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Coordinator Problem


NathanHenry
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Alright now most of you should be familar with Demarest's Coordinator mod that displays the Coordinates for GTA3, GTAVC, and GTASA. Well I have been trying to get the coordinator lines from the main.scm of the coordinator mod into my MAIN.SCM since it is more complicated and is actually for Liberty City on the San Andreas Engine.

 

Now I have been trying to contact Demarest but he said he has been too busy to look at it and said if he gets a chance he will look at it, so I was wondering if anyone can help me out with this mission coding lines for the MAIN.SCM.

 

I have been trying to get these lines from Demarests read me file that said to add these lines to the main.scm for the coordinator:

 

:LabelCOORDS

03A4: name_thread "COORDS"

:LabelCOORDSLOOP

0001: wait 0 ms

00D6: if 0

0256: defined $PLAYER_CHAR

004D: jump_if_false ££LabelCOORDSLOOPTRAP

00A0: store_actor $PLAYER_ACTOR position_to @1 @3 @5

00A0: store_actor $PLAYER_ACTOR position_to @2 @4 @6

008E: @1 = float_to_integer @1

008E: @3 = float_to_integer @3

008E: @5 = float_to_integer @5

008F: @7 = integer_to_float @1

008F: @8 = integer_to_float @3

008F: @9 = integer_to_float @5

0063: @2 -= @7

0063: @4 -= @8

0063: @6 -= @9

0013: @2 *= 100.0

0013: @4 *= 100.0

0013: @6 *= 100.0

0097: make @2 absolute_float

0097: make @4 absolute_float

0097: make @6 absolute_float

008E: @2 = float_to_integer @2

008E: @4 = float_to_integer @4

008E: @6 = float_to_integer @6

00D6: if 2

0029: @2 >= 10

0029: @4 >= 10

0029: @6 >= 10

004D: jump_if_false ££LabelUSEDEMXX0

0308: text_6numbers_lowpriority 'DEMXXX' @1 @2 @3 @4 @5 @6 100 ms 5

0002: jump ££LabelCOORDSLOOP

 

:LabelUSEDEMXX0

00D6: if 2

0029: @2 >= 10

0029: @4 >= 10

8029: NOT @6 >= 10

004D: jump_if_false ££LabelUSEDEMX00

0308: text_6numbers_lowpriority 'DEMXX0' @1 @2 @3 @4 @5 @6 100 ms 5

0002: jump ££LabelCOORDSLOOP

 

:LabelUSEDEMX00

00D6: if 2

0029: @2 >= 10

8029: NOT @4 >= 10

8029: NOT @6 >= 10

004D: jump_if_false ££LabelUSEDEM0X0

0308: text_6numbers_lowpriority 'DEMX00' @1 @2 @3 @4 @5 @6 100 ms 5

0002: jump ££LabelCOORDSLOOP

 

:LabelUSEDEM0X0

00D6: if 2

8029: NOT @2 >= 10

0029: @4 >= 10

8029: NOT @6 >= 10

004D: jump_if_false ££LabelUSEDEM000

0308: text_6numbers_lowpriority 'DEM0X0' @1 @2 @3 @4 @5 @6 100 ms 5

0002: jump ££LabelCOORDSLOOP

 

:LabelUSEDEM000

00D6: if 2

8029: NOT @2 >= 10

8029: NOT @4 >= 10

8029: NOT @6 >= 10

004D: jump_if_false ££LabelUSEDEMX0X

0308: text_6numbers_lowpriority 'DEM000' @1 @2 @3 @4 @5 @6 100 ms 5

0002: jump ££LabelCOORDSLOOP

 

:LabelUSEDEMX0X

00D6: if 2

0029: @2 >= 10

8029: NOT @4 >= 10

0029: @6 >= 10

004D: jump_if_false ££LabelUSEDEM0XX

0308: text_6numbers_lowpriority 'DEMX0X' @1 @2 @3 @4 @5 @6 100 ms 5

0002: jump ££LabelCOORDSLOOP

 

