My latest script, this version contains config for stock vehicles (copcar LA,copcar SF,copcar LV,copcar ranger, ambulance,firetruck,towtruck, etc...) It will look bad with car mods (for different/modded car models, light coordinates are need to be tweaked/repositioned in the vehicles.ini file)
Changes in the ini file are applied by just turning off and on the main/strobe/advisor lights in the game, so you can edit the ini file while the game running.
Keys:
G -> main lights
J -> strobe all lights
U -> strobe 1 lights
I -> strobe 2 lights
O -> strobe 3 lights
K -> advisor lights
L -> lights mode
B -> spotlight
RMB -> hold to move spotlight
(note: not all type of lights configured to all vehicles, so for example: towtruck doesn't have advisor lights)
1.0:
Video:
(the game speed got weird because of fraps, so the lights blinking speed are not actual on this video)
0.9.1:
- fixed the crash/opcode on exploding vehicle (and if /rm used)
0.9.2:
- fixed the light problem when User Track Player Radio used
0.9.3:
- new method for blinking the lights, no more flickering lights, more stable blinking
- added 3 new advisor mode (9 total)
- changed advisor to 8 lights (instead of 5 lights)
- added new random mode for advisor light (configurable in .ini file)
- added enforcer, hpv1000, firetruckLS (also updated all vehicle config for new 8 light advisor)
0.9.4:
- fixed again the damn bug of opcode/crash when "/rm" or exploding vehicle.
0.9.5:
- L key to change advisor mode, K key just to turn on/off
- default mode for advisor light can be configured in emergency.ini (which will be the first when you start the game)
- blocked default siren lights, so H key only enables sound (can be configured in emergency.ini, to leave default siren lights enabled if you want)
- if you have two same vehicles, then you won't need to use many config lines for both, you can just tell the script to use another model config. (Example to use copcarla config: copy.model.cfg = 596)
- removed some left-in ini value reading which was used only with old blinkling method (alpha.60 and things like that), also removed these from default vehicles.ini
- small mode (half size) option for icon
- new icon for random advsior (shuffle icon)
- seperate ini files for settings (emergency.ini) and for vehicle configs (vehicles.ini)
1.0:- totally new, many things has been re-wrote
- 3 strobe light sets
- beam light (B key to turn on/off, hold mouse right button while moving the camera to control it)
- L key change all lights mode, by holding it, while pressing a light key
- U,I,O to control strobe light sets seperatelly
- new OSD (realtime, advisor, new compact mode, new textures, etc...)
- new config ini files
- easily editable light shadows (in EL/textures/shadows/ folder)
- new options for more coronas, etc...
DOWNLOAD 1.0 (http://speedy.sh/WJynP/Emergency-by-nyolc8.zip)
My game crashes after copying the files to Cleo folder. EL(foder) and emergency.cs
Where is the game crashes? At loading screen?
After SAMP loads
SA-MP 0.3z
Exception At Address: 0x00000000
Base: 0x02CB0000
Registers:
EAX: 0x00000000 EBX: 0x00000001 ECX: 0x02B62A38 EDX: 0x00001D4C
ESI: 0x02B62A38 EDI: 0x02B62938 EBP: 0x0022FD94 ESP: 0x0022FD18
EFLAGS: 0x00010246
Stack:
+0000: 0x00469FF7 0x02B62A38 0x02B62A38 0x00000000
+0010: 0x0046A220 0x14BE95FC 0x00000065 0x0022FD94
+0020: 0x00000000 0x00000010 0x0022FD84 0x0083C528
+0030: 0xFFFFFFFF 0x0053BFCC 0x0000001A 0x14BE9583
+0040: 0x00000000 0x0000001A 0x14BE9583 0x01900990
+0050: 0x02D15B5D 0x0000001A 0x14BE9583 0x00000000
+0060: 0x773D80E0 0x0022FD6C 0x0022F924 0x0022FF78
+0070: 0x02D60AA4 0x02D82EB0 0x00000001 0x773D80E0
+0080: 0x0053E986 0x00000001 0x00000003 0x00000064
+0090: 0x0053ECC2 0x00000001 0x00619B71 0x0000001A
+00A0: 0x00000001 0x00000001 0x0000000A 0x00748DA0
+00B0: 0x0000001A 0x00000001 0x75E8D9A3 0x00000000
+00C0: 0x0022FF88 0x7FFDF000 0x018A0000 0x4DA5F49E
+00D0: 0x028A1D78 0x00000008 0x00000100 0x00000008
+00E0: 0x00000102 0x44340000 0x43E10000 0x00000000
+00F0: 0x00000000 0x000005A0 0x00000384 0x00000000
+0100: 0x00000001 0x00190250 0x00000200 0x00000000
+0110: 0x01C102C9 0x002BA573 0x000002C9 0x000001C1
+0120: 0x0000002C 0x0022FE2C 0x00825EA4 0x75E8D9A3
+0130: 0x00000000 0x7FFDF000 0xFFFFFFFF 0x00821D17
+0140: 0x00000065 0x00000065 0x0022FF88 0x008246F1
+0150: 0x00400000 0x00000000 0x0193216C 0x0000000A
+0160: 0x00000094 0x00000006 0x00000001 0x00001DB1
+0170: 0x00000002 0x76726553 0x20656369 0x6B636150
+0180: 0x00003120 0x00000000 0x00000000 0x00000000
+0190: 0x00000000 0x00000000 0x00000000 0x00000000
+01A0: 0x00000000 0x00000000 0x00000000 0x00000000
+01B0: 0x00000000 0x00000000 0x00000000 0x00000000
+01C0: 0x00000000 0x00000000 0x00000000 0x00000000
+01D0: 0x00000000 0x0022FDFE 0x69726373 0x5C737470
+01E0: 0x5F617467 0x735C6173 0x69747465 0x2E73676E
+01F0: 0x00824588 0x00000000 0x00000000 0x7FFDF000
+0200: 0xC0000005 0x00000000 0x0193216C 0x00000044
+0210: 0x019653F8 0x019651E0 0x01963680 0x00000000
+0220: 0x00000000 0x00000000 0x00000000 0x00000000
+0230: 0x00000000 0x00000000 0x00000000 0x00000000
+0240: 0x00000000 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF
+0250: 0x00000000 0x00000000 0x0022FE78 0x0022F924
+0260: 0x0022FFC4 0x00825EA4 0x00888078 0x00000000
+0270: 0x0022FF94 0x75E8EE1C 0x7FFDF000 0x0022FFD4
SCM Op: 0x446, lDbg: 0 LastRendObj: 0
Game Version: US 1.0
Do you have newOpcodes.cleo in the CLEO folder?
(video added)
Quote from: nyolc8 on February 08, 2015, 15:06
Do you have newOpcodes.cleo in the CLEO folder?
(video added)
No i dont have it
then here are some extra files to get it to work:
http://speedy.sh/BVEw5/cleo-extras.zip (http://speedy.sh/BVEw5/cleo-extras.zip)
Thanks man, working now.
its allowed use server ?
it's not synced through samp, so yes.
Mine crashed too same as Rahail :o but that extra settings solved it although
anyway i luv u nyolc8 :3 <3 :3 <3 :3 <3 :like: :like:
Thnkx
_DK no longer uses the library plugin.dll
Not compatible with the latest plugins such as IMFX, ImVehFt, imCamAim
newOpcodes.cleo generates endless crashes and bugs, it is absolutely not necessary for the library Cleo 4.3.16-18
Its freaking awesome! I am in love with it, Cant wait for it to work on other vehicles too. Great job! Cookie for you:)
Thanks all! :)
Quote from: Recoil on February 08, 2015, 18:32
_DK no longer uses the library plugin.dll
Not compatible with the latest plugins such as IMFX, ImVehFt, imCamAim
newOpcodes.cleo generates endless crashes and bugs, it is absolutely not necessary for the library Cleo 4.3.16-18
For me the new cleo versions having some audio playing issues, and that's why I didn't update to that.
Btw I never experienced any newopcodes.cleo related crashes. And I use imfx, imvehft, gta5hud without any problem.
Quote from: sardarji on February 08, 2015, 19:14
Its freaking awesome! I am in love with it, Cant wait for it to work on other vehicles too. Great job! Cookie for you:)
Thanks! Well you can make it for any vehicles, just edit the emergency.ini file and add these features with desired light positions if you want :P (okay I know there is no proper readme for that yet, but you can find out how to make it by looking the existing vehicle configs)
Quote from: nyolc8 on February 08, 2015, 19:21
Quote from: sardarji on February 08, 2015, 19:14
Its freaking awesome! I am in love with it, Cant wait for it to work on other vehicles too. Great job! Cookie for you:)
Thanks! Well you can make it for any vehicles, just edit the emergency.ini file and add these features with desired light positions if you want :P (okay I know there is no proper readme for that yet, but you can find out how to make it by looking the existing vehicle configs)
Yeah but its way to much complicated and hard, i'll just wait for instructions/readme :P
btw how do you set the position of lights by changing value one by one or you have some idea?
I created the default configs by changing each property one by one. Literally opened game, enabled main light on vehicle, then looked where the lights is, then turned it off, alt+tab, edited coordinate in emergency.ini file in notepad, saved it, alt+tab back to the game, and enabled main light again on vehicle to check where is it now... then if it was wrong, I edited it again... and did this with all properties, for all lights (and for strobe and advisor lights). But it was done faster than I thought it will be :D
Whoa, Sounds too much work. Once again Thank you :)
It's not the fastest and easiest thing I know, but the good side is you can apply lights to any vehicle, doesn't need modded cars. :)
Great mod :like:
@ nyolc: I don't know if you already noticed but if the lights are on and the vehicle explodes then you will get opcodes and mostly you will crash :P
Quote from: sardarji on February 08, 2015, 20:10
Whoa, Sounds too much work. Once again Thank you :)
It's actually pretty quick once you get the hang of it :like:
Quote from: Wizzer on February 08, 2015, 20:37
Great mod :like:
@ nyolc: I don't know if you already noticed but if the lights are on and the vehicle explodes then you will get opcodes and mostly you will crash :P
Thanks, I'll look into this. :)
I've also noticed that once you turn the lights on, I can't get the icon abvoe the map to go away, even when I get out of the car it is still there
Quote from: SpazzBucket. on February 08, 2015, 23:31
I've also noticed that once you turn the lights on, I can't get the icon abvoe the map to go away, even when I get out of the car it is still there
Hm that's strange, it should dissappear if you get out of the car. (it dissapears for me if I get out of the car)
If you turn off all lights in the vehicle, the icon is still there?
Quote from: nyolc8 on February 09, 2015, 00:16
Quote from: SpazzBucket. on February 08, 2015, 23:31
I've also noticed that once you turn the lights on, I can't get the icon abvoe the map to go away, even when I get out of the car it is still there
Hm that's strange, it should dissappear if you get out of the car. (it dissapears for me if I get out of the car)
If you turn off all lights in the vehicle, the icon is still there?
No it wouldnt turn off, I know the orange lights have different settings so that wasn't the problem cause I made sure they were off, it was on a modded police car if that helps but all the lights were visibly off when the icon was on.
Is G, J and K the only controls for the mod or are there some I'm missing?
I know this sounds dumb but where can i download CLEO for this ?
http://cleo.li/ = hit download.
nyolc8 idk wat happened ..The first time i installed this cleo it ran fine but now my samp is crashing at the load screen :/ can u plz help me?
Quote from: SpazzBucket. on February 09, 2015, 00:42
Quote from: nyolc8 on February 09, 2015, 00:16
Quote from: SpazzBucket. on February 08, 2015, 23:31
I've also noticed that once you turn the lights on, I can't get the icon abvoe the map to go away, even when I get out of the car it is still there
Hm that's strange, it should dissappear if you get out of the car. (it dissapears for me if I get out of the car)
If you turn off all lights in the vehicle, the icon is still there?
No it wouldnt turn off, I know the orange lights have different settings so that wasn't the problem cause I made sure they were off, it was on a modded police car if that helps but all the lights were visibly off when the icon was on.
Is G, J and K the only controls for the mod or are there some I'm missing?
Can you show a screenshot to see what the icon shows exactly?
Quote from: Kakeshi on February 09, 2015, 12:19
nyolc8 idk wat happened ..The first time i installed this cleo it ran fine but now my samp is crashing at the load screen :/ can u plz help me?
Try to use the files from here: http://speedy.sh/BVEw5/cleo-extras.zip (http://speedy.sh/BVEw5/cleo-extras.zip)
I can't get my siren working at the same time with Emergency Lights :D
Quote from: GeneralLee on February 09, 2015, 15:41
I can't get my siren working at the same time with Emergency Lights :D
If you enable the default siren, it blocks the main emergency lights (the lights on the roof)
Quote from: nyolc8 on February 08, 2015, 21:13
Quote from: Wizzer on February 08, 2015, 20:37
Great mod :like:
@ nyolc: I don't know if you already noticed but if the lights are on and the vehicle explodes then you will get opcodes and mostly you will crash :P
Thanks, I'll look into this. :)
Can anyone else confirm this bug? Because for me the lights blinking on an exploded vehicle too without any opcode.edit: okay I get this too... strange... I get opcode and crash in samp, but works fine in samp debug... so... how the f*ck to fix this lol... :|
Quote from: nyolc8 on February 09, 2015, 13:16
Quote from: Kakeshi on February 09, 2015, 12:19
nyolc8 idk wat happened ..The first time i installed this cleo it ran fine but now my samp is crashing at the load screen :/ can u plz help me?
Try to use the files from here: http://speedy.sh/BVEw5/cleo-extras.zip (http://speedy.sh/BVEw5/cleo-extras.zip)
yeah,i had them and its still crashing :'(
alright so whatever light is turned on first thats the icon that will remain, here you can see the icon says I have the orange lights on, but I only have main lights on
(http://i.imgur.com/4zGD19c.png)
I don't have that problem,even if I left the vehicle with lights turned on that icon will dissapear.
Spazz, did you change the coordinates of the yellow(advisor) lights to position them near to the rear window? Because if they are too "deep" in the car, they won't be visible even when they are enabled. So maybe they are really enabled, you just don't see them (?)
to reposition them:
advisorEL.pos.Y = -1.8
amber lights position (minus value means it's moved to the rear from the vehicle center point)
advisorEL.pos.Z = 0.35
amber lights vertical position
advisorEL.space.X = 0.18
space between each yellow light
edit: you mean if you only enable main lights or strobe lights, that "3" icon appears? :|
No when I turn on the the advisor lights they are clearly visible. And whatever light gets turned on when I first get into the car is the light icon that remains on the whole time. so if I turned on main lights first, the main light icon would remain on no matter what series of lights were on. I never changed any coordinates in the files, just dragged, dropped and played, it just happens to be where they ended up
I have no idea why the "screen icon thread" stucks for you... Can you tell me your CLEO version and the newopcodes.cleo exact file size?
edit: btw if the first enabled light icon stuck for you, then how did you get the "3" icon stuck (on the screenshot)?
I tried this out and I get no problems at all in SAMP, the icons appear and disappear when I turn the lights on and off, it looks great on the default vehicles. But I did notice that the main lights turn off if you activate the sirens. I'm assuming that is to do with the problem you was having in the other topic?
When I try using it in SP it instantly crashes my game, I don't have any other ELM/ELS mods installed for single player. So I have no idea what is causing the problem. Hopefully your scripting magic can get things sorted Nyolc8.
