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02E3: 2@ = car 4@ speed // Speed1. Get current speed in 'map points (~ meters) per second'
0013: 2@ *= 3.6 // Speed2. Convert to km/h00D6: if8424: not metric004D: jump_if_false @LABEL_SHOW_STATS_CONTINUE0017: 2@ /= 1.609 // Speed2b. Convert to mp/h (if approp)
0092: 6@ = float_to_integer 2@ // Speed3. Convert to int
Is there a way to check if your speedo is using that opcode? Outside of driving the same run-up twice to see if it matches some other tool.But since Dannye implemented the speedo into the USCM I don't see a reason anymore to use any other speedometers, if only for the fact we can be sure it doesn't alter anything else in the game when installed. I never used one because it would just prove I'm slower than everyone else But just having one standard so comparison is easy can only be a good thing. Thanks for the more detailed explanation.
Is this consideration the same in SA? I don't know if Dannye added a speedometer to SA's USCM as well in the last few years, but presumably any given speedometer can transform the values from the game however it wants, so you would need to use the same one as everyone else to be absolutely sure that everything is comparable. In other words, should we avoid comparing values taken from the old speedometer overlay DLL that people used in the past to the digital speedometer CLEO script people use in SA these days?
00D6: if // -- Current Vehicle Stats ----------------------------------------------8039: not 4@ == FALSE // IF currently in-vehicle, or on-foot w/ desired-vehicle available for use004D: jump_if_false @LABEL_SHOW_STATS_DONE02E3: 16@ = car 4@ speed // Speed1. Get current speed in 'map points (~ meters) per second'0013: 16@ *= 3.6 // Speed2. Convert to km/h00D6: if8424: not is_system_metric004D: jump_if_false @LABEL_SHOW_STATS_CONTINUE0017: 16@ /= 1.609 // Speed2b. Convert to mp/h (if approp):LABEL_SHOW_STATS_CONTINUE0092: 26@ = float 16@ to_integer // Speed3. Convert to int
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