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https://github.com/thegeneralist01/Scene-Manager-DevRepo
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Adding waypoint no longer resets the waypoint type, fixed a bug and crash with remove waypoint option. Functional version before major menu updates
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commit
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4 changed files with 9 additions and 7 deletions
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@ -1,7 +1,7 @@
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using System.Windows.Forms;
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using Rage;
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[assembly: Rage.Attributes.Plugin("Scene Manager V1.7", Author = "Rich", Description = "Manage your scenes with custom AI traffic pathing and cone placement.")]
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[assembly: Rage.Attributes.Plugin("Scene Manager V2.0", Author = "Rich", Description = "Manage your scenes with custom AI traffic pathing and cone placement.")]
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namespace SceneManager
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{
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@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.7.0.0")]
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[assembly: AssemblyFileVersion("1.7.0.0")]
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[assembly: AssemblyVersion("2.0.0.0")]
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[assembly: AssemblyFileVersion("2.0.0.0")]
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@ -451,7 +451,7 @@ namespace SceneManager
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deleteAllPaths.Enabled = false;
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directDriver.Enabled = false;
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}
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_menuPool.RefreshIndex();
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//_menuPool.RefreshIndex(); // Disabling this to stop resetting waypoint menu after waypoint is added
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}
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if (selectedItem == trafficRemoveWaypoint)
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@ -466,7 +466,7 @@ namespace SceneManager
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paths[i].WaypointData.RemoveAt(paths[i].WaypointData.IndexOf(paths[i].WaypointData.Last()));
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// If the path has no waypoints, disable the menu option to remove a waypoint
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if (paths[0].WaypointData.Count == 0)
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if (paths[i].WaypointData.Count == 0)
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{
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trafficRemoveWaypoint.Enabled = false;
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}
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@ -498,7 +498,7 @@ namespace SceneManager
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else
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{
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Game.LogTrivial($"[Path Error] A minimum of 2 waypoints is required.");
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Game.DisplayNotification($"~o~Scene Manager\n~r~[Error]~w~ A minimum of 2 waypoints is required.");
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Game.DisplayNotification($"~o~Scene Manager\n~r~[Error]~w~ A minimum of 2 waypoints or one stop waypoint is required to create a path.");
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foreach (WaypointData wd in paths[i].WaypointData)
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{
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wd.WaypointBlip.Delete();
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@ -35,7 +35,7 @@ namespace SceneManager
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while (waypointData.ElementAtOrDefault(0) != null)
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{
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Game.DisplaySubtitle($"Vehicles in collection: {ControlledVehicles.Count()}");
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//Game.DisplaySubtitle($"Vehicles in collection: {ControlledVehicles.Count()}");
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// Getting vehicles within 3f of waypoint
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try
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{
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@ -240,6 +240,7 @@ namespace SceneManager
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return (from x in World.GetAllVehicles() where !x.IsTrailer && x.DistanceTo(OriginPosition) < radius select x).ToArray();
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}
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// Driving styles https://gtaforums.com/topic/822314-guide-driving-styles/
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[Flags]
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public enum EDrivingFlags
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{
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@ -253,6 +254,7 @@ namespace SceneManager
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IgnoreRoads = 4194304,
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AvoidHighways = 536870912,
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Normal = StopForVehicles | StopForPeds | AvoidEmptyVehicles | StopForTrafficLights | UseBlinkers,
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//TotalControl = AllowMedianCrossing | AllowWrongWay | DriveAroundObjects | DriveAroundPeds | DriveBySight | FollowTraffic | IgnorePathfinding
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}
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public static void SetDriveTaskDrivingFlags(this Ped ped, EDrivingFlags flags)
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