Everything posted by khorio
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CREATE_MISSION_TRAIN
This thread escalated faster than i thought :)
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CREATE_MISSION_TRAIN
void SWITCH_TRAIN_TRACK(int intersectionId, BOOL state) // FD813BB7DB977F20 68BFDD61 This? or isn't that what you mean
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CREATE_MISSION_TRAIN
That's nice to know :) You must be a happy camper now, here are your trains :)
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CREATE_MISSION_TRAIN
Error CS0212 You can only take the address of an unfixed expression inside of a fixed statement initializer Guess I'm still doing something wrong
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CREATE_MISSION_TRAIN
Learning new stuff, thanks :) Passing just the handle for controlling the speed apparently works though.
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CREATE_MISSION_TRAIN
yeah i was just doing that since the same happened to me :p Looks like reffering to the handle doesn't work though, atleast not for DELETE_MISSION_TRAIN
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CREATE_MISSION_TRAIN
Now @LtFlash has to update his Transportation mod :P
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CREATE_MISSION_TRAIN
You truly are the shit alexguirre :) trying now
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CREATE_MISSION_TRAIN
Well i could load them all and wait until hasmodelloaded on all is true Should work then?
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CREATE_MISSION_TRAIN
freight = 0x3D6AAA9B,1030400667,1030400667 (Freight Train) freightcar = 0x0AFD22A6,184361638,184361638 (Train Well Car) freightcont1 = 0x36DCFF98,920453016,920453016 (Train Container) freightcont2 = 0x0E512E79,240201337,240201337 (Train Container Livery) freightgrain = 0x264D9262,642617954,642617954(Train Boxcar) freighttrailer = 0xD1ABB666,3517691494,-777275802 (Freight Train Flatbed) Like this?
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CREATE_MISSION_TRAIN
this is gonna be a long night...testing now :p if (Game.IsKeyDown(Keys.Y)) { NativeFunction.Natives.REQUEST_MODEL(0x3D6AAA9B); while (!NativeFunction.CallByName<bool>("HAS_MODEL_LOADED", 0x3D6AAA9B)) { GameFiber.Yield(); } if (NativeFunction.CallByName<bool>("HAS_MODEL_LOADED", 0x3D6AAA9B)) { Train = NativeFunction.Natives.CREATE_MISSION_TRAIN(15, 217.616f, -2215.75f, 11.6666f, 1); } } Crash again, but maybe my programming isn't that good :)
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CREATE_MISSION_TRAIN
bool flag8 = flag7 & STREAMING::HAS_MODEL_LOADED(0x3D6AAA9B); from fbi3 freight = 0x3D6AAA9B,1030400667,1030400667 (Freight Train)
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Detecting if a bullet has hit an object
Tried these: BOOL IS_BULLET_IN_ANGLED_AREA(float p0, float p1, float p2, float p3, float p4, float p5, float p6, BOOL p7) // 1A8B5F3C01E2B477 E2DB58F7 BOOL IS_BULLET_IN_AREA(float p0, float p1, float p2, float p3, BOOL p4) // 3F2023999AD51C1F B54F46CA BOOL IS_BULLET_IN_BOX(float p0, float p1, float p2, float p3, float p4, float p5, BOOL p6) // DE0F6D7450D37351 AB73ED26 BOOL HAS_BULLET_IMPACTED_IN_AREA(float p0, float p1, float p2, float p3, BOOL p4, BOOL p5) // 9870ACFB89A90995 902BC7D9 p3 - possibly radius? BOOL HAS_BULLET_IMPACTED_IN_BOX(float p0, float p1, float p2, float p3, float p4, float p5, BOOL p6, BOOL p7) // DC8C5D7CFEAB8394 2C2618CC They never return true (2 objects next to eachother), using the 2 objects XYZ positions for the box. Is there another way to do this?