Quote from: nyolc8 on February 09, 2015, 21:23
I have no idea why the "screen icon thread" stucks for you... Can you tell me your CLEO version and the newopcodes.cleo exact file size?
edit: btw if the first enabled light icon stuck for you, then how did you get the "3" icon stuck (on the screenshot)?
Cause when I first got in I can change the icon, so its like after logging in, for the first 3 seconds of getting into a police car the icons will change but WONT disappear if lights are off. icons ONLY change if you /q and relog, if you /kill the icon is still there.
I have cleo 4 I believe, newopcodes file is 157kb (160kb on disk)
EDIT:When I get back I will try redownloading the mod and using a non modded cop car
The crash bug (opcodes & crash when car explodes) will get fixed soon (already fixed it for main lights, just need to copy-paste the fix for all lights) ;)
Quote from: BeastyBill88 on February 09, 2015, 22:15
I tried this out and I get no problems at all in SAMP, the icons appear and disappear when I turn the lights on and off, it looks great on the default vehicles. But I did notice that the main lights turn off if you activate the sirens. I'm assuming that is to do with the problem you was having in the other topic?
When I try using it in SP it instantly crashes my game, I don't have any other ELM/ELS mods installed for single player. So I have no idea what is causing the problem. Hopefully your scripting magic can get things sorted Nyolc8.
Yes, I made it like this, because both of them visible at the same time looked weird.
And for the SP issue: to be honest, I didn't even tested this on SP. But I'll look into that.
Quote from: SpazzBucket. on February 09, 2015, 22:17
Quote from: nyolc8 on February 09, 2015, 21:23
I have no idea why the "screen icon thread" stucks for you... Can you tell me your CLEO version and the newopcodes.cleo exact file size?
edit: btw if the first enabled light icon stuck for you, then how did you get the "3" icon stuck (on the screenshot)?
Cause when I first got in I can change the icon, so its like after logging in, for the first 3 seconds of getting into a police car the icons will change but WONT disappear if lights are off. icons ONLY change if you /q and relog, if you /kill the icon is still there.
I have cleo 4 I believe, newopcodes file is 157kb (160kb on disk)
EDIT:When I get back I will try redownloading the mod and using a non modded cop car
This happens with all vehicles which have these lights? Or only with copcar sf? I still don't have any idea why that thing gets stuck for you...
but for now until I figure it out, you can disable the icon at all by editing CLEO\EL\emergency.ini "onScreenStatus.mode = 1" to 0(disable) or 2(text shows up for a few sec when you switch modes)
Update 0.9.1:
- fixed the crash/opcode on exploding vehicle (and if /rm used)
Download: http://speedy.sh/yKjWZ/Emergency-by-nyolc8.zip (http://speedy.sh/yKjWZ/Emergency-by-nyolc8.zip)
Can someone confirm this bug for me?
I playing for a few minutes and after that if I enable a light, the light coronas getting positioned to the center of the car instead of the configured coordinates. And it only gets fixed when I restart the game. Anyone else have this? I have no idea why this happens...
edit: if I set my radio to User Track Player, then the coronas appear in the center of the car... wtf o.o How the hell is User Track Player related to light coronas position? lol I just love this game... xd
edit2: So user track player causing some un-understandable issue with the ini file reading. (tried coordinates set into the script itself, and then this bug didn't happen) Have no idea how to fix this...
edit3: so an example what exactly happens after setting the radio to user track player:
there is a number in the ini file, let say "6.352". After changing the radio to user track player, this number getting read from the ini file as "6.000". So the value after the dot vanishes... I have no idea why... There is no logic in this game... ::)
edit4: Found a way to "hack-fix" this strange bug in the ini file reading, so next update will fix this. ;D
0.9.2:
- fixed the light problem when User Track Player Radio used
DOWNLOAD (http://speedy.sh/Ffgt2/Emergency-by-nyolc8.zip)
next version (0.9.3) plans:
- more light "bulb" for advisor - wip
- advisor feature only reads ini values when it gets turned on from off state, and not everytime you change it's mode (between 1-6) - done
- sampcs_helper.cs included in package (the "plugin" script I made for my "extra_doors" script which prevents keystroke registering when chatting in samp chat) - done
nyolc8, you're really an awesome guy when it comes to mods. I'm following your work for quite some time. I have every truck mod in my GTA from you. I just wanted to ask you if there's a place where I can follow your work?
Thanks:) Well, I only published my gtasa mods on this forum only, but I planning to make a webpage for them.
The coming new advisor light with more bulb and with tweaked (1 and 2) and completely changed (3 and 4) functions:
Sorry for bad video quality, made with phone.
edit: for some stupid reason, the different lights (strobe,mainEL,advior) interfere eachother... and getting flickery. Stupid.... game.... :|
This is amazing. This is not synced in SAMP? If not, is it possible in the future to replace it with EML?
Thanks. It's not synced. How do you mean replace it with ELM? ELM is synced because ELM basically doesn't do anything, just blinking (by damaging and repairing them constantly) the headlights and rear lights (of course these are snyced in samp). The other extra emergency lights in ELM are using the headlights and rear lights as "source". And because those are synced, all ELM light is synced. This is why I did something totally different.
Now my problem with it btw (why I hasn't release the new advisor yet), is that the "corona creator" opcode somehow interfere with other "corona creator" opcode from another thread. And then it creates the coronas slowly somehow and make the lights flicker.
Maybe I'll try to seperate them into different files... maybe that will help.
seperating threads into different files didn't help... f*ck this shit...
Take it easy :P modifying things to make them different than original will always cause problems, no matter what it is, there will be errors and conflicting and frustration, keep trying! :like:
The problem is that the game simply can't handle coronas properly if I just draw them for a few frame. ::)
edit: I have an idea how to make it different way (draw coronas all the time just dynamically change their alpha - this is similar how the stock emergency light works in the game) but for that I need to rewrite the half of the code :| And I'm not sure if this would even fix the flickering or not.
you know it's too much when gtasa shows you this:
(http://i.imgur.com/XxFHp6p.png)
:D
edit: good news, I got it working by changing the alpha value, I adapted the strobe and main lights to this new method and they doesn't interfere with each other like in all released versions :like: Also now the blinking is time based and not frame based (which should prevent /or less noticable/ the blinkingspeed changing based on actual framerate)
edit2: more good news, adopted advisor full blinking function for test, and no flickering at all :like: also the script will be (I hope) smaller and faster :)
So:
- all lights adopted to new mechanism > no flickering at all when multiple lights enabled! Lights blinking without any strange "double-blinking" like before.
- script size is almost half as before lol (was ~22000 byte, now ~13000)
- NEW random mode for advisor: you just put it into that random mode (advisor status number turns red on screen after mode "6", also number shows what is the actual mode in random mode too) and it changes advisor lights mode in every 4 seconds (between 1 and 4 modes), still only one key (default - K) for it, so you disable it with pressing K again.
Maybe I'll make the 4 second configurable in .ini :) edit: done, also random mode feature can be turned off completely in .ini
So, update will come soon :P
Video from the coming new (0.9.3) version:
(sorry for mobile record)
more new thing done: 9 mode for advisor (instead of 6), two new blinking, and a "center-fill" (similar to the side fills but it starts from center) mode. Random mode will choose from 1-7 modes (I exclude left and right fill modes from this).
I have to recreate the numbers for onscreen status, and after that I'll release 0.9.3.
I just installed CLEO4.
Replaced the files: FileSystemOperations.cleo, IniFiles.cleo and newOpcodes.cleo from the download cleo_extra.
Added plugin.dll into my SA folder.
Added EL and emergency.cs into the cleo folder.
When i start now SAMP i get error:
Error loading plugin cleo/newOpcodes.cleo
and some seconds later i get an error:
I can't determine your GTA version.
SA-MP only supports GTA:SA v1.0 USA/EU
Whats the problem?
Are you sure you have newOpcodes.cleo in CLEO folder? I got that error once when I accidentally deleted that file.
Quote from: nyolc8 on February 18, 2015, 19:56
Are you sure you have newOpcodes.cleo in CLEO folder? I got that error once when I accidentally deleted that file.
Yes im sure, i have tried with the one that get installed when you install CLEO and i tried the one from cleo_extra download that you posted here.
New version 0.9.3
- new method for blinking the lights, no more flickering lights, more stable blinking
- added 3 new advisor mode (9 total)
- changed advisor to 8 lights (instead of 5 lights)
- added new random mode for advisor light (configurable in .ini file)
- added enforcer, hpv1000, firetruckLS (also updated all vehicle config for new 8 light advisor)
DOWNLOAD (http://speedy.sh/7aEyk/Emergency-by-nyolc8.zip)
EDIT: just realized that I forgot to make the fix for opcodes and crashes (/rm, exploding vehicle, etc...) for new blinkling method... >< so 0.9.4 coming soon...
New version 0.9.4
- fixed again the damn bug of opcode/crash when "/rm" or exploding vehicle.
DOWNLOAD (http://speedy.sh/AXGh7/Emergency-by-nyolc8.zip)
Have you fixed the chat bug yet ? When your typing while in a vehicle that is not configured to the script it throughs up opcodes for when your press the keys for the lights
I didn't even know there is a bug with this, I'll look into it.
edit: I don't get that bug, also there is no code in the script which would related to non-configured vehicles there. The SAMP chat checking in the script is before any vehicle checking. So I don't know why you getting opcode on non-configured vehicles. :-\
I don't have that either Shane, its probably one of the per person bugs, like my icon not going away xD
I'm using the most up to date version but when I cycle the advisory lights, they get stuck on the last one. They don't turn off. Wat do.
Quote from: nyolc8 on February 19, 2015, 10:39
I didn't even know there is a bug with this, I'll look into it.
edit: I don't get that bug, also there is no code in the script which would related to non-configured vehicles there. The SAMP chat checking in the script is before any vehicle checking. So I don't know why you getting opcode on non-configured vehicles. :-\
I will try your latest version then and see what happens :)
Quote from: Hobo on February 20, 2015, 06:12
I'm using the most up to date version but when I cycle the advisory lights, they get stuck on the last one. They don't turn off. Wat do.
If you set
randomAdvisor.enable = 1 to
0 inside of
CLEO\EL\emergency.ini then what happens? Maybe the random mode gets bugged....(?)
Quote from: bazingashane0 on February 20, 2015, 10:06
Quote from: nyolc8 on February 19, 2015, 10:39
I didn't even know there is a bug with this, I'll look into it.
edit: I don't get that bug, also there is no code in the script which would related to non-configured vehicles there. The SAMP chat checking in the script is before any vehicle checking. So I don't know why you getting opcode on non-configured vehicles. :-\
I will try your latest version then and see what happens :)
I think these bugs related to the used cleo version itself.
People who have problems with this (or with my other scripts), try these files, I use these, all files which related to cleo: http://speedy.sh/JNrtS/mycleo.zip (http://speedy.sh/JNrtS/mycleo.zip)
Of course, MAKE BACKUP first!
I reinstalled the whole game, patched my game to v1.0, installed SAMP.
I can now join a samp server.
Then...
... I installed only CLEO4 and when i want to join a server i get this error:
Version Error
I can't determine your GTA version.
SA-MP only supports GTA:SA v1.0 USA/EU
When i add the file newOpcodes.cleo to the CLEO folder i get the error:
CLEO warning
Error loading plugin cleo/newOpcodes.cleo
and some seconds later i get again the error:
Version Error
I can't determine your GTA version.
SA-MP only supports GTA:SA v1.0 USA/EU
What is this for shit?
Does this add working blinkers or no?
Quote from: nyolc8 on February 20, 2015, 20:34
People who have problems with this (or with my other scripts), try these files, I use these, all files which related to cleo: http://speedy.sh/JNrtS/mycleo.zip (http://speedy.sh/JNrtS/mycleo.zip)
Of course, MAKE BACKUP first!
I used your files and when i try to join a server i get the error:
Error loading plugin NewOpcodes.cleo
Marccc: Try to use hoodlum gta_sa.exe (almost every mod made for that). Exe is important because the memory addresses are different across different exe versions.
MikeMan: No, use imvehft for that.
Quote from: nyolc8 on February 20, 2015, 20:58
Marccc: Try to use hoodlum gta_sa.exe (almost every mod made for that). Exe is important because the memory addresses are different across different exe versions.
MikeMan: No, use imvehft for that.
Thanks it works now!!!
Man, you got no idea how thankful I am for this mod.Over the years I always changed vehicle mods or added colormods or timecync mods just to have a different siren flash.All other mods like EVLS crashed my game but this one works PERFECTLY even with the cool user interface.And pretty pretty lights! :3
Man, if people made mods like this on daily basis.
Thanks :D
edit: I have another idea to remove siren lights, not blocking siren but somehow tell the game to use the swat truck siren instead of copcar siren (swat truck only have sound)
I even found where the siren light types stored in memory, and I looking at it right now, but I just can't figure out how this works, so how it could be called into action or something... ><
edit: just messing with the code and managed to make siren sound play in every cop car always, even when siren is not enabled xd
<3 You are Awesome <3 Your work is Awesome <3
You made San andreas a lot better and far more enjoyable. Appreciate all your work. Thanks a million:)
Thanks :D
Im in love with this mod, so i made a video why i love it! :3
[xfire]http://social.xfire.com/videos/632f5d[/xfire]
nice! :like:
also clever idea to use advisor there :D
this also made me thinking to bring option for which advisor functions to be enabled per vehicle (not sure how to do it yet)
(How) Can we change the size of the Icon on the left side of your screen?
What is: onScreenStatus.alpha = 200 // 0-255
What is: mainEL.alpha = 155
And about the advisor, we need a key for ON/OFF and a key for changing mode because its stupid to go through all the modes to get it off, maybe use L-key ?
1.: it's not possible yet, only moving it possible (but you can disable it, or change it to text with onScreenStatus.mode)
2.: it changes the icon transparency (0 = invisible, 255 = no transparency)
3.: it changes the main emergency lights (which is at the top of the copcar by default, controlled by G key) light corona transparency
4.: next update will work like that
edit: finally, blocked default siren lights without any bug!!! :D (well only for the four police cars, other vehicle pointers need to be found out)
edit2: also for ambulance and firetruck:P
What's done and tested for the next version:
- NEW: L key to change advisor mode, K key just to turn on/off
- NEW: default mode for advisor light can be configured in .ini (which will be the first when you start the game)
- NEW: blocked default siren lights (not for all emergency cars yet), so H key only enables sound (can be configured in .ini, to leave default siren lights enabled if you want)
- NEW: if you have two same vehicles, then you won't need to use many config lines for both, you can just tell the script to use another model config. Example for model 597:
[597]
copy.model.cfg = 596
- removed some left-in ini value reading which was used only with old blinkling method (alpha.60 and things like that), also removed these from default ini
What's planned:
- small mode option for icon
- configure allowed advisor modes by vehicle - not yet, it would be f*cking hard to make it
- somehow show the selected advisor mode in icon mode even when advisor light not enabled
- seperate ini files for settings and for vehicle configs to make easier for you to keep your vehicle settings when I add a new option to settings ini
0.9.5:
- L key to change advisor mode, K key just to turn on/off
- default mode for advisor light can be configured in emergency.ini (which will be the first when you start the game)
- blocked default siren lights, so H key only enables sound (can be configured in emergency.ini, to leave default siren lights enabled if you want)
- if you have two same vehicles, then you won't need to use many config lines for both, you can just tell the script to use another model config. (Example to use copcarla config: copy.model.cfg = 596)
- removed some left-in ini value reading which was used only with old blinkling method (alpha.60 and things like that), also removed these from default vehicles.ini
- small mode (half size) option for icon
- new icon for random advsior (shuffle icon)
- seperate ini files for settings (emergency.ini) and for vehicle configs (vehicles.ini)
DOWNLOAD 0.9.5 (http://speedy.sh/TvNDG/Emergency-by-nyolc8.zip)
When i enter the police car and press G i get number 1 on my screen, it goes away after some seconds and when i enter any other car and press G i get alot of numbers see the screenshots.
