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ragingh0m0

Weapon impact coords

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ragingh0m0
Vector3 impactCoords;Ped playerPed = PLAYER::PLAYER_PED_ID();if (PED::IS_PED_SHOOTING(playerPed)){	if (WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(playerPed, &impactCoords))	{            FIRE::ADD_EXPLOSION(impactCoords.x, impactCoords.y, impactCoords.z, explosionType, 1000, true, false, 1.5f);	}}

result:

[14:43:16] Impact Coords - X: -107374176.000000 Y: -107374176.000000  Z: -107374176.000000

Anyone got a fix? thanks

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jedijosh920

u can just use SET_EXPLOSIVE_AMMO_THIS_FRAME(Player player) for ur purposes and wrong forum for this question

Edited by jedijosh920

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ragingh0m0

u can just use SET_EXPLOSIVE_AMMO_THIS_FRAME(Player player) for ur purposes and wrong forum for this question

 

i don't just want explosive impact, i want ped impact/prop impact etc.

edit. ahh yes, wrong sub-forum. oops

Edited by ragingh0m0

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alloc8or

That's what I use:

// bool newTry = 0;// bool explosive_weapon = 0;if (explosive_weapon){	if (DOES_ENTITY_EXIST(PLAYER_PED_ID()))	{		if (IS_PED_SHOOTING(PLAYER_PED_ID()) || newTry)		{			float tmp[6];			GET_PED_LAST_WEAPON_IMPACT_COORD(PLAYER_PED_ID(), (Vector3*)tmp);			if (tmp[0] != 0 || tmp[2] != 0 || tmp[4] != 0)			{                                ADD_EXPLOSION(tmp[0], tmp[2], tmp[4], 29, 5.0f, true, false, 1.5f);				newTry = false;			}			else			{				newTry = true;			}		}	}} 

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CamxxCore

 

Vector3 impactCoords;Ped playerPed = PLAYER::PLAYER_PED_ID();if (PED::IS_PED_SHOOTING(playerPed)){	if (WEAPON::GET_PED_LAST_WEAPON_IMPACT_COORD(playerPed, &impactCoords))	{            FIRE::ADD_EXPLOSION(impactCoords.x, impactCoords.y, impactCoords.z, explosionType, 1000, true, false, 1.5f);	}}
result:

 

[14:43:16] Impact Coords - X: -107374176.000000 Y: -107374176.000000  Z: -107374176.000000
Anyone got a fix? thanks

There is padding in the structure. Return a float array and take the first, third and fifth member. I would give you an example but I'm on mobile atm

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leftas

Hm, why you're using floats when there is a specific class with needed alignments ?

Alexander specially made a struct with padding and alignments.

#pragma pack(push, 1)typedef struct{	float x;	DWORD _paddingx;	float y;	DWORD _paddingy;	float z;	DWORD _paddingz;} Vector3;#pragma pack(pop)

And it works perfectly!

 

All the best,

Paul.

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ragingh0m0

Hm, why you're using floats when there is a specific class with needed alignments ?

Alexander specially made a struct with padding and alignments.

#pragma pack(push, 1)typedef struct{	float x;	DWORD _paddingx;	float y;	DWORD _paddingy;	float z;	DWORD _paddingz;} Vector3;#pragma pack(pop)

And it works perfectly!

 

All the best,

Paul.

 

the problem lies within my hook, my thread gets called before the weapon script gets called.

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leftas

hm ? What do you mean ? Hook ? Weapon script ? Your thread ?

 

All the best,

Paul.

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ragingh0m0

hm ? What do you mean ? Hook ? Weapon script ? Your thread ?

 

All the best,

Paul.

 

i don't use scripthook, i use this . the issue is on my end.

Edited by ragingh0m0

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NTAuthority

i don't use scripthook, i use this . the issue is on my end.

That's based on old FiveM code - see this commit for something fixing it.
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