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CREATE_MISSION_TRAIN
CRASH! nope doesn't work :) game crashes used this one: E:\_GTADEV\decompiled\fbi3.txt 54391: l_2877 = VEHICLE::CREATE_MISSION_TRAIN(15, 217.616f, -2215.75f, 11.6666f, 1); Which is a train track in the harbor, i was positioned in mirror park, doesn't seem to work. RPH log:
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CREATE_MISSION_TRAIN
- CREATE_MISSION_TRAIN
Well so do I that's why I'm asking :) But for some reason even copying the calls from the decompiled scripts exactly as they are crashes the game.- CREATE_MISSION_TRAIN
Vehicle CREATE_MISSION_TRAIN(int variation, float x, float y, float z, BOOL direction) // Has this ever worked for anyone? i even tried an exact copy of the decompiled scripts: 52252: l_910 = VEHICLE::CREATE_MISSION_TRAIN(0, -498.4123f, 4304.3f, 88.40305f, 1); All it does is crash GTA entirely (not only lspdfr)- Invisible Vehicles
No, i changed the vehicle to see if that was the problem, but it wasn't. It seems like it is finally fixed now, spawning it when the player is within 150m and NOT using a gamefiber, for some reason this blocked it from spawning aswell.- Invisible Vehicles
Well that's the problem, it isn't spawning anymore, i do get exceptions now. It just will not spawn for some reason. (if i put it in a gamefiber). if i dont put it in a gamefiber i dont get exceptions but it isnt there. case EState.SpawnChop: if (Vector3.Distance(Game.LocalPlayer.Character.Position, Helipad) <= 250f) { GameFiber.StartNew(delegate { Chopper = new Vehicle("WASHINGTON", Helipad, 100.9656f); Chopper.IsPersistent = true; Chopper.PrimaryColor = Color.Black; Chopper.SecondaryColor = Color.Black; NativeFunction.Natives.SET_VEHICLE_LIVERY(Chopper, 0); NativeFunction.Natives.SET_VEHICLE_FULLBEAM(Chopper, true); Chopper.AttachBlip(); }); Agent = new Ped("s_m_m_highsec_02", Chopper.FrontPosition, 0f); Pilot = new Ped("s_m_y_pilot_01", Agent.GetOffsetPositionRight(2f), 0f); Pilot.IsPersistent = true; Pilot.BlockPermanentEvents = true; Agent.IsPersistent = true; Agent.BlockPermanentEvents = true;- Invisible Vehicles
I did try that..it's the same thing, i really don't get it, tried it OnBefore, OnAccepted, even if(Game.LocalPlayer.Character.Position < 300f), all the same. Logically speaking it doesn't make any sense and it looks like a coding issue somewhere but i can't seem to find it- Invisible Vehicles
So I've narrowed it down to this: The Chopper (or any vehicle for that matter) will not spawn for some strange reason. When i get the callout, and go to the location it's not there. if i end the call and start it again (from wherever on the map) it WILL spawn. It's like it won't spawn because the location is not in memory or something, i don't have this problem in any of my other calls and really don't know why this is happening. The 1st time it won't spawn, all the other times it will.- Invisible Vehicles
I hoped that would work, just tried it, still the same :/ Only the one ped spawns, the pilot and helicopter are nowhere to be seen. Edit: Looks like it did help a bit, doing a bit more testing now, it hasn't spawned 2 times and the pilot died (for some odd reason) 1 time. Yup, seems like that did the trick :) Thanks a million @Darkmyre :) Still the same issue, at a total loss now- Invisible Vehicles
I tried that too...the way it should work is this onbeforecallout spawns 2 peds and a chopper, oncalloutaccepted warps the pilot in seat -1, and when I arrive both me and the other ped get in, but the chopper isn't there (and it should be because of if(!chopper.exists()) When l stand near the spawn point and trigger the call out all is fine. I tried only spawning it in when the players distance <= 150f, still the same. So in short, it shouldn't do anything before the player arrives- Invisible Vehicles
it's the same without changing the livery or the colors, even a different model has the same issues- Invisible Vehicles
Sadly it has nothing to do with the livery, It sits there waiting for you to get in and then it flies you to where you need to go. - CREATE_MISSION_TRAIN