I think if you will do a search on this forum using "insim" and "cruise" as search terms, you will find enough totally finished programs to download and install on your server.
Today an article about the tyremodel used on Project CARS has been released. I am wondering how people, with any knowledge on this subject, feel about their approach and it would be awesome if Scawen could comment on their tyremodel compared to what he is working on.
LFS Lapper is opensource, but the scripts written within Lapper, are not opensource by default.
If writers are willing to share them, they can put them on the forum for free, but if it's something they made for their own team or any other special reason, they aren't forced to share them.
AU1 = trackcode
42 = first coordinate of the zone
-639 = second coordinate of the zone
10 = distance of the zone (if you set that to 1, player has to cross those coordinates exactly, otherwise there is some margin)
SA_Test3 = Event called when player enters the zone
"" = Event called when player leaves the zone ("" means no event will be called)
Sub SA_Test3( $userName ) # Lapper Event globalMsg( GetCurrentPlayerVar("NickName") . " ^7has passed the zone" ); $DriftScore = GetCurrentPlayerVar( "DriftScore" ); $DriftScore = $DriftScore+100; globalMsg( GetCurrentPlayerVar("NickName") . " ^7has a new driftscore: " . $DriftScore ); EndSub
When a player enters the zone, a global chatmessage is shown, which states the nickname of the player followed by a text in white (^7 = code for white colour) that the player has passed the zone.
Player variable $DriftScore is set by collecting the current driftscore of the player who entered the zone.
Driftscore is raised with 100 points.
A global chatmessage is shown, which states the nickname of the player followed by a text in white about a new driftscore and in the end what the current driftscore is.
If you have read the announcement about this update properly, you will have noticed that Scawen will now continue working on the updates needed to release the new Westhill track.
They expect to release that in a couple of weeks.
A GlobalVar is used for every player on the server. So if one person sets it to "true", it is true for every player.
If you want to have one Var for each individual player, you have to use a PlayerVar.
Based on the events it is used it, you can either use GetCurrentPlayerVar/SetCurrentPlayerVar or GetPlayerVar[UserName]/SetPlayerVar[UserName]
I have a lot of experience using all of that, so I will try to come up with some actual code, later today.
Is it even possible to change restrictions while being on track?
I just checked and as far as I can see (unless something has changed in the testpatches, which I haven't tried), it isn't possible.
The handicap system I made within LFS Lapper, does a check on restrictions every time someone enters the track, which should be sufficient.
"MyZone" can be any text you want
"SO6" is the code of the track you want the ZoneAction to work on
337 is the digital code of the zone
SA_Test3 is the sub routine called when someone enters the zone
"" means that no sub routine is called when someone leaves the zone, this can be replaced by the name of another sub routine which is executed when the zone is left
To find the actual place of the zone, drive your car to the desired place and type !zone
In the chat you will be shown the digital code of that zone.
There are no actual car models in LFS.
People have made mods, but they are not official and aren't supported on most servers anyway.
I have no clue what SR is, but think it has something to do with how clean (on track, no hits, etc) you have been driving, as I have seen such stats on some servers.
Don't worry about them, as they are not official LFS parameters but are created with InSim applications.
You can easily set filters to make sure you don't see demo-servers.
My only wish on that subject is to have an option to add certain servers to your personal favorites, so you can easily find them.
No, nothing is stored, unless you wrote code to store something.
If the welcome message is no longer appearing, there must be something wrong in the code, which made lapper put the instance on hold.
Have a look in the logfile (there are 2 logfiles, a server logfile and an instance logfile, you need to have a look at the last one mentioned), to see what has gone wrong.
I had the same problem and asked my brother to look into it (he is the admin of the linux server we have at home).
After some research, he noticed that traffic goes out from your client to the internet, goes through the master server and then back into your home to try and reach the dedicated server.
In the end he made a special route to get it to work (which wasn't straight forward), but I can't tell you the details, because I don't know them.
If you want to host and play at the same time, it's easier to host a server from within the normal client, instead of a dedicated host.
I had the same problem and asked my brother to look into it (he is the admin of the linux server we have at home).
After some research, he noticed that traffic goes out from your client to the internet, goes through the master server and then back into your home to try and reach the dedicated server.
In the end he made a special route to get it to work (which wasn't straight forward), but I can't tell you the details, because I don't know them.
If you want to host and play at the same time, it's easier to host a server from within the normal client, instead of a dedicated host.
Could it be that there's an issue with registering total distance traveled?
I might be naive, but unless proven otherwise (as said before, they don't drive cars they shouldn't be driving and the laptimes aren't shocking either) it could be a problem related to demo-players.
I might not be awake enough yet, but why is he using a hack?
XFG, XRG and FBM are demo-cars and can be driven on BL1.
The times aren't shocking either.