Sandbox+ for SRTT


That's awfully strange then. Are you absolutely certain? You're saying that all the other shortcuts work except for the superpowers? Every other person who had your same issue was either running a cracked version, or hadn't actually bought the Trouble with Clones DLC. Please either post a link to your Steam account, stop by group chat, or integrate your Steam account on the forum here, so I can confirm before attempting further troubleshooting.
 
Regarding the follower passenger mode, is it also theoretically possible to adapt something like this for co-op human players? Something like a direct keyboard shortcut (at least for the host) either for jumping directly into a passenger's seat (even if the driver's seat is empty), or for changing or switching seats without getting out of the car? Or stuff like this wouldn't work well in multiplayer? The default entry mechanic where you had to either wait for the driver to take his seat before jumping in as a passenger or spend 15 seconds on getting out from the car and trying again was a thing that probably annoyed me the most in co-op, so I'd appreciate any insight on this.

IdolNinja, you seem to be the biggest expert on SR3 lua editing around here. Can you give your thoughts on the co-op passenger mod question above? Is it theoretically possible to create something like this, or there are some limits or complications that you know of that would make it as impossible as dynamic weather changes we discussed earlier?
 
Sure, I think it's likely that it could be implemented. I was just waiting on BadMadScientist to field this, since he has been working with driver/passenger scripts lately.
 
My memory is a bit fuzzy, but I do remember attempting to add weather changing. It didn't work and just bombed out the threads, if memory serves.

People who are interested in fully dynamic day-night cycles may want to look into this once again to be 100% certain. I was working with weather today (tweaking for realistic-looking rain, etc), and I realized that since weather changes are dynamic and that weather_time_of_day.xtbl contains specific lighting conditions for each weather type for each time of day, it could be possible use them as a workaround for dynamic night-day changes.

That is, if scripted weather changing turned out to be possible after all, we could try setting the same lighting conditions for a weather type for two adjusting times of day (say, night overcast and sunrise overcast) and then forcing this weather type right before the TOD change and possibly right after. Alternatively, we could also use some (new?) weather type to "prepare" its TOD for the upcoming transition: like forcing a sunrise-bright weather change right before the sunset, and so on. I'll try to do some preliminary testing for this when I get back (lock a modified weather type at 100% probability and see what happens), but theoretically, it would result in much smoother TOD transitions.

Just in case any of you may find this useful.
 
I wondered whether that was possible myself. Before I moved to the PC I always felt like the transition period before it rained was the closest I had to a day/night cycle.
 
Regarding the follower passenger mode, is it also theoretically possible to adapt something like this for co-op human players? Something like a direct keyboard shortcut (at least for the host) either for jumping directly into a passenger's seat (even if the driver's seat is empty), or for changing or switching seats without getting out of the car? Or stuff like this wouldn't work well in multiplayer? The default entry mechanic where you had to either wait for the driver to take his seat before jumping in as a passenger or spend 15 seconds on getting out from the car and trying again was a thing that probably annoyed me the most in co-op, so I'd appreciate any insight on this.
Yay, I overlooked that one. I'm not sure if I understood you right but have a look at the code below. Copy-paste it to some unused keybind.
Code:
local ride_local = get_char_vehicle_name(LOCAL_PLAYER)
local ride_remote = get_char_vehicle_name(REMOTE_PLAYER)
local driver_local = vehicle_get_driver(ride_local)
local driver_remote = vehicle_get_driver(ride_remote)
 