(http://i.imgur.com/PXihdYJ.jpg)
(http://i.imgur.com/xN2R6Uj.jpg)
Sh*t, I forgot that inside xd I just used that to see a returning value to see if it works xd I'll update in a minute
edit: here it is: http://speedy.sh/TvNDG/Emergency-by-nyolc8.zip (http://speedy.sh/TvNDG/Emergency-by-nyolc8.zip)
edit2: updated all links to the fixed one
I have been playing around with it in the SAMP Debug and I have to say its surprising easy to config the lights on the vehicles when you get used to it and it makes the EL look so much better. I was wondering is it possible to add more lights other then the ones you have provided Nyolc8? As some of the vehicles I am using have 4 lights on the front and 2-4 on the rear. That would be awesome if you can :D
I'll look into that, I want more strobe lights too. But I don't know how it will work (performance wise) if it checks for custom lights in each frame... ::)
I think I'll just add two more strobe lights with two more keys for them.
Some new video's of this mod.
Giving some support to a convoy.
[xfire]http://social.xfire.com/videos/63304f[/xfire]
[xfire]http://social.xfire.com/videos/633050[/xfire]
CVTM waiting for some staff help because he was stucked into the bridge.
[xfire]http://social.xfire.com/videos/633051[/xfire]
Loving the videos Marccc!
Nyolc8 - would it not be possible to put in the script so that when the strobe key is pressed all secondary lights are turned on? Then just add more to the ini file if and when needed? Otherwise there will be alot of buttons to press lol.
Nice vids there :like:
@BeastyBill88: I already made two additional strobe lights, they working, tested them in game. Just need to figure out how to show them on the onscreen status icon. (to know which ones are enabled) I'll make a key for all strobe lights, and seperate keys for the three strobe lights. So if you want to enable all 3 strobe, then you just press J, if you want them switch seperately, then U,I,O :) Of course these keys will be able to modify too.
I like that idea, but what about having the strobe lights set up like you have the advisor? Press it once for strobe 1, then again for 1 & 2 and a third time for all three? If that is possible though.
Advisor not working like what you described anymore. Are you using latest version?
I'l upload a new video about the current progress in a few minutes.
Yeah I have the newest version, you press K to turn it on, then L to change the pattern. That's what I meant with the strobe, but have it so you just press the J button x amount of times to enable the amount of strobes if that makes sense. But I'll have a look at your video and that will probably show it better then trying to explain it lol. I'm tired and things aren't making alot of sense lol.
I get what you said, for now I show how I improved the status icon thing (visually), also all 3 strobe lights used for example:
(colors looks strange because of mobile phone camera recording)
I still have to make fully the "all strobe on/off" feature (it works in video) because it doesn't support vehicles yet which have a strobe light but not all 3 of them.
Wow! Ok that is actually really good! so you can select the extra strobes with U,I,O? (or assigned keys) and turn all the strobe lights off with the J key yes?
Yes, J switches all strobe together on/off, but you can switch the three strobe lights on/off seperately with U,I,O. :)
Excellent :D can I just ask what did you mean by supporting vehicles?
Also because this EL mod is so awesome... Have another cookie lol.
I mean, if you set a vehicle for example to have strobe 1 and strobe 3 but not strobe 2, then the J key gets messed up. I'm working to fix this in this moment too.
Ah ok, I got you. It is amazing what you come up with Nyolc8! I think 80% of the mods I use for SAMP are yours lol.
Thanks :D btw I just successfully fixed the issue with the J (switch all strobe) :P
Your welcome :D Damn you work quick lol
Spotlight, strobes, Main EL, advisor, front and rear flashers...
(http://i66.photobucket.com/albums/h257/ayyu3m/mother-of-god-meme2.png)
well, the spotlight is just imvehft foglight :D (and I also turned on he imvehft blinkers)
what I want to do:
- try to find out how to make coronas to be visible from just specified angles (just like how the game and imvehft does)
- somehow make custom emergency lights for all visible copcars
- fix the light-shadow "lagg" on the ground (if you go fast, the shadow being "left behind"), also change it from round, to beam-like
but I have no idea how to make these yet...
Ah ok, still looks cool though :D
The 1st & 2nd ones I don't even know how they work lol.
The lag though, I fixed that by simply increasing the size of the shadow and it makes it more realistic to have a bigger reflection area for the main EL's.
Some light shadow progress:
bad news - I have no idea how the original headlight shadow being draw in front of the vehicle because there is only one shadow creator opcode exist in the game... and that one is lagging :| but the stock headlight shadow i not lagging... don't know how that made.
good news - finally know how the rotation works for the shadow opcode (I never understood why the shadow spins like crazy if I set the vehicle Zangle to it) so now I can make beam-like shadows instead of round shadows for lights :P If I got some luck, then maybe I can make custom light shadows too (this would be the best)
Quote from: nyolc8 on February 24, 2015, 16:00
Some light shadow progress:
bad news - I have no idea how the original headlight shadow being draw in front of the vehicle because there is only one shadow creator opcode exist in the game... and that one is lagging :| but the stock headlight shadow i not lagging... don't know how that made.
good news - finally know how the rotation works for the shadow opcode (I never understood why the shadow spins like crazy if I set the vehicle Zangle to it) so now I can make beam-like shadows instead of round shadows for lights :P If I got some luck, then maybe I can make custom light shadows too (this would be the best)
Very nice! So the lights won't spin around when moving the camera? Custom light shadows would be cool to see in action :D
I speak about the shadows (the spots on the ground) now, not the lights
but succesfully made draw custom light shadow texture from staticons.txd file:
(http://i.imgur.com/RzXNzTY.jpg)
:))
btw I read on gtaforums that there is a fix for the lag... but the link which point to that is broken :'(
edit: PM'd the guy there... wish me luck :D
edit2: LAGG FIXED! :D
That is awesome :D haha good luck, hopefully the guy replies to you.
he didn't but I already found the fix,applied, no more lagging shadow :like:
Damn that was quick lol. Can we see the results when you have set it up?
Yeah, now I'm creating the custom shadows
main emergency light shadow is done, it's a simple bmp file in CLEO\EL\shadows\ folder so it will be easily modifiable ;)
BUT now the status icon gets bugged and it freezes out. Basically now I have this bug:
Quote from: SpazzBucket. on February 08, 2015, 23:31
I've also noticed that once you turn the lights on, I can't get the icon abvoe the map to go away, even when I get out of the car it is still there
I have no idea why... I didn't touched the status icon thread at all... :ukiddn:
edit: the shadow lagg fix f*cks up the opcode which draws icon on th screen(http://z4.ifrm.com/30011/104/0/e5015859//e5015859.gif)
The only way is have laggy shadows AND non-laggy shadows too and then the onscreen status works good... ::)
Somehow the onscreen draw opcode uses the same memory address which makes the laggy shadow. So turning off laggy shadow = making draw onscreen opcode permanent.
So its either fix the laggy shadow or have the status icon working properly... :S
yes(http://z4.ifrm.com/30011/104/0/e5015859//e5015859.gif)
I personally would go for the status icon working properly, as its going to look laggy when at high speed anyways, because of the camera and FOV moving.
well, for me, the fixed shadows have more priority, because the lag is much more visible with beam-like (not round) shadows
I'm thinking some text-based status showing like on these cameras:
(http://kulturekritic.com/wp-content/uploads/2012/05/24/dashboard-camera.jpg)
I think it would be authentic :D
btw first I need to test if textdraw works with fixed shadows or not
and I'm looking now to see if the used opcode can be used somehow or not
Quote from: nyolc8 on February 24, 2015, 19:42
well, for me, the fixed shadows have more priority, because the lag is much more visible with beam-like (not round) shadows
I'm thinking some text-based status showing like on these cameras:
(http://kulturekritic.com/wp-content/uploads/2012/05/24/dashboard-camera.jpg)
I think it would be authentic :D
btw first I need to test if textdraw works with fixed shadows or not
and I'm looking now to see if the used opcode can be used somehow or not
Good luck :like:
Waiting forward for it :)
Quote from: nyolc8 on February 24, 2015, 19:42
well, for me, the fixed shadows have more priority, because the lag is much more visible with beam-like (not round) shadows
I'm thinking some text-based status showing like on these cameras:
(http://kulturekritic.com/wp-content/uploads/2012/05/24/dashboard-camera.jpg)
I think it would be authentic :D
btw first I need to test if textdraw works with fixed shadows or not
and I'm looking now to see if the used opcode can be used somehow or not
Like a dashcam :D nice, looking forward to seeing what you come up with.
Well I think I'll leave laggy shadows + non laggy shadows aswell for now. This makes coronas brighter too. And also the status icon works.
So you managed to fix it? Good job! Looking forward to what it will look like with the new shadows and coronas etc.
No, not fixed, just left the laggy shadow in too, so status icon works and coronas brighter too (with only the non-laggy shadows, coronas got darker)
So basically now the coronas and shadows getting draw twice, one laggy and one nonlaggy
I see, well we can see what its like in the video.
you can see it :P
That looks really nice! :D so the shadows are in the txd file with the icon? That way we can customize it yes?
The shadows are just simple bmp files in the EL\shadows folder. They're not in txd. :)
But I still not fully satisfied with this, because the double shadow drawing makes a slight sharp border around the shadows... :/ I'll try to lower the alpha of them
edit: okay, lower alpha fixed this
now I want to make an option for rear shadows too, and I got the camera view Z angle now, I'll try to compare it with the car Z angle in the script somehow to get coronas visible from specific angles (example: front coronas visible only when you look the car from front)
:) even better.
So you want to have it so that (like you said) you can only see the front strobes from the front and the rear ones won't "leak" through the car, basically blocking the rear coronas from that angle and vica versa for the other lights.
yes but I don't really know how to do it... ::)
I have a working code which writes on screen "front" and "rear" when I look at the car from specified angles... :P So... I just need to implement it into my script.
(I'll try to adjust corona size based on view angle, like how the game does with the headlight coronas)
As for shadows: the "dual" shadow thing looks very strange for me... :/ I still don't know how to make that. (but I asked this on gtaforums, maybe I'll get some solution)
Well good luck, hopefully they are able to help you out.
I have been tinkering some more and have made a similar setup with the lights that Marccc showed us, I have done it by using the main EL and advisor for the beacons/lightbar and using the strobes for the front grill on the roadtrain perfect for when I'm doing heavy haulage ;) Thanks for the idea Marccc.
You can always add more lights if you want... :))
oh gawd... :))
First I have to fix the shadows (while keeping the icon working), and I want to make coronas work similar like the original headlight coronas working (getting smaller when you view it from sideways).
And after that, adding more lights will be only performance question. :)
Just a quick question... When you release the next version will we still be able to use the settings from this version? As I've configured lights to fit my vehicles :S I just don't want to have to do it all again lol.
it will, but a few lines getting added/changed (to specify how many strobe light a car have)
BUT coordinate values will stay the same (these are what takes time to configure)
I don't know when will I release it, because the current state of the script have broken status icon, and only text mode works (so: onScreenStatus.mode = 2 ).
I just finished the sizing script part a few minutes ago which gives two 0.0-1.0 value based on view for both rear and front. I just need to multiply the lightcorona sizes with these returned values and lightcoronas will be sized based on view angle :P
The hard part in this is to seperate rear/front lightcoronas from each other. (this might be need an extra line for all light in vehicles.ini to be able to specify lightcorona mode - front/rear)
That's good then, I can just copy the coordinates from this version to the vehicles and then just add the extra lights.
It is still the lag fix causing the status icon to break? So the coronas will work like the headlights? Would you be able to show us a video at a later date to show this? Would be great if you could.
And don't worry about when your going to release it, we can wait ;) lol
Yes, the shadow lag fix breaks all draw-on-screen opcodes, making all of them permanently being drawn on each other. Basically it doesn't get removed at the end of the frame.
The angle script is now in a seperate file which is just draws a text on screen with the multiplier so not much to show yet... :D
Well that sucks lol. Is the fix like an ASI file, Cleo script or something like that?
Ah fair enough :) either way its looking great, definitely makes it alot better then the standard lights and ELM just because you can add it to any car and customize it were as with ELM you have to do it in 3DS or something lol.
the fix is built into my emergency.cs file.
now strobe1 and strobe2 works with dynamically changed corona sizes (relative to what you configure in the ini file), and there is a switch for pair of lights to set it front/rear/old style. This option also modifies the shadow direction(front/rear).
edit: now all lights supporting front/rear option (strobe1-2-3 & advisor) so now advisor can be moved to the roof behind the siren and it won't be visible from front view.
check how the coronas changing their sizes, also visible from only one angle:
(not the best video but the effect can be clearly seen on the reverse light blinkers)
I have no idea how I'll make the shadows... because the guy who made the fix, said that isn't a fix, it just blocks a function which prevents draw things too fast. Now I sent a pm to DK and asked how he did it with imvehft light shadows... (because that works without messing up anything) maybe I can get some help from there...
edit: DK responded and I have no idea what he meant xd so I don't know how I'll make this :/
edit2: I had a stupid idea, also DK said it won't work. :D But I started to do it... and... well I got it to work :D So the shadow not crawls away but jumps a bit as you move(but because of the blinking light, it won't be much noticable)... I think this is the best solution because this not changes anything render-wise, so everything will be the same as before(icon will work and such) just shadow won't crawl away. :D
Great news Nyolc8 :D the improvements are looking brilliant, is there anything else you will be adding? I was thinking, maybe a sound can play like a beep or click noise when you change the light pattern or turn lights on/off etc.
Also will it be possible to add lights and setup lights which are not flashing? Like a spotlight? That would be a good add to have :D
I don't know if sound needed or not... The cript getting really heavy because of all the angle math things and such... and now the shadow position correction math...
With the angle corona sizing thing, I can add spotlight. Maybe I'll make it with a searchlight too, and it will light where the camera is looking :P Just an idea...
Btw the shadow position correcting is so complex, I can't follow what I'm doing... xd So it's only works properly when the car moves on X axis and the car is inside a positive coordinate.... my brain exploded already lol
But I'll make it... :D
edit: all four direction works now, shadow position being corrected
QuoteI can add spotlight. Maybe I'll make it with a searchlight too, and it will light where the camera is looking :P Just an idea...
That would be awesome! :D Also if your brain explodes please can someone clean up the mess? Lol
strobelight1 has got the "shadow corrector" fully, tested, works nicely :P, now 3 other lights to go... :D
edit: shadow correction implemented for all lights :P
edit2: here's my current setup for my "copcarla", just to see what's new in the vehicles.ini parameters:
[596] //copcarla
mainLights.enable = 1
strobeLights.1.enable = 1
strobeLights.2.enable = 1
strobeLights.3.enable = 1
advisorLights.enable = 1
strobeLights.enable became 1-2-3 to be configure which one you want enabled on the car.
