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[Tests] Patch 5.5 testing commands by angel

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[Tests] Patch 5.5 testing commands by angel Empty [Tests] Patch 5.5 testing commands by angel

Post by VK.Angel.OfDeath Sat Aug 29, 2020 9:33 am

Information
This topic is mostly for angel to store his tests that he did for 5.5. When looking at all this text you might be thinking F*ck this is too complex, which is why I advise you to not look at it. I am testing every single variable and trying to as well see any bugs, you won't have use for 80 % of the variables most likely. Even VKs doesn't use every single variable in VC-MP. Tutorial will come soon and are available in the patch notes as well!



Commands

-- NPC
/addnpcmovepickup2 $var_2$ 1000 $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$

-- object
/addobjectmove3pickup $var_2$ 1000 $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
/addobjectmovebypickup2 $var_2$ 1000 $var_2$ $var_2$ $var_2$

-- player
/addtelebypickup $var_2$ $var_2$ $var_2$
/addtelebypickup $var_2$ 1000 $var_2$ $var_2$ $var_2$
/addtelepickup2 $var_2$ $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
/addtelepickup2 $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$

--pickup
/addmovepickup2 $var_2$ $player@angel/pos_x$ $player@angel/pos_y$ $player@angel/pos_z$
/addmovebypickup $var_2$ $var_2$ $var_2$ $var_2$

//----------------- Vehicle ---------------------------------------------
/addmsgpickup Veh Col1: $player_vehicle_Color1$. Veh Col2: $player_vehicle_Color2$. Veh Driver: $player_vehicle_driver$. EulerAngle: $player_vehicle_eulerangle_x$ $player_vehicle_eulerangle_y$ $player_vehicle_eulerangle_z$. EulerSpawnAngle: $player_vehicle_eulerspawnangle_x$ $player_vehicle_eulerspawnangle_y$ $player_vehicle_eulerspawnangle_z$. Veh occupant 0: $player_vehicle_getoccupant_0$. Veh occupant 1: $player_vehicle_getoccupant_1$. Veh occupant 2: $player_vehicle_getoccupant_2$.

/addmsgpickup Veh health: $player_vehicle_health$. Veh immunity: $player_vehicle_immunity$. Veh Index: $player_vehicle_index$. Veh isghost: $player_vehicle_isghost$. Veh locked: $player_vehicle_locked$. Veh model: $player_vehicle_model$. Veh speed: $player_vehicle_speed_x$ $player_vehicle_speed_y$ $player_vehicle_speed_z$. Veh pos: $player_vehicle_pos_x$ $player_vehicle_pos_y$ $player_vehicle_pos_z$. Veh spawnpos: $player_vehicle_spawnpos_x$ $player_vehicle_spawnpos_y$ $player_vehicle_spawnpos_z$.



Testing vehicle functions (vehicle_<Vehicle Index>_<Function>)

/addmsgpickup Veh Col1: $Vehicle_1_Color1$. Veh Col2: $Vehicle_1_Color2$. Veh Driver: $Vehicle_1_driver$. EulerAngle: $vehicle_1_eulerangle_x$ $vehicle_1_eulerangle_y$ $vehicle_1_eulerangle_z$. EulerSpawnAngle: $vehicle_1_eulerspawnangle_x$ $vehicle_1_eulerspawnangle_y$ $vehicle_1_eulerspawnangle_z$. Veh occupant 0: $Vehicle_1_getoccupant_0$. Veh occupant 1: $Vehicle_1_getoccupant_1$. Veh occupant 2: $Vehicle_1_getoccupant_2$. Veh occupant 3: $Vehicle_1_getoccupant_3$.

/addmsgpickup Veh health: $Vehicle_1_health$. Veh immunity: $Vehicle_1_immunity$. Veh Index: $Vehicle_1_index$. Veh isghost: $Vehicle_1_isghost$. Veh locked: $Vehicle_1_locked$. Veh model: $Vehicle_1_model$. Veh speed: $Vehicle_1_speed_x$ $Vehicle_1_speed_y$ $Vehicle_1_speed_z$. Veh pos: $Vehicle_1_pos_x$ $Vehicle_1_pos_y$ $Vehicle_1_pos_z$. Veh speed: $Vehicle_1_spawnpos_x$ $Vehicle_1_spawnpos_y$ $Vehicle_1_spawnpos_z$.


