Argonath RPG - A World of its own

GTA:IV => IV:MP - Liberty City Multiplayer => IV:MP Ideas & Suggestions => Topic started by: Surena on February 20, 2017, 04:28:18 pm

Title: [IV:MP] Cruise Control (V.2)
Post by: Surena on February 20, 2017, 04:28:18 pm
Dear Argonathians,

I have seen an idea with the same principe back in 2011, but it didn`t get added (Cruise Control (http://www.argonathrpg.eu/index.php?topic=75802.0)).
I want to repost this idea as a reworked version to see if this gets supported or not.

My idea is to add a Cruise Control script so we can drive a specified speed and then press X to set the speed on the Cruise Control and let the speed be constant on that.
It can be quite annoying to press and release W, especially when you play long sessions and drive a lot.

This idea could increase roleplay, aswell as we will have less civillians that will monkey around with high speeds because they are annoyed of pressing and releasing W constantly.

BUT... Here comes the part which makes this idea a tweaked version over the previous idea.

In order to get Cruise Control, you should pay a specified amount of cash, for example: 20.000$ Argonath Dollars, more at the Car Dealerships to order a shiny new car with this ability.
Or if you`ve already bought a car, you can buy Cruise Control from Mechanics (They can buy it from some kind of Dealership or factory for some cheaper and deal it with profit).

The price to order or buy Cruise Control shouldn`t be low, since it`s a luxury feature.

In this regard, we could get more roleplay with Dealerships selling "Cruise Control Ready" vehicles, Mechanics that sell Cruise Control to players owning a car and roleplay the installation of it in my opinion, as we can earn some more cash, and ofcourse... less hurting fingers.  ;)

Feel free to share your thoughts.
Kind regards,

Developer response: This feature cannot be implemented with good enough quality in this current IVMP version.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: superh2o on February 20, 2017, 04:50:28 pm
why would this be needed? I dont see that all that hassle for armelin to add this would make any changes to server rp.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Zephyr. on February 20, 2017, 04:51:40 pm
Supported..But Will The Speed Increase if Someone Hit me from Behind?
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: FARQ3X on February 20, 2017, 04:52:23 pm
why would this be needed? I dont see that all that hassle for armelin to add this would make any changes to server rp.

It could help with Convoys. Although I agree its quite well pointless
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Surena on February 20, 2017, 05:03:58 pm
why would this be needed? I dont see that all that hassle for armelin to add this would make any changes to server rp.
It`s not a big need, but it should be cool if added. :)

Supported..But Will The Speed Increase if Someone Hit me from Behind?
The Cruise Control will hold a specified amount of speed, if someone presses X again, presses W, S or gets rammed, then Cruise Control will be automatically disabled.
Its like having Cruise Control enabled while ramming a wall... Yeah.  ;)
Aswell as when someone rams you, then you would rather use /report and then continue driving.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Nadim Jones on February 20, 2017, 05:08:23 pm
yea it would be nice, Supported
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: gabrielkiriac on February 20, 2017, 05:09:35 pm
why not add a cruise control for turning too cuz why press buttons
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Surena on February 20, 2017, 05:10:50 pm
why not add a cruise control for turning too cuz why press buttons

You can make turns while having Cruise Control enabled, the speed stays constant on what you`ve set it earlier.  ;)
It will be only sensitive on W and S, the two buttons that increase/decrease speed.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: gabrielkiriac on February 20, 2017, 05:14:11 pm
i was being sarcastic as i see this being pretty pointless
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Endri on February 20, 2017, 07:07:26 pm
Cool idea , Supported
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Joey on February 20, 2017, 08:42:17 pm
Not something that's really needed, but it can be a good addition (If the script supports it). I need to drive around the whole city every day so yeah pretty helpful for me  :lol: Supported.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Mihail Junkovich on February 20, 2017, 11:01:27 pm
Why don't you just get a gamepad with joystick? O.O

Joystick automatically gives you the ability to cruise around at the desired amount of speed

While cruise control would like, what.. hold the speed constant no matter that  there is a wall in front of you or you need to decrease the speed to take a turn D:
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Ramis on February 20, 2017, 11:56:03 pm
how easy will it be to slow down and disable it? Will it be a constant ramming tool and DD and cop chase ultimate evader9000? All falls over category how easy it is to abuse.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Matt on February 21, 2017, 05:33:02 am
Cruise control adds a force only on one direction, can be abused
I have tried what you are explaining so I can safely say...
No.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Surena on February 21, 2017, 06:47:23 am
Why don't you just get a gamepad with joystick? O.O

