Hystery
Member
Posts: 556
Registered on: August 2016
Steam: DraconisRex
Social Club: Hystery
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Post by Hystery on Nov 28, 2017 21:43:52 GMT
No trade price on the Lazer, btw. That's a firm $6.5m for a custom scam. Fix'd dat for ya.
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Theign
Member
Professional Cynic since 1912
Posts: 282
Registered on: June 2016
Steam: Hinty
Social Club: Theign
Discord: Hinty#8743
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Post by Theign on Nov 29, 2017 2:17:29 GMT
I've worked with game engines a few times and keeping speed and relative position to the checkpoint would be straight forward to code. In fact, its already being done on the FiveM server today. Oh I am sure it could be done, but that's not how it was implemented into GTA for whatever reason. If they were to give us warp points, they would give the ones that are in the game now, which are crap.
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Post by Skirakzalus on Dec 11, 2017 16:41:31 GMT
I just happened to do an air race and it made it obvious that R* screwed up a few things. First up air race checkpoints are bugged. If you have to respawn the next cp will also have a mini-version of itself inside of it, which will remain even after you hit the cp. And compared to how the respawning works the transform air checkpoint are quite messed up. In air races you hit respawn/die, screen goes black, it sets you back to the last cp and as it goes bright again your plane gets going at the respawn location. In transform races it's more like you die, get ported to respawn location, screen goes black, plane starts flying, you might even get a loading circle because for some reason it takes way longer than with other race types, and at some point the game actually allows you to see stuff again while your plane has been flying on it's own for some seconds. Kinda not so nice for obstacle courses.
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