mergevos / open-vehicle-plus Goto Github PK
View Code? Open in Web Editor NEWModify your vehicles however you want. From top to bottom.
Modify your vehicles however you want. From top to bottom.
Is it better to add some functionality like getting the vehicle mass, vehicle speed etc.
I just wanna report this warning after compiling can you please fix this? cuz its annoying
warning 203: symbol is never used: "_yT@__Vehicle_DistanceTravelled"
warning 203: symbol is never used: "_yT@__Vehicle_HealthTrack"
On sa-mp 0.3x i recall issues with having no control over which variant is spawning.
I asked on the sa-mp discord if there was any way to control this but that thread has remained unanswered for 2 weeks.
Specifically, the ZR350 may spawn with a rear spoiler, or it may not, it's random.
There are a handful of vehicles that have this feature but none-the-less I'd like to have control over this.
As the doors' states are implemented, the functions for improving expereience with them, allowing you to remove or make the particular door damaged should be improved.
The example would be this:
Vehicle_SetDoorsHealthState(vehicleid, VehicleDoor_Tag: door, state)
I'm trying recognize the vehicle bumpers with the" Vehicle_GetPanelsCondition", the system recognizes the front bumper as a back bumper, the back bumper doesn't even recognize.
CMD:test(playerid, params[])
{
new VEHICLE_PANELS_CONDITION: front_left, VEHICLE_PANELS_CONDITION: front_right, VEHICLE_PANELS_CONDITION: back_left, VEHICLE_PANELS_CONDITION: back_right, VEHICLE_PANELS_CONDITION: front_bumper, VEHICLE_PANELS_CONDITION: back_bumper, VEHICLE_PANELS_CONDITION: windshield;
Vehicle_GetPanelsCondition(GetPlayerVehicleID(playerid), front_left, front_right, back_left, back_right, front_bumper, back_bumper, windshield);
SendClientMessage(playerid, -1, "front_bumper: %d | back_bumper: %d", front_bumper, back_bumper);
return 1;
}
Screens, logs:
[18:27:55] front_bumper: 0 | back_bumper: 2
[18:28:25] front_bumper: 0 | back_bumper: 3
18:28:42] front_bumper: 0 | back_bumper: 3
What happens if the iterator (Vehicle_Iter
) is full? You should add a check for that
if (idx == INVALID_ITERATOR_SLOT) return 0;
https://github.com/Mergevos/samp-vehicle-framework/blob/master/vehicle_framework.inc#L69
https://github.com/Mergevos/samp-vehicle-framework/blob/master/vehicle_framework.inc#L100
We'have discussed this on Discord. Vehicle_HealthTrack
timer has created under Vehicle_Create
but when the vehicle is destroyed, the timer still runs.
Implement tire states via this example:
Vehicle_SetTireState(vehicleid, TireState_Tag: status)
enum TireState_Tag {
popped,
nonpopped
};
There is a mistakes on your code on line 1792 its supposed to be IsValidVehicle(vehicleid) not IsValidVehicle(id)
vehicle_plus.inc(1792) : error 017: undefined symbol "id"; did you mean "I@"?
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