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GTA Modification Forums
Taxi mod need help
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nabnabnabn  |
Posted: Thursday, Jul 26 2012, 01:59
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Xbox modder

Group: Members
Joined: Aug 18, 2008


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Hi guys, I have been working on a mod wich is Taxi as I wrote on topic title and I keep having some problems with it. basically the main problem right now is that everytime someone hits the Taxi, the driver would get out to fight that person, and I don't want that. is that a way to make the driver STAY in the taxi no matter what?  I tried these and none of them helps: | CODE | 0526: set_actor 44@ stay_in_car_when_jacked 1 039E: set_actor 44@ locked 1 while_in_car 0816: set_actor 44@ dont_chase_victim 1 0946: set_actor 44@ actions_uninterupted_by_weapon_fire 0 |
none of them seems to help the driver continue driving also another thing wich I noticed, is there a way to make the driver drive normal? everytime I tell him to take me to a place he would drive like crazy and keep hitting other people and cars and many objects, and he doesnt remain on path. is there an opcode to fix this? this is what I'm using: | CODE | 03AB: set_car 45@ strong 1 04C4: store_coords_to 49@ 50@ 51@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 Car.SetDriverBehaviour(45@, FollowRoad) 00AE: set_car 45@ traffic_behaviour_to 1 // I tried 0 but he keeps stopping for everyone. Car.SetSpeedInstantly(45@, 5.0) Car.DriveTo(45@, 41@, 42@, 43@) Car.SetMaxSpeed(45@, 20.0) 03ED: set_car 45@ disable_flipped_explosion_when_empty 1 |
and also and I think it's the last simple problem could someone help me to make the payment seem real? I mean I don't want to make the Taxi driver take too much money or too low money and here is where I used for payment: | CODE | 04C4: store_coords_to 46@ 47@ 48@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0509: 52@ = distance_between_XY 49@ 50@ and_XY 46@ 47@ 0092: 52@ = float 52@ to_integer 52@ /= 20 |
as you can see, I used the distance opcode for the money. so 52@ is the distance. what this one does is get distance, convert it to integer and then divide it by 20 (this is the confusion I'm in) and then it takes away the amount of money from the player actor. so the reason I'm asking this is that I don't know how much is the price per meter in USA  so could someone tell me how much exactly it is?  and also is the distance opcode counts by meter or feet? thanks in advance.  Note: I only use main.scm because I'm a console user!
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fireguy109  |
Posted: Thursday, Jul 26 2012, 03:17
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Chronic post editor.

Group: Leone Family Mafia
Joined: Aug 30, 2010


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Nowadays in the US per-mile charges can run around three bucks (on top of the initial charge). In the times SA is set in, per-mile charges would probably still be around $1.70 or so. Keep in mind your script measures distance as the crow flies, so the distance is actually much greater since the car has to follow the roads and paths which most likely wind a bit, especially for long-distance trips. Therefore, you might want an even higher charge like $1.80 or so per mile. I think the distance opcode counts in in-game units (1 unit is usually about a yard), so | CODE | X [distance in units] / 1750 [roughly a mile, we'll say - converting value] = Y [new distance]
Y [new distance] * Z [cost per mile - could be between 1.6 and 1.9] + W [initial charge - $3 or so is realistic] = total cost |
If this makes the trips super cheap or super expensive, I was wrong about the measurement units. You may want to go with 1/2 or even 1/4 of that converting value, otherwise you'd end up with basically free taxi rides for short hops.  Also, if I may make a suggestion, why not program a limo/town car service alongside it? You could use the same script, just spawn an actor in nicer clothes and a Stretch instead of a Taxi, and use a much higher cost-per-mile. That way you could choose between the two. This post has been edited by fireguy109 on Thursday, Jul 26 2012, 03:45
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nabnabnabn  |
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Xbox modder

Group: Members
Joined: Aug 18, 2008


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| QUOTE (fireguy109 @ Thursday, Jul 26 2012, 03:17) | Nowadays in the US per-mile charges can run around three bucks (on top of the initial charge). In the times SA is set in, per-mile charges would probably still be around $1.70 or so. Keep in mind your script measures distance as the crow flies, so the distance is actually much greater since the car has to follow the roads and paths which most likely wind a bit, especially for long-distance trips. Therefore, you might want an even higher charge like $1.80 or so per mile. I think the distance opcode counts in in-game units (1 unit is usually about a yard), so
| CODE | X [distance in units] / 1750 [roughly a mile, we'll say - converting value] = Y [new distance]
Y [new distance] * Z [cost per mile - could be between 1.6 and 1.9] + W [initial charge - $3 or so is realistic] = total cost |
If this makes the trips super cheap or super expensive, I was wrong about the measurement units.
You may want to go with 1/2 or even 1/4 of that converting value, otherwise you'd end up with basically free taxi rides for short hops. 
Also, if I may make a suggestion, why not program a limo/town car service alongside it? You could use the same script, just spawn an actor in nicer clothes and a Stretch instead of a Taxi, and use a much higher cost-per-mile. That way you could choose between the two. |
hey again, This is what I did: | CODE | 04C4: store_coords_to 46@ 47@ 48@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0509: 52@ = distance_between_XY 49@ 50@ and_XY 46@ 47@ 0092: 52@ = float 52@ to_integer 52@ *= 2 52@ += 3 |
with this convertion, the cost from 8track stadium to CJ's house was 325$ isn't that kinda too high?  or did I do something wrong? what's pissing me off about this is that the driver would get out of his car everytime someone hits his car!! and yeah I also plan on doing the same with limo and probably another car that will have one of his gangs family driving it, so that it would be cheaper  and ... JUST HOW THE HECK DO I FORCE THE STUPID DRIVER STAY IN THE DARN TAXI?! This post has been edited by nabnabnabn on Friday, Jul 27 2012, 05:20
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