Testing with vehicle@

/addchangevarpickup var_1 1

/addmsgpickup Veh Col1: $Vehicle@/var_1/Color1$. Veh Col2: $Vehicle@/var_1/Color2$. Veh Driver: $Vehicle@/var_1/driver$. EulerAngle: $Vehicle@/var_1/eulerangle_x$ $Vehicle@/var_1/eulerangle_y$ $Vehicle@/var_1/eulerangle_z$. EulerSpawnAngle: $Vehicle@/var_1/eulerspawnangle_x$ $Vehicle@/var_1/eulerspawnangle_y$ $Vehicle@/var_1/eulerspawnangle_z$. Veh occupant 0: $Vehicle@/var_1/getoccupant_0$. Veh occupant 1: $Vehicle@/var_1/getoccupant_1$. Veh occupant 2: $Vehicle@/var_1/getoccupant_2$.



/addmsgpickup Veh occupant 3: Veh health: $Vehicle@/var_1/health$. Veh immunity: $Vehicle@/var_1/immunity$. Veh Index: $Vehicle@/var_1/index$. Veh isghost: $Vehicle@/var_1/isghost$. Veh locked: $Vehicle@/var_1/locked$. Veh model: $Vehicle@/var_1/model$. Veh speed: $Vehicle@/var_1/speed_x$ $Vehicle@/var_1/speed_y$ $Vehicle@/var_1/speed_z$. Veh pos: $Vehicle@/var_1/pos_x$ $Vehicle@/var_1/pos_y$ $Vehicle@/var_1/pos_z$. Veh spawnpos: $Vehicle@/var_1/spawnpos_x$ $Vehicle@/var_1/spawnpos_y$ $Vehicle@/var_1/spawnpos_z$.






Left todo: Autotriggers.



Testing count and max index:
/addmsgpickup Vehicle Count: $vehicle_getcount$. Vehicle Max Index: $vehicle_max_index$. Object Count: $Object_getcount$. Object Max Index: $Object_max_index$. Pickup Count: $Pickup_getcount$. Pickup Max Index: $Pickup_max_index$. Player Count: $player_getcount$. Player Max Index: $player_max_index$.




//----------------- Object ---------------------------------------------


-- Normal----
/addmsgpickup Object Alpha: $object_20_Alpha$. Index: $object_20_Index$. Model: $object_20_Model$. Pos: $object_20_pos_x$ $object_20_pos_y$ $object_20_pos_z$. Euler Angle: $object_20_rotationeuler_x$ $object_20_rotationeuler_y$ $object_20_rotationeuler_z$.

-- function ---
/addchangevarpickup var_2 1
/addmsgpickup Object Alpha: $object@var_2/Alpha$. Index: $object@var_2/Index$. Model: $object@var_2/Model$. Pos: $object@var_2/pos_x$ $object@var_2/pos_y$ $object@var_2/pos_z$. Euler Angle: $object@var_2/rotationeuler_x$ $object@var_2/rotationeuler_y$ $object@var_2/rotationeuler_z$.



-- Standing on object normal-- /gotoloc police when not standing on object.

/addmsgpickup Object Alpha: $player_standingonobject_Alpha$. Index: $player_standingonobject_Index$. Model: $player_standingonobject_Model$. Pos: $player_standingonobject_pos_x$ $player_standingonobject_pos_y$ $player_standingonobject_pos_z$.
/addmsgpickup Euler Angle: $player_standingonobject_rotationeuler_x$ $player_standingonobject_rotationeuler_y$ $player_standingonobject_rotationeuler_z$.

-- Standing on object function--
/addmsgpickup Object Alpha: $object@player_standingonobject_index/Alpha$. Index: $object@player_standingonobject_index/Index$. Model: $object@player_standingonobject_index/Model$.
/addmsgpickup Pos: $object@player_standingonobject_index/pos_x$ $object@player_standingonobject_index/pos_y$ $object@player_standingonobject_index/pos_z$. Euler Angle: $object@player_standingonobject_index/rotationeuler_x$ $object@player_standingonobject_index/rotationeuler_y$ $object@player_standingonobject_index/rotationeuler_z$.


