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PIT Maneuver script idea

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We've all been there: in game, you're in a pursuit, you pull off a perfect spin on the offending vehicle, and as you pull out to force the perp out of the car, he simply spins around and drives off again. To get around this, I've been thinking of an addon script which could add a certain probability (50% to 55%) of the suspect's car engine failing to every time you ram or spin it out. This would make actual PIT manouvers possible in-game and end a huge annoyance that I'm sure every PDFR player has felt at some point.

 

Is this type of 'apply this probability to destroy engine to this vehicle if it hits another vehicle' possible in IV's scripting engine?

I feel like a script like that might be tough, because wouldn't just disable every vehicle you touch by accident?

 

What I try to do is, attempt to box them in after the PIT and accidentally discharge my weapon into their head...

YouTube:Black Jesus                                                   

 

I feel like a script like that might be tough, because wouldn't just disable every vehicle you touch by accident?

 

What I try to do is, attempt to box them in after the PIT and accidentally discharge my weapon into their head...

Yea, That's what i do..

But eeeerrrm, I Guess it would do that. Unless it was only enabled when in pursuit...

reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

Well, what if you made it so the car's engine failed when you are touching that one car for a certain period of time? As in, you keep your vehicle in contact with the other for, let's say, three seconds or so. Eh?

bruh moment

  • Author

Well, what if you made it so the car's engine failed when you are touching that one car for a certain period of time? As in, you keep your vehicle in contact with the other for, let's say, three seconds or so. Eh?

 

 

What I was thinking was that you have to maintain contact with a certain area- the left rear wheel for two seconds, then the script would kick in and disable the suspect's engine.

 

Also, to avoid this happening to every car i think the script would have to recognize the suspect's AI 'enemy' tag to only affect that car.

IMO it could be working this way:

 

1. Check if a ped is in pursuit and in a vehicle.

2. Check if ped's vehicle has been damaged by yours.

3. Check if speed >= x [m/s].

4. Check if vehicle.Heading changed more than eg. 100 deg in <= y [miliseconds] + his speed was below 0 (relatively to the center of mass).

 

Eg.: a ped is driving 33 m/s, you hit it and it turns around by 180 deg and roll backwards -> his engine is turned off/vehicle.health set to some low value.

 

Note it's just a concept.

 

Edited by LtFlash

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