|QUOTE (CoMPMStR @ Jan 29 2009, 07:21)|
Hehe.. you guess? You know I've already updated those scripts for the new scripthook.
Setting any value to Player.Group.SeperationRange causes bodyguards to stay idle. When they spawn they just stand in one spot and don't move.
Vehicle.isOnFire doesn't set a vehicle on fire if set to true.
I was wondering if you could add the NoLongerNeeded sub to the model class, since there is a different NO_LONGER_NEEDED natived used for models. This way we can call Object.Model.NoLongerNeeded after we're done spawning the ped or vehicle, then call Object.NoLongerNeeded after we're completely done with the object.
Yeah, i wasn't sure if all your scripts were updated for the new version already.
Thanks for your infos. I'll look into it. some comments on them:
Group.SeperationRange is the distance where members leave the group automatically (in yard/meters). I guess you were looking for FormationSpacing. However, even FormationSpacing is just the maximum distance. if they are too far away, they get closer until the FormationSpacing is met, but if they are too close, they won't retreat to keep distance (sadly).
Did you try Vehicle.isOnFire is the new version? It should be fixed. The NoLongerNeeded functions for all ingame objects are included in the current version. Model.NoLongerNeeded is not required to be accessible, since it is automatically called.
@brightemo: Yes, you are correct. Reading the position of blips that are not attached to something is not possible yet. There is no workaround yet. I hope to get at least the waypoint position in the next version of the hook.
Edited by HazardX, 29 January 2009 - 02:48 PM.