-- object shot normal--

/addmsgpickup Object Alpha: $player_objectshot_Alpha$. Index: $player_objectshot_Index$. Model: $player_objectshot_Model$. Pos: $player_objectshot_pos_x$ $player_objectshot_pos_y$ $player_objectshot_pos_z$.
/addmsgpickup Euler Angle: $player_objectshot_rotationeuler_x$ $player_objectshot_rotationeuler_y$ $player_objectshot_rotationeuler_z$.

-- object shot function--
/addmsgpickup Object Alpha: $object@player_objectshot_index/Alpha$. Index: $object@player_objectshot_index/Index$. Model: $object@player_objectshot_index/Model$.
/addmsgpickup Pos: $object@player_objectshot_index/pos_x$ $object@player_objectshot_index/pos_y$ $object@player_objectshot_index/pos_z$. Euler Angle: $object@player_objectshot_index/rotationeuler_x$ $object@player_objectshot_index/rotationeuler_y$ $object@player_objectshot_index/rotationeuler_z$.


-- object bump normal--
/addmsgpickup Object Alpha: $player_objectbump_Alpha$. Index: $player_objectbump_Index$. Model: $player_objectbump_Model$. Pos: $player_objectbump_pos_x$ $player_objectbump_pos_y$ $player_objectbump_pos_z$.
/addmsgpickup Euler Angle: $player_objectbump_rotationeuler_x$ $player_objectbump_rotationeuler_y$ $player_objectbump_rotationeuler_z$.

-- object bump function--
/addmsgpickup Object Alpha: $object@player_objectbump_index/Alpha$. Index: $object@player_objectbump_index/Index$. Model: $object@player_objectbump_index/Model$.
/addmsgpickup Pos: $object@player_objectbump_index/pos_x$ $object@player_objectbump_index/pos_y$ $object@player_objectbump_index/pos_z$. Euler Angle: $object@player_objectbump_index/rotationeuler_x$ $object@player_objectbump_index/rotationeuler_y$ $object@player_objectbump_index/rotationeuler_z$.




//----------------- NPC ---------------------------------------------


-- Normal----
/addmsgpickup Angle 1: $NPC_1_Angle$. Angle 2: $NPC_1_Angle2$. Death time: $NPC_1_DeathTime$. DetectedSomeone: $NPC_1_DetectedSomeone$. DetectedTime: $NPC_1_DetectTime$. Fight Time: $NPC_1_FightTime$. Immunity: $NPC_1_immunity$.
/addmsgpickup Index: $NPC_1_Index$. IsFighting: $NPC_1_IsFighting$. Health: $NPC_1_Health$. Model: $NPC_1_model$. Name: $NPC_1_name$. RespawnTime: $NPC_1_respawntime$. Speed: $NPC_1_speed$. TeamID: $NPC_1_teamid$.
/addmsgpickup Target: $NPC_1_target$. Pos: $NPC_1_pos_x$ $NPC_1_pos_y$ $NPC_1_pos_z$.


-- function ---
/addchangevarpickup var_2 1
/addmsgpickup Angle 1: $NPC@var_2/Angle//$. Angle 2: $NPC@var_2/Angle2//$. Death time: $NPC@var_2/DeathTime//$. DetectedSomeone: $NPC@var_2/DetectedSomeone/$. DetectedTime: $NPC@var_2/DetectTime/$. Fight Time: $NPC@var_2/FightTime/$. Immunity: $NPC@var_2/immunity/$.
/addmsgpickup Index: $NPC@var_2/Index/$. IsFighting: $NPC@var_2/IsFighting/$. Health: $NPC@var_2/Health/$. Model: $NPC@var_2/model/$. Name: $NPC@var_2/name/$. RespawnTime: $NPC@var_2/respawntime/$. Speed: $NPC@var_2/speed/$. TeamID: $NPC@var_2/teamid/$.
/addmsgpickup Target: $NPC@var_2/target/$. Pos: $NPC@var_2/pos_x$ $NPC@var_2/pos_y$ $NPC@var_2/pos_z/$.


