(http://i.imgur.com/vc2AhEV.png)
This mod adding:
-reverse lights
-fog lights
-turn lights etc.
Download here:
please done link another servers website, thats a big no no around here
I hope you know you have posted a web address of another server's forum ?
"The board requires you to be registered and logged in to view this forum."
You have to register at another SAMP server's forum to see this mod. No thanks.
you cant use ELM on here anyway
Quote from: Ethan on December 14, 2014, 14:36
you cant use ELM on here anyway
You can if its client side.
ELM on the server is not allowed Dobby
http://gtaforums.com/topic/528175-relsa-improved-vehicle-features/
Nice adv :like: :dislike:
Quote from: Ethan on December 14, 2014, 14:38
ELM on the server is not allowed Dobby
if its client side and doesn't you an advantage you wont know if people have this installed.
but isnt ELM the police siren stuff that I can see if you have it installed?
Quote from: Ethan on December 14, 2014, 14:48
but isnt ELM the police siren stuff that I can see if you have it installed?
Flashing lights yes and its not allowed here because other players can see it.
Quote from: TheSandman on December 14, 2014, 14:50
Quote from: Ethan on December 14, 2014, 14:48
but isnt ELM the police siren stuff that I can see if you have it installed?
Flashing lights yes and its not allowed here because other players can see it.
You guys really don't understand what client-side only is right?
Quote from: Twido on December 14, 2014, 15:15
Quote from: TheSandman on December 14, 2014, 14:50
Quote from: Ethan on December 14, 2014, 14:48
but isnt ELM the police siren stuff that I can see if you have it installed?
Flashing lights yes and its not allowed here because other players can see it.
You guys really don't understand what client-side only is right?
Other players can still see flashing lights lol...
Quote from: TheSandman on December 14, 2014, 15:18
Quote from: Twido on December 14, 2014, 15:15
Quote from: TheSandman on December 14, 2014, 14:50
Quote from: Ethan on December 14, 2014, 14:48
but isnt ELM the police siren stuff that I can see if you have it installed?
Flashing lights yes and its not allowed here because other players can see it.
You guys really don't understand what client-side only is right?
Other players can still see flashing lights lol...
This is IVF, ELM has been implemented into ivf so only those who have ivf can see it.
Why this is in the mod showroom? Isn't this should be in the mods section?
Btw I still think that this 2.1.1 looks shit with that illuminated license plate... because:
1.: it looks buggy in SAMP
2.: the front license plate is not illuminated in the US, and not in (almost) all country so it's very unrealistic.
I dont want to adv other serwer, I just find it there.
I hope you guys know the reason elm isn't allowed is it heals the vehicle to perfect condition whenever the lights are turned on, not because others can see it...
Quote from: SpazzBucket. on December 16, 2014, 03:25
I hope you guys know the reason elm isn't allowed is it heals the vehicle to perfect condition whenever the lights are turned on, not because others can see it...
The last ELM i used didn't do this.
well now that I think of it, els in gta iv doesn't do it anymore, I just have a godmode trainer so it doesn't break xD they must've updated it
Though it will still get you banned! So better not/stop using it!
This mod should be tried by an admin and another dev/mod/admin, so they all can agree that this mod isn't repairing the car. If it does repair then the mod is still a NO
Visual for other players ain't going to be problem, maybe at carshows but else no. This isn't a valid reason. Also I wanna add that the lights in CT get auto repaired server wise since we have integrated blinkers.
Not admin/dev/mod but I'm always available to try out the mod with some staff member.
Ok so, I've tested this mod on my own (Sometimes help from Sandman and ribbit) but mainly on my own.
And I don't care if you believe me or not, but this mod only gives you a big disavantage.
ImVehL mod only shows to people who have that mod. ELM wasn't included in this mod pack unless I've looked over in the folders.
I've tested ELM v9.1 downloaded from gtapolicemods. So these are the results
- Flashing lights are still possible to see for other players (not a valid reason to decline usage of this mod)
- Lights always work, damaged car or not. But this was integrated in the server anyways. (also not a valid reason)
- You can move the car if its broken down.But you move slower then 0KM/H which can't be an advantage above other people. But the major problem is that IF the car is in poor condition, you can't start the engine. The ELM mod blocks it because it wanna go further without starting the car. so the server keeps saying the vehicle is stalled. You have to disable ELM (F12 key) and start the engine. if you stall again you have to repeat. (This is a valid reason to decline the mod)
- Out of fuel and still go is somewhat an issue. If you run out of fuel you can move but like the same speed as above. Not or just below 0KM/H. Yes I've managed to go full speed, but if a cop used ELM and ran out of fuel he won't get the suspect. It took me ~10min to get the car at full speed and this with exiting and re-entering the car. (One big fat reason why admin team doesn't want the mod)
I personally believe that this mod is really just for show and can't give you any advantage.
