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[C#] remove ped Blip


marhex
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whay my code is not working

for (int i = 0; i < players.Length; i++)            {                if (players[i].IsDead)                {                    if(players[i].CurrentBlip.Exists())                         players[i].CurrentBlip.Remove();                }            }
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Blip.Remove(); has never worked for me >.<

 

I dont know what the issue is.

Ask on github.

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Prof_Farnsworth

 

whay my code is not working

for (int i = 0; i < players.Length; i++)            {                if (players[i].IsDead)                {                    if(players[i].CurrentBlip.Exists())                         players[i].CurrentBlip.Remove();                }            }

 

Not sure what the issue is, but an easy workaround is to create an object, make it invisible, no collision, attach it to the player, then add the blip to that object,. When you want to remove the blip, delete the object.

Edited by Prof_Farnsworth
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As far as I know Blip.Remove() doesn't work yet. The only way to 'remove' the blip is by making it invisible.

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As far as I know Blip.Remove() doesn't work yet. The only way to 'remove' the blip is by making it invisible.

please give me some code

Edited by marhex
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Have you tried doing it yourself? If so, what? Send some code.

Edited by DrDoom151
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Have you tried doing it yourself? If so, what? Send some code.

var model = new Model("prop_tennis_ball");model.Request(250);// Check the model is validif (model.IsInCdImage && model.IsValid){    // Ensure the model is loaded before we try to create it in the world    while (!model.IsLoaded) Script.Wait(0);       // Create the prop in the world   Prop test = World.CreateProp(model, Game.Player.Character.GetOffsetInWorldCoords(new Vector3(0, 5, 0)), true, true);   test.Alpha = 0;   test.IsInvincible = true;   test.AttachTo(Game.Player.Character, 1);   test.AddBlip();

is that what you mean

and how to make it no collision

Edited by marhex
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Prof_Farnsworth

Yes but not invincible but invisible. So it would be:

 

test.Visible = false;

 

Collision is as follows:

SET_ENTITY_COLLISION(Entity entity, BOOL toggle, BOOL p2)

where:

 

Entity = test

BOOL toggle: 0 = false, 1 = true

BOOL p2 = 0

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Yes but not invincible but invisible. So it would be:

 

test.Visible = false;

 

Collision is as follows:

SET_ENTITY_COLLISION(Entity entity, BOOL toggle, BOOL p2)

where:

 

Entity = test

BOOL toggle: 0 = false, 1 = true

BOOL p2 = 0

thenks it work

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Michael Wojtanis

Making blip invisible will crash game in future. Best way is reassign the blip to new blip. Wont connect to game and Collector Garbage should this keep out if see developer not use this.

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  • 2 weeks later...

 

Have you tried doing it yourself? If so, what? Send some code.

var model = new Model("prop_tennis_ball");model.Request(250);// Check the model is validif (model.IsInCdImage && model.IsValid){    // Ensure the model is loaded before we try to create it in the world    while (!model.IsLoaded) Script.Wait(0);       // Create the prop in the world   Prop test = World.CreateProp(model, Game.Player.Character.GetOffsetInWorldCoords(new Vector3(0, 5, 0)), true, true);   test.Alpha = 0;   test.IsInvincible = true;   test.AttachTo(Game.Player.Character, 1);   test.AddBlip();

is that what you mean

and how to make it no collision

 

Can you share the full code of your script? Actually I don't know which native functions do you use ,cause the name of the function you used is different from the name in the "natives.h".

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Making blip invisible will crash game in future. Best way is reassign the blip to new blip. Wont connect to game and Collector Garbage should this keep out if see developer not use this.

Can you share some code?

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