Bernard Jazz Posted June 11, 2005 Share Posted June 11, 2005 is there anyway of showing player co-ords in SA? Be it using an editted SCM or a program like steve-m's one.. Link to comment Share on other sites More sharing options...
random_download Posted June 11, 2005 Share Posted June 11, 2005 Yes, TwoZero made one already, scm based. You would do it just the same as with vice city, but there are no gxt editors yet, so you would have to use an orginal text string. I think TwoZero used the insane stunt bonus text. Remember to convert the floats to integers though! Link to comment Share on other sites More sharing options...
trx Posted June 18, 2005 Share Posted June 18, 2005 *bump* Thought it'd be handy to post the code for having ingame coords displayed all the time (in your own mod). Might help a lot of the new modders that have recently appeared here. 004F: create_thread ££COORDS :COORDS0001: wait 0 ms00A0: store_actor $PLAYER_ACTOR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z0172: $PLAYER_Z_ANGLE = actor $PLAYER_ACTOR z_angle0011: $PLAYER_X *= 10.00011: $PLAYER_Y *= 10.00011: $PLAYER_Z *= 10.00011: $PLAYER_Z_ANGLE *= 10.0008C: $PLAYER_X = float_to_integer $PLAYER_X008C: $PLAYER_Y = float_to_integer $PLAYER_Y008C: $PLAYER_Z = float_to_integer $PLAYER_Z008C: $PLAYER_Z_ANGLE = float_to_integer $PLAYER_Z_ANGLE03F0: 10341: 103E4: 00348: 0045A: 25.0 25.0 "NUMBER" $PLAYER_X045A: 25.0 33.0 "NUMBER" $PLAYER_Y045A: 25.0 41.0 "NUMBER" $PLAYER_Z045A: 25.0 49.0 "NUMBER" $PLAYER_Z_ANGLE00D6: if 000DF: actor $PLAYER_ACTOR driving004D: jump_if_false ££COORDS03C0: $PLAYER_CAR = actor $PLAYER_ACTOR car00AA: store_car $PLAYER_CAR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z0174: $PLAYER_Z_ANGLE = car $PLAYER_CAR z_angle0011: $PLAYER_X *= 10.00011: $PLAYER_Y *= 10.00011: $PLAYER_Z *= 10.00011: $PLAYER_Z_ANGLE *= 10.0008C: $PLAYER_X = float_to_integer $PLAYER_X008C: $PLAYER_Y = float_to_integer $PLAYER_Y008C: $PLAYER_Z = float_to_integer $PLAYER_Z008C: $PLAYER_Z_ANGLE = float_to_integer $PLAYER_Z_ANGLE03F0: 10341: 103E4: 00348: 0045A: 25.0 25.0 "NUMBER" $PLAYER_X045A: 25.0 33.0 "NUMBER" $PLAYER_Y045A: 25.0 41.0 "NUMBER" $PLAYER_Z045A: 25.0 49.0 "NUMBER" $PLAYER_Z_ANGLE0002: jump ££COORDS This displays the X, Y, Z and Z Angle values in the left-top corner with one decimal, (the last digit) and it displays vehicle coords when you're in a vehicle. You don't need to change the .gxt file. Link to comment Share on other sites More sharing options...
Y_Less Posted June 18, 2005 Share Posted June 18, 2005 trx, have you checked that code? You seem to display the players position, then check if they're driving and if they are display it again, may I suggest checking where they are first then executing the appropriate code. Also, do you know what: 03F0: 10341: 103E4: 00348: 0 do? Link to comment Share on other sites More sharing options...
trx Posted June 19, 2005 Share Posted June 19, 2005 (edited) Yes, I have tested the code and it works fine. Good point about the coords displaying twice though. It shouldn't matter much though, as it will run fast enough to create the illusion that only the car coords are displayed if you're in a car. (I think, I'm pretty positive I got car coords when I used the code for gta3 and vice) 03F0: 10341: 103E4: 00348: 0 These are required draw_text defines, like 03f0=1,text_draw_toggle %1d% I just used the opcodes directly since I copied the code from a Mission Assembler VC project. They are in the SASCM.ini file though. As a matter of fact, you don't need to toggle 03F0 everytime, but as with the other thing, it's not in the way either. edit 004F: create_thread ££COORDS_INCAR:COORDS_INCAR0001: wait 0 ms00D6: if 000DF: actor $PLAYER_ACTOR driving004D: jump_if_false ££COORDS_ONFOOT03C0: $PLAYER_CAR = actor $PLAYER_ACTOR car00AA: store_car $PLAYER_CAR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z0174: $PLAYER_Z_ANGLE = car $PLAYER_CAR z_angle0002: jump ££DRAW_COORDS:COORDS_ONFOOT00A0: store_actor $PLAYER_ACTOR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z0172: $PLAYER_Z_ANGLE = actor $PLAYER_ACTOR z_angle0002: jump ££DRAW_COORDS:DRAW_COORDS0011: $PLAYER_X *= 10.00011: $PLAYER_Y *= 10.00011: $PLAYER_Z *= 10.00011: $PLAYER_Z_ANGLE *= 10.0008C: $PLAYER_X = float_to_integer $PLAYER_X008C: $PLAYER_Y = float_to_integer $PLAYER_Y008C: $PLAYER_Z = float_to_integer $PLAYER_Z008C: $PLAYER_Z_ANGLE = float_to_integer $PLAYER_Z_ANGLE03F0: 10341: 103E4: 00348: 0045A: 25.0 25.0 "NUMBER" $PLAYER_X045A: 25.0 33.0 "NUMBER" $PLAYER_Y045A: 25.0 41.0 "NUMBER" $PLAYER_Z045A: 25.0 49.0 "NUMBER" $PLAYER_Z_ANGLE0002: jump ££COORDS_INCAR There you have it, Mr. Picky edit lol, just noticed there was a mistake in my code. the new code did not display the vehicle coords, but also the player coords. fixed that. duh Edited June 20, 2005 by trx Link to comment Share on other sites More sharing options...
Y_Less Posted June 19, 2005 Share Posted June 19, 2005 Fair enough, sorry. I asked about the OpCodes as I didn't know if they were known or you just did what you did. Link to comment Share on other sites More sharing options...
MONO_64 Posted October 12, 2008 Share Posted October 12, 2008 Fair enough, sorry. I asked about the OpCodes as I didn't know if they were known or you just did what you did. i need to know why i need to poit coordinates with SANY BULDER Link to comment Share on other sites More sharing options...
Arkeid Posted October 12, 2008 Share Posted October 12, 2008 Don't Bump a 3 Years Old Topic Create your own topic Link to comment Share on other sites More sharing options...
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