Joystick automatically gives you the ability to cruise around at the desired amount of speed

While cruise control would like, what.. hold the speed constant no matter that  there is a wall in front of you or you need to decrease the speed to take a turn D:
Time is money, why going outside and spend like €30 for speedcontrol on a server?  :lol:
I`m a proud keyboard gamer and that won`t change in a while...

how easy will it be to slow down and disable it? Will it be a constant ramming tool and DD and cop chase ultimate evader9000? All falls over category how easy it is to abuse.
It stops when it touches an object, or you disable it by pressing X, W or S. Don`t think that this will allow a constant speed of 197 to be hold.
It`s just the server trying to hold a constant speed, just like you would do it yourself, but then it will be done for you.

It`s an luxury idea anyway, it`s okay if it doesn`t get added but should be cool.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Pokedude on February 21, 2017, 09:41:41 am
This is only useful when you want to take a pee break but you, at the same time, want to get to your destination.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Joey on February 21, 2017, 09:54:37 am
This is only useful when you want to take a pee break but you, at the same time, want to get to your destination.
It's not autopilot ser
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Hernandez on February 21, 2017, 10:20:32 am
It's not autopilot ser
Exactly xD , the whole fun is when you keep trying to controle your car , Also this way cops would never have a traffic stop as well as the /speed command won't take part anymore and at that time we say Rip to the roleplay.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: CoolGuy295 on February 21, 2017, 10:26:21 am
Unsupported, not necessary. Keep tapping W to control the speed instead, exercise your finger muscles.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Surena on February 21, 2017, 01:09:25 pm
Exactly xD , the whole fun is when you keep trying to controle your car , Also this way cops would never have a traffic stop as well as the /speed command won't take part anymore and at that time we say Rip to the roleplay.
There are always people that drive to a drinks store, drinking some drinks that contains some big amount of alcohol and then press their pedals to its max and still speed.
Or they put their Cruise Control on 130 and the car will try to hold that speed, depending on the horsepower the car has (Comet has no struggles, but older cars will struggle to even touch 120... rip).
And hold in mind that this idea is meant for rich people only, since your bank balance will touch 0 easily if you`re poor  ;)
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Joey on February 21, 2017, 04:40:29 pm
the whole fun is when you keep trying to controle your car
You can still control the car, CC is only activated when you do so. If you don't, then you can just drive as usual.

Also this way cops would never have a traffic stop
It's a good thing no one will break the law anymore, cops will be happy everyone is following the law.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Pokedude on February 21, 2017, 04:53:35 pm
It's a good thing no one will break the law anymore, cops will be happy everyone is following the law.
But, then there will be no RP from the cops side and we will have people saying "COPPERS DUNT RP!!!!!"
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Hernandez on February 21, 2017, 05:17:34 pm
It's a good thing no one will break the law anymore, cops will be happy everyone is following the law.
But, then there will be no RP from the cops side and we will have people saying "COPPERS DUNT RP!!!!!"
Poke said it all.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Surena on February 28, 2017, 05:20:09 pm
Poke said it all.

It can be handy for LCPD convoy`s aswell like FARQ3X mentioned, and there are always people that ignore Cruise Control and speed up anyway, even cops do it while on duty.
Someone from the A-Team even caught some cops yesterday for violating traffic laws while on duty.

Roleplaying from cops doesn`t focus on traffic lawbreakers only, though, speed may be on point but parking a car properly and driving on the right lane can be a problem aswell.
You can also roleplay races, robberies, kidnapping, prostitution, illegal trading, drugs and many more subjects as a cop with criminals...
The key for all of this is your own fantasy, and it cannot be affected with this script, but it does gives a luxury feature for the more rich and patienced people that drive around.

Some other people like this idea aswell, so I don`t see the problem why this shouldn`t be added. 
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: ahmedXD on March 19, 2017, 07:24:11 am
Unsupported, there is an instant force velocity to certain speed, vehicles can climb walls.

It can be abused massivly.
Ask any iv:mp scripter and he will tell you that this force velocity is the heart of this script, vehicles become anti gravity.

