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ISOFX

[C#] Get Coords you last shot at.

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ISOFX

Well the title says it :D so i want to get the coords i last shot at.

Thanks xD

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Jitnaught

 

bool WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(Ped ped, Vector3 *coords)

Pass ped. Pass address of Vector3.

The coord will be put into the Vector3.

The return will determine whether there was a coord found or not.

Edited by LetsPlayOrDy

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ISOFX
bool WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(Ped ped, Vector3 *coords)

Pass ped. Pass address of Vector3.

The coord will be put into the Vector3.

The return will determine whether there was a coord found or not.

 

Thanks but i tried using that but it doesnt work, can you put it so if i was shooting something would happen at the place i shot but in my case i m using particle effects so i want code to get the last place i shot at , i dont need the particle effects in there. xD thanks though. :D

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ISOFX

Anyone?

This is my code at the moment but i get 2 errors.

Vector3 coordImpact;Function.Call(Hash.GET_PED_LAST_WEAPON_IMPACT_COORD, Game.Player.Character, &coordImpact);

Errors -

The best overloaded method match for 'GTA.Native.Function.Call(GTA.Native.Hash, params GTA.Native.InputArgument[])' has some invalid arguments
Argument 3: cannot convert from 'GTA.Math.Vector3' to 'GTA.Native.InputArgument'

Anyone?

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Saltyq

Anyone?

This is my code at the moment but i get 2 errors.

Vector3 coordImpact;Function.Call(Hash.GET_PED_LAST_WEAPON_IMPACT_COORD, Game.Player.Character, &coordImpact);

Errors -

The best overloaded method match for 'GTA.Native.Function.Call(GTA.Native.Hash, params GTA.Native.InputArgument[])' has some invalid arguments
Argument 3: cannot convert from 'GTA.Math.Vector3' to 'GTA.Native.InputArgument'

Anyone?

 

 

EDIT:

Just realized what you're trying to do

 

Do Function.Call<Vector3> ;)

Edited by ZyDevs

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ISOFX

Doesnt work :(

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leftas

Dude, can you do a search before posting thread ?

You need to use OutputArgument if you want to pass a pointer to a native.

 

All the best,

Paul.

Edited by leftas

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ISOFX

Dude, can you do a search before posting thread ?

You need to use OutputArgument if you want to pass a pointer to a native.

 

All the best,

Paul.

I cant find nothing though, can you please give an example? :D

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thewhitehammer99

 

Dude, can you do a search before posting thread ?

You need to use OutputArgument if you want to pass a pointer to a native.

 

All the best,

Paul.

I cant find nothing though, can you please give an example? :D

 

 

                OutputArgument Coords = new OutputArgument();                Function.Call(Hash.GET_PED_LAST_WEAPON_IMPACT_COORD, Game.Player.Character, Coords);

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ISOFX

 

 

Dude, can you do a search before posting thread ?

You need to use OutputArgument if you want to pass a pointer to a native.

 

All the best,

Paul.

I cant find nothing though, can you please give an example? :D

 

 

                OutputArgument Coords = new OutputArgument();                Function.Call(Hash.GET_PED_LAST_WEAPON_IMPACT_COORD, Game.Player.Character, Coords);

 

So this would work?

OutputArgument Coords = new OutputArgument();Function.Call(Hash.GET_PED_LAST_WEAPON_IMPACT_COORD, Game.Player.Character, Coords);Function.Call<Vector3>(Hash.GET_PED_LAST_WEAPON_IMPACT_COORD, Game.Player.Character, Coords);Function.Call(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, "scr_clown_appears", Coords, 0.0, 0.0, 0.0, 1.0, false, false, false);

I have already requested the particle effect in my script but would this work ingame?

Thanks :D

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leftas

First of all LetsPlayOrDy already mentioned that this function returns bool not Vector3

Second to get Vector use "Value" member.

Third, your code shouldn't work.

 

All the best,

Paul.

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