It's up to the Admins/Mick88 to decide if the mod will be allowed. There isn't any advantage, just one big disavantage
After you said that you can move with empty tank, you pretty much made it 100% it won't be allowed.
Quote from: nyolc8 on December 22, 2014, 17:23
After you said that you can move with empty tank, you pretty much made it 100% it won't be allowed.
Pretty sure its possible to fix this through server-side OR someone has to contact the ELM creater to make this client-side and fix the fuel issue
They won't change the server script because of a client mod... btw I never really understood why a light-related mod changes car damage and things like speed... sounds unneccessary. But I think we could fix it by ourselfes by removing the lines which fixing and moving the car.
AND... uhm... the new imvehft have ELM-like features, not the ELM itself. So imvehft emergency light features are client sided...
Quote from: nyolc8 on December 22, 2014, 19:19
They won't change the server script because of a client mod... btw I never really understood why a light-related mod changes car damage and things like speed... sounds unneccessary. But I think we could fix it by ourselfes by removing the lines which fixing and moving the car.
AND... uhm... the new imvehft have ELM-like features, not the ELM itself. So imvehft emergency light features are client sided...
Good, but someone from CT community has to fix it. I have no clue where to start searching for those lines so uhm someone with mod coding experience here? please, i love elm :p
Quote from: Twido on December 22, 2014, 16:11
- Flashing lights are still possible to see for other players (not a valid reason to decline usage of this mod)
Quote from: mick88 on December 06, 2010, 06:43
This is list of features that are not allowed in server. Any mod that has any of these features is not allowed in server:
- ELM/Emergency Light Mod (it is visible to other players!)
- Anything that appears for other players like a hack or something that isn't normally available in game or gamemode.
This means that Emergency Lights Mod is not allowed (it alters vehicle damages!) and players using ELM will be kicked from server. Players using forbidden mods may be also banned from server.
Cmon, really.
Tried to modify elm, and I realized that all light effect by elm built onto headlights/taillights. So if we disable the controlling of those, we lost every elm light. I only can get a strobe light on the roof without any visible lightsource while keeping everything (so without touching stock lights,engine state,etc) uncontrolled and nothing more. So textures and things like that all bugged if we remove the headlight lines from the code.
If DK will make an option to the new imvehft to turn off that stupid license plate lightning, then I'll make stock copcars (and my copcar mods) to compatible with imvehft elm features.
Quote from: TheSandman on December 22, 2014, 23:41
Quote from: Twido on December 22, 2014, 16:11
- Flashing lights are still possible to see for other players (not a valid reason to decline usage of this mod)
Quote from: mick88 on December 06, 2010, 06:43
This is list of features that are not allowed in server. Any mod that has any of these features is not allowed in server:
- ELM/Emergency Light Mod (it is visible to other players!)
- Anything that appears for other players like a hack or something that isn't normally available in game or gamemode.
This means that Emergency Lights Mod is not allowed (it alters vehicle damages!) and players using ELM will be kicked from server. Players using forbidden mods may be also banned from server.
Cmon, really.
Nono see sandman i know that rule, I just think that's a stupid rule. If ELM fuel/damage problem is fixed, the lights shouldn't disallow the usage
Can we get 2010 back so we dont have this discussion at all?
Recorded in 2010
[xfire]http://social.xfire.com/videos/2e8deb[/xfire]
[xfire]http://social.xfire.com/videos/32e170[/xfire]
this is fully client sided, fully made from scratch by me in ~10minutes :D of course it's unusable, I just testing how the light effects could be done:
...and it looks like it's easy,
just need to find a cleo command/solution which attaches the corona to the vehicle itself edit: found!. Then we can add more red/blue coronas to front/rear and such things...
(sorry for the bad recording, I had to use my phone, because no fraps on this pc)
ELM doesn't using any additional coronas, ELM basically just flashes the headlights and does nothing more. (the ELM compatible vehicle models just have those red and blue lights set up as headlights)
Why is the video private?
played it with more, now light coronas attached to the vehicle instead of just being draw where the car is...
And again, this isn't touches headlights or car health, or anything which would sync through SAMP. (so it's only client sided)
I want. Amazing work, as always. :like:
Thanks :)
Added emergency light reflection to the road and added emergency light specular light effect on the car itself and on other cars (seen on video, light on the other copcar) as well so now it works more like a light :))
maybe I'll add light shadow too to the ground (if I can)
added light shadow to the ground too for the roof emergency lights:
(I'll look into making the front emergency lights to have beam-like shadow like the headlights have on the ground)
and after the light effect will be done, I'll start to make this usable somehow :))
Looks cool, but will we have headlights too? that's the only reason why I actually like ELM
I can make that but that would be synced, so that would be visible for others. Or... Uhm... Well maybe I can make headlight clones, that wouldn't synced. I'll look into this.