Also if you are doing this to avoid suspection by officers, then it will lower RP.

You can speed away from main road and roleplay there without hurting your fingers.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Kowalski. on April 10, 2017, 01:21:25 pm
Unsupported, there is an instant force velocity to certain speed, vehicles can climb walls.

It can be abused massivly.
Ask any iv:mp scripter and he will tell you that this force velocity is the heart of this script, vehicles become anti gravity.

Also if you are doing this to avoid suspection by officers, then it will lower RP.

You can speed away from main road and roleplay there without hurting your fingers.

You are right, Police cannot make money, so nobody is even gonna bother, it decreases fun for everyone. Anyway, if you set it to a specific speed, your finger muscles don't get stronger, but vehicles become anti-gravity. People can strongly abuse this function and that force-velocity is what causes it. As many others have said, I
Found me yet?
Last one, believe me
Unsupported
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Kowalski. on April 12, 2017, 01:18:55 am
This can be massively abused
Unsupported
You are right, Police cannot make money, so nobody is even gonna bother, it decreases fun for everyone. Anyway, if you set it to a specific speed, your finger muscles don't get stronger, but vehicles become anti-gravity. People can strongly abuse this function and that force-velocity is what causes it. As many others have said, I
Found me yet?
Last one, believe me
Unsupported
Unsupported, there is an instant force velocity to certain speed, vehicles can climb walls.

It can be abused massivly.
Ask any iv:mp scripter and he will tell you that this force velocity is the heart of this script, vehicles become anti gravity.

Also if you are doing this to avoid suspection by officers, then it will lower RP.

You can speed away from main road and roleplay there without hurting your fingers.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: DarkPower202 on April 12, 2017, 04:00:21 am
Unsupported, there is an instant force velocity to certain speed, vehicles can climb walls.

It can be abused massivly.
Ask any iv:mp scripter and he will tell you that this force velocity is the heart of this script, vehicles become anti gravity.

Also if you are doing this to avoid suspection by officers, then it will lower RP.

You can speed away from main road and roleplay there without hurting your fingers.

A hard-coded script would do, Example:
- Vehicle speed climbs to the desired speed
- Locks the Vehicle speed value [Timer check everytime, probably would lag the client?]
- If vehicle speed value suddenly dropped to 0 (hitted wall etc), Stop the Cruise Control [Timer checks Vehicle speed value]

I am lazy to keep tapping W buttons, feels like the button would pop off or sth :D so yeah.. Supported if possible
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Kowalski. on April 12, 2017, 04:07:48 am
A hard-coded script would do, Example:
- Vehicle speed climbs to the desired speed
- Locks the Vehicle speed value [Timer check everytime, probably would lag the client?]
- If vehicle speed value suddenly dropped to 0 (hitted wall etc), Stop the Cruise Control [Timer checks Vehicle speed value]

I am lazy to keep tapping W buttons, feels like the button would pop off or sth :D so yeah.. Supported if possible
That decreases RP for LCPD, meaning people are not gonna pay your wages anymore. So although in my opinion, Unsupported have a look at this
You are right, Police cannot make money, so nobody is even gonna bother, it decreases fun for everyone. Anyway, if you set it to a specific speed, your finger muscles don't get stronger, but vehicles become anti-gravity. People can strongly abuse this function and that force-velocity is what causes it. As many others have said, I
Found me yet?
Last one, believe me
Unsupported
Unsupported, there is an instant force velocity to certain speed, vehicles can climb walls.

It can be abused massivly.
Ask any iv:mp scripter and he will tell you that this force velocity is the heart of this script, vehicles become anti gravity.

Also if you are doing this to avoid suspection by officers, then it will lower RP.

You can speed away from main road and roleplay there without hurting your fingers.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Surena on April 12, 2017, 05:25:46 pm
But, then there will be no RP from the cops side and we will have people saying "COPPERS DUNT RP!!!!!"
Unsupported, there is an instant force velocity to certain speed, vehicles can climb walls.

It can be abused massivly.
Ask any iv:mp scripter and he will tell you that this force velocity is the heart of this script, vehicles become anti gravity.

Also if you are doing this to avoid suspection by officers, then it will lower RP.