***
mainEL.pos1.X = 0.3
mainEL.pos2.X = 0.8
mainEL.pos.Y = -0.35
mainEL.pos.Z = 0.95
mainEL.rgb1.R = 0
mainEL.rgb1.G = 0
mainEL.rgb1.B = 255
mainEL.rgb2.R = 255
mainEL.rgb2.G = 0
mainEL.rgb2.B = 0
mainEL.alpha = 190
mainEL.size = 0.8
mainEL.shadow.pos.X = 7.0
mainEL.shadow.pos.Y = -0.35
mainEL.shadow.size = 6.0
mainEL.shadow.rgb1.R = 0
mainEL.shadow.rgb1.G = 0
mainEL.shadow.rgb1.B = 60
mainEL.shadow.rgb2.R = 60
mainEL.shadow.rgb2.G = 0
mainEL.shadow.rgb2.B = 0
no change here
***
strobeEL.1.posF.X = 0.4
strobeEL.1.posF.Y = 2.45
strobeEL.1.posF.Z = -0.03
strobeEL.1.posF.dir = 1 //1 = front, 2 = rear, 0 = both
strobeEL.1.posR.X = -0.54
strobeEL.1.posR.Y = -1.77
strobeEL.1.posR.Z = 0.38
strobeEL.1.posR.dir = 2 //1 = front, 2 = rear, 0 = both
strobeEL.1.rgb1.R = 255
strobeEL.1.rgb1.G = 0
strobeEL.1.rgb1.B = 0
strobeEL.1.rgb2.R = 0
strobeEL.1.rgb2.G = 0
strobeEL.1.rgb2.B = 255
strobeEL.1.size = 0.1
strobeEL.1.alpha = 255
strobeEL.1.shadowF.enable = 1
strobeEL.1.shadowF.pos.X = 0.4
strobeEL.1.shadowF.pos.Y = 4.4
strobeEL.1.shadowR.enable = 1
strobeEL.1.shadowR.pos.X = -0.7
strobeEL.1.shadowR.pos.Y = -5.5
strobeEL.1.shadow.rgb1.R = 80
strobeEL.1.shadow.rgb1.G = 0
strobeEL.1.shadow.rgb1.B = 0
strobeEL.1.shadow.rgb2.R = 0
strobeEL.1.shadow.rgb2.G = 0
strobeEL.1.shadow.rgb2.B = 80
strobeEL.1.shadow.size = 1.8
here you can see the new .dir option and the shadow enable/disable lines for front and rear.
***
strobeEL.2.posF.X = 0.06
strobeEL.2.posF.Y = 0.4
strobeEL.2.posF.Z = 0.68
strobeEL.2.posF.dir = 1 //1 = front, 2 = rear, 0 = both
strobeEL.2.posR.X = 0.62
strobeEL.2.posR.Y = -1.4
strobeEL.2.posR.Z = 0.6
strobeEL.2.posR.dir = 2 //1 = front, 2 = rear, 0 = both
strobeEL.2.rgb1.R = 255
strobeEL.2.rgb1.G = 0
strobeEL.2.rgb1.B = 0
strobeEL.2.rgb2.R = 0
strobeEL.2.rgb2.G = 0
strobeEL.2.rgb2.B = 255
strobeEL.2.size = 0.1
strobeEL.2.alpha = 255
here you can see the new .dir option too. Also you can see I left out shadow lines because I didn't wanted light shadows for this light
***
strobeEL.3.posF.X = -0.7
strobeEL.3.posF.Y = 2.43
strobeEL.3.posF.Z = -0.04
strobeEL.3.posF.dir = 1 //1 = front, 2 = rear, 0 = both
strobeEL.3.posR.X = 0.75
strobeEL.3.posR.Y = -2.8
strobeEL.3.posR.Z = 0.03
strobeEL.3.posR.dir = 2 //1 = front, 2 = rear, 0 = both
strobeEL.3.rgb1.R = 255
strobeEL.3.rgb1.G = 255
strobeEL.3.rgb1.B = 255
strobeEL.3.rgb2.R = 255
strobeEL.3.rgb2.G = 255
strobeEL.3.rgb2.B = 255
strobeEL.3.size = 0.5
strobeEL.3.alpha = 150
strobeEL.3.shadowF.enable = 1
strobeEL.3.shadowF.pos.X = -0.7
strobeEL.3.shadowF.pos.Y = 4.0
strobeEL.3.shadowR.enable = 1
strobeEL.3.shadowR.pos.X = 0.7
strobeEL.3.shadowR.pos.Y = -4.0
strobeEL.3.shadow.rgb1.R = 40
strobeEL.3.shadow.rgb1.G = 40
strobeEL.3.shadow.rgb1.B = 40
strobeEL.3.shadow.rgb2.R = 40
strobeEL.3.shadow.rgb2.G = 40
strobeEL.3.shadow.rgb2.B = 40
strobeEL.3.shadow.size = 1.1
same as strobe 1
***
advisorEL.pos.Y = -1.77
advisorEL.pos.Z = 0.38
advisorEL.dir = 2 //1 = front, 2 = rear, 0 = both
advisorEL.space.X = 0.12
advisorEL.alpha = 255
advisorEL.rgb.R = 255
advisorEL.rgb.G = 166
advisorEL.rgb.B = 0
advisorEL.size = 0.06
you can specify the advisor direction, so it will not visible from all view if you want (good if you want the advisor on the roof)
also I removed all shadow Z values, they don't need anymore.
Quote from: nyolc8 on February 26, 2015, 20:46
strobelight1 has got the "shadow corrector" fully, tested, works nicely :P, now 3 other lights to go... :D
edit: shadow correction implemented for all lights :P
Can't wait to see more progress :like:
Keep up the great work!
Quote from: Wizzer on February 26, 2015, 21:21
Quote from: nyolc8 on February 26, 2015, 20:46
strobelight1 has got the "shadow corrector" fully, tested, works nicely :P, now 3 other lights to go... :D
edit: shadow correction implemented for all lights :P
Can't wait to see more progress :like:
Keep up the great work!
Agreed! The progress, Nyolc8 has made on this is fantastic! I can't wait to see what else you have up your sleeves.
coronas size changing preview again, shadows staying with car when going, also made custom shadow texture for strobe lights too (in the previous video, I just used the texture from imvehft as placeholder), changed corona for strobe3 (uses the same corona as headlight, useful for "fake" headlight blinker as I did in the example)
Oh and status icon working as before :P
Now the keys are like this:
G = main EL
H = siren (sound)
J = strobe lights (U = 1st, I = 2nd, O = 3rd - to control them seperately)
K = advisor lights
L = advisor mode
I'll look into the spotlight thing, and after that, new version coming... :)
Fantastic work Nyolc8! So with the direction for the strobe lights. If we have it set to 1 (front) we can only see the lights from the front of the car? and the likewise for the rear? Also I'm assuming we can still edit it as we can now? by tabbing out, changing a setting, saving and going back into the game.
I was wondering will there be a limit on how many lights we can add? Also in future versions will be able to change the speed of the lights or make our own flash patterns maybe?
I am very impressed with what you have managed to do with this mod. I really am! I can't wait for the next version to be released so I can put many many lights on my vehicles ;) lol.
Thanks for all the hard work you have been putting into your mods Nyolc8, not to blow smoke up your arse, but your definitely at the top of my list of SA mods.
PS. The spotlight would be amazing if you are able to make the light illuminate where the camera is looking. I think I might need to start using the keypad for all of the light buttons ;) lol.
Yes if you set it to 1 then it will be visible only when viewing the car from front. And yes, you can change it while game running.
The numbers of lights are static, there is the main emergency light set, 3 strobe sets (4 light corona for each set) and the advisor light set.
Some test with spotlight:
[imgur]http://imgur.com/a/erFRy#0[/imgur]
problems with it:
- samp only allows one searchlight to be moving, so lighthouse script blocks it out
- very, I mean VERY buggy when I move it with mouse, it glitches at some angles
- it's have that huge lightcorona when you look into the lights which can't be lowered
so don't expect spotlight soon... atleast not with this method.
random testing, those "light objects" (billboard object scaled down lol) are made there with script only:
this is not a thing I'll implement soon, but maybe someday...
This is a spotlight method I can implement (today's work :D):
I'll try to find a better object in the game for the light object back side (I'll need a half-sphere object), currently I used the area69 object there.
Problems:
- the object(the light object model) would appear only when you're in the car or you enabled an emergency light (or the spotlight itself) on the car
- it's only rotatable on Z (in this game, this is the vertical - stupid game :d) axis (well maybe it's possible to make tiltable - then lightshadow would change size and distance from light to make a realistic effect, but it will be hard to do it. this thing needs many math in it's current state too :D)
- light can only bright up vehicles or players (better than nothing :P)
PS.: I'll implement this corona visibility thing into my lighthouse light script, so there will be not only the beam but a corona as well, from far away too
Great work yet again! And thanks for answering my questions earlier :) well the spotlight could be worked on in a later version. The EL,Strobe & advisor lights are the main reason for the mod.
I found a nice car mod and i want to show you it with the light mod. C:-)
[xfire]http://social.xfire.com/videos/63323b[/xfire]
Car is from here: http://www.ikey07.com/?page=download&item=17 (http://www.ikey07.com/?page=download&item=17)
Here the coordinates i use on this car.
[spoiler][597] //copcarsf
mainLights.enable = 1
strobeLights.enable = 1
advisorLights.enable = 1
mainEL.pos1.X = 0.65
mainEL.pos2.X = 0.65
mainEL.pos.Y = 0.05
mainEL.pos.Z = 0.95
mainEL.rgb1.R = 0
mainEL.rgb1.G = 0
mainEL.rgb1.B = 0
mainEL.rgb2.R = 0
mainEL.rgb2.G = 0
mainEL.rgb2.B = 255
mainEL.alpha = 255
mainEL.size = 0.35
mainEL.shadow.pos.X = 1.5
mainEL.shadow.pos.Y = -0.35
mainEL.shadow.pos.Z = 0.9
mainEL.shadow.size = 0
mainEL.shadow.rgb1.R = 0
mainEL.shadow.rgb1.G = 0
mainEL.shadow.rgb1.B = 0
mainEL.shadow.rgb2.R = 0
mainEL.shadow.rgb2.G = 0
mainEL.shadow.rgb2.B = 0
strobeEL.posF.X = -0.12
strobeEL.posF.Y = 1
strobeEL.posF.Z = 0.37
strobeEL.posR.X = -0.60
strobeEL.posR.Y = -1.7
strobeEL.posR.Z = 0.35
strobeEL.rgb1.R = 0
strobeEL.rgb1.G = 0
strobeEL.rgb1.B = 255
strobeEL.rgb2.R = 0
strobeEL.rgb2.G = 0
strobeEL.rgb2.B = 255
strobeEL.size = 0.12
strobeEL.alpha = 255
strobeEL.shadow.pos.X = 0.4
strobeEL.shadow.pos.Y = 3.5
strobeEL.shadow.pos.Z = -0.03
strobeEL.shadow.rgb1.R = 70
strobeEL.shadow.rgb1.G = 0
strobeEL.shadow.rgb1.B = 0
strobeEL.shadow.rgb2.R = 0
strobeEL.shadow.rgb2.G = 0
strobeEL.shadow.rgb2.B = 70
strobeEL.shadow.size = 0
advisorEL.pos.Y = -1.4
advisorEL.pos.Z = 0.64
advisorEL.space.X = 0.12
advisorEL.alpha = 255
advisorEL.rgb.R = 0
advisorEL.rgb.G = 0
advisorEL.rgb.B = 255
advisorEL.size = 0.07[/spoiler]
Nice :P
***
Made the spotlight to actually work like a light (works the same as vehicle headlights, it was a nightmare to do - cosine & sinus math all day along... :D) so now it brights up charaters and vehicles, and even the car itself (which contains the spotlight) too if you point the light to it (can be seen on video). Also now the lights shadow scales and becomes less visible based on camera tilt (it also changes the light distance) so it works more real now. The light model itself does not tilting yet (But I don't know if I'll make that model even visible or there will be only the light as for other lights).
Omg, you are a GOD!!! That spotlight is freaking amazing. I guess it's not synced, just visible on your own screen?
nyolc8 I suggest you to come on a RP server where I'm from and show them your work, they will love it. ;)
Thanks :)) yes, it's not synced. :)
Now I'm cleaning repetitive code from the script, then I'll implement this spotlight into it (without the light model for now). Just need a key switch for it.... Is B key used for anything?:D
To be honest you won't need the spotlight model as most models already have one or two. and the B key isn't used for anything in a vehicle as far as I know.
I know but because this script works with stock vehicles too, that's why I wanted a model... but it looks strange that it just appears there so that's why I left out the model.
Anyway... just making it turnable on/off in this moment, also it will not moved all time, only when you hold down right mouse button .And then I need to implement this whole thing into the emergency.cs...
edit: finished the controlling, also the lightcorona now changes it's side based on how much is the light distance is (so it's "tilt")
Quote from: nyolc8 on February 27, 2015, 22:12
Nice :P
***
Made the spotlight to actually work like a light (works the same as vehicle headlights, it was a nightmare to do - cosine & sinus math all day along... :D) so now it brights up charaters and vehicles, and even the car itself (which contains the spotlight) too if you point the light to it (can be seen on video). Also now the lights shadow scales and becomes less visible based on camera tilt (it also changes the light distance) so it works more real now. The light model itself does not tilting yet (But I don't know if I'll make that model even visible or there will be only the light as for other lights).
WOW...Epic!
Thanks, I just finished implementing it into the emergency.cs (this is not just copy paste :D).
It have a small bug (light appears in the center of the car for a moment when you enable it), I'll fix that somehow, then need to figure out a status icon for this, and then new version will released.
status icon "thing" updated, now it contains the "searchlight" too, also slightly moved/scaled the elements of it
(http://i.imgur.com/rQ7e41T.jpg)(http://i.imgur.com/icJ3AC7.jpg)(http://i.imgur.com/nzhWy5m.jpg)(http://i.imgur.com/VVfBge6.jpg)
:D epic! I can't wait to try this out, great work again Nyolc8.
Thanks! :)
Well, it looks like config lines will change afterall, I mean for the lightshadows. I think the "shadow.pos.X" coordinate is unneccessary in the .ini file because the corona position can be used for that. I'll leave the pos.Y to be able to set shadow distance from light. So I'll remove all shadow.pos.X coordinate lines from vehicles.ini file.
BUT as a new thing, you will can change light shadow size seperately for front and rear shadows. So there will be shadowF.size and shadowR.size for all strobe lights. You'll can set the "R"(rear) shadows and lights to face front too if you want.
Very nice! The pos.Z was for moving it forward or backwards wasn't it? I can't remember lol. But all the other coordinates are the same so we can copy the ones from V 0.9.5. Oh and by the way this is what my Roadtrain (your mod) looks like with orange lights ;)
(https://scontent.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/10603230_10152594325032063_3892708639014046347_n.jpg?oh=4b4ade099f87e5a4fc31ea0cc9c5471c&oe=557DC95B)
I have the strobes on the front grill, the main EL's on the roof (and made to the same size as the advisor), also the TA is on the roof aswell. Thanks for the idea Marccc.
The "Y" was that.
