kramerzz Posted May 20, 2013 Share Posted May 20, 2013 I have a problem I could use help with or information on if anybody knows. Right now I'm working on a mission and it includes spawning a car and a guard. The guard will also move from different locations depending on the time of the day. I got all of this to work properly. However there is a problem with where the objects/peds are spawned. It's like this: If my character is close to them when they spawn, they spawn or move to the precise location I wanted them to (I logged the coords for them with a program I made). Eg, the car spawns in the garage and the guard next to the house. However if I spawn them when my character is far away in the game world, they will not be on their correct position when I arrive. The car is parked outside on the street etc. I tried to fix this easily by not spawning them until my character is close by using a radius check. Now I have another problem however. As I take the car and drive off to get to a checkpoint, once I get far away enough the guard is moved in very weird patterns and usually end up getting moved out to the sea making him die and the mission fail. I know this sounds weird but I hope someone understands what I'm talking about. I thought coordinates in the game world was absolute and couldn't change? Why is this happening and how can I fix it. Link to comment Share on other sites More sharing options...
Node Posted May 20, 2013 Share Posted May 20, 2013 If you could post your code that would help tremendously. Link to comment Share on other sites More sharing options...
kramerzz Posted May 20, 2013 Author Share Posted May 20, 2013 Sure thing. I'm fairly certain it can't be a problem with my code but it can't hurt. This is the relevant part for the spawning. :Bomb1//Set mission location02A8: $marker1 = create_marker 23 at 294.609 -298.588 11.959102A7: $sphere1 = create_icon_marker_and_sphere $240 at 294.609 -298.588 11.9591:Bomb2 //wait for player to get to mission pointwait 0 msif 00EC: actor $PLAYER_ACTOR 0 near_point 294.609 -298.588 radius 1.0 1.0jf @Bomb2:Bomb3Marker.Disable($sphere1)Marker.Disable($marker1):Bomb4 //Player has reached mission point, load models now0247: load_model #DELUXO0247: load_model #FBI038B: load_requested_modelsif and0248: model #DELUXO available0248: model #FBI availablejf @Bomb4:Bomb5 //Wait with spawning car/guard until player is approaching the houserepeatwait 0 msuntil 00EC: actor $PLAYER_ACTOR 0 near_point -260.183 -322.03 radius 80.0 80.000A5: $1121 = create_car #DELUXO at -266.811 -302.352 10.2977 009A: $723 = create_actor 4 #FBI at -260.183 -322.03 10.27680187: $marker33 = create_marker_above_actor $723Car.Health($1121) = 20000186: $2139 = create_marker_above_car $1121 Link to comment Share on other sites More sharing options...
kramerzz Posted May 20, 2013 Author Share Posted May 20, 2013 I solved the problem for now by implementing another radius check - as long as the actor is far away with the car there is no need for the guard to move around, he starts moving again between locations once the actor gets back to the area. However I still wonder what was causing that issue. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now