Quote from: nyolc8 on December 24, 2014, 11:38
I can make that but that would be synced, so that would be visible for others. Or... Uhm... Well maybe I can make headlight clones, that wouldn't synced. I'll look into this.
I believe the ELM rule here in CT that it's forbidden because of lights is probably just the easiest way to decline the usage. Mick made that rule because explaining retards the fuel and damage problem was way too hard.
OMGGGG thats so cool!!! I cant wait to use it!
Maybe add 2 lights behind the back window like on the video below (not the amber lights, only blue and red)
I will but first I have to learn multithread scripting... :D I never did that, so I don't have much knowledge (nearly zero). This thing will require that to be able to even control it, so... I'll need some time to continue this.
Can i download this car somewhere? i found only your copcar with LSPD/SFPD/LVPD on the doors, not this one with Police.
Edit: Found it, its in the caprice pack. :)
Quote from: Marccc on December 25, 2014, 11:56
Can i download this car somewhere? i found only your copcar with LSPD/SFPD/LVPD on the doors, not this one with Police.
Edit: Found it, its in the caprice pack. :)
well, the one you see on the videos is not yet released, this has got taller headlights and the whole front slightly reshaped, also modified rims.
Wow! Great job nyolc8! :))
Are you able to make it so with a key we can have it with the tow truck lights :D ?
Epic mod, also a very nice police car.
Can someone explain to me how the hell I can get ivf to work on SAMP? It just crashed GTA when I opened it with ivf so I uninstalled it about a year ago.
Same thing happened to me.
I have uninstalled that IVF,downloaded another one and installed the second one..So it is working fine
Quote from: Fish[RSA] on December 26, 2014, 16:34
Epic mod, also a very nice police car.
Can someone explain to me how the hell I can get ivf to work on SAMP? It just crashed GTA when I opened it with ivf so I uninstalled it about a year ago.
There is a readme in english that tells u what to do incase SAMP crashes
/me fixed
I tried the headlight thing... well, it won't be included (atleast for some time) because I can't do it to make it look nice. The light damaging technique looks bad I think, especially with my copcar mod.
Still don't know how to make multithread scripts, but worked on the lights tweaked front lights, added lightshadow, and added rear lights too:
I'll make this mod to work even on stock vehicles too.
EDIT: just made it controlable with multi-thread scripting! :)) Simple pressing a key activates the emergency lights, pressing again turns them off.
Quote from: nyolc8 on December 27, 2014, 00:42
I'll make this mod to work even on stock vehicles too.
That would be amazing :like:
Oh god this is looking so nice, maybe you can now also create a traffic advisor wich can be changed from direction <<<< >>>> with a key in amber color. So you can use it when you are behind a truck and weighing him.
Make a menu just light ELM it would be easier then binding every diffrent light to a key
Quote from: Twido on December 27, 2014, 17:37
Make a menu just light ELM it would be easier then binding every diffrent light to a key
It would be a nightmare to script it... :P And I think it's hard to use a menu panel while driving. It will just have different keys to different lights, like how it's already do.
Current state (front-rear lights now strobe lights, added amber lights, lights controlabble seperately):
This mod won't need any special edited car mod to get work. ;)
@Marccc: I'll look into that.
It look good, now my question is how we have to use it because we also have the original light flashing and sirene from the game, is that one disabled or start it together with the main emergency light?
Quote from: Marccc on December 27, 2014, 18:46
It look good, now my question is how we have to use it because we also have the original light flashing and sirene from the game, is that one disabled or start it together with the main emergency light?
For now it works totally seperated, it has nothing to do with the stock siren. I already asked on gtaforums if the stock light effect can be blocked somehow. If I can block the stock emergency lights while keeping the siren on, then the main emergency light will be the stock one (the one which can be enabled with the horn key). Now I'm working to make the amber lights to have 4 modes ;)
OMG OMG OMGGGG FAP FAP FAP FAP AAAAAAAAH
:D
I added two more mode an refined the lights:
Omg this looks amazing! Great work nyolc :)
This is amazing. Holy shit. I can't wait for the release. How well do you think this will work on modded cop cars?
It will work on any car (even on non-police) because there will be an ini file where you can specify the light positions and everything. For every car you want.
edit: script rewritten to get working from ini file (getting coordinates, sizes, alphas from ini file for vehicles you want) done. So for example, towtruck will have working emergency lights with this :P Or any car you configure in the ini file. Also available emergency light features can be enabled/disabled for each vehicle. So for example if you want towtruck or lv police car with only main emergency lights, then you can configure it and disable the amber light and strobe light features for that one vehicle.
