Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index mscorlib at System.Collections.ArrayList.get_Item(Int32 index) at GLScript.GLApp.retrieveEvalVar(String funcName, TokenParse tkparse, TokenBuffer currTokenBuffer, SetOfVars GVAR, SetOfVars LVAR, Boolean breakFunc, Char& breakCar) in D:\Dev\DevInsim\lapper\LFSLapper\LFSLapper\src\GLScript\GLScript.cs:line 1037 at GLScript.GLApp.privExecuteTokensPart(Int32 level, String funcName, SetOfVars GCAR, SetOfVars LVAR, Boolean breakable, Boolean inSwitchCase, Int32 start, Int32 end) in D:\Dev\DevInsim\lapper\LFSLapper\LFSLapper\src\GLScript\GLScript.cs:line 258 at GLScript.GLApp.privExecuteFunction(String funcName, String[] argsVals) in D:\Dev\DevInsim\lapper\LFSLapper\LFSLapper\src\GLScript\GLScript.cs:line 177 at GLScript.GLApp.executeFunction(String funcName, String[] argsVals) in D:\Dev\DevInsim\lapper\LFSLapper\LFSLapper\src\GLScript\GLScript.cs:line 141 at Configurator.lexConfigurator.executeFunction(String funcName, infoPlayer pcurrInfoPlayer, String[] par) in D:\Dev\DevInsim\lapper\LFSLapper\LFSLapper\src\cfgParser\readCfg.cs:line 354 at LFSLapper.LFSClient.Loop(Connect insimConnection) in D:\Dev\DevInsim\lapper\LFSLapper\LFSLapper\src\LFSClient\loop.cs:line 975 at LFSLapper.LFSClient.doloop() in D:\Dev\DevInsim\lapper\LFSLapper\LFSLapper\src\LFSClient\lfsclient.cs:line 556 at LapperInstances.LapperInstance.doConnection() in D:\Dev\DevInsim\lapper\LFSLapper\LFSLapper\src\LFSInstances\LapperInstance.cs:line 247 System.Object get_Item(Int32) Closing Instance... -----------------------------------------------------------------------------
if you haven't downloaded this now GO AHEAD AND DO SO! i believe i got the final beta done might have another ... asfor 4 cops perchase im having a little problem coding this so i think im gonna wait a little longer
Hey guys i recoded the download counter system so now i can store more then 1 variable in the variable file like version (part of a future update)
and more variables if needed
in the screenshot that menu that is in the center of the screen is the first thing that pops up, and the first thing Show drift meter, is basically my trigger for displaying the drift meter and doing the drift notifications. Ive coded it in the .lpr file such that it doesnt display any of the info to you if you have turned it off. The only thing you will see is the Best Drift Record msg in the chat when some player makes a new record. As well as other players drift score on finishing the lap, since that is a global msg aswell. As for teh Cruise.lpr i'll take a look at it and see if it has any conflicts with my mod. The only conflict my mod has is the OnLapperStart event with the pitboard, since the pitboard menu pops up, and i simply dont want it to i have just disabled it and made my thing pop up, but thats a minor change and could be disabled. I have the text commands set up to make it pop up on demand anyway.
From what you're saying, I'm assuming that you have modified the source code to allow for the custom variables. What I would suggest is to post the modifications that you have made to the code into the "Requests" thread so that Gai can integrate the modifications into future releases.
I would also suggest that you have a look at the Cruise.lpr addon, which has added the $Mode global variable to Lapper, and maybe integrate the drift system so that the drift score info only occurs when you are in Drift mode (Probably by typing "!mode drift")
NB: Acutaly we should move the !mode command inot Utils.lpr so that it becomes a standard part of Lapper. Then people can code addons to use Drift, Cruise or Race modes
and the $mode is also in the updated !gui (not released yet)
Hello everybody, ive been playing LFS for quite some time now and in the past 6 months have involved myself in learning how the Lapper really works and looking at its source code. Over that period of time i came to two conclusions that probably many of you have:
1. The lapper doesnt provide real angle of the car as a variable, but rather AngleVelocity
2. The drift point calculation is based entirely on speed and angle.
3. There was no event that could give the user real-time data.
So after about a week of setting up my programming environment and looking through the source code of LFSLapper 6.0 curtecy of Gai-Luron, I have come up with this:
Othern than the obvious visual menus and Drift Meter i have changed a couple of things on the back end.
1. I made the absolute angle be an available variable for use in the .lpr files
2. Modified the drift calculation allowing the player for possible chaning of drifts and raising their multiplier. (I will give more details further down on how it works)
3. I have added a "OnDrive" event which is being called withing the UpdateState method of the infoPlayer.cs file (meaning it gets called 10 times a second)
4. Added a best drift feature which tracks down the single best drift done by any driver and displays it for all players on their personal drift meters
Drift System Details:
Ok so wat ive done with the drift calculation is this. The basic formula for calculating the drift points in a drifttick is still the same:
points = anglee * speed *speed/10000
However i have added an additional variable which begins to increment if the players angle goes out of the drift range(sort of like a timer). I use it to create a time gap in which a new drift can be started and added to the previous one creating a chained drift. Furthermore by chaining drifts for each additional one the multiplier goes up by 0.1. If no new drift is started in the time gap, then the total sum of all the drifts in the current combo is multiplied by the current multiplier and added to the total score. Some limitations i have implemented so far to avoid cheating and absurd scores in the 500k range, are the following. The multiplier has a max value of 2.0 otherwise clever players would continue chaining drifts for a whole lap getting a x50 multiplier and blowing up their score like crazy. Also the time gap between drifts is 1.2seconds long however in the first 0.2seconds you can not start a new drift, giving the player a 1 second gap after the initial 0.2seconds to start a new drift. This is done to eliminated the case of people doing quick slides from side to side getting their multiplier very high and basically cheating the system.
There are still some imperfections with the system i am working on fixing up, as well as making it a bit more compatible with the Racing components of the Lapper, since its not very friendly with the pitboard and the OnDrive event isnt called all the time but only when drifting. Let me know wat you think and if you have any additions you might want to see made.
sounds cool ... i dont really like the layout of your drift meter so was wondering i would still be able to use my own layout right
I use mouse and i play mostly in cruise servers.
Ive allready bought 3 mouse-s.
Cause they all get grazy after so much clicking:P
Cruise servers mostly have this system when u drive within speed limit,You get most money.
I have a reaally big problem with holding speed such has 112km/h
And changeing gear according to speed is also redicolous...
Revving allthe time causes eardamage:P
So would it be possible to somehow make somekind of program that holds speed what i indicate?:O
I would really preciate it
I asked it from one website and they said it would be cheating...But i dont see it has CHEAT.
It is more like Cruise-rookie-help-system
Thank you!!!!
(BTW my avatar looks silly after reading this post)
or you cpuld use your mouse as wheel where Gas /break is Y axis and Sterring is X axis
also you should come try out my cruise server ("[SC] Cruise Demo" OR "[SC] Cruise Server 1")
Hello..
I want to create a server with this kind of mod on it, and I've tired all night but it just seem to not work for me..
I added "include( "./Cruise.lpr");" to my 'addonsused.lpr' file and typed !mode cruise etc ingame, but nothing happens..
This is my first day & attempt at anything with LFS dedicated servers.. but if you could help me set this up step by step somehow, that would be just great
OK Guys well I was finishing up the last few thing... found a couple bugs with the Bank rob system that will take a hour or so to fix and make sure they fixed b4 I release the update check back at the site below to see when the update is out