But... you won't be happy, but I renamed almost all lines... ::) to make it more logical. So a strobe light config lines are like this now:
(strobe 3)
strobeEL.3.F.pos.X = -0.7
strobeEL.3.F.pos.Y = 2.43
strobeEL.3.F.pos.Z = -0.04
strobeEL.3.F.dir = 1 //1 = front, 2 = rear, 0 = both
strobeEL.3.F.size = 0.8
strobeEL.3.R.pos.X = 0.75
strobeEL.3.R.pos.Y = -2.8
strobeEL.3.R.pos.Z = 0.03
strobeEL.3.R.dir = 2 //1 = front, 2 = rear, 0 = both
strobeEL.3.R.size = 0.2
strobeEL.3.rgb1.R = 255
strobeEL.3.rgb1.G = 255
strobeEL.3.rgb1.B = 255
strobeEL.3.rgb2.R = 255
strobeEL.3.rgb2.G = 255
strobeEL.3.rgb2.B = 255
strobeEL.3.alpha = 150
strobeEL.3.shadow.F.enable = 1
strobeEL.3.shadow.F.pos.Y = 6.0
strobeEL.3.shadow.F.size = 2.1
strobeEL.3.shadow.R.enable = 1
strobeEL.3.shadow.R.pos.Y = -4.0
strobeEL.3.shadow.R.size = 0.7
strobeEL.3.shadow.rgb1.R = 40
strobeEL.3.shadow.rgb1.G = 40
strobeEL.3.shadow.rgb1.B = 40
strobeEL.3.shadow.rgb2.R = 40
strobeEL.3.shadow.rgb2.G = 40
strobeEL.3.shadow.rgb2.B = 40
Doesn't look much more different from v0.9.5 Just a few more strobe lines lol.
spotlight lines:
spotLight.pos.X = -1.01
spotLight.pos.Y = 0.8
spotLight.pos.Z = 0.52
spotLight.size = 0.7
size means the light corona only
and a video, the first one since spotlight implemented in the emergency.cs itself:
Incredible :D so we can now basically have 4 strobes on the front, 4 on the rear, the TA, main EL's a spotlight aswell! My goodness Nyolc8! Do you have any other plans for this mod? Not sure if I already asked you lol.
3 pair lights on front, 3 pair lights on rear + advisor lightbar + main lights for roof + spotlight
I have some ideas.
Excellent! :D
Also with the spotlight are we able to change with button we press to be able to move it? Its just that I have the right mouse button as my horn button lol :P
no yet made, but in the released version the option will be there
:) thank you.
Can we get the advisor light into 2 colors?
Because i like the modes and i would like to use it as main light on the roof and there i need blue and red color, or to put in behind a window like the ones from the video below.
Or just make a completely new light for it like (X = light and make it as 1 coordinate for the 3 lights) [X][X][X] [X][X][X]
Here a video of what i mean.
And to make you crazy
(http://www.whelen.com/assets/photos/auto/img13.jpg)
so a strobe light with 3 lights at each place?
Yes like you see on the cars above like the lights they have behind the front window, all strobes you made now are just 1 light.
I think I'll just make one of the 3 strobe light set to have 3 corona on each place
edit: making all 3 strobe light set to be configurable with a 0(false) or 1(true) to have 1 or 3 corona
edit2: done :D also the distance between the three corona can be configured
Looks good!
We cant get modes in the strobes and main lights?
If you tell me how to indicate current mode for all three strobe lights in the status icon, then yes :D
Btw I think I'll make all lights to have this corona setting, and also making it to be able to set 1, 2, or 3 coronas. So main and advisor too. This would eleminate the need for two X coordinate in mainEL config. And also we can get nicer, more rectangle-lookalike lights by setting two smaller corona near to eachother.
finished multi-corona option for all lights, changed mainEL for this(removed pos2.X line, also removed shadow Y line - using corona Y coordinate for light shadow), all lights can have 1-3 coronas at all places.
advisor light with corona number option set to 2:
(http://i.imgur.com/p4cUIWN.jpg)
Nice work!
Looks great! Are we able to do the 1-3 lights for the main EL? Or is it just for the strobes?
mainEL too (there was already 2 coronas on each side - pos1.X and pos2.X, I removed pos2.X and replaced that with this new function), so you can set it to 1, 2, or 3 corona for each side.
Was there? Lol I didn't actually notice that, I thought pos1 & pos2 where for the left and right coronas. Looking forward to seeing what Marccc and others can come up with in regards to lighting vehicles :D
pos1 and pos2 was the two coronas for one side only, the script mirrored those coordinates for the other side :D
concept for new onscreen status:
(http://i.imgur.com/O89o7Uf.jpg)
What do you think?
Looks great!!!
I have no idea how to make mode changer key for all (main, strobe1,strobe2,strobe3,advisor)... Any idea? :D
I don't want to make another 4 new key... it would be too complicated.
Quote from: nyolc8 on March 02, 2015, 17:24
I have no idea how to make mode changer key for all (main, strobe1,strobe2,strobe3,advisor)... Any idea? :D
I don't want to make another 4 new key... it would be too complicated.
I played in GTA 4 with ELS mod and there we had keys for on/off and keys for change mode. I have no idea what we can use else...
Quote from ELS V7
[ CONTROLS ]
Toggle_LSTG = 74 // J by default
Toggle_SECL = 75 // K by default
Toggle_WRNL = 76 // L by default
Toggle_SRN = 72 // H by default
Toggle_InfoPanel = 77 // M by default **
Toggle_Takedowns = 221 // ] by default
Toggle_Cruise = 219 // [ by default
Chng_Pat_PRML = 85 // U by default *
Chng_Pat_SECL = 73 // I by default *
Chng_Pat_WRNL = 79 // O by default *
:-\
Wouldn't it be easier to have all the lights set up like the advisor?
1 key to turn it on/off and another one to change the pattern.
That way you are reducing the number of buttons to what 5 at least.
You would have it like this:
G - Turn on/off main EL's
U - Turn on/off strobes
I - Change number of active strobes (1-3)
K - Turn on/off Advisor
L - Change advisor pattern
O - Turn on/off spotlight
Just my idea for the button setup.
I'm thinking that maybe I'll make the L key a universal mode-changer key. So while you holding it down, you press the key for the light to change it's mode.
So for example if you press K while holding L down then you change advisor mode. If you press G while holding L down, then you change the mainEL light mode, etc....
@BeastyBill88: you missed the point. I want to be able to change all three strobe lights mode seperately. You just said a button to set what strobe light to be on which is already can turned on/off seperately.
***
some progress/change:
-bug-fixed: mainEL light now comes from the corona position instead from shadow position
-removed some recurring code (made them into scm_function)
also, I'm planning 5 modes for all lights (strobe1,2,3, and main light):
1: side-to-side blinking
2: both side (all light) blinking 2 times together
3: left two times blink, right two times blink
4: left 4-5 times blink, right 4-5 times blink
5: all lights on without blinking
Quote from: nyolc8 on March 02, 2015, 20:33
I'm thinking that maybe I'll make the L key a universal mode-changer key. So while you holding it down, you press the key for the light to change it's mode.
So for example if you press K while holding L down then you change advisor mode. If you press G while holding L down, then you change the mainEL light mode, etc....
also, I'm planning 5 modes for all lights (strobe1,2,3, and main light):
1: side-to-side blinking
2: both side (all light) blinking 2 times together
3: left two times blink, right two times blink
4: left 4-5 times blink, right 4-5 times blink
5: all lights on without blinking
I like the idea, how many coronas have the main light? Because i know some extra modes for it:
[X][X] [X][X]
[X][X] [X][X]
[X][X] [X][X][X][X][X] [X][X][X]
[X][X][X] [X][X][X]
[X][X][X] [X][X][X][X][X][X] [X][X][X][X][X][X] [X][X][X][X][X][X] [X][X][X]Maybe this last 2 modes with 3 coronas can also be used for the 3x strobe.
Quote from: Marccc on March 02, 2015, 21:10
Quote from: nyolc8 on March 02, 2015, 20:33
I'm thinking that maybe I'll make the L key a universal mode-changer key. So while you holding it down, you press the key for the light to change it's mode.
So for example if you press K while holding L down then you change advisor mode. If you press G while holding L down, then you change the mainEL light mode, etc....
also, I'm planning 5 modes for all lights (strobe1,2,3, and main light):
1: side-to-side blinking
2: both side (all light) blinking 2 times together
3: left two times blink, right two times blink
4: left 4-5 times blink, right 4-5 times blink
5: all lights on without blinking
I like the idea, how many coronas have the main light? Because i know some extra modes for it:
[X][X] [X][X]
[X][X] [X][X]
[X][X] [X][X]
[X][X][X] [X][X][X]
[X][X][X] [X][X][X]
[X][X][X] [X][X][X]
[X][X][X] [X][X][X]
[X][X][X] [X][X][X]
[X][X][X] [X][X][X]
Maybe this last 2 modes with 3 coronas can also be used for the 3x strobe.
I'm not doing like that, the script handles one side as seperate element, so I can't control a specific corona at one side. But as I saw on videos, there is no light which can control a LED seperately, they work as I did it.
edit: well checked again, and I still not sure if they work like what you described, but if you show me a video where is work like that, I'll look into how to make it.
I got the ideas from here
Pattern 3
Pattern 13
That's a long light bar like advisor, not a small light block. But anyway, I'll try to make it.
I can make it to be able to set a strobe light in .ini to have modes what I described, or what you described. (done :d)
Adding a bigger but almost invisible corona to lights = more dramatic illuminated effect at light coronas (only for strobe lights, also it can be disabled from vehicles.ini for each strobe light set), also changed the timings for the double-blink strobe mode, I think this faster blink looks better:
I just realized it works on mainEL too, now that's dramatic...:D You'll see on next video. (now working on multi-modes for lights)
can you take a video of the actual gameplay via xfire/fraps/bandicam rather than recording the tv screen or no?
I can, but it takes more time (because it need to be converted) than recording with phone. I think this do the job for showing off little improvements while I work on it. But I'll make a proper screen recording with fraps when I finished everything before I release the new version.
***
Btw, key controls (and random mode) for mainEL, strobe1-2-3 are done, need to do the different timers (timers actually blinks the lights in specified milliseconds), then need to do the new onscreen status thing. And 1.0 coming.
edit: modes + random mode done for strobe 3 set, just need to copypaste to mainEL, strobe1, and strobe2. Then the onscreen status thing...
btw nyolc when i installed it and ingame i tried to press c to crouch (on foot) i just got two warning codes do you maybe know why?
I noticed this bug too, just narrowed down the problem to the key_press register section. I'll find the cause of it.
It's in the H key register section (to show up the speaker when you turn on sound siren), have no idea why that bugs crouch...
edit: okay got the problem,
onfoot state, key ID18 = crouch
incar state, key ID18 = horn/siren
I'll fix it
edit2: fixed :)
script size is 3 times bigger than previous version... ::) :D
all lights set to random mode:
alternate mode enabled in .ini for strobe 2:
I noticed the crouch bug aswell, I thought it was just SAMP lol. Glad you fixed i though. The new light patterns/features look amazing! I can't wait to use them.
If you & someone else has the mod on the sever the other person will be able to see your lights aswell? Or will it only be on their vehicle (if that makes any sense).
Only on your vehicle, I have no idea how to make it work like imvehft.
That's fair enough :) thanks for letting me know.
The section marked with green is done:
(http://i.imgur.com/6sUwld2.jpg)
The left side will work similar as before, but the advisor lights status will be shown there realtime (under the car).
on screen status fully done (or atleast it works, I'll make some code-optimalization):
just noticed that spotlight gets bugged for some reason if you get out of the vehicle (it worked before), so I'll look into that.
OMG!! This is amazing! I just fell in love with it :3
Not sure if it has been asked before but will the lights be visible if other players are driving with sirens? Would be awesome getting changed by cops like that :like:
I agree with Wizzer, you have done an incredible job!
Although Nyolc8 did say it would only be visible on our cars and not others if I read it right. Hopefully in future versions he will be able to make it so that it does work on others :D
I just noticed that the game runs without problem for about 2-3 minutes, then opcode spam and it crashes :o
Now this will be hard to find out...
edit: after some tests, 99% it's the advisor light, my bet is that the onscreen realtime advisor status making something...
edit2: it's the new advisor status thing... working on it...
edit3: fixed, I just wrote seven 0's instead of eight in a line... ._. :D Also fixed the strange spotlight bug
I can settle for just having the advisor like the other lights on the righthand side instead of having the real time advisor status. But if you can fix it then excellent.
already fixed
:D well done! Lol quicker than I could type ;)
WUT wherefrom are that police car mods?
BeastyBill88: nice:) those vehicle models made for ELM, right?
btw some more changes made in the past days:
- added a memory hack which "moves" the light shadows a littlebit up from the ground, this prevents some ugly "lightshadow half goes under ground" glitch at bumpy areas.
- changed onScreenStatus.X and onScreenStatus.Y in emrgency.ini to get numbers without .0 at the end
- added mainEL.random.time, strobe.1.random.time, strobe.2.random.time, strobe.3.random.time into emergency.ini
- added mainEL.default.mode, strobe.1.default.mode, strobe.2.default.mode, strobe.3.default.mode into emergency.ini
- added spotlight.switch and spotlight.move, renamed advisor.mode to mode.change in KEYS section of emergency.ini
planning to release 1.0 in 2-3 days :)
Quote from: Marccc on March 03, 2015, 21:34
WUT wherefrom are that police car mods?
They are from a guy on YouTube I'll try and find and links and post them here for you. I've had the lights changed a little bit though. The slicktop, FBI rancher and the ladder truck I have had edited for personal use. I can try and get permissions of the guy who did the other police vehicles if I can release them.
Quote from: nyolc8 on March 03, 2015, 21:35
BeastyBill88: nice:) those vehicle models made for ELM, right?
btw some more changes made in the past days:
- added a memory hack which "moves" the light shadows a littlebit up from the ground, this prevents some ugly "lightshadow half goes under ground" glitch at bumpy areas.
- changed onScreenStatus.X and onScreenStatus.Y in emrgency.ini to get numbers without .0 at the end
- added mainEL.random.time, strobe.1.random.time, strobe.2.random.time, strobe.3.random.time into emergency.ini
- added mainEL.default.mode, strobe.1.default.mode, strobe.2.default.mode, strobe.3.default.mode into emergency.ini
- added spotlight.switch and spotlight.move, renamed advisor.mode to mode.change in KEYS section of emergency.ini
planning to release 1.0 in 2-3 days :)
Thanks :D they are indeed, as i used to use ELM for SP, but now that I play SAMP more with your mod I don't think they need to be ELM anymore lol.
And great news this mod is fantastic! I can't wait to try Version 1.0 :D
EDIT: For those of you who want the copcarLA/SF/VG/RU & the Ambulance from the original author Rimeau you can download it here: http://www.file-upload.net/download-9527341/EmergencyPack-2.rar.html (http://www.file-upload.net/download-9527341/EmergencyPack-2.rar.html)
First CT-test went without any problem (no crash at /rm, /reclass or /kill).
I'll adapt all vehicles which have config in vehicles.ini. And then release time :)
Thanks for all the hard work you have done :D looking forward to seeing what v1.0 will look like on my vehicles.
Default vehicles:
Just some testing, and then release :P
(http://suptg.thisisnotatrueending.com/archive/17679146/images/1327569889486.jpg)
I see you used the light set up I have on the tow truck ;) lol. Looks great Nyolc8!
uhmm.... guys... release delayed... :-\
EPIC bug (you would banned for this on CT), have no idea why this happens, but emergency.cs makes it somehow:
(edit: youtube derping for me so link to video: https://www.youtube.com/watch?v=vnx7mfqZkHk (https://www.youtube.com/watch?v=vnx7mfqZkHk))
So I have no idea when I'll release it ><
of course you cant get a hydra on main server, but yes.. probably would be banned....maybe
Not the hydra is the bug(I just tested in samp debug), the character falls on wrong world axis :d it falls on Y axis instead of Z axis. But I already found out the problem, partly fixed it (now the character floats instead of falling xd). 1-2 days...
