I was wondering, having tried a little poking... how is the variant weights for spawning random vehicles handled? I mean, we can't edit that part yet being compiled into the car binaries, but looking at the text versions packed away the weighting seems to be a value up to 100.. but I can't see any reason you can't have it add to more than 100 (and for the parts too). It says it's recommended you make it add to 100 so they can be percentages, but what happens when you do exceed that? Does it use the weightings as relatives of the total (so two 100s are really 50% each?) Or does it just throw an exception? Or does it just go first one it finds with 100 weighting and never realize there's more variants? Or is it just using a random number and when it gets a hit it uses it but the actual max is something like 65536 because the spawning loop hits all the cars possible?
For that matter, is the variant weighting code still active, or is this leftover that was removed to strip down heavy real-time load lag? Because, I can only think of seeing the "Standard" predefined loadout on the roads before in traffic, and we know Saints members also only spawn in that (not in cutscenes or when called by a mission/phone, but in normal traffic).
Even though the gang customization screen seems hardcoded to assume a "Saints" variant exists for the car (though I haven't tried forcing different cars via hex editing the save) when it loads them in traffic it's using the generic weighting resulting in some people missing the fact they're there tooling about (it does mark them on the minimap at least)
I'm asking because when we do get ahold of the data for tweaking those tables, being able to figure just how they're working (if?) will save headache and help figure why it might not be doing what we expect.
For that matter, is the variant weighting code still active, or is this leftover that was removed to strip down heavy real-time load lag? Because, I can only think of seeing the "Standard" predefined loadout on the roads before in traffic, and we know Saints members also only spawn in that (not in cutscenes or when called by a mission/phone, but in normal traffic).
Even though the gang customization screen seems hardcoded to assume a "Saints" variant exists for the car (though I haven't tried forcing different cars via hex editing the save) when it loads them in traffic it's using the generic weighting resulting in some people missing the fact they're there tooling about (it does mark them on the minimap at least)
I'm asking because when we do get ahold of the data for tweaking those tables, being able to figure just how they're working (if?) will save headache and help figure why it might not be doing what we expect.