-- NPC shot normal--
/addmsgpickup Angle 1: $player_npcshot_Angle$. Angle 2: $player_npcshot_Angle2$. Death time: $player_npcshot_DeathTime$. DetectedSomeone: $player_npcshot_DetectedSomeone$. DetectedTime: $player_npcshot_DetectTime$. Fight Time: $player_npcshot_FightTime$. Immunity: $player_npcshot_immunity$.
/addmsgpickup Index: $player_npcshot_Index$. IsFighting: $player_npcshot_IsFighting$. Health: $player_npcshot_Health$. Model: $player_npcshot_model$. Name: $player_npcshot_name$. RespawnTime: $player_npcshot_respawntime$. Speed: $player_npcshot_speed$. TeamID: $player_npcshot_teamid$.
/addmsgpickup Target: $player_npcshot_target$. Pos: $player_npcshot_pos_x$ $player_npcshot_pos_y$ $player_npcshot_pos_z$.


-- NPC shot function--
/addmsgpickup Angle 1: $NPC@player_npcshot_index/Angle//$. Angle 2: $NPC@player_npcshot_index/Angle2//$. Death time: $NPC@player_npcshot_index/DeathTime//$. DetectedSomeone: $NPC@player_npcshot_index/DetectedSomeone/$. DetectedTime: $NPC@player_npcshot_index/DetectTime/$. Fight Time: $NPC@player_npcshot_index/FightTime/$. Immunity: $NPC@player_npcshot_index/immunity/$.
/addmsgpickup Index: $NPC@player_npcshot_index/Index/$. IsFighting: $NPC@player_npcshot_index/IsFighting/$. Health: $NPC@player_npcshot_index/Health/$. Model: $NPC@player_npcshot_index/model/$. Name: $NPC@player_npcshot_index/name/$. RespawnTime: $NPC@player_npcshot_index/respawntime/$. Speed: $NPC@player_npcshot_index/speed/$. TeamID: $NPC@player_npcshot_index/teamid/$.
/addmsgpickup Target: $NPC@player_npcshot_index/target/$. Pos: $NPC@player_npcshot_index/pos_x$ $NPC@player_npcshot_index/pos_y$ $NPC@player_npcshot_index/pos_z/$.

-- NPC bump normal--
/addmsgpickup Angle 1: $player_npcbump_Angle$. Angle 2: $player_npcbump_Angle2$. Death time: $player_npcbump_DeathTime$. DetectedSomeone: $player_npcbump_DetectedSomeone$. DetectedTime: $player_npcbump_DetectTime$.
/addmsgpickup Index: $player_npcbump_Index$. IsFighting: $player_npcbump_IsFighting$. Health: $player_npcbump_Health$. Model: $player_npcbump_model$. Name: $player_npcbump_name$. RespawnTime: $player_npcbump_respawntime$. Speed: $player_npcbump_speed$. TeamID: $player_npcbump_teamid$.
/addmsgpickup Target: $player_npcbump_target$. Pos: $player_npcbump_pos_x$ $player_npcbump_pos_y$ $player_npcbump_pos_z$. Fight Time: $player_npcbump_FightTime$. Immunity: $player_npcbump_immunity$.

-- NPC bump function--
/addmsgpickup Angle 1: $NPC@player_npcbump_index/Angle//$. Angle 2: $NPC@player_npcbump_index/Angle2//$. Death time: $NPC@player_npcbump_index/DeathTime//$. DetectedSomeone: $NPC@player_npcbump_index/DetectedSomeone/$. DetectedTime: $NPC@player_npcbump_index/DetectTime/$. Fight Time: $NPC@player_npcbump_index/FightTime/$. Immunity: $NPC@player_npcbump_index/immunity/$.
/addmsgpickup Index: $NPC@player_npcbump_index/Index/$. IsFighting: $NPC@player_npcbump_index/IsFighting/$. Health: $NPC@player_npcbump_index/Health/$. Model: $NPC@player_npcbump_index/model/$. Name: $NPC@player_npcbump_index/name/$. RespawnTime: $NPC@player_npcbump_index/respawntime/$. Speed: $NPC@player_npcbump_index/speed/$. TeamID: $NPC@player_npcbump_index/teamid/$.
/addmsgpickup Target: $NPC@player_npcbump_index/target/$. Pos: $NPC@player_npcbump_index/pos_x$ $NPC@player_npcbump_index/pos_y$ $NPC@player_npcbump_index/pos_z/$.