Couldn't the floating be caused by that memory hack you added to lift the shadow off the ground? That's the only thing I can think of that would cause it.
No. That has nothing to do with it. If I comment out the thread which contains the on screen icons, then problem goes away. To be exact, the global variables(variables which are used game-wise, so you basically never know what value you change which is used by the game itself too) are the problem. Now I'm making my own memory storage inside the script where I can store datas instead of global variables. And then I won't modify global values accidentaly which the game uses.
Ah ok, that will probably be a better idea than having global variables. Let us know how you get on.
Bug fixed, but had to remove advisor real time status from the OSD. Also had to change many variables.
Now working on the real time advisor to get it work. To be honest, I have no idea why it's not working now.
edit: I'm rewriting the whole OSD code from scratch because I don't understand my own code now.... xd
Lol had the moment when you look at your own work and think... The fuck is that haha :P
not moment, hours... :D btw OSD starting to work again... Using memory reading instead of variables... my brain hurts already but OSD only shows it's background yet lol :))
Now using the memory and only showing the OSD background...
(http://2.bp.blogspot.com/-u-Sm071gnKg/UPsKqE8Q1cI/AAAAAAAAADk/l8FHPnTDyKw/s400/well+it's+something.png)
;) give your brain some rest and try again before having the weekend off lol.
these working now: strobe/main/siren/spotlight icon, main,str1,str2,str3,adv text.
edit: everything, just the realtime advisor not
Like I said before, as good at it is to have the real time advisor I think just having the advisor modes set up like the main EL's/strobes is good enough :) because we can still see what setting its on.
Its up to you unless you want to try and fix the real time TA before release or you could release the mod without it and add it to a later version seeing as everything is working except the OSD real time advisor.
everything works now, even realtime advisor, and there is no "flying" bug :P
Good god man! Give my reply a chance to register haha ;) just kidding thats great news! Your brain can do with a rest now lol.
Thanks! Only thing left is to make the "compact mode" (another set with coordinates and textures).
edit: done, but (as before I rewrite the OSD) the compact mode looks very ugly.
edit2: concept for compact mode
(http://i.imgur.com/ZclzbJy.jpg)
Very nice :D that looks pretty smart! It gives you all the info on what the different lights are set to and weather they are on or off. Looks better then having a smaller version of the car icon (normal size OSD) in my opinion.
Another bug fixed with spotlight, which I made when I fixed another bug with it... :D
Also I removed some more global vars and replaced those with own storage.
So now I can start to make the new compact mode.
Lol :P
99 little bugs in the code
99 little bugs in the code
Take one down, patch it around
117 little bugs in the code
Jk ;) so will the compact OSD be the same (or similar) to the one in the above picture?
It will look like that, but I didn't worked on that code-wise (just the textures are done) because I found another (small) bug which is there since beginning :D
Lol another bug? What is this one if its been there since the beginning?
I mean "beggining" since I made the L key to change modes of all lights. It's a tiny bug but I don't really get why it's happening :D
edit: fixed it, and you won't believe it, but found another bug one minute later xd This time, the bug is in the view angle and corona size thing...
edit2: literally took 30 sec to fix this... :)) just had to put a "=" after a ">" :P
Compact OSD in action:
edit: don't know why youtube shows error when I embed it, but here is the video: https://www.youtube.com/watch?v=H4ezcI9r3_4 (https://www.youtube.com/watch?v=H4ezcI9r3_4)
"SPTL" - spotlight
"SRN" - siren
"SRN +" - siren with H hold down
Very nice. Can I ask, how will the different lights work, will you press and hold 1 "master" key and (for example) press J to turn on the strobes? Also how is it looking for release? As I would love to have a tinker around with the mod on my night shifts ;) lol.
To enable a light, you just press it's key. To change a light mode, you press and hold L and while you holding it, you press the light key which you want to change it's mode.
About release: Testing testing and testing to found out if there is any bug (like the flying bug) to prevent people from getting banned because of this mod :D
Thanks :) that's a nice way of doing it.
Lol thank you, I don't fancy being banned again :P Have found anymore major or bannable bugs?
Not yet, but didn't tested helis yet, and such... Btw I removed ~15-20 global variables from the script (replaced them with own storage). But there are still ~15-25 global variables :D
(global variables = variables which MAY used by the game itself(or others scripts) too, so can cause bugs/crashes)
You ask why I don't use other variables? A script can contain only 31 variables... which is far not enough.
You ask why I don't turn all global variables into own storage? They script would be 2x size, also it would be a nightmare to do it. (For read one data from custom storage: you need to calculate proper position in the memory, then read that data, then pass it to a local variable, then use that variable... same as writing data, but in reverse order.)
So I'm just hoping I won't find any more bugs...:D
Lol that hurt my brain just trying to read that haha. Rather you than me Nyolc8 :P Great job as always though.
Question:
Because of the 3 strobe lights, the cars got many config lines now. This making the vehicles.ini file bigger. Also it's harder to find the lines for a vehicle, I mean you have to scroll much, and it's getting more and more frustrating as you adding more and more vehicles in it. So the question is, what if I make a folder in EL called vehcfg, and then there would be a config file for each vehicle? And then vehicles.ini would be removed.
So for example, for copcarla, there would be a file "CLEO\EL\vehcfg\596.ini". For towtruck: "CLEO\EL\vehcfg\525.ini", etc....
What do you think?
Forget it, can't do it now ::)
Hows the testing coming along? Any bannable bugs found?
No, but I didn't tested much in the weekend.
edit: some small refinements made in the code (removed some totally unneccessary code lines - I really don't know why I wrote those there lol - , and a small bug fixed)
Lol thanks for the update :)
Quote from: BeastyBill88 on March 09, 2015, 01:10
Lol thanks for the update :)
Do you really have to reply after every new post? :suspicious:
Why got a problem? :lol:
1.0:- totally new, many things has been re-wrote
- 3 strobe light sets
- beam light (B key to turn on/off, hold mouse right button while moving the camera to control it)
- L key change all lights mode, by holding it, while pressing a light key
- U,I,O to control strobe light sets seperatelly
- new OSD (realtime, advisor, new compact mode, new textures, etc...)
- new config ini files
- easily editable light shadows (in EL/textures/shadows/ folder)
- new options for more coronas, etc...
compact osd:
DOWNLOAD 1.0 (http://speedy.sh/WJynP/Emergency-by-nyolc8.zip)
Just downloaded, thanks :D you done a cracking job on this, I love that you can have steady burns on the strobes aswell.
As usual this script also doesn't work on my shittop. Anyway, nice job :like:
Thanks!
Doesn't work? What is the problem? Maybe just some different version file(s) blocking it.
Quote from: nyolc8 on March 13, 2015, 14:33
Thanks!
Doesn't work? What is the problem? Maybe just some different version file(s) blocking it.
I suppose this script also requires Pixel Shader 3.0? If not then then it just randomly crashes my game at start.
No, it does not require anything extra.
It crashes at loadingbar? Or where?
Quote from: nyolc8 on March 13, 2015, 14:53
No, it does not require anything extra.
It crashes at loadingbar? Or where?
It crashes before the loadingbar appears... Should I post the crash report here ?
If you remove the emergency.cs file ONLY, then the game starts?
did you manage to fix the crouch key warning code problem?
Quote from: BlackFire on March 13, 2015, 18:20
did you manage to fix the crouch key warning code problem?
Yeah that was fixed I believe.
Quote from: BeastyBill88 on March 13, 2015, 20:22
Quote from: BlackFire on March 13, 2015, 18:20
did you manage to fix the crouch key warning code problem?
Yeah that was fixed I believe.
Yes its fixed.
Nyolc thanks for this great new version! i love it!
Bro please help me . How do I install this mod?
Ohh . Done guys .Thank you .
Quote from: nyolc8 on March 13, 2015, 15:25
If you remove the emergency.cs file ONLY, then the game starts?
Yep, It does
Quote from: CarlJohnson on March 14, 2015, 08:03
Quote from: nyolc8 on March 13, 2015, 15:25
If you remove the emergency.cs file ONLY, then the game starts?
Yep, It does
Then you don't have (or different version) these files: NewOpcodes.cleo, IniFileFunctions.cleo(or something like this), plugin.dll. Or you not using the hoodlum gta_sa.exe.
Quote from: nyolc8 on March 14, 2015, 09:06
Quote from: CarlJohnson on March 14, 2015, 08:03
Quote from: nyolc8 on March 13, 2015, 15:25
If you remove the emergency.cs file ONLY, then the game starts?
Yep, It does
Then you don't have (or different version) these files: NewOpcodes.cleo, IniFileFunctions.cleo(or something like this), plugin.dll. Or you not using the hoodlum gta_sa.exe.
Hm I have changed many of my mods, mind giving me yours?
http://speedy.sh/BVEw5/cleo-extras.zip (http://speedy.sh/BVEw5/cleo-extras.zip)
Quote from: nyolc8 on March 14, 2015, 15:54
http://speedy.sh/BVEw5/cleo-extras.zip (http://speedy.sh/BVEw5/cleo-extras.zip)
Ty! I'll try and see if it works :)
Edit : It works now :D And It's amazing !!! You just earned a cookie :)
1.0 has now made my cleo not work, even if I remove the mod the game will not run unless I have cleo.asi removed. Goddammit nyolc lol and yes I have downloaded and installed the cleo extras you linked in the above post and I have hoodlum exe
I'm getting 4 different crashes, 3 different opcodes and then a crash with nothing, exceptions start with 4, 5 and then one thats 0x0000000000
A CLEO script can't, and won't modify any file, so it's should be something else. Maybe your cleo.asi not compatible with the .cleo files from the cleo extras. Are you using 4.3 or what version of CLEO? The cleo extras are for 4.0 (or 4.1 maybe). And I think that version difference making errors.
Jesus, this mod is getting better and better by the week D:
You even added the spotlight I asked you about via pms, niceeeeeeee.
Also, I got a question, not sure how related it is to this mod.Is there any way you could somehow "turn off" the original SA lights that are on top of the cruiser?like, if I'm using a slicktop mod, I don't want to see the original SA lights on the roof D: Any chance that's removeable?
Thankss
Quote from: Miss101 on March 16, 2015, 03:05
Jesus, this mod is getting better and better by the week D:
You even added the spotlight I asked you about via pms, niceeeeeeee.
Also, I got a question, not sure how related it is to this mod.Is there any way you could somehow "turn off" the original SA lights that are on top of the cruiser?like, if I'm using a slicktop mod, I don't want to see the original SA lights on the roof D: Any chance that's removeable?
Thankss
Which vehicle are you using the slicktop on? As I think its only the FBI Rancher & police bike which still have the original lights on. All the cop cars don't have it at least for me they don't. I'm using a slicktop mod on the FBI Truck, try it on that.
Quote from: nyolc8 on March 16, 2015, 00:34
A CLEO script can't, and won't modify any file, so it's should be something else. Maybe your cleo.asi not compatible with the .cleo files from the cleo extras. Are you using 4.3 or what version of CLEO? The cleo extras are for 4.0 (or 4.1 maybe). And I think that version difference making errors.
Ever since I installed the 1.0 my game worked perfectly, I installed the new version, then put my pc to sleep for 2-3 days, came back and it doesnt workEdit:its your flagger script, when I remove that the game works
Quote from: Miss101 on March 16, 2015, 03:05
Jesus, this mod is getting better and better by the week D:
You even added the spotlight I asked you about via pms, niceeeeeeee.
Also, I got a question, not sure how related it is to this mod.Is there any way you could somehow "turn off" the original SA lights that are on top of the cruiser?like, if I'm using a slicktop mod, I don't want to see the original SA lights on the roof D: Any chance that's removeable?
Thankss
Check these options:
[DEFAULT_EL]
LScopcar.disableDefaultEL = 1 // disable default emergency light - copcarla
SFcopcar.disableDefaultEL = 1 // disable default emergency light - copcarsf
LVcopcar.disableDefaultEL = 1 // disable default emergency light - copcarlv
Rangercop.disableDefaultEL = 1 // disable default emergency light - copcarru
Enforcer.disableDefaultEL = 1 // disable default emergency light - enforcer
Ambulance.disableDefaultEL = 1 // disable default emergency light - ambulan
Firetruck.disableDefaultEL = 1 // disable default emergency light - firetruk
Make sure they all have "1".
Quote from: SpazzBucket. on March 16, 2015, 07:34
Quote from: nyolc8 on March 16, 2015, 00:34
A CLEO script can't, and won't modify any file, so it's should be something else. Maybe your cleo.asi not compatible with the .cleo files from the cleo extras. Are you using 4.3 or what version of CLEO? The cleo extras are for 4.0 (or 4.1 maybe). And I think that version difference making errors.
Ever since I installed the 1.0 my game worked perfectly, I installed the new version, then put my pc to sleep for 2-3 days, came back and it doesnt work
Edit:its your flagger script, when I remove that the game works
My tip is that you made a typo in the flagger.ini and you set a non-existing model ID, or you made another mistake (make sure to always have the veh_1 veh_2 veh_3 pattern)
Quote from: nyolc8 on March 16, 2015, 10:02
Quote from: SpazzBucket. on March 16, 2015, 07:34
Quote from: nyolc8 on March 16, 2015, 00:34
A CLEO script can't, and won't modify any file, so it's should be something else. Maybe your cleo.asi not compatible with the .cleo files from the cleo extras. Are you using 4.3 or what version of CLEO? The cleo extras are for 4.0 (or 4.1 maybe). And I think that version difference making errors.
Ever since I installed the 1.0 my game worked perfectly, I installed the new version, then put my pc to sleep for 2-3 days, came back and it doesnt work
Edit:its your flagger script, when I remove that the game works
My tip is that you made a typo in the flagger.ini and you set a non-existing model ID, or you made another mistake (make sure to always have the veh_1 veh_2 veh_3 pattern)
I never touched the ini file, but I'll try putting the downloaded files back in
Then why you installed that mod? To fix towtruck front wheels? Because if you don't touch the ini then it just doing that.
Quote from: nyolc8 on March 16, 2015, 12:07
Then why you installed that mod? To fix towtruck front wheels? Because if you don't touch the ini then it just doing that.
I thought it already had double exhaust for the roadtrain set but I guess not lol
It only fixes towtruck if you don't set any model ID into the .ini file. I already said this in the first post.
***
Update coming, but no big changes, just supporting car mods which have spotlight parts made for this script. (coming copcarla mod will have it)
***VIDEO DELETED. STOP ASKING ME FOR HELP AFTER I HAVE REDIRECTED YOU THIS TOPIC & STOP DOWN VOTING MY VIDEOS BECAUSE YOUR TOO LAZY TO SET THE MOD UP YOURSELF!***
You don't allow play in embed player.
They're nice btw, but why you say it's only works in SAMP? It does not work in SP? :o (I can't start SP so I can't test that)
***
Coming version will have a bug fix, the light directions (strobeEL.2.R.dir, etc..) didn't work properly, so if you changed the direction from 2 to 1, it didn't work. Now it will change it's direction properly.
