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detecting took the wrong route
(13 posts, started )
detecting took the wrong route
Hi, I was thinking, is there anyway to detect if someone took the wrong route or is the only thing i can use the message in the server %nickname% took the wrong route?

Greetz Glenn
nobody?
IS_PLL, which is sent when someone spectates (which is what happens when you take the wrong route), doesn't contain any info about the spectate reason, and insim.txt doesn't have any info on it, so I presume there is no info sent for it...
#4 - Stuff
You can use IS_PEN. It has a reason enum, one of which is PENR_WRONG_WAY. Or you might be able to use the route checkers and other marshal objects. Maybe some other packet is sent when those are driven over, or the IS_PLL like dougie said.
Quote from Stuff :You can use IS_PEN. It has a reason enum, one of which is PENR_WRONG_WAY. Or you might be able to use the route checkers and other marshal objects. Maybe some other packet is sent when those are driven over, or the IS_PLL like dougie said.

but PENR_WRONG_WAY will that be sent if u fly off track or drive int he wrong direction?
hmm IS_PEN didn't worked :s it wasn't send when i got out of bounds
insim.txt says IS_PEN is for the AX route checker, which send a penalty when you hit it (and specs you)
Quote from dougie-lampkin :insim.txt says IS_PEN is for the AX route checker, which send a penalty when you hit it (and specs you)

well, I used it and gave it say a massage each time the PEN was received, works find if u speed it pits but nothing when i got out of track -> to spectate

But i could use tho the MSO from "" + nickname + " took the wrong route"
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(BurnOut69) DELETED by BurnOut69 : suggested the same as the post right above lol
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(mcgas001) DELETED by mcgas001
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(mcgas001) DELETED by mcgas001
[SIZE=2][COLOR=#0000ff]string[/COLOR][/SIZE][SIZE=2][] Message = MSO.Msg.Split([/SIZE][SIZE=2][COLOR=#a31515]' '[/COLOR][/SIZE][SIZE=2]);[/SIZE]
[SIZE=2][COLOR=#0000ff]if[/COLOR][/SIZE][SIZE=2] (MSO.Msg.Contains([/SIZE][SIZE=2][COLOR=#a31515]"took the wrong route"[/COLOR][/SIZE][SIZE=2]))[/SIZE]
[SIZE=2]{[/SIZE]
[SIZE=2][COLOR=#0000ff] for[/COLOR][/SIZE][SIZE=2] ([/SIZE][SIZE=2][COLOR=#0000ff]int[/COLOR][/SIZE][SIZE=2] i = 0; i < Connections.Count; i++)[/SIZE]
[SIZE=2] {[/SIZE]
[SIZE=2][COLOR=#0000ff] if[/COLOR][/SIZE][SIZE=2] (Connections[i].Playername.Contains(Message[1]))[/SIZE]
[SIZE=2] {[/SIZE]
[SIZE=2][COLOR=#008000] // Do something[/COLOR][/SIZE]
[SIZE=2] }[/SIZE]
[SIZE=2] }[/SIZE]
[SIZE=2]}[/SIZE]

Thats a way of doing it
E: Save you a lot of time, there is not 1 single packet thats fired when you go wrong route.
That would work, but if I typed "lol I took the wrong route!" then that would probably break it...
Quote from dougie-lampkin :That would work, but if I typed "lol I took the wrong route!" then that would probably break it...

Wouldnt 'break' the code but a simple check before hand could stop that. eg.
If(MSO.UCID == 0)

lol true
jeah i figured out that thats the way of doing it, only it seems to be that the message from going out of bounds is differen from when u hit such a AX guy wich says wich direction you have to go. (just a detail)

detecting took the wrong route
(13 posts, started )
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