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marhex

help fix my code

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marhex

why my code is not working

for (int j = 0; j < place.Length; j++){   Ped[] peds = World.GetNearbyPeds(place[j], 150f);   for (int i = 0; i < peds.Length;i++ )   {      Allpeds.Add(peds[i]);   }}

place is an array of vector3.

Edited by marhex

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ISOFX

So you want the nearest ped deleted or what?

If so this is what you would do.

Ped nearestPed = World.GetClosestPed(Game.Player.Character.Position, 20f);if (nearestPed == null){nearestPed.Delete();}

Hope this helped :D

Edited by ISOFX

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marhex

So you want the nearest ped deleted or what?

If so this is what you would do.

Ped nearestPed = World.GetClosestPed(Game.Player.Character.Position, 20f);if (nearestPed == null){nearestPed.Delete();}

Hope this helped :D

no i want to get all peds in big place

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pillow

 

So you want the nearest ped deleted or what?

If so this is what you would do.

Ped nearestPed = World.GetClosestPed(Game.Player.Character.Position, 20f);if (nearestPed == null){nearestPed.Delete();}

Hope this helped :D

no i want to get all peds in big place

 

then use this : static BOOL IS_ENTITY_IN_AREA(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8, Any p9) { return invoke<BOOL>(0x54736AA40E271165, entity, x1, y1, z1, x2, y2, z2, p7, p8, p9); }

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marhex

 

 

So you want the nearest ped deleted or what?

If so this is what you would do.

Ped nearestPed = World.GetClosestPed(Game.Player.Character.Position, 20f);if (nearestPed == null){nearestPed.Delete();}

Hope this helped :D

no i want to get all peds in big place

 

then use this : static BOOL IS_ENTITY_IN_AREA(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8, Any p9) { return invoke<BOOL>(0x54736AA40E271165, entity, x1, y1, z1, x2, y2, z2, p7, p8, p9); }

 

this return true if ped is in area but i want to get all peds in the big area

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davidp027

This should do the trick:

GET_PED_NEARBY_PEDS(Ped ped, int *sizeAndPeds, int p2)

 

Check on nativedb for more info

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whorse

Unfortunately, PED::GET_PED_NEARBY_PEDS() will only fetch up to 16 peds at a maximum distance of 55 units away. It appears to be a hard-coded limitation. In most situations, though, GET_NEARBY_PEDS works good enough. Especially if you retain the ped in your peds vector (even after the ped is no longer nearby)

 

Maybe you could try spamming this native:

std::vector <Ped> peds;Ped ped1 = PED::GET_RANDOM_PED_AT_COORD(float x, float y, float z, float xRadius, float yRadius, float zRadius, int p6)peds.push_back(ped1);

With the player's coordinates for xyz, and large x-and-y-radius params, and then adding the resulting ped to your <peds> vector (if the ped has not already been added to it) with push_back.

Sorry, I only kind-of know C++, and dont know how this would translate

Edited by whorse

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