Oh doesn't it? That's strange I don't remember turning off embedding. I'll have a look. Well v0.9.5 didn't work in SP it would crash on the loading bar :( I'll try this one in SP and if not I'll change the description lol.
Ah yes! That will be something I need lol I just set the strobes on the front of the vehicle to both.
Do you think there would be a way to have the lights work like the ImVehFt mod so the lights running on multiple vehicles at once?
EDIT 1: Video should work on the embedded player now.
EDIT 2: Just tried the mod in SP and it definitely doesn't work, it crashes on the loading screen both on a new game & a loaded game. Also tried it with just the emergency script (and needed files) in the cleo folder and it still crashed :( oh well.
The only thing which comes into my mind is basically a script which "clones" itself in the memory and each cloned script is for one vehicle. So each vehicle which have emergency light enabled, would have it's own script running. So I mean there would be only one cs file, but that script could clone itself for all vehicle which have enabled lights. But even this is so hard to make... The problem with this, I have no idea how to control (furthermore how to identify) the cloned scripts... so how to find out which script I want to control... But sometime I'll make a test script to see if I can make it or not.
Hmm it might work, only problem is having so many scripts would probably cause the game to lag massively or cause alot of bugs and memory issues.
The way I was thinking (but it probably won't ever work) would to have the mod show the all random patterns on another players vehicle if that person had the mod installed. BUT how would it be able to know if someone else has the EL mod :( that's the biggest problem I think.
yeah, samp does not sync any additional things (which is not stock game feature), so it's not possible to check which player have it, and also the same thing what I described in previous post. Each car requires it's own thread("clone" of script).
I thought so, which is a shame because that would be amazing for RP seeing a dozen cop cars all lit up behind you lol.
So cloning the script for each vehicle. It might work something like if there is another player in the copcarla you will see the lights working on that vehicle while they are driving it IF you have your lights turned on. Don't quote me on that. Its just how I think it could work lol, but like I've said before I haven't got a clue about scripting.
No, the problem is that the script has to select a vehicle (only one can be selected as target) and then apply the lightcoronas, shadows etc relative to that car position and attached to that selected vehicle. So this process (too) need to be run for each vehicle seperately. This can't be done in one thread.
Managed to make lights more like ELM/EVLS, so if the car model have parts for lights, then the script will read coordinates for lights from the model instead of vehicles.ini, also it will possible to make lighted textures for lights (into vehicle model dff), not just coronas. I only made strobe2 for now as testing, and it looks like it works nicely. :)
edit: all lights can work now like this (light texture, if car dff contains required parts)
Very hot!
Love you!
Will you relase version where other ppl will see your lights? (if they will have installed your mod)
Thanks!
Release a version? It's not even possible to do that. I'll happy if I can make some light appear for people who enabled the stock siren.
Some progress, figured out and managed to make a test script which starts a new thread(which draws a corona over the car) for every car in a close range. So "EL lights for other copcars which have siren enabled" is slowly getting possible. But I still have many problems what I don't know how to make... Also I think I'll need to make 2 threads for each car... ><
edit: the problem is that even only one light system uses so many variables that is not possible to make with local varibles (I can't use globals for a thread which cloned multiple times) ><
so I could make it, if there would be not only 31 local variable available...
here's an image, multiple car with siren light (not blinking for now):
(http://i.imgur.com/msZHsPW.jpg)
Great progress! But wouldn't using the variables give you strange bugs like it did before? But anyway 1 step at a time :)
I can't use global variables at all, that's why I can't make it... :D Because 0 global variables, and only 31 local variables are simply not enough for each light coordinates, colors, sizes, shadows, etc... I'll try to use that "35@(31@,1i)" method, but last time when I tried, it didn't work properly.
Well at least you have tried though :D it would be cool to see the lights on other vehicles nearby. But I'm content with having it on my vehicle only. Plus I think have an extra script or 2 for each vehicle will add up... I mean I'm already on 21 scripts when I run SAMP and 17 of them are for the lights ;) haha.
I'll try to store all infos from .ini file into custom memory storage, then read them from that. (like I did with many variables in the EL script itself)
Well I'll let you work it out. As I don't really know lol.
This is really hard to do... I working on this for about 2 hours now, and only wrote the code for storing mainEL and strobe 1 colors and coordinates... strobe 2 and strobe 3 still left... (I won't make advisor) And then I'll need to wrote the codes to read these in the loop cycle which will actually create the lights... ><
And then the other thread which will blink the lights.... f*ck >< :D
But theoretically, it will work... I hope xd
(http://i.imgur.com/LUdEcWv.jpg)
edit: now all three strobe lights + mainEL coronas being draw, even dynamic corona sizing works (smaller corona based on view angle), mainEL light shadow works, strobe light shadows not yet.
todo:
- light shadows
- blinking(this will be tricky, not yet sure how to make it)
- only start thread for car which is in the vehicles.ini and also have default siren turned off, and not driven by player, and not empty.
Quote from: nyolc8 on March 25, 2015, 14:17
- only start thread for car which is in the vehicles.ini and also have default siren turned off, and not driven by player, and not empty.
So is could eventually might work on AI vehicles? If only the script worked in SP aswell :D
I making this for AI and other players on SAMP who enable siren on their vehicles. The controllable lights will still only work for one vehicle.
Btw light shadows now working, only need to mem-patch custom texture into it. Also I'm not implementing my shadow lagg fix because that would need thread for all lights (like how it is for controlabble lights).
edit: now shadows patched with custom texture, but now it crashes with some cars... have no idea why...
Hello nyolc8, this is not the topic sorry but i have question can you make a file for Petro you did make? i want to drive petro as roadtrain replace but when i'm importing and i look in game the textures are white?
(http://i.imgur.com/D4z9HCn.jpg?1)
(http://i.imgur.com/o92mcDk.jpg?1)
Did you also import and replace the Roadtrain txd with the Tanker txd file?
if you know this is wrong topic then why you posted here? ::) send pm about that.
***
finally made the light shadows, it was just a wrong offset in memory...
(lights are too bright because their transparency is not yet controlled, this is what the blinker section will handle)
[imgur]http://imgur.com/a/Jpl9B#0[/imgur]
Excellent progress :) does it cause much lag with all of the lights? I think when its all working complete it will definitely be a replacement for ELM/ELS.
Also if you plan to make it work on AI vehicles, would you be able to find out what causes it to crash on the SP loading bar? As this would be amazing to use in SP with SAPD:FR.
I did not noticed any lag yet. Well, if my SP will load without crashing, then I'll try to make it work with that. But without SP (to test), I can't do anything with it.
mainEL light coronas blinking, fuckyeah :D
Nice :D ah well if you can't load SP then just for SAMP will be alright at least we will get to see it on other vehicles :D
Nice one! Will the lights be on all the time or only when the siren is turned on? So parked vehicles won't have the lights on. Or something like that lol.
I'll make a check, and lights will only there when:
- car has siren on
- car has configuration in vehicles.ini
- car default emergenc light is not disabled
- car is not driven by player (so yourself)
- car is driven by somebody else (so, not empty)
Is it possible to disable the original lights from the police bike?
I added this:
HPV1000.disableDefaultEL = 1 // disable default emergency light - HPV 1000
in emergency.ini but i still see the original lights.
Quote from: BeastyBill88 on March 25, 2015, 19:28
Did you also import and replace the Roadtrain txd with the Tanker txd file?
Beastybill how can i do that?
Quote from: nyolc8 on March 25, 2015, 19:30
if you know this is wrong topic then why you posted here? ::) send pm about that.
***
finally made the light shadows, it was just a wrong offset in memory...
(lights are too bright because their transparency is not yet controlled, this is what the blinker section will handle)
[imgur]http://imgur.com/a/Jpl9B#0[/imgur]
Sorry nyolc8 but there is not topic about the Tanker truck that you made :-[
Quote from: Marccc on March 25, 2015, 21:16
Is it possible to disable the original lights from the police bike?
I added this:
HPV1000.disableDefaultEL = 1 // disable default emergency light - HPV 1000
in emergency.ini but i still see the original lights.
It's not work like that, those lines in the ini file are just "switches" for complicated memory writings.
The problem is, I couldn't find the memory address for hpv bike lights, to overwrite it. But if I'll find it, I'll implement that too.
Quote from: Hakan on March 25, 2015, 21:22
Quote from: BeastyBill88 on March 25, 2015, 19:28
Did you also import and replace the Roadtrain txd with the Tanker txd file?
Beastybill how can i do that?
You do it the same way you replaced the Roadtrain.dff Just replace the Roadtrain.txd with Petro.txd and it should fix the textures.
Quote from: Hakan on March 25, 2015, 21:22
Quote from: BeastyBill88 on March 25, 2015, 19:28
Did you also import and replace the Roadtrain txd with the Tanker txd file?
Beastybill how can i do that?
You do it the same way you replaced the Roadtrain.dff Just replace the Roadtrain.txd with Petro.txd and it should fix the textures.
coronas and car parts/textures(if exist in model) blinking, lightshadow/light blinking is left to do...
I won't make multiple blink patterns and such for these cars, because the script is getting too big, and I think you won't look that much while you escaping from police anyway... :D It's better than nothing.
Oh yes! That looks brilliant. Well you don't need multiple light patterns for other vehicles just a simply flash one which you have done is good enough. Looks so good :D
Does it work with new samp version?
Yeah I am using 0.3.7 RC2 or what ever the newest version is.
Well I tried to run the game and it crashed for some reason.
It's so hard to adjust the lights to modded vehicles D: I wish you'd make something like an ingame editor or somehing that makes it easier X__X
@Miss101: well, atleast you can adjust it... :P (I'll look into it if I can make something, but it would be really hard to make)
@Vytaras: What CLEO version you have? What gta_sa.exe you have?
***
I just realized I have no idea how to check for each vehicle if siren is enabled or not... So now I don't know how to make this other-cars thing...
Quote from: Vytaras on March 27, 2015, 22:58
Well I tried to run the game and it crashed for some reason.
I crashed too when the game tried to start, it was fixed by replacing the gta_sa.exe with another one.
This one fixed it for me:
https://mega.co.nz/#!sd8QmAzS!OzkiwO-hO68hJwp6cLYhFqNpw00r5beDfGjTLmGpv5U
@nyolc8
Maybe it's worth mentioning in the first post that you need another gta_sa.exe
It needs the "hoodlum" US 1.0 gta_sa.exe
I'll try to implement an exe checking mechanism into the script. And then it could inform people if the exe is the problem.
(The reason it works with hoodlum exe is that the memory address documentation has been made for that exe only. And I made this script based on that documentation.)
nyolc maybe implement smth into the script that first checks the vehicle id of the player playing as cop and if its an actual cop car, then the script should start itself then, but i think this way the script could make the game laggy so i dont know if its a good idea or not you have to test it out.
I'm testing these:
- is the car have driver?
- is the car driver is not the player
- is the car is not the car which lights controlled by U,I,O,G,J,K,L,B?
- is the car defined in vehicles.ini? (not yet implemented)
- is the car siren is on? (not really want to work, no idea why)
The process looks somehow like this:
1: is there a car nearby?
2: if yes then
3: checking things which I described above
4a: if those things true then
5a: start blinking lights
4b: if those things false then
5b: going into a "waiting state" where it waiting for another car to be checked
The problem is, if a car has those things true(4a), then a property changes to false(4b), then back to true(4a), then the script will disable lights(5b) because of the false state, but then it will still just waiting for another car and not checking the already known car, so when properties becoming true again, lights not applied again.
Somehow I need to figure out how to make a car "new" for the script in it's "waiting state" when the car properties becoming false. I could fix this problem by removing the "waiting state" and checking continously, but then the script would go crazy and would apply 563272536 lights to every car in every second :D
So somehow I need to figure out how to re-check a vehicle properties when it's already had their lights.
Implemented a little check mechanism which informs you if you have unsupported gta_sa.exe instead of crashing. (or atleast I hope it won't crash lol)
edit: looks like I finally was able to handle car checkings, but the "siren_on" checking opcode does not return any value and I have no idea why :/ - okay it's working :D
I think I'll need someone who can help me testing this on CT server (just need to go near me with a copcar and enable siren)
Anyone?
edit2: just realized I never used car-finding-in-range opcode correctly, so it didn't worked at all on CT server, but proper method making lights attached to each vehicle continously, so lights are brighter and brighter and brighter... ><
btw emergency.cs works with cleo 4.3, just tested
Yea I've been meaning to say, since the last update the main lights (g) are extremely bright to the point of me not being able to see where I'm going and hurting my eyes
the bug I said is not present in the version which released... :P that's another issue for you then. Maybe you have a timecyc which makes them brighter. You can change the lights intensity by lowering the "alpha" values in the vehicles.ini
edit: added an option to be able to disable mainEL light casting on objects (useful if you want to use mainEL for another purpose than main emergency light)
I still have no idea how to make the light for all cars... ><
Btw all my scripts now working with cleo 4.3 for some reason... flagger script needed to modified a bit, but all others (including diesel_smoke) working with sounds and all stuff.
looks like I managed to make those lights working afterall... there are some unused bits in handling flags for each vehicle, I use those unused bits to mark vehicles in memory, and with that, I can block lights to apply again and again... tricky but working nicely :D
edit:
Tested on CT server, drove around and all copcars/ambulance/etc blinking in their garage too :D No crash, no errors, looking good :D So now I just have to add the "is siren enabled" check and the "is someone in driver seat" check. Then have to make lightcast and lights shadow blink too. Then I'll release a new version with other new feature(s) too. :P
Great progress Nyolc8 :D
Wasn't the main purpose of having the lights on other vehicles just meant for the emergency vehicles? Which you have done nearly.
Oooh other features eh? ;) Will you be releasing your new cop car/taxi with the next version of this mod?
light shadows blinking too, just strobe light shadows left to do :)
Maybe the copcarla, but I didn't even started to work on other cars, I tested copcarla for a few days (by playing on CT a few times) and found for about 6 bugs :D So that's why the progress is slow.
I added new option to be able to disable the mainEL light casting per vehicle (useful if you don't want to use mainEL as main light)
Also I added the exe checking which informs you if you have unsupported gta_sa.exe
And I'll add an option to disable the other cars light feature, because it may cause performance drop. (didn't tested it fully yet, but it need to read vehicle.ini file for all copcar which are nearby,and stuff...)
Also I worked on my other scripts too (made flagger cleo 4.3 compatible and tested all my other scripts, all works with 4.3).
6 lil bugs in the code, 6 little bugs in the code
fix a bug here, 8 more little bugs in the code..
lol
the bugs were in the copcarla model, not in code:P
other car blinking progress: all lights shadows blinking, checking the new option for cast lights implemented, checking for which lights enabled in vehicles.ini implemented, checking for which lights shadow enabled in vehicles.ini implemented
note: I'm using cleo 4.3.18 from now, so scripts will tested on that from now.
Just tested on CT server, if someone enables siren on their copcar, lights start to blink on that car :D So it works!
edit: found another method to disable all default emergency lights (this can disable siren from FBI rancher too) but this method would have only one main switch, can't switch it per vehicle. The only problem is that the copbike gets it's emergency light from another place because it still have it even if I disable emergency lights for all vehicles in memory.
I installed this mod but when I turn it on, I just have the reflection on the ground, I don't see the lights on the cruiser/police vehicle itself, any idea how can I fix that?
Do you have newopcodes.cleo file in your CLEO folder?
Yes, I do.