Really great work :O
Aren't "Amber strobe light : Left/Right Mode2" vice versa?
Can we also change the colors in the ini file?, because towtruck have no blue light.
Is it possible to set our own buttons? I don't wanna use anything near ZQSD or WASD. Yes I have AZERTY and because of that ImVehLights isn't correctly working unless I can change the buttons and I haven't figured that out yet. I will probably set them on NUMPAD keys
I bet that you could edit the buttons.
Quote from: GeneralLee on December 28, 2014, 23:16
Really great work :O
Aren't "Amber strobe light : Left/Right Mode2" vice versa?
already fixed when I showed the video... :P
Quote from: Marccc on December 29, 2014, 09:38
Can we also change the colors in the ini file?, because towtruck have no blue light.
Yes :)
Quote from: Twido on December 29, 2014, 09:42
Is it possible to set our own buttons? I don't wanna use anything near ZQSD or WASD. Yes I have AZERTY and because of that ImVehLights isn't correctly working unless I can change the buttons and I haven't figured that out yet. I will probably set them on NUMPAD keys
Yes :)
towtruck config example just to understand how it will be:
emergency.ini file with some description:
[hide=ini file lines]
[CFG]
onScreenIcons = 1 <-- I'll try to make icons instead of text on screen, and it will be able to enable or disable them. So this is not yet works.
[KEYS]mainLights = 71 <-- key for main/roof emergency lights (G)
strobeLights = 74 <-- key for strobe lights (J)
advisorLights = 75 <-- key for advisor lights (K)
// CARS CFG
[596] //copcarla <-- vehicle id (596 = copcarla)
mainLights = 1 <-- enable main emergency lights (roof lights) feature
strobeLights = 1 <-- enable strobe lights feature
advisorLights = 1 <-- enable advisor lights feature
...many more lines for copcarla lights here...
[525] //towtruck <-- the vehicle id (525 = towtruck)
mainLights = 1 <-- enable main emergency lights (roof lights) feature
strobeLights = 0 <-- disable strobe lights feature
advisorLights = 0 <-- disable advisor lights feature
mainEL.pos1.X = 0.3 <-- main/roof emergency light on left/right side, corona #1 position on X axis (getting mirrored automatically to other side so you need to define only left or right side)
mainEL.pos2.X = 0.8 <-- main/roof emergency light on left/right side, corona #2 position on X axis (getting mirrored automatically to other side so you need to define only left or right side)
mainEL.pos.Y = -0.35 <-- main/roof emergency lights position on Y axis
mainEL.pos.Z = 1.55 <-- main/roof emergency lights position on Z axis
mainEL.rgb1.R = 255 <-- main/roof emergency light side 1 rgb color Red value
mainEL.rgb1.G = 166 <-- main/roof emergency light side 1 rgb color Green value
mainEL.rgb1.B = 0 <-- main/roof emergency light side 1 rgb color Blue value
mainEL.rgb2.R = 255 <-- main/roof emergency light side 2 rgb color Red value
mainEL.rgb2.G = 166 <-- main/roof emergency light side 2 rgb color Green value
mainEL.rgb2.B = 0 <-- main/roof emergency light side 2 rgb color Blue value
mainEL.alpha = 155 <-- main/roof emergency lights corona alpha
mainEL.size = 1.0 <-- main/roof emergency lights corona size
mainEL.shadow.pos.X = 1.5 <-- main/roof emergency light on left/right side, shadow position on X axis (getting mirrored automatically to other side so you need to define only left or right side)
mainEL.shadow.pos.Y = -0.35 <-- main/roof emergency light shadow position on Y axis
mainEL.shadow.pos.Z = 0.9 <-- main/roof emergency light shadow position on Z axis
mainEL.shadow.size = 3.0 <-- main/roof emergency light shadow size
mainEL.shadow.rgb1.R = 105 <-- main/roof emergency light side 1 shadow rgb color Red value
mainEL.shadow.rgb1.G = 76 <-- main/roof emergency light side 1 shadow rgb color Green value
mainEL.shadow.rgb1.B = 0 <-- main/roof emergency light side 1 shadow rgb color Blue value
mainEL.shadow.rgb2.R = 105 <-- main/roof emergency light side 2 shadow rgb color Red value
mainEL.shadow.rgb2.G = 76 <-- main/roof emergency light side 2 shadow rgb color Green value
mainEL.shadow.rgb2.B = 0 <-- main/roof emergency light side 2 shadow rgb color Blue value
[/hide]
This config enables only the roof emergency lights for towtruck. For vehicle which have strobe lights and/or advisor too, those need more lines to configure the other light positions and colors and sizes too.
here how this config looks like in game:
This is amazing. You're amazing. :like:
how long till its realeased? btw will you make a readme wit instructions on how to install this mod w/o samp crashing?