if COOP_COMMANDS and coop_is_active() then
    if  character_is_in_vehicle(LOCAL_PLAYER) and not character_is_in_vehicle(REMOTE_PLAYER) and driver_local == "LOCAL_PLAYER" then
        vehicle_exit_teleport(REMOTE_PLAYER)
        vehicle_enter_teleport(REMOTE_PLAYER, ride_local, 1)
        sandboxplus_message("Remote player teleported to local player's car.")
    elseif character_is_in_vehicle(REMOTE_PLAYER) and not character_is_in_vehicle(LOCAL_PLAYER) and driver_remote == "REMOTE_PLAYER" then
        vehicle_exit_teleport(LOCAL_PLAYER)       
        vehicle_enter_teleport(LOCAL_PLAYER, ride_remote, 1)       
        sandboxplus_message("Local player teleported to remote player's car.")
    elseif character_is_in_vehicle(REMOTE_PLAYER) and character_is_in_vehicle(LOCAL_PLAYER) and driver_remote == "REMOTE_PLAYER" then
        vehicle_exit_teleport(LOCAL_PLAYER)
        vehicle_exit_teleport(REMOTE_PLAYER)
        vehicle_enter_teleport(LOCAL_PLAYER, ride_local, 0)
        vehicle_enter_teleport(REMOTE_PLAYER, ride_local, 1)
        sandboxplus_message("Players swapped their seats - local player is driving now.")
    elseif character_is_in_vehicle(REMOTE_PLAYER) and character_is_in_vehicle(LOCAL_PLAYER) and driver_local == "LOCAL_PLAYER" then
        vehicle_exit_teleport(LOCAL_PLAYER)
        vehicle_exit_teleport(REMOTE_PLAYER)
        vehicle_enter_teleport(LOCAL_PLAYER, ride_local, 1)
        vehicle_enter_teleport(REMOTE_PLAYER, ride_local, 0)
        sandboxplus_message("Players swapped their seats - remote player is driving now.")
    else
    sandboxplus_message("Failed.")
    end
else
    sandboxplus_message("You have to play in coop to use this function.")
end
If that's not the feature you asked for or it doesn't work at all - I haven't played in coop even for a second - I'll try to fix it.
 
I'm still away from my SR3 machine right now, but I'll look at the code and test it as soon as I come back. Thanks a lot for doing this.

EDIT: Just spent some time testing this, and sadly it doesn't seem to work at all. I reset the keybinds several times, and the rest of the keybinds work, but nothing happened with this one and we didn't even get any of the sandboxplus messages. Then I tried removing all the IF conditions and testing some parts of the code manually, but I still couldn't make it to work as intended. For example, if both players are in a car (regardless of who's driving), the "Players swapped their seats - remote player is driving now" code only teleports the local player out of the car and produces the popup message.

Is there perhaps a function that can simply seat the player on the closest car's the passenger's seat regardless of the driver's seat's occupied/empty status? Or stuff like this is all hardcoded?
 
People who are interested in fully dynamic day-night cycles may want to look into this once again to be 100% certain. I was working with weather today (tweaking for realistic-looking rain, etc), and I realized that since weather changes are dynamic and that weather_time_of_day.xtbl contains specific lighting conditions for each weather type for each time of day, it could be possible use them as a workaround for dynamic night-day changes.

That is, if scripted weather changing turned out to be possible after all, we could try setting the same lighting conditions for a weather type for two adjusting times of day (say, night overcast and sunrise overcast) and then forcing this weather type right before the TOD change and possibly right after. Alternatively, we could also use some (new?) weather type to "prepare" its TOD for the upcoming transition: like forcing a sunrise-bright weather change right before the sunset, and so on. I'll try to do some preliminary testing for this when I get back (lock a modified weather type at 100% probability and see what happens), but theoretically, it would result in much smoother TOD transitions.

Just in case any of you may find this useful.
did anybody test this out yet? I have high hopes for it making the ToD cycle better!
 
Does this mod allow you to open the character customization menu at any moment without having to go to a surgeon?

No, it does not. Triggering menus like that is going to be extremely difficult, if not outright impossible due to how they are triggered. i.e. each trigger is a zone of coordinates that overrides the Use button. Heck, we can't even really edit or see those coordinates yet since they are not stored in an editable format like the table files or scripts.
 
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