@Eingenvector Well the script method will be spawing in a new car and replacing by deleting a naturally spawned vehicle the popcycle would spawn anyway. Its just a text file with some car names for specific areas.
So id say a script would be more of a drain.
If you want to replace a large number of vehicles, how well these vehicles are made is going to be the deciding factor on how many. A well tuned gameconfig is going to be a must too.
mcal9909
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Posts made by mcal9909
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RE: Dynamic Addon Vehicle Traffic Injection vs Popcycle Addon Vehicles
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RE: Ls Life x Gang mod
From what people tell me they work ok together..
Just that what the gang mod does, LsLife does to a lesser degree and in different ways.
You can take and control turfs, and hire people to fight or work along aside you.I supose if you want the chaos turned upto 11 go for it.
LsLife is suppose to be a real struggle at the start.
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RE: How can I make the player lose the cops before the next part of the mission goes on?
@Kieran_S sounds like the code for adding or creating the blip is running on concurrent frames. Always check
if (blip == null && !blip.Exists())
to make sure the blip isnt already present before. -
RE: Dynamic Addon Vehicle Traffic Injection vs Popcycle Addon Vehicles
Alot of addon vehicles will inherently cause stability issues when you start replacing ambient traffic with them, as they are mostly higher poly than the standard vehicles with insane texture resolutions and the games engine is just not designed to handle that sort of data.
Both methods will likely produce similar results.
Stick to well made models with reasonable polly counts / texture resolutions and correct lods and you will have less issues with stability. These vehicles tend to be made as replace, but that is not always the case.
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RE: How can I make the player lose the cops before the next part of the mission goes on?
@Kieran_S
Tryif(getawayVehicle.AttachedBlip != null && getawayVehicle.AttachedBlip.Exists()) getawayVehicle.AttachedBlip.Delete();
Or make sure the player enters the vehicle and you delete the blip before moving into LoseCops.
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RE: How can I make the player lose the cops before the next part of the mission goes on?
void Processing_LoseCops() { if(getawayVehicle.AttachedBlip.Exists()) getawayVehicle.AttachedBlip.Delete(); if(Game.Player.WantedLevel != 0) { GTA.UI.Screen.ShowSubtitle("Lose the cops"); } else { task = MissionTask.GoToSecretLocation; } }
You are only removing the blip in Processing_GetBackIntoVehicle(), if the player is in the vehicle, but you are moving to LoseCops no matter the state. So you are moving to LoseCops before the blip gets a chance to be removed.
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RE: How can I make the player lose the cops before the next part of the mission goes on?
not sure, do you mean destinationBlip? if so just hide it or delete it when set
task = MissionTask.LoseCops;
and unhide it / add it back in when you settask = MissionTask.GotoSecretLocation;
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RE: How can I make the player lose the cops before the next part of the mission goes on?
Ok looking at your code, i think the easiest way is to add a new case for when the player is finished the mission but has a wanted level, enter this case after the robbery has happened. and leave it when the player is no longer wanted.
case MissionTask.LoseCops: { If (Game.Player.WantedLevel != 0) { GTA.UI.Screen.ShowSubtitle("Lose the cops"); } else { task = MissionTask.GoToSecretLocation; } break; }
or add another MissionTask variable called something like
previousTask
, and then in the relevant MissionTasks check if the player is wanted. If so store the current taskpreviousTask = task;
and then settask = MissionTask.LoseCops;
and break out of the current task, then at the end of LoseCops when the player is no longer wanted settask = previousTask;
to carry on with the mission. -
RE: How can I make the player lose the cops before the next part of the mission goes on?
Discord would probably be the easiest way mcal9909#4168
Or upload it to pastebin / github or something and send me a link. -
RE: How can I make the player lose the cops before the next part of the mission goes on?
exactly how you implement it would depend on the structure of your code.
But checking the wanted level is the basis.If (Game.Player.WantedLevel != 0) { // Player is wanted so display your subtitle. } else { // Player is not wanted, so the mission can continue. }