@Regash said in [SCRIPT] [WIP] - Drag Meets 2.0:
@Eddlm said in [SCRIPT] [WIP] - Drag Meets 2.0:
You guys really like parachutes on cars 
Well, after thinking a bit about that, I realized only high class drag racers use parachutes, meaning Funny Cars or Top Fuelers. (Exceptions confirm the rule!
) Since we don't have cars like that in the game, maybe the use of parachutes should/could be limited to EMS upgrade 4 vehicles only, maybe even with an option in the config.ini.
I can dynamically apply them based on rules, EMS4 and Supercar class, for example.
Or a specific list of cars.
Speaking of the config.ini, I think it is pretty clear and easy to handle, no complaints there from my corner. I'm pretty sure even less experienced users will be able to set the values to their liking. And the option for manual spawning of the meets is just plain AWESOME!
Nice. It will also avoid a lot of issues people had. And will stop occupying everyone's airports lol
The "engine multiplier thing" is something that is available in ENT, yes, I know about it. That is why I thought you could use it to make cars faster, since you were talking about career mode. Starting with a stock buccaneer and in the end having a 2000 HP dragstrip monster, that was what I envisioned when I read about "career mode".
Didn't know that you use it to simulate something else. Would it be possible to have a separate PowerMultiplier for each car? Since I don't know how you handle it in your script, maybe you could calculate it from something like a general boost representing the upgrade of the car itself and a smaller value added by tire usage and burnouts, if you get my meaning. Like a normal car with EMS upgrade 4 has PowerMultiplier of x1, you upgraded to x10 already and burnout + tires will ad another x1.5, so the car, after making a burnout now has a PM of x11,5 for that one race only?
You can have a separate multiplier for each car, yeah.
Old Drag Meet aldeady did this the Lost van and one Regina had a big power multiplier to show they were custom.
By the way, in the config file you speak of high end and street tires. Which are considered "street"? In my game there are Bennys 2 different types, high end, sports, tuner, muscle, lowrider, SUV and and offroad rims. (Hope I didn't forget any.) Or are we talking about the actual tires, not the rims? Meaning there are normal tires and these who are called custom tires? It would make more sense if custom tires gave the boost, since the rims are just a hunk of metal, basically. So... Question 4: Is it the type of rims that have an effect on performance or is it the custom tires? (Question answered, see below.)
I meant Sport tires. Its the wheel type what's taken into account.
So the wheelie part of the new script actually prevents cars with high upgrades of suspension to do wheelies? Hmmm... Don't know if that makes any sense. The questions here rather are: a) if the engine has enough power and b) if the tires have enough grip. So a wheelie on a dirt surface is rather impossible as you can't get the tires to stick to the ground and let the engine power lift the body of the car. It should rather depend on engine power (PM and/or EMS upgrade 3 or 4) and grip (warm tires and tire type) rather than suspension. And only on asphalt/tarmac, never on dirt!
Well, lower cars shouldn't be able to lift, by my logic.
EDIT: After a couple of races, I saw some things that I'd like to mention:
- The script always chooses the rightmost lane for the player.
Because it always chooses the player first. Little I can do except some internal magic, which I'll try.
- You're not notified that you have to race and your opponent is not announced.
Its coded but disabled for testing, I was testing 10-wide car racers at the time and the screen got cluttered quickly.
- All spawned cars seem to have primary and secondary color always the same, single colored cars only.
- AI drivers tend to drive in circles when seemingly unable to find a route to the starting line. (I force them out of the circle to make them respawn somewhere else or recalculating their route.)
GTA AI.
- The stage arrow disappearing when player positioned correctly at the starting line is awesome!
- The grip really depends on using sports or high end rims. Please reconsider!
Reconsider what? Make it depend more on the engine?
- Sandy Shores brake zone is way to short, AI always goes over the edge. We need parachutes!

Check out the Distance Multiplier inside the .ini.
- Named AI drivers like Eddlm or SPECTA seem to have a personhal wallet with money in it. Maybe for player too, so upgrades in form of PowerMultiplier can be bought later?
All drivers have it. That's what they use for betting. Named Drivers will probably get their money saved across sessions.
- When a AI driver is challenged, you get the message "Challenge accepted." Will some of them decline a challenge? And if yes, under what circumstances?
Doubt so. That's there as an excuse to allow players to force certain races.
And now for the infobox that you asked a screenshot for:

- The Vigero is a Declasse, not a Pegassi! Wrong sign! (Just realized Pegassi is shown for every car, so maybe still WiP?)
- Numbers partially hidden, seen worse than this one.
- The first bar has a break in the middle.
- Acceleration bar completely empty for all cars.
Pegassi: I'm trying to find a generic logo to put there. I can't check a car's fabricant.
The break: Bug, they don't update often enough.
Acceleration: was working before, I'll see what happened.
Also, now a couple of errors on startup of a meet:

The red ones warn you about optional, missing info from the race, nothing to worry about. Some Meets don't need that info.
I see the Meet is able to skip cars without crashing, that's nice.
At last: You wrote "Nein" in your last post. Do you happen to be a german like me? 
I happen to like the word. But nope, I am from Spain 