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@DiNagano
Thank you for your comment!
Well, it may depend on your environment, but I just wanted to be safe in case something goes wrong...lol
Let's both work hard on script development!
@DrMomenAlbakkar
Thank you for your comment!
Even though it's version 2.0, it's still hard to tell what's changed...lol
To briefly list it all, the following changes have been made in version 2.0.
- Overall code overhaul
- Changes to the turn signal sound playback method
- Turn signal function using headlights (not recommended due to instability)
...and so on. The rest are minor specification changes.
As for what users will notice, I think the biggest change is the requirement for NAudio.
@DiNagano
Thank you for your comment!
Congratulations on making it yourself!
Have a great GTA 5 life!
おめでとうございます!(Omedetougozaimasu!)
@DiNagano
Thank you for your comment! I hope it helps!
ありがとうございました!(Arigatougozaimashita!)
@DrMomenAlbakkar
Thank you for your reply.
I'm relieved to hear that things have been resolved safely!
I'm really looking forward to it being released!
@DiNagano
Thank you for your comment.
I sincerely hope that you will be able to complete a script that implements your great ideas!
I'm not sure if it will be of any help, but I have published the Advanced Turn Signals source code on my GitHub, so I hope it will give you some development hints, such as the logic for automatically turning off the turn signals!
*I'm not very good at coding, so I've put everything in Class1.cs, which makes it a bit difficult to read, and the comments are in Japanese, so I'm not sure if it will be of any help...
Good luck!
@DrMomenAlbakkar
Thank you for your comment.
I'm not a programmer myself, so I'm not sure if I can be of any help, but when you say .net compatibility, what kind of errors specifically are you getting?
@DiNagano
Thank you for your reply.
I see it was in .net... lol It's a native function, so I've been looking for Function.Call (Native DB) lol
I checked, and I think you can implement a pseudo turn signal using the headlights by using this.
However, there were no taillights, so I'll have to think about it again... I think it's a passing grade if you think of it as a pseudo.
If you want to incorporate it into Advanced Turn Signals, we will implement it in v1.3.0, but it will take time because we have to rewrite the logic of the real car to a format compatible with the headlights. (I'm ashamed to say that I'm just creating it as a hobby and I'm not a professional programmer...)
If you don't mind, I'll get started, how about it?
Apology:
I apologize for answering that "implementation is difficult" due to my lack of understanding.
@DiNagano
Thank you for your reply.
This may sound a bit technical, but native functions are used like this in SHV.NET:
Function.Call(native function name, argument 1, argument 2, ...)
And the native function you suggested for retrieving the damage status of the headlights is used like this:
Function.Call(GET_IS_LEFT_VEHICLE_HEADLIGHT_DAMAGED, Game.Player.Character.CurrentVehicle)
For example, the native function to toggle the headlight operation can be used as follows:
Function.Call(SET_VEHICLE_LIGHTS, Game.Player.Character.CurrentVehicle, 0)
As you can see, native functions that can be modified have parameters (typically Bool or Int) for making changes.
However, for the native function that retrieves the headlight damage status, as indicated by the “GET” in its name, the only argument that can be specified is the target vehicle information.
Therefore, as you mentioned, GET_IS_LEFT_VEHICLE_HEADLIGHT_DAMAGED (or RIGHT) cannot be used to manipulate headlight damage and repair.
@DiNagano
Thank you for your suggestion!
I think that's a great idea.
It certainly seems like there is a native function to determine if a headlight is broken.
However, to be honest, I'm not sure if this can be implemented at the moment.
First, there is a way to damage a vehicle, and the native function requires information such as vehicle information, the XYZ coordinates of the damage, the amount of damage, and the angle from which the damage is caused.
In trainer mods, you can remove the doors and destroy them with pinpoint precision.
Some parts, like doors, have a function that allows you to destroy them with pinpoint precision, but headlights and taillights do not have this function.
So, if you are thinking of destroying something, I think you will need to use the damage native function mentioned earlier.
However, in that case, you will need information such as coordinates and angles.
Naturally, each vehicle model has different lamp positions, shapes, and sizes.
As a result, you will need to look up the position of the lamps on each vehicle and process them individually, such as this position for this vehicle, and this position for that vehicle, etc.
You also said that in addition to destroying things, you will also need a process to repair them.
As with the Trainer Mod, I don't think there is a command to fix a specific part. The door I mentioned earlier can be removed, but it cannot be pinpointed and reattached or newly generated. (Well, there may be a way to do it with doors, depending on how you do it.)
Therefore, it is generally only possible to fix everything with one Fix command, so if the door or window glass is broken or scratched and you run the turn signal processing suggested by you, the car will return to new condition.
I wonder if the direction will change if a simple turn signal mod is equipped with a vehicle repair function.
I tried to think of other ways to do it.
For example, instead of destroying the lights, I could change the brightness to simulate it. However, it seems that you cannot operate the left and right lights individually, and you can only change the brightness of both or turn them on and off.
It seems that the only thing you can do with each light is to determine whether it is broken, and you can't do anything else, or you can only do it for both lights.
Also, when creating the vehicle model, you can decide which are the headlights, which are the taillights, and which are the turn signals, but if headlights and taillights could be used in place of turn signals, I wonder if the purpose of turn signals would be diminished.
Rockstar may create vehicles without turn signals because they place importance on design even at the expense of turn signals. Of course, I'm sure there are players like DiNagano who are dissatisfied with this method.
And the reason other mod creators won't respond may be because they can't accommodate the large constraints of the specifications...