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.
GTA Juggernaut Group: Moderators
Joined: Jan 7, 2004
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
I wonder why a lot of good ideas will be only released in the 5.0.
But it's SOMETHING, it's not bad
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.
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