Quote from: Robins on April 04, 2015, 19:43
I installed this mod but when I turn it on, I just have the reflection on the ground, I don't see the lights on the cruiser/police vehicle itself, any idea how can I fix that?
Are you using IMFX? For some people it removes the effects, could be caused by that :P
Quote from: Paci18 on April 04, 2015, 20:40
szia nyolc8
Ma találtam a youtuben a videódat és nagyon megtetszett,le töltöttem de nem indúl el berakom a cleo mappába de semmi nemtörténik,ötlet?
várom a válaszod
bővités
esetleg skype ra felvehetsz és ott könnyebben elmondhatod
Please use only english in this ENG forum, PM him instead :dislike:
No, I'm using some skin, effects and vehicle mods, nothing additional.
imfx is an effect mod. But I use imfx too and I have coronas, so... strange... if it can't draw coronas, then it should crash... :D But it doesn't crash, so I think the script itself runs correctly, and your game does not showing the coronas... Maybe one of your effects mod messed up something with coronas.
Any idea how can I fix this issue?
Edit: Yeah I had imfx, found out :D, thanks ;D
Nice :D
This mod is compatible with ELM?
Why you want to use this with ELM when the two mods does same things? I didn't tested, so no idea.
Quote from: nyolc8 on April 08, 2015, 17:45
Why you want to use this with ELM when the two mods does same things? I didn't tested, so no idea.
Quote from: Skrosh on April 08, 2015, 17:39
Nice :D
This mod is compatible with ELM?
maybe he wants to use ELM, get banned and say he was using yours all along??
Well, he can say whatever he want, because this mod does not do anything which synced in samp, so everything stay only on the player computer :P
But ELM modifies/blinks car stock lights(headlights,taillights) states, also fixing car parts which are synced in samp. So yeah... :D
[it was a joke nyolc]
Hello.
I have a problem with the mod. I saw this video with this model and I really liked, how is the advisor lights in the arjent lightbar, and the blue and red lights for the main one.
(https://www.youtube.com/watch?v=i7uPTNr61zE)
(also I saw this video, and the lights are showing very good alineated and with the correct position
is like the mod detect the lights and put its there.. weird)
BUT. When I installed the mod with the SAME model, I have this :(
(https://www.youtube.com/watch?v=J-2ymaQH4Hw)
What can I do? I really like the mod. Thank you.
You need to reposition the lights inside the EL\vehicles.ini file. You can specify coordinates, sizes,colors, etc there
Quote from: nyolc8 on April 11, 2015, 11:47
You need to reposition the lights inside the EL\vehicles.ini file. You can specify coordinates, sizes,colors, etc there
Any way to edit the coordinates in game? That would be awesome, seriously. I tried to edit the coords and it's very difficult.
Maybe in the next version will include an in game editor? c:
Any ETA for the next version?
Quote from: Street on April 11, 2015, 12:05
Quote from: nyolc8 on April 11, 2015, 11:47
You need to reposition the lights inside the EL\vehicles.ini file. You can specify coordinates, sizes,colors, etc there
Any way to edit the coordinates in game? That would be awesome, seriously. I tried to edit the coords and it's very difficult.
Maybe in the next version will include an in game editor? c:
Any ETA for the next version?
When you change the ini you wont have to restart the game by the way, just re-enable the lights :)
Street are you the guy who was asking for my vehicle.ini on my YT video? because my lights won't fit on your cars anyway. You don't need to restart the game you just Alt+Tab>change coordinates>save them>go back ingame>re-enable the lights to see where they are. Its not difficult, it just takes a while to set them up properly.
Quote from: Street on April 11, 2015, 12:05
Quote from: nyolc8 on April 11, 2015, 11:47
You need to reposition the lights inside the EL\vehicles.ini file. You can specify coordinates, sizes,colors, etc there
Any way to edit the coordinates in game? That would be awesome, seriously. I tried to edit the coords and it's very difficult.
Maybe in the next version will include an in game editor? c:
Any ETA for the next version?
If I figure out how to do something like that (ingame editor) then I'll make that.
I don't know when I'll release it, I have some problems with the other cars emergency light blinking mechanism... it causes random laggs (when the script reading vehicles.ini for all vehicles). Or atleast I think that causes those laggs...
Maybe until then I'll release it without the other cars light addon. I think I release a new version along with my copcarla mod (which will feature new carpart component changing like EVLS have)
Hey, when i want to start the EL there are lights on the ground, but there are no light objects in/on the car.
http://www11.pic-upload.de/12.04.15/tpw3dvpe6kra.png
Quote from: sgt.TannerHD on April 12, 2015, 12:51
Hey, when i want to start the EL there are lights on the ground, but there are no light objects in/on the car.
http://www11.pic-upload.de/12.04.15/tpw3dvpe6kra.png
Do you have imfx? Robins said that caused the same bug for him and fixed it by removing imfx. But I have imfx too and it works for me with it, so I don't know what's going on there. But try it without imfx to see if something changes then.
Quote from: nyolc8 on April 12, 2015, 13:13
Quote from: sgt.TannerHD on April 12, 2015, 12:51
Hey, when i want to start the EL there are lights on the ground, but there are no light objects in/on the car.
http://www11.pic-upload.de/12.04.15/tpw3dvpe6kra.png
Do you have imfx? Robins said that caused the same bug for him and fixed it by removing imfx. But I have imfx too and it works for me with it, so I don't know what's going on there. But try it without imfx to see if something changes then.
I already removed it, but it's still not working.
What particles du you use for the lights? Maybe they got removed from another mod.
I use headlight corona(that squarish), and the one which used for almost everything(lampposts lights, etc). I don't know why this happening for some people, but not the script fails, because if the script fails, then it crashes :D
Great work. I love this mod. I managed to pull this out for my vehicle mods:
Will we be able to create custom patterns in the future? I had to make this in a very hacky way. I'd love to be able to make the full Arjent lightbar pattern just as it is IRL. The only thing the mod lacks right now is more customization.
Keep up the good work. Thank you.
what is this enb ? :)
There is a square at the MainEL point in the overlay.
When the square is there, the MainEL doesn't work.
also it works only at about 5 PM gametime
I had that problem too when I tested it while developing, but it was so random, I thought it was just a coding error which I got fixed. I don't know why it's happening... try to set compact mode for osd (in emergency.ini).
(btw on that video, the mainEL(edit strobe at roof) has wrong colors, the red light is blue and the blue light is red, set negative value for X, or flip the colors)
Quote from: Doomer on April 12, 2015, 16:38
Great work. I love this mod. I managed to pull this out for my vehicle mods:
Will we be able to create custom patterns in the future? I had to make this in a very hacky way. I'd love to be able to make the full Arjent lightbar pattern just as it is IRL. The only thing the mod lacks right now is more customization.
Keep up the good work. Thank you.
Quote.
Don't know about patterns yet, I'll see what I can do about it.
Quote from: nyolc8 on April 14, 2015, 14:04
I had that problem too when I tested it while developing, but it was so random, I thought it was just a coding error which I got fixed. I don't know why it's happening... try to set compact mode for osd (in emergency.ini).
nothing changes except the overlay size.
Quote
(btw on that video, the mainEL(edit strobe at roof) has wrong colors, the red light is blue and the blue light is red, set negative value for X, or flip the colors)
does it matter? :D
Quote from: sgt.TannerHD on April 14, 2015, 20:02
Quote
(btw on that video, the mainEL(edit strobe at roof) has wrong colors, the red light is blue and the blue light is red, set negative value for X, or flip the colors)
does it matter? :D
No, it was just a tip :P
Btw I don't know what causes that bug, if it's occurs again for me, then I'll try to fix it. It caused by another cleo script, or something... do you have hoodlum exe?
Quote from: nyolc8 on April 14, 2015, 21:50
Quote from: sgt.TannerHD on April 14, 2015, 20:02
Quote
(btw on that video, the mainEL(edit strobe at roof) has wrong colors, the red light is blue and the blue light is red, set negative value for X, or flip the colors)
does it matter? :D
No, it was just a tip :P
Btw I don't know what causes that bug, if it's occurs again for me, then I'll try to fix it. It caused by another cleo script, or something... do you have hoodlum exe?
If the car stops touching the ground the main lights instantly stops working and you have to jump again with the car to do "L+G" and the main lights will be working again.
Quote from: Street on April 14, 2015, 22:46
Quote from: nyolc8 on April 14, 2015, 21:50
Quote from: sgt.TannerHD on April 14, 2015, 20:02
Quote
(btw on that video, the mainEL(edit strobe at roof) has wrong colors, the red light is blue and the blue light is red, set negative value for X, or flip the colors)
does it matter? :D
No, it was just a tip :P
Btw I don't know what causes that bug, if it's occurs again for me, then I'll try to fix it. It caused by another cleo script, or something... do you have hoodlum exe?
If the car stops touching the ground the main lights instantly stops working and you have to jump again with the car to do "L+G" and the main lights will be working again.
Really? I jumped with vehicles (and rolled over, etc..) in testing and never noticed this... But then I'll test it further.
I noticed this happening to me too but had no idea what caused it, just randomly the lights wouldnt work, try a while later and they did.
Hello there, from Russia. I have founded your mod while ago and it's awesome. But I have a problem with it. When I'm trying to run the game, it crashes all the time. I also tried to instal your additional files, but I does't help me , so I'm waiting for your help :)
could you include spotlights for the police maverick?
That would be great!!
Quote from: ReDjiss on April 23, 2015, 19:00
Hello there, from Russia. I have founded your mod while ago and it's awesome. But I have a problem with it. When I'm trying to run the game, it crashes all the time. I also tried to instal your additional files, but I does't help me , so I'm waiting for your help :)
You need the Hoodlum gtasa.exe nyolc could maybe give you the link to it
Hey!
Can you maybe show us some cars which are good for this mod and for which car we will have to replace it? :3
I men something like crwn vic and taurus and stuff like that
Quote from: Steven Brown on May 15, 2015, 11:09
Hey!
Can you maybe show us some cars which are good for this mod and for which car we will have to replace it? :3
you can use this on any car and/or modded car
hey!
Can someone help me to make a vehicle.ini for greenies modpack? :D
PLS!
Cu Steven
First off, would like to say this is a great mod, amazing job.
Secondly, I am having a lot of troubles understanding how to edit things like light colors etc.
I tried looking through all the posts here, tried editing the ini while ingame and alt tabbing to see if any changes that I made were implemented. Will there be a release of a tutorial or anything be coming out soon?
Quote from: Doomer on April 12, 2015, 16:38
Great work. I love this mod. I managed to pull this out for my vehicle mods:
Will we be able to create custom patterns in the future? I had to make this in a very hacky way. I'd love to be able to make the full Arjent lightbar pattern just as it is IRL. The only thing the mod lacks right now is more customization.
Keep up the good work. Thank you.
Can you share your INI File please?
I hope so too!
Rly need help
I want to make something like this:
Here is what I got so far. It is not a finished version yet, as I am going to work on some more vehicles. I will release the INI when I am done, as well as the links for the exact cars that I made, with those appropriate settings.
Great work on the mod.
OMG this is awesome!
Pls hurry man :P youre awesome :P
when we will can have this too :D
How do I fix it when Crash in SA:MP, right after the loading screen when it reaches the beach area, with this:
Warning(s007): Exception 0xC0000005 at 0x0
Flameo, do you have the cleo extras installed? That is a must if you want to be able to run this mod.
Maud is just super! 8)
Is it possible to add additional strobes?
If possible, explain how to do it, please.
Quote from: Maxim Jones on June 01, 2015, 06:30
Maud is just super! 8)
Is it possible to add additional strobes?
If possible, explain how to do it, please.
The creator of this mod (nyolc8) has quited from this game. It will be no longer updated :c
Quote from: Wizzer on June 02, 2015, 18:41
Quote from: Maxim Jones on June 01, 2015, 06:30
Maud is just super! 8)
Is it possible to add additional strobes?
If possible, explain how to do it, please.
The creator of this mod (nyolc8) has quited from this game. It will be no longer updated :c
Man and I was looking forward to his new copcarla mod lol. Shame to see him go :(
Quote from: BeastyBill88 on June 02, 2015, 21:57
Quote from: Wizzer on June 02, 2015, 18:41
Quote from: Maxim Jones on June 01, 2015, 06:30
Maud is just super! 8)
Is it possible to add additional strobes?
If possible, explain how to do it, please.
The creator of this mod (nyolc8) has quited from this game. It will be no longer updated :c
Man and I was looking forward to his new copcarla mod lol. Shame to see him go :(
And even without saying goodbye :-\
Quote from: Wizzer on June 02, 2015, 22:13
Quote from: BeastyBill88 on June 02, 2015, 21:57
Quote from: Wizzer on June 02, 2015, 18:41
Quote from: Maxim Jones on June 01, 2015, 06:30
Maud is just super! 8)
Is it possible to add additional strobes?
If possible, explain how to do it, please.
The creator of this mod (nyolc8) has quited from this game. It will be no longer updated :c
Man and I was looking forward to his new copcarla mod lol. Shame to see him go :(
And even without saying goodbye :-\
I know :/ he just upped and disappeared like a fart in the wind... Maybe he is just taking a break from it all or did he post/say that he was quitting?
Does anyone can upload the cleo_extras.rar to fix the mod?
there you go
Bitte Tanner (;
http://www.file-upload.net/download-10664697/cleo_extras.zip.html
Latest test video I have made.
http://www.mediafire.com/download/ew42cn317aoo12g/ELM+V1.0.7z
ELM and CLEO Extra Files.
FD Pack modded up as well. Hope you enjoy
Quote from: rygaard on June 10, 2015, 18:48
FD Pack modded up as well. Hope you enjoy
That's amazing!
You can show this download?
(http://i.imgur.com/QaNPU8l.png)
How to solve?
When i damage my car mainlights automatically stop and show a white square.
I have that problem also...
(http://i.imgur.com/V9LiB4Q.png)
http://i.imgur.com/V9LiB4Q.png
http://i.imgur.com/QaNPU8l.png
same here
Do i need to do download ELM v9.1?
I have installed the mod as instructed, all cleo files have been put in place and everything should work.
The cleo_extras have been added and double checked, I have tried re-installing cleo as well.
However when I launch the game (SA-MP) it loads and then the game crashes (Program becomes unresponsive).
I am using the GTA_SA.exe v1 (Hoodlum) as instructed in this thread.
Any help is appreciated :)
Quote from: Cutt3r on July 16, 2015, 17:10
I have installed the mod as instructed, all cleo files have been put in place and everything should work.
The cleo_extras have been added and double checked, I have tried re-installing cleo as well.
However when I launch the game (SA-MP) it loads and then the game crashes (Program becomes unresponsive).
I am using the GTA_SA.exe v1 (Hoodlum) as instructed in this thread.
Any help is appreciated :)
Use 1.0 us exe and it's fixed :P
I always get this error if I try to start SAMP.
I updated to Win 10, before I did that it worked perfect.
http://www11.pic-upload.de/05.08.15/vyirodfg8w2u.png
Try running as admin... Win 10 broke some things I think.
Quote from: Emily on August 05, 2015, 20:43
Try running as admin... Win 10 broke some things I think.
doesn't work..
Try reinstalling SAMP GTA SA or Cleo
Hello, it's a good mod. i have problem with emergency.ini, i want strobe1 would use some of 5 modes but after saving the file and checking in-game, nothing changes. its still works randomly, can you help me please?
how i can add more of 2 strobe lights in some light mode?