Quote from: BlackFire on December 30, 2014, 07:16
how long till its realeased? btw will you make a readme wit instructions on how to install this mod w/o samp crashing?
Don't know. Yeah I'll write a readme.
***
New onscreen-state system:
It's movable on the screen via ini file, you can set the transparency of it, and also you will be able to switch back to text-status (like on older videos)
(http://static.squarespace.com/static/54022945e4b02005531a9c9e/5414e39ce4b008b00ca7d57d/5414e3c2e4b008b00ca7d9e3/1410655170520/Amazing.jpg?format=original)
is this only going to be for your mods or will it be compatible with all elm vehicles?
Quote from: SpazzBucket. on December 30, 2014, 21:25
is this only going to be for your mods or will it be compatible with all elm vehicles?
Quote from: nyolc8 on December 27, 2014, 22:57
It will work on any car (even on non-police) because there will be an ini file where you can specify the light positions and everything. For every car you want.
Quote from: Wizzer on December 30, 2014, 21:28
Quote from: SpazzBucket. on December 30, 2014, 21:25
is this only going to be for your mods or will it be compatible with all elm vehicles?
Quote from: nyolc8 on December 27, 2014, 22:57
It will work on any car (even on non-police) because there will be an ini file where you can specify the light positions and everything. For every car you want.
It's working on non-modified vehicles. To make a simple answer, I just did this for you by adding some new lines into the "emergency.ini" file and using stock gtasa vehicle:
(flying while holding phone -> landing fail :D)
Quote from: nyolc8 on December 27, 2014, 18:55
Quote from: Marccc on December 27, 2014, 18:46
It look good, now my question is how we have to use it because we also have the original light flashing and sirene from the game, is that one disabled or start it together with the main emergency light?
For now it works totally seperated, it has nothing to do with the stock siren. I already asked on gtaforums if the stock light effect can be blocked somehow. If I can block the stock emergency lights while keeping the siren on, then the main emergency light will be the stock one (the one which can be enabled with the horn key). Now I'm working to make the amber lights to have 4 modes ;)
Holy shit Nyolc8 this is amazing! It looks so much better then the ELM system. So it can be added to any vehicle yes? Standard, modded or other? :D is it possible to make different patterns for the strobe and main lights, like you have done with the traffic advisor?
Also I know that you can "disable" the corona, but it will disable it for everything else that uses the texture i.e lap posts, vehicle headlights etc. It is somewhere in the particle.txd file I think.
Yes, you can add emergency light for any vehicle, doesn't matter if it's modded or not. For now, only advisor have multiple patterns, but I may add more to others too.
I know I can remove the corona but as you said, it's used for every light, also it's not just the corona, default emergency light have light effect too(the red/blue colorization of the near cars,etc), and that should be removed too.
So if i chase someone and use my sirene to aware other players of a upcomming police car i will see the original lightbar at my car and your mod when i start it?
And an other thing, in gta 4 ELS you have a key to change the mode and a other key to start the light of that mode. What i understand from your video is if i want to use the traffic advisor to the left side i have to press an amount of times to get the mode i want instead of change the mode and keep it in that mode with one key and start and stop it with a other key?
You can enable the stock siren/emergency light and you can enable the extra emergency lights with other keys. Only the stock siren will be visible for others in SAMP.
You need to press the advisor light key multiple times. I'll may change this to what you said.
Now I want to remove the stock emergency lights while keeping the siren sound on. But I have no idea how...
Police dodo :D
Quote from: nyolc8 on December 31, 2014, 11:35
You can enable the stock siren/emergency light and you can enable the extra emergency lights with other keys. Only the stock siren will be visible for others in SAMP.
You need to press the advisor light key multiple times. I'll may change this to what you said.
Now I want to remove the stock emergency lights while keeping the siren sound on. But I have no idea how...
Maybe you can use this info
http://gtapolicemods.com/showthread.php?12085-TUT-Video-GTA-iV-police-lights-to-GTA-SA (http://gtapolicemods.com/showthread.php?12085-TUT-Video-GTA-iV-police-lights-to-GTA-SA)
Edit: oh ye as said above by beasty it give problems with other lights...
Thanks, but as you can see on the video, the car gets colored by invisible blue/red light. And I want to remove that too. There must be a memory address somewhere which handles this. And I would need to clear that out. But have no idea how to figure out that memory address.
Maybe its in the main.script file? I know there is alot of coding in there and it would take a while, but thats the only place I can think of unless its part of the exe.
Also I was wondering if you do manage to disable the default lighting effects will your elm show up on AI vehicles if they are set up in the ini file to have lights? I mean if that is even possible. Because it would look amazing with the AI in SP having your new elm system.