//----------------- pickup ---------------------------------------------

-- Normal ---
/addmsgpickup Alpha: $pickup_alpha$. Cash: $pickup_cash$. Command: $pickup_command$. Condition: $pickup_condition$. Cooldown: $pickup_cooldown$. Count: $Pickup_Count$. Delay: $Pickup_Delay$. Index: $Pickup_Index$. Key: $Pickup_Key$. Limit: $Pickup_Limit$

/addmsgpickup Level: $pickup_level$. Locked: $pickup_locked$. Model: $pickup_model$. Pos: $pickup_Pos_x$ $pickup_Pos_y$ $pickup_Pos_z$. State: $pickup_state$. Upgrade: $pickup_upgrade$.

-- Constant index --

/addmsgpickup Alpha: $pickup_4_alpha$. Cash: $pickup_4_cash$. Command: $pickup_4_command$. Condition: $pickup_4_condition$. Cooldown: $pickup_4_cooldown$. Count: $pickup_4_Count$. Delay: $pickup_4_Delay$. Index: $pickup_4_Index$. Key: $pickup_4_Key$. Limit: $pickup_4_Limit$

/addmsgpickup Level: $pickup_4_level$. Locked: $pickup_4_locked$. Model: $pickup_4_model$. Pos: $pickup_4_Pos_x$ $pickup_4_Pos_y$ $pickup_4_Pos_z$. State: $pickup_4_state$. Upgrade: $pickup_4_upgrade$.

-- function --

/addchangevariablepickup var_4 1

/addmsgpickup Alpha: $pickup@var_4/alpha$. Cash: $pickup@var_4/cash$. Command: $pickup@var_4/command$. Condition: $pickup@var_4/condition$. Cooldown: $pickup@var_4/cooldown$. Count: $pickup@var_4/Count$. Delay: $pickup@var_4/Delay$.

/addmsgpickup Index: $pickup@var_4/Index$. Key: $pickup@var_4/Key$. Limit: $pickup@var_4/Limit$

/addmsgpickup Level: $pickup@var_4/level$. Locked: $pickup@var_4/locked$. Model: $pickup@var_4/model$. Pos: $pickup@var_4/Pos_x$ $pickup@var_4/Pos_y$ $pickup@var_4/Pos_z$. State: $pickup@var_4/state$. Upgrade: $pickup@var_4/upgrade$.

//----------------- player ---------------------------------------------

/addvariablepickup var_5 $player_command_argument_text$
/addvariablepickup var_5 0
/addmsgpickup $player@var_5/name$ $player_name$

/addmsgpickup $player_name$ loop


-- /addtriggerallpickup /addforpickup--

/addvariablepickup var_6 0 => 92
/addchangevariablepickup var_6 1 => 93


/addmsgpickup $var_6$ current count. $player_name$ increased. => 94

/addtriggerallpickup 93 94 => 95

/addtriggerpickup2 92 95 => 96

/addforpickup 50 100 93 94 => 98'

/addtriggerpickup2 92 98



//------------------------------ Other

-- Random --
/addmsgpickup Random normal 1 to 10: $random_1_10$. Wrong: $random_1_10_$ $random_nde_10$ $random_1_-10$ $random_10_5$ $random_10_5_5$

/addmsgpickup Random func normal: $random@1/100000000000000000000000000000000000000000000000000000000$. Random variable (var_8, var_9): $random@var_8/var_9$. Wrong: $random@test/5/$ $random@test/5/56$

/addmsgallpickup Random func normal autotrigger: $random@10000/50000$. Random 1-10: $random_1_10$


-- Cond
/addmsgpickup $cond@var_9/>=/20/AND/var_9/<=/100$
/addmsgpickup $cond@var_9/>=/20/AND/var_9<=/100$
/addmsgpickup $cond@var_9/>=/20/AND/var_9/<='/100$
/addmsgpickup $cond@/var_9/>=/20/AND/var_9/<='/100/$

/addvariablepickup var_condition $cond@var_9/>=/20/AND/var_9/<=/100$

/changepickupcondition 107 var_condition == true AND cond@var_9/>=/20/AND/var_9/<=/100 == true
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