Jfinley0 Posted November 30, 2010 Report Share Posted November 30, 2010 LOL! I have default mute settings now too in my mods. I hated having to always hit the mute button when starting a route. What changes did you have to do to make the mute default? Jimbo Quote Link to post Share on other sites
Chuck88 Posted December 1, 2010 Report Share Posted December 1, 2010 What changes did you have to do to make the mute default? Jimbo Jimbo, Add the following line just before the end of the <script init> under <state st_Start>, of the file start.ui: run sc_mute_guidance_immediately Enjoy! Quote Link to post Share on other sites
Jfinley0 Posted December 1, 2010 Report Share Posted December 1, 2010 Jimbo, Add the following line just before the end of the <script init> under <state st_Start>, of the file start.ui: run sc_mute_guidance_immediately Enjoy! Thanks Chuck! I will enjoy it now! Jimbo Quote Link to post Share on other sites
Chuck88 Posted December 2, 2010 Report Share Posted December 2, 2010 Alex, I am having a hard time trying to use the AVOID menu (STREET, MANEUVER etc, sometime it works and sometime it doesn't), because the CURSOR is staying at the starting point of the itinerary, so when I click on AVOID MANEUVER after the first turn, there is no effect on the current route because the CURSOR position is in the past. I am looking for the code to set the CURSOR position to the next turn (whenever the AVOID menu is popped up), as this will render the AVOID instruction effective. Can you lead me to it? Thanks. Quote Link to post Share on other sites
diaftia Posted December 2, 2010 Author Report Share Posted December 2, 2010 Jimbo, Add the following line just before the end of the <script init> under <state st_Start>, of the file start.ui: run sc_mute_guidance_immediately Enjoy! Mine is configurable but you can have it either default to mute all the time or not. You will be able to go into the sound settings and see all the changes. This is for speedcams, guidance, key clicks, etc. Quote Link to post Share on other sites
diaftia Posted December 2, 2010 Author Report Share Posted December 2, 2010 Alex, I am having a hard time trying to use the AVOID menu (STREET, MANEUVER etc, sometime it works and sometime it doesn't), because the CURSOR is staying at the starting point of the itinerary, so when I click on AVOID MANEUVER after the first turn, there is no effect on the current route because the CURSOR position is in the past. I am looking for the code to set the CURSOR position to the next turn (whenever the AVOID menu is popped up), as this will render the AVOID instruction effective. Can you lead me to it? Thanks. There are a few but the ones you are probably looking for are: map.MOVECURSORTOSELECTEDITEM or map.MOVECURSORTOGPS Quote Link to post Share on other sites
diaftia Posted December 2, 2010 Author Report Share Posted December 2, 2010 Sorry for the late reply to those that have requested a beta. I have it packaged and am writing up a few things now. Hope to have it out shortly. Alex Quote Link to post Share on other sites
Chuck88 Posted December 2, 2010 Report Share Posted December 2, 2010 Mine is configurable but you can have it either default to mute all the time or not. You will be able to go into the sound settings and see all the changes. This is for speedcams, guidance, key clicks, etc. Yeah, it is must better to fix everybody's taste, I add an option in the Settings too. Quote Link to post Share on other sites
Chuck88 Posted December 3, 2010 Report Share Posted December 3, 2010 There are a few but the ones you are probably looking for are: map.MOVECURSORTOSELECTEDITEM or map.MOVECURSORTOGPS Alex, can you show me how to get the actual car position in long/lat and then move the cursor to this position? I think that I can achieve something with this. Thanks. Quote Link to post Share on other sites
diaftia Posted December 3, 2010 Author Report Share Posted December 3, 2010 Alex, can you show me how to get the actual car position in long/lat and then move the cursor to this position? I think that I can achieve something with this. Thanks. You can probably get most of the information you need from my beta mods. Look in the route.ui file at the reverse route stuff. It gets your start point from the long/lat position as a start point/end point for the reversal. Quote Link to post Share on other sites
Chuck88 Posted December 5, 2010 Report Share Posted December 5, 2010 Hey Alex, Your smartzoom is actually working! Not perfect but working much better than before. So how come you said at a previous post that you didn't make it after taking MB's smartzoom code? Did I miss something? P.S.: I will PM you for my findings. Chuck. Quote Link to post Share on other sites
abb1 Posted December 5, 2010 Report Share Posted December 5, 2010 Jimbo, Add the following line just before the end of the <script init> under <state st_Start>, of the file start.ui: run sc_mute_guidance_immediately Enjoy! This does NOT work on mine or Diaftia's mod Quote Link to post Share on other sites
diaftia Posted December 5, 2010 Author Report Share Posted December 5, 2010 Hey Alex, Your smartzoom is actually working! Not perfect but working much better than before. So how come you said at a previous post that you didn't make it after taking MB's smartzoom code? Did I miss something? P.S.: I will PM you for my findings. Chuck. Smartzoom works the way you want it but the tilt settings are ignored for some reason. Quote Link to post Share on other sites
abb1 Posted December 5, 2010 Report Share Posted December 5, 2010 Smartzoom works the way you want it but the tilt settings are ignored for some reason. I have been playing with the smartzoom for quite some time (becaused of chucks request) earlier on in my mod. My findings were that the smartzoom does not work in the way it does in IDT's mod BECAUSE of the tilt settings! To me the tilt settings is what makes the smartzoom bearable, but that is my opinion, however, I am not going to get rid of the tilt settings as I find that they are an improvement in 'smartzoom'. However, if the tilt settings are ignored, then it would probably make Chuck happy, and it would work pretty close to the way he wants it. Quote Link to post Share on other sites
Chuck88 Posted December 6, 2010 Report Share Posted December 6, 2010 This does NOT work on mine or Diaftia's mod Acknowledge that. Thanks! Quote Link to post Share on other sites
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