Quote from: BeastyBill88 on December 31, 2014, 15:03
Maybe its in the main.script file? I know there is alot of coding in there and it would take a while, but thats the only place I can think of unless its part of the exe.
Also I was wondering if you do manage to disable the default lighting effects will your elm show up on AI vehicles if they are set up in the ini file to have lights? I mean if that is even possible. Because it would look amazing with the AI in SP having your new elm system.
Well, for now these lights can be only turned on for one vehicle at a time, so it works liek this now:
- turn on EL in police car #1
- get out of the car go to another one, call this police car 2#
- turn on EL in police car #2
- EL turns off for police car #1
I made some tests and could do it for multiple vehicles at the same time, but I have no idea how to remain controlling them if I do it like that. Maybe in the future I rework this somehow... But now I simply don't know how to do that.
Quote from: nyolc8 on December 31, 2014, 15:20
Quote from: BeastyBill88 on December 31, 2014, 15:03
Maybe its in the main.script file? I know there is alot of coding in there and it would take a while, but thats the only place I can think of unless its part of the exe.
Also I was wondering if you do manage to disable the default lighting effects will your elm show up on AI vehicles if they are set up in the ini file to have lights? I mean if that is even possible. Because it would look amazing with the AI in SP having your new elm system.
Well, for now these lights can be only turned on for one vehicle at a time, so it works liek this now:
- turn on EL in police car #1
- get out of the car go to another one, call this police car 2#
- turn on EL in police car #2
- EL turns off for police car #1
I made some tests and could do it for multiple vehicles at the same time, but I have no idea how to remain controlling them if I do it like that. Maybe in the future I rework this somehow... But now I simply don't know how to do that.
Well it is early days, I have faith in you lol. It would be awesome it did work on multiple vehicles though. If I knew how to script I could help work it out, but I have no idea what to do. The last thing I scripted was to make the AI move over when your riding the police bike with its siren turned on.
EDIT: I was looking at the ImVehFt police vehicles in one of the other topics. You might be able to use some of the coding from that mod to have the lights working on multiple vehicles as the same time. Just a thought, its worth having a look.
I can't decompile asi-s. So I can't look into the code. Btw the key for multiple vehicles is to start a new thread for each vehicle. I made this, lights worked simultanously for more vehicles in a test. BUT I have no idea how to know which car to control... so I mean how to know which car runs which thread... :D I need to figure this out.
Quote from: nyolc8 on December 31, 2014, 18:41
I can't decompile asi-s. So I can't look into the code. Btw the key for multiple vehicles is to start a new thread for each vehicle. I made this, lights worked simultanously for more vehicles in a test. BUT I have no idea how to know which car to control... so I mean how to know which car runs which thread... :D I need to figure this out.
See I told you I had faith in you to work it out lol. That one I have no idea to be honest, I know that the ELM and/or SAPD:FR mod has a separate script for the AI police vehicles to have Emergency lights. But its going to be a bit more difficult to code for your mod because it doesn't run off the headlights.
Is it possible to make that if an player have this mod and use it that an other player who have also this mod can see the lights flashing of the other player?
Quote from: BeastyBill88 on December 31, 2014, 18:55
Quote from: nyolc8 on December 31, 2014, 18:41
I can't decompile asi-s. So I can't look into the code. Btw the key for multiple vehicles is to start a new thread for each vehicle. I made this, lights worked simultanously for more vehicles in a test. BUT I have no idea how to know which car to control... so I mean how to know which car runs which thread... :D I need to figure this out.
See I told you I had faith in you to work it out lol. That one I have no idea to be honest, I know that the ELM and/or SAPD:FR mod has a separate script for the AI police vehicles to have Emergency lights. But its going to be a bit more difficult to code for your mod because it doesn't run off the headlights.
Well... I read your answer and got an idea... a thread which scans near police cars and check if siren enabled... if enabled then attaching a new thread for every car and boom flashing lights for AI police cars. I'll check this out later.
Quote from: Marccc on December 31, 2014, 18:56
Is it possible to make that if an player have this mod and use it that an other player who have also this mod can see the lights flashing of the other player?
Not really, there is no way to sync additional things through samp. But if I make the AI police car thing, then if someone enables the stock siren near you on samp, you will see the new flash lights on his car.
Quote from: nyolc8 on December 31, 2014, 19:04
Quote from: BeastyBill88 on December 31, 2014, 18:55
Quote from: nyolc8 on December 31, 2014, 18:41
I can't decompile asi-s. So I can't look into the code. Btw the key for multiple vehicles is to start a new thread for each vehicle. I made this, lights worked simultanously for more vehicles in a test. BUT I have no idea how to know which car to control... so I mean how to know which car runs which thread... :D I need to figure this out.
