0AA1: return_if_false
wait 0
jump @def


This post has been edited by gtasearcher on Wednesday, Apr 8 2009, 04:40
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PatrickW  
Posted: Wednesday, Apr 8 2009, 07:13
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What's your point ?

Did you really think that we don't know how to store 8 variables in a file ? suicidal.gif

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gtasearcher  
Posted: Wednesday, Apr 8 2009, 07:17
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No sh*t.
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QUOTE (PatrickW @ Apr 8 2009, 07:13)
What's your point ?

Did you really think that we don't know how to store 8 variables in a file ? suicidal.gif

Nope, I was just answering TNTX32 afirmation.
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TNTX32  
Posted: Wednesday, Apr 8 2009, 07:39
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HAAAAAXXX!!!
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QUOTE (gtasearcher @ Apr 8 2009, 07:17)
QUOTE (PatrickW @ Apr 8 2009, 07:13)
What's your point ?

Did you really think that we don't know how to store 8 variables in a file ?  suicidal.gif

Nope, I was just answering TNTX32 afirmation.

I don't know anything about CLEO Coding...

But just wait for 5.0! After all the best of all is to wait for a better thing!
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12jango  
Posted: Friday, Apr 10 2009, 01:55
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"This is not revenge! This is entertainment!"
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Yeah, happy new year. alien.gif alien.gif alien.gif
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Sniputer  
Posted: Friday, Apr 10 2009, 07:59
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IM NOT COMING HERE ANYMORE
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HAPPY NEW YEAR? WHAT THE...?

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TNTX32  
Posted: Friday, Apr 10 2009, 14:43
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HAAAAAXXX!!!
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12jango, this is not the attention whore forum, STFU and GTFO sleepy.gif

This post has been edited by TNTX32 on Friday, Apr 10 2009, 14:49
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12jango  
Posted: Saturday, Apr 11 2009, 12:18
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"This is not revenge! This is entertainment!"
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You're welcome.
I really hope that the version 5 have those features, actors driving cars. That would be great! alien.gif alien.gif

This post has been edited by 12jango on Monday, Apr 13 2009, 14:18
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TNTX32  
Posted: Monday, Apr 13 2009, 18:24
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I think oldmans riding their bicycles would be good first.
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Ragga1  
Posted: Monday, Apr 13 2009, 19:15
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QUOTE (TNTX32 @ Apr 13 2009, 18:24)
I think oldmans riding their bicycles would be good first.

Uhh, what`s the difference?Just a different ped and vehicle model...
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TNTX32  
Posted: Sunday, Apr 19 2009, 13:46
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Not if a fireman drives a Stunt Plane. bored.gif
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Ragga1  
Posted: Sunday, Apr 19 2009, 16:09
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QUOTE (TNTX32 @ Apr 19 2009, 13:46)
Not if a fireman drives a Stunt Plane. bored.gif

As far as I remember, it`s basically different handling.
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_-=Zombie=-_  
Posted: Sunday, Apr 19 2009, 20:20
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handling has nothing to do with the drivers of the vehicles.
unless you mean something else
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TNTX32  
Posted: Monday, Apr 20 2009, 09:24
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No.

The fireman is a SPECIAL ACTOR - And the Stunt Plane is not a normal vehicle:

It needs special paths and special flying parameters.

suicidal.gif
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