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Several bugs/suggested features

Closed 1.0.4

Hi, I really like the plugin so far, but it seems like the minimum road width does not prevent cars from spawning on those roads. My map has a large amount of small/cluttered roads where the bots are either driving back and fourth in a matter of 20 meters, or they are getting stuck on specific shorter roads. 

It would be very useful to be able to select specific roads for the cars to spawn on, limit them by length, and limit them by width.

I also may just be misjudging the use of the "minimum road width" convar.

Thanks!

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9 hours ago, ChogChey said:

Hi, I really like the plugin so far, but it seems like the minimum road width does not prevent cars from spawning on those roads. My map has a large amount of small/cluttered roads where the bots are either driving back and fourth in a matter of 20 meters, or they are getting stuck on specific shorter roads. 

It would be very useful to be able to select specific roads for the cars to spawn on, limit them by length, and limit them by width.

I also may just be misjudging the use of the "minimum road width" convar.

Thanks!

I made a mistake in the translation, the width means the length of the road, if you want cars to drive only on long roads - specify a value of at least 1000

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8 minutes ago, walkinrey said:

I made a mistake in the translation, the width means the length of the road, if you want cars to drive only on long roads - specify a value of at least 1000

Ah, thank you!

 

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Some initial observations from first round of testing.

Driver and Companion HPs show values contained in the config file. However, combat log shows that as soon as they get hit it drops their HPs down to default values, 100 for the Driver and 150 for the Companion.

The Companion is able to kill the Driver.

When facing the rear of the vehicle the Companion has trouble shooting, there are dead zones where you can stand right next to the vehicle and he will not shoot.

When creating multiple paths you have to reload the plugin after each path or you will get an error saying duplicate key.

The blue lights are almost useless, even at night you have to be pretty close to the vehicle to see them. If there is something to identify the vehicle as an event it needs to be more obvious.


 

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55 minutes ago, Iron said:

Some initial observations from first round of testing.

Driver and Companion HPs show values contained in the config file. However, combat log shows that as soon as they get hit it drops their HPs down to default values, 100 for the Driver and 150 for the Companion.

The Companion is able to kill the Driver.

When facing the rear of the vehicle the Companion has trouble shooting, there are dead zones where you can stand right next to the vehicle and he will not shoot.

When creating multiple paths you have to reload the plugin after each path or you will get an error saying duplicate key.

The blue lights are almost useless, even at night you have to be pretty close to the vehicle to see them. If there is something to identify the vehicle as an event it needs to be more obvious.


 

I've noticed the first four bugs and concur, but the blue light was a suggested feature so a player could make police cars.  I do however think it would be a good idea to have the headlights function on the vehicles, even if they are always on.

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7 hours ago, Iron said:

Some initial observations from first round of testing.

Driver and Companion HPs show values contained in the config file. However, combat log shows that as soon as they get hit it drops their HPs down to default values, 100 for the Driver and 150 for the Companion.

The Companion is able to kill the Driver.

When facing the rear of the vehicle the Companion has trouble shooting, there are dead zones where you can stand right next to the vehicle and he will not shoot.

When creating multiple paths you have to reload the plugin after each path or you will get an error saying duplicate key.

The blue lights are almost useless, even at night you have to be pretty close to the vehicle to see them. If there is something to identify the vehicle as an event it needs to be more obvious.


 

6 hours ago, ChogChey said:

I've noticed the first four bugs and concur, but the blue light was a suggested feature so a player could make police cars.  I do however think it would be a good idea to have the headlights function on the vehicles, even if they are always on.

thanks for your feedback, everything will be reviewed and added / corrected in a week

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