See I told you I had faith in you to work it out lol. That one I have no idea to be honest, I know that the ELM and/or SAPD:FR mod has a separate script for the AI police vehicles to have Emergency lights. But its going to be a bit more difficult to code for your mod because it doesn't run off the headlights.
Well... I read your answer and got an idea... a thread which scans near police cars and check if siren enabled... if enabled then attaching a new thread for every car and boom flashing lights for AI police cars. I'll check this out later.
I like that idea, I reckon that could work, you would only have to set up 1 flash pattern for the AI to use, as SAPD:FR uses a simple wig-wag flash for AI. which like you said starts a new thread for each vehicle with its siren on to enable ELM... If you can code it similar to that hey presto flashing lights for all lol :D
I found siren memory addresses (sound, light, corona, types,colors, etc) or something but I just can't understand anything from it yet lol: http://gtaforums.com/topic/194199-documenting-gta-sa-memory-adresses/page-25#entry1057371157 (http://gtaforums.com/topic/194199-documenting-gta-sa-memory-adresses/page-25#entry1057371157)
This is what I would need:
Quote0x6ABA60 : call DrawSirenParticle (NOP to disable sirens appearing)
But I have no idea how to "NOP" this... :|
A certain mod the staff team hates deals with NOP.
I wont post the source, or discuss it any further though.
original emergency lights removed (both corona + pointlight)! There are some code-gods at gtaforums... :D
So to sum up how it will be...
G - main/roof emergency lights
H - only siren sound (if enabled, siren lights appear for others in SAMP)
J - strob lights
K - advisor lights
If sound enabled, a speaker icon shows up on the status display (that car thing on the screen I showed in the video)
Quote from: nyolc8 on December 31, 2014, 23:17
original emergency lights removed (both corona + pointlight)! There are some code-gods at gtaforums... :D
So to sum up how it will be...
G - main/roof emergency lights
H - only siren sound (if enabled, siren lights appear for others in SAMP)
J - strob lights
K - advisor lights
If sound enabled, a speaker icon shows up on the status display (that car thing on the screen I showed in the video)
:D So for us the default emergency lights will be invisible but for others it will show (because they may not have the mod installed)... Correct? You really are goddamn good Nyclo8. So how will we be able to config the lights to vehicles with coordinates in the INI file?
Yes, exactly. :)
I'll write a readme for ini file editing.
edit: well, siren still makes a strange yellowish light for the car which produces an extra shadow but the light only visible from some view angles and somehow related to the lampposts lights... very strange.
Quote from: nyolc8 on January 01, 2015, 00:11
Yes, exactly. :)
I'll write a readme for ini file editing.
edit: well, siren still makes a strange yellowish light for the car which produces an extra shadow but the light only visible from some view angles and somehow related to the lampposts lights... very strange.
Ah good :D a yellow light? How do you mean just an overall yellowish glow or an actual light corona?
Tested it for hours, and:
ths original siren pointlight is just one light and the color of it getting changed from red to blue and back. So not two different pointlight for the two color.
With the solution I got from gtaforums, only this two (red/blue) color getting NOP-ed but the pointlight itself stays there with no color defined. This causes visual glitches and also the light shadow getting draw under the car even if the light itself is not visible. So I would need to NOP the pointlight itself and not just it's colors. But I have no idea how...
So its pretty much behaving like when you disable the texture and you get the light reflections still. Hmmm was there not a memory address for the pointlight in that topic?
Like I said I'm no good at scripting, but I was wondering if this will help? It refers to car lights
http://gtaforums.com/topic/194199-documenting-gta-sa-memory-adresses/page-27#entry1057579065 (http://gtaforums.com/topic/194199-documenting-gta-sa-memory-adresses/page-27#entry1057579065)
The solution I got, is removed the light too, not just the corona... but it actually not removed the light, but somehow NOP-ed/glitched the "reaction" of the car surface for pointlights. And this made the whole thing bugged. So the car surface acted strangely for all lamp post light and traffic light and everything.
The thing you linked is only for headlight switch. But thanks anyway:)
While I stopped on this part, I improved the onscreen thing and now it shows if normal siren sound played or the second "holding horn" siren sound played.
Hmmm that is strange. Maybe you have to NOP the reflections of certain lights too.
Oh was it? Never mind then, no problems :)
Oh very nice, how is it displayed on screen? Could you post some pictures or a video of it working? If you can that is.
I need to NOP the siren pointlight creation. But no idea where is it.
Here's how the status icon looks (smaller sound wave for normal siren, bigger for holding H):
edit: there is still hope to block original pointlight, I got response on gtaforums again from the same guy, he said he will look into it.