You can speed away from main road and roleplay there without hurting your fingers.
You are right, Police cannot make money, so nobody is even gonna bother, it decreases fun for everyone. Anyway, if you set it to a specific speed, your finger muscles don't get stronger, but vehicles become anti-gravity. People can strongly abuse this function and that force-velocity is what causes it. As many others have said, I
Found me yet?
Last one, believe me
Unsupported
and many other negative replies later...

Lets be clear once and for all, there are many people who own a supercar just for the fact to fly over the roads
Have you ever saw a Lamborghini driving 80km/h constantly? Nope.
And you can set your speed manually, so the Cruise Control can be set on 90 for example... (if the engine can handle it)

And about the many replies about unsupported because of the fact that it can be abused...
It can not be abused if its properly scripted, like DarkPower202 said, and otherwise we can set some rules for it ?
A hard-coded script would do, Example:
- Vehicle speed climbs to the desired speed
- Locks the Vehicle speed value [Timer check everytime, probably would lag the client?]
- If vehicle speed value suddenly dropped to 0 (hitted wall etc), Stop the Cruise Control [Timer checks Vehicle speed value]

I am lazy to keep tapping W buttons, feels like the button would pop off or sth :D so yeah.. Supported if possible

By the way, the "non-rp" part of this isn`t that necessary, cops can start new idea`s, though there will always be evaders. And the only thing I see around is cops focusing on weedspots rather than cars flying by (I have did some scientific tests).
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Norrage on April 12, 2017, 05:36:20 pm
By the way, the "non-rp" part of this isn`t that necessary, cops can start new idea`s, though there will always be evaders. And the only thing I see around is cops focusing on weedspots rather than cars flying by (I have did some scientific tests).

Elaborate the term 'cops' please.
Title: Re: [IV:MP] Cruise Control (V.2)
Post by: Kowalski. on April 26, 2017, 01:00:14 pm
and many other negative replies later...

Lets be clear once and for all, there are many people who own a supercar just for the fact to fly over the roads
Have you ever saw a Lamborghini driving 80km/h constantly? Nope.
And you can set your speed manually, so the Cruise Control can be set on 90 for example... (if the engine can handle it)

And about the many replies about unsupported because of the fact that it can be abused...
It can not be abused if its properly scripted, like DarkPower202 said, and otherwise we can set some rules for it ?

By the way, the "non-rp" part of this isn`t that necessary, cops can start new idea`s, though there will always be evaders. And the only thing I see around is cops focusing on weedspots rather than cars flying by (I have did some scientific tests).

See, that's the problem! Vehicles become anti-gravity, and the force-velocity locking the car at a specific speed, even if this is integrated, it will be scrapped soon enough, as it can be abused massively. A scientific test isn't driving your dirt bike around the park watching a bunch of freecops and ranked officers confiscating weed. A scientific test is going in-depth into LCPD methods, analyzing, recording & storing data. To commence a scientific test, you could ask some Officers if they find weed or speeders their first priority. You can then analyze and record that data, then reveal it all, listing your sources.

Another thing to take into account is the complexity of the scripts. You are controlling the actual vehicle. To script a control variable or item to control the speed of a vehicle that doesn't have a speedometer could take up too much of the dev team's time. Also, Darksune referred the following: A hard-coded script would do, Example:
- Vehicle speed climbs to the desired speed
- Locks the Vehicle speed value [Timer check everytime, probably would lag the client?]
- If vehicle speed value suddenly dropped to 0 (hitted wall etc), Stop the Cruise Control [Timer checks Vehicle speed value]

Is it not clear that if a hard-coded script that locks the speed value which the timer checks every time, the client will lag more than it already does? IV: MP is buggy and lags more than any other client I know of. It is a decent client and although
@Neproify (http://www.argonathrpg.eu/index.php?action=profile;u=27752) has declared he will attempt to fix it,
what we do have is struggling at the moment and the devs are trying to keep the server running. They cannot waste time on a "Cruise Control" script that most players will abuse, causing their work to be wasted. Also, scripting a script which needs a variable/item from another script? Let me tell you what I mean:

If this script is added and you slam into a wall, the script has to disable itself when the speed variable shows 0. Then after you start going again, pressing X will enable the Cruise Control, and disable the radio. Although not everyone listens to the radio (I listen to Integrity 2.0 with Lazlow :D) if this is integrated, I think you should map a different hotkey, that isn't used.

I am sorry to say, as good an idea as this was, Unsupported

/me no need to poke our eyes out
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