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[IV:MP] Cruise Control (V.2)

Surena · 12519

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Offline Norrage

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Reply #30 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.

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Offline Kowalski.

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Reply #31 on: April 26, 2017, 01:00:14 pm
Spoiler for Hiden:
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 ?
Spoiler for Hiden:

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 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

* Mihail Junkovich no need to poke our eyes out


Retired General of the Armed Forces Kowalski
A.R.A.F. - Argonath RPG Armed Forces, U.S. Department of Defense.


 


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