Hi!
Could someone, please, explain to newbie what represent those values?
INT is an integer so basically a whole number it can be a - or a + number.
Vector is defining a position. So in that case Vector3 stands for an X - Y- Z float(decimal) value
Here is an example of a Vector3 in C# from my gamemode
private List<Vector3> WaitingAreaSpawns = new List<Vector3>
{
new Vector3(-787.771f, 327.532f, 158.599f),
new Vector3(-803.543f, 326.905f, 158.599f),
new Vector3(-804.013f, 342.070f, 158.599f),
new Vector3(-790.642f, 343.118f, 158.599f)
};
just to show you what a vector3 is.
Thank you, Xander.
Maybe I don’t understand it right yet, so what’s the difference between INT and FLOAT values?
From what you’ve said here I imagine both as “10.0” or “-10.0” for example
Int is a whole number -1, 0, 1,
Float is a -1.0, 0.0, 1.0
Still can’T figure out what I might be doing wrong here.
Trying to apply different values when drifting, I guess problem is somewhere between these lines below. Could you or anyone else take a look at it quickly?
local VehLateralCurve = GetVehicleHandlingFloat(PlayerVeh, "CHandlingData", "fTractionCurveLateral")
if angle ~= 0 then
SetVehicleEnginePowerMultiplier(PlayerVeh, 100.0) --works
SetHandlingFloat(PlayerVeh, 'CHandlingData', 'fTractionLossMult', angle*velocity*100000.0) --doesn't
SetHandlingFloat(PlayerVeh, 'CHandlingData', 'fTractionCurveLateral', VehLateralCurve*100.0) --doesn't
I’ve tried random values there, no effect O:)
What are those values normally without modification?
<fTractionCurveLateral value="22.500000" />
<fTractionLossMult value="1.000000" />
Ok now say you were to print the values you are trying to set on those handling lines what would you get?
Ehm. I don’t know how to do that
local VehLateralCurve = GetVehicleHandlingFloat(PlayerVeh, "CHandlingData", "fTractionCurveLateral")
if angle ~= 0 then
print("TractionLossMult: " .. angle*velocity*100000.0)
print("TractionCurveLateral: " .. VehLateralCurve*100.0)
SetVehicleEnginePowerMultiplier(PlayerVeh, 100.0) --works
SetHandlingFloat(PlayerVeh, 'CHandlingData', 'fTractionLossMult', angle*velocity*100000.0) --doesn't
SetHandlingFloat(PlayerVeh, 'CHandlingData', 'fTractionCurveLateral', VehLateralCurve*100.0) --doesn't
end