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Markers


MeatSafeMurderer
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MeatSafeMurderer

Ok, every time I use a marker on the map I will say write this

 

018A: $MARKER01 = create_marker_at 540.0 -309.0 13.0 flags 0 20165: set_marker $MARKER01 color_to 10168: set_marker $MARKER01 size 3

 

 

but when I later in the code use

 

0164: disable_marker $MARKER01

 

 

it does nothing...I have even tried hiding it using

 

018B: set_marker $MARKER01 radar_mode 1

 

 

I know the opcode is being handled as if I place a draw_text string directly after it it will draw the text...however it has no effect upon the marker confused.gif

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Ok, every time I use a marker on the map I will say write this

 

018A: $MARKER01 = create_marker_at 540.0 -309.0 13.0 flags 0 20165: set_marker $MARKER01 color_to 10168: set_marker $MARKER01 size 3

 

 

but when I later in the code use

 

0164: disable_marker $MARKER01

 

 

it does nothing...I have even tried hiding it using

 

018B: set_marker $MARKER01 radar_mode 1

 

 

I know the opcode is being handled as if I place a draw_text string directly after it it will draw the text...however it has no effect upon the marker confused.gif

opcode 018A have only 4 parameter

 

018A: [email protected] = create_checkpoint_at [email protected] [email protected] [email protected] 

 

if it doesn't help then post your whole script next time

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MeatSafeMurderer

Oh yes, I meant 0161:, but i've tried both, thats why it was a weird convergence smile.gif

 

here's a snippet

 

:INTRO_1435wait 0 if   Actor.InCar($PLAYER_ACTOR, $8_CAR)else_goto @INTRO_14350161: $MARKER01 = create_marker_at 540.0 -309.0 13.0 flags 0 20165: set_marker $MARKER01 color_to 10168: set_marker $MARKER01 size 3   if 0103:   actor $PLAYER_ACTOR in_sphere 540.0 -309.0 19.0 radius 4.0 4.0 6.0 sphere 0 stopped_in_car else_goto @INTRO_1435    jump @INTRO_1544 :INTRO_15440164: disable_marker $MARKER01enable_widescreen 1 09BA: show_entered_zone_name 0

 

 

here it will enable widescreen and stop showing zone names, but it seems to skip the marker opcode

Edited by MeatSafeMurderer
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Still, it would be better for us to see whole code. These opcodes work aren't bugged in game, so the only possibility is wrong script.

 

Edit:

 

The problem looks obivious. After creating the blip, you check 0103 only once. Then, you come back to 00DB check, whicih will probably return true again. It probably leads to pretty much infinite loop, creating the blip dozens of times.

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MeatSafeMurderer
The problem looks obivious. After creating the blip, you check 0103 only once. Then, you come back to 00DB check, whicih will probably return true again. It probably leads to pretty much infinite loop, creating the blip dozens of times.

Ya know I had this exact same problem before...spawning a car...I only realised then because my screen was flooded with admirals lol thank you smile.gif

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