Quote from: nyolc8 on January 01, 2015, 19:41
I need to NOP the siren pointlight creation. But no idea where is it.
Here's how the status icon looks (smaller sound wave for normal siren, bigger for holding H):
edit: there is still hope to block original pointlight, I got response on gtaforums again from the same guy, he said he will look into it.
Thanks :) that looks brilliant, so neat and not taking up alot of space. Were the numbers for the different light patterns? I think I might have missed that from an earlier video.
That's great :D hopefully he will be able to help you with the yellowish light.
Thanks, yes the numbers are the patterns for the advisor. I really hope I get help for that light... :)
Quote from: nyolc8 on January 01, 2015, 23:58
Thanks, yes the numbers are the patterns for the advisor. I really hope I get help for that light... :)
Ah I thought so :D hopefully you do because this will be a great addition to your other mods and scripts.
current state about the original emergency lights:
-coronas removed without any problem
-additional shadow removed without any problem
-red/blue pointlight from car removed but also lost ALL pointlight from vehicle... (so this is not good) stupid game lol
Quote from: nyolc8 on January 02, 2015, 16:46
current state about the original emergency lights:
-coronas removed without any problem
-additional shadow removed without any problem
-red/blue pointlight from car removed but also lost ALL pointlight from vehicle... (so this is not good) stupid game lol
What happens when there is no pointlights at all?
it looks shit. :D It removes the effect when you drive under lampposts and other car headlight lights up the car... if you drive next to a red bollardlight, the car don't get that reddish lightning. And all kind of these effects gone. So it looks bad.
That sucks :( GAME Y U NO WORK PROPERLY?!
Quote from: BeastyBill88 on January 02, 2015, 22:04
That sucks :( GAME Y U NO WORK PROPERLY?!
since game engine 2k04
anyone have an idea as to why IVF crashes my samp? or a link to one that won't? ;_;
be sure to use 32bit color option at resolution setting. (for example: 1920x1080x32)
Quote from: nyolc8 on January 02, 2015, 16:46
current state about the original emergency lights:
-coronas removed without any problem
-additional shadow removed without any problem
-red/blue pointlight from car removed but also lost ALL pointlight from vehicle... (so this is not good) stupid game lol
Any update on this? I'm really excited for this mod. :D
Quote from: Hobo on January 14, 2015, 16:41
Quote from: nyolc8 on January 02, 2015, 16:46
current state about the original emergency lights:
-coronas removed without any problem
-additional shadow removed without any problem
-red/blue pointlight from car removed but also lost ALL pointlight from vehicle... (so this is not good) stupid game lol
Any update on this? I'm really excited for this mod. :D
Damn you xD
Thought he posted updates...
I need to block the default emergency light somehow, but I can't do it properly...
If I would make it totally non-based on default (so if the siren sound would be additional too) then when you enable it, others won't see light or hear siren even when you enabled them.
So this is why I want to use the original siren sound (this would sync default emergency light and siren sound to others too) while keeping off the default emergency lights for yourself.
after playing for the first time since I made these lights (and still couldn't figured out how to remove completely the default emergency lights), I decided I'll do this by leaving the default main siren with default emergency lights and just adding the front and rear strobe and yellow lights.
BUT
If someone from the coding team could tell me why the game tells me siren enabled status when reversing with a semitruck (I know it activates the horn periodically but somehow the "siren active" state gets true too... ???), maybe I could still replace the default emergency siren/lights with my new one.
It sets the alarm parameter to 1 when you reverse, 0 when you stop. http://wiki.sa-mp.com/wiki/SetVehicleParamsEx
We can't get/set the siren state in SAMP yet.
for some reason this opcode value getting true while reversing with a semitruck: http://gtag.gtagaming.com/opcode-database/opcode/0ABD/ (http://gtag.gtagaming.com/opcode-database/opcode/0ABD/)
but it didn't get true when reversing with a cement truck... dafuq... :))
Thanks anyway :)
MOD is cool, more a pity not to be able to use for not being allowed, I believe that even if you're playing and give a fart, will be banned ...
That's the whole point I made it... (It won't be visible for other players, so it's allowed)
I already using it... (but it's not done yet)
a "beta" release imbound... just making configuration ini file for stock gtasa vehicles... ;D
Quote from: nyolc8 on February 08, 2015, 12:04
a "beta" release imbound... just making configuration ini file for stock gtasa vehicles... ;D
Yeeessss :like: :like:
Quote from: Hobo on February 08, 2015, 19:08
Quote from: nyolc8 on February 08, 2015, 12:04
a "beta" release imbound... just making configuration ini file for stock gtasa vehicles... ;D
Yeeessss :like: :like:
Its released. http://www.forum.convoytrucking.net/index.php?topic=50213.0