Those values mean...?


#1

Hi!

Could someone, please, explain to newbie what represent those values?


#2

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.


#3

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


#4

Int is a whole number -1, 0, 1,

Float is a -1.0, 0.0, 1.0


#5

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:)


#6

What are those values normally without modification?


#7
<fTractionCurveLateral value="22.500000" />
 <fTractionLossMult value="1.000000" />

#8

Ok now say you were to print the values you are trying to set on those handling lines what would you get?


#9

Ehm. I don’t know how to do that :neutral_face:


#10
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