diff --git a/SceneManager/EntryPoint.cs b/SceneManager/EntryPoint.cs index 10eabe5..ec84764 100644 --- a/SceneManager/EntryPoint.cs +++ b/SceneManager/EntryPoint.cs @@ -1,7 +1,7 @@ using System.Windows.Forms; using Rage; -[assembly: Rage.Attributes.Plugin("Scene Manager V1.7", Author = "Rich", Description = "Manage your scenes with custom AI traffic pathing and cone placement.")] +[assembly: Rage.Attributes.Plugin("Scene Manager V2.0", Author = "Rich", Description = "Manage your scenes with custom AI traffic pathing and cone placement.")] namespace SceneManager { diff --git a/SceneManager/Properties/AssemblyInfo.cs b/SceneManager/Properties/AssemblyInfo.cs index 6148bc7..44061cc 100644 --- a/SceneManager/Properties/AssemblyInfo.cs +++ b/SceneManager/Properties/AssemblyInfo.cs @@ -32,5 +32,5 @@ using System.Runtime.InteropServices; // You can specify all the values or you can default the Build and Revision Numbers // by using the '*' as shown below: // [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("1.7.0.0")] -[assembly: AssemblyFileVersion("1.7.0.0")] +[assembly: AssemblyVersion("2.0.0.0")] +[assembly: AssemblyFileVersion("2.0.0.0")] diff --git a/SceneManager/TrafficMenu.cs b/SceneManager/TrafficMenu.cs index 69e38b2..eb25068 100644 --- a/SceneManager/TrafficMenu.cs +++ b/SceneManager/TrafficMenu.cs @@ -451,7 +451,7 @@ namespace SceneManager deleteAllPaths.Enabled = false; directDriver.Enabled = false; } - _menuPool.RefreshIndex(); + //_menuPool.RefreshIndex(); // Disabling this to stop resetting waypoint menu after waypoint is added } if (selectedItem == trafficRemoveWaypoint) @@ -466,7 +466,7 @@ namespace SceneManager paths[i].WaypointData.RemoveAt(paths[i].WaypointData.IndexOf(paths[i].WaypointData.Last())); // If the path has no waypoints, disable the menu option to remove a waypoint - if (paths[0].WaypointData.Count == 0) + if (paths[i].WaypointData.Count == 0) { trafficRemoveWaypoint.Enabled = false; } @@ -498,7 +498,7 @@ namespace SceneManager else { Game.LogTrivial($"[Path Error] A minimum of 2 waypoints is required."); - Game.DisplayNotification($"~o~Scene Manager\n~r~[Error]~w~ A minimum of 2 waypoints is required."); + Game.DisplayNotification($"~o~Scene Manager\n~r~[Error]~w~ A minimum of 2 waypoints or one stop waypoint is required to create a path."); foreach (WaypointData wd in paths[i].WaypointData) { wd.WaypointBlip.Delete(); diff --git a/SceneManager/TrafficPathing.cs b/SceneManager/TrafficPathing.cs index 9f8782c..a59edab 100644 --- a/SceneManager/TrafficPathing.cs +++ b/SceneManager/TrafficPathing.cs @@ -35,7 +35,7 @@ namespace SceneManager while (waypointData.ElementAtOrDefault(0) != null) { - Game.DisplaySubtitle($"Vehicles in collection: {ControlledVehicles.Count()}"); + //Game.DisplaySubtitle($"Vehicles in collection: {ControlledVehicles.Count()}"); // Getting vehicles within 3f of waypoint try { @@ -240,6 +240,7 @@ namespace SceneManager return (from x in World.GetAllVehicles() where !x.IsTrailer && x.DistanceTo(OriginPosition) < radius select x).ToArray(); } + // Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/ [Flags] public enum EDrivingFlags { @@ -253,6 +254,7 @@ namespace SceneManager IgnoreRoads = 4194304, AvoidHighways = 536870912, Normal = StopForVehicles | StopForPeds | AvoidEmptyVehicles | StopForTrafficLights | UseBlinkers, + //TotalControl = AllowMedianCrossing | AllowWrongWay | DriveAroundObjects | DriveAroundPeds | DriveBySight | FollowTraffic | IgnorePathfinding } public static void SetDriveTaskDrivingFlags(this Ped ped, EDrivingFlags flags)