:LabelUSEDEM0XX

00D6: if 2

8029: NOT @2 >= 10

0029: @4 >= 10

0029: @6 >= 10

004D: jump_if_false ££LabelUSEDEM00X

0308: text_6numbers_lowpriority 'DEM0XX' @1 @2 @3 @4 @5 @6 100 ms 5

0002: jump ££LabelCOORDSLOOP

 

:LabelUSEDEM00X

0308: text_6numbers_lowpriority 'DEM00X' @1 @2 @3 @4 @5 @6 100 ms 5

0002: jump ££LabelCOORDSLOOP

 

:LabelCOORDSLOOPTRAP

0001: wait 250 ms

00D6: if 0

0256: defined $PLAYER_CHAR

004D: jump_if_false ££LabelCOORDSLOOPTRAP

0002: jump ££LabelCOORDSLOOP

 

 

Now I have not the slightest clue where exactly to add this in the GTASA-LC MAIN.SCM. If anyone can help me with where I can put these lines in the main.scm that would be great. Should not be too hard for alot of expert modders and mission coders to figure out and well with the GTASA-LC mod all I can do is start a new game so I don't have to worry about darkpacts.

 

If anyone can help me out with this problem that would be great without screwing up any of the other stuff in the GTASA-LC main.scm like the Claude Speed Lines, Parachute Code, and Spawning Cars. Thanks for reading.

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Search for the create_threads and add this line:

 

 

004F: create_thread ££labelCOORDS

 

 

Then add your code to the end of MAIN, before mission 0 if you have one. Thats it (assuming you've added the GXT lines too (the text)).

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Yeehaw just got it thanks Y_Less you are the bomb dude I have been trying to figure out this problem for a while dude thank you.

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Sorry to double post but I did get the coordinates to show up perfectly but the names of the vehicles when entering them do not show up at all plus the names of the citys when entering them don't either. Anyway to fix that?????

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Ok, I'm not COMPLETELY sure, but I think the text_low_priority opcode might be forcing other GTX entires to stay off screen (car names, town names, etc). I know for sure that the textbox and text_high_priority do this.

 

Anyway, nothing against Demmy's code, but why not use this? trx wrote this up a while back, and I use it for debugging my Studios stuff. Anyway...

 

 

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

 

 

Again, I'm sure Demmy's code is fine, but this one allows other GTX stuff on the screen too.

 

Just a thought. blink.gif

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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So if I add that whole code instead of the labels COORDSLOOP (of course still having the LabelDEMXXX) that will also have the town names and car names show up still with the coordinates also being displayed???

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No, ythe code I posted is REPLACEMENT code. So you would lose the other stuff and add thiss instead.

 

Let me reiterate that I am NOT saying this code is better or worse.

 

It IS smaller though. wow.gif

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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It is smaller, but Dems code was designed to display co-ordinates as co-ordinates and even supports 0.03 style numbers (i.e. leading zeros). That code is fine you just have to remember that the co-ordinates (from what I read anyway) are 10x what they should be.

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Yeehaw just got it thanks Y_Less you are the bomb dude I have been trying to figure out this problem for a while dude thank you.

Are you sh*tting me? You mean to tell me that all that time I told you flat out it was a simple thing and all those PMs insisting you had tried everything... and a create_thread was missing? suicidal.gif Read the readme for Mission Builder before making another coding related post sly.gif

 

 

That code is fine you just have to remember that the co-ordinates (from what I read anyway) are 10x what they should be.

Unless of course your actual coord has no tenths and/or hundredths at the time and your reading will be off. Having used the Admin Console to get my coords in GTA3 and VC in the past, I assure you this happens more often than we'd like.

 

Every version of Coordinator was meant to have dead code in it that when you uncommented it out, would turn Coordinator into an "on-demand" mod that only happened when you pressed a certain key combo.

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It is smaller, but Dems code was designed to display co-ordinates as co-ordinates and even supports 0.03 style numbers (i.e. leading zeros). That code is fine you just have to remember that the co-ordinates (from what I read anyway) are 10x what they should be.

Nope, just one decimal off. EX:

 

Display reads

10290

2450

110

 

which equals 1029.0, 245.0, 11.0

 

Unless you meant 0.10x what they should be.

 

I know, picking nits. smile.gif

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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