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questions about coordinates, offset coordinates etc.


miloshcavitch
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miloshcavitch

hey all, gta script noob here wondering about how coordinates work in the game.

just as a way to understand how coordinates work, i'm trying to draw a line between the player and points in front and in back of him and above on the z axis. When i tested it only one line was drawn and it led to somewhere far, far away.

Here's my code:

void main(){	while (true)	{		if (IsKeyJustUp(VK_F8)) {			coolGraphics = !coolGraphics;		}		if (coolGraphics && DOES_ENTITY_EXIST(PLAYER_ID() ) ) {			Vector3 playerLoc = ENTITY::GET_ENTITY_COORDS(PLAYER_PED_ID(), true);			Vector3 one = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(PLAYER_ID(), 0, 40, 40);			Vector3 two = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(PLAYER_ID(), 0, 20, 40);			Vector3 three = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(PLAYER_ID(), 0, 0, 40);			Vector3 four = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(PLAYER_ID(), 0, -20, 40);			Vector3 five = ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(PLAYER_ID(), 0, -40, 40);			GRAPHICS::DRAW_LINE(one.x, one.y, one.z, playerLoc.x, playerLoc.y, playerLoc.z, 130, 130, 0, 255);			GRAPHICS::DRAW_LINE(two.x, two.y, two.z, playerLoc.x, playerLoc.y, playerLoc.z, 130, 130, 0, 255);			GRAPHICS::DRAW_LINE(three.x, three.y, three.z, playerLoc.x, playerLoc.y, playerLoc.z, 130, 130, 0, 255);			GRAPHICS::DRAW_LINE(four.x, four.y, four.z, playerLoc.x, playerLoc.y, playerLoc.z, 130, 130, 0, 255);			GRAPHICS::DRAW_LINE(five.x, five.y, five.z, playerLoc.x, playerLoc.y, playerLoc.z, 130, 130, 0, 255);		}		WAIT(0);	}}

so far, the only way ive been able to utilize coordinates is using the function someone (who's been a big help, props) posted a couple weeks ago in the documentation subforum:

Vector3 getCoordsFromCam(float distance){	Vector3 camRot = CAM::GET_GAMEPLAY_CAM_ROT(2);	Vector3 camCoords = CAM::GET_GAMEPLAY_CAM_COORD();	float tZ = camRot.z * 0.0174532924F;	float tX = camRot.x * 0.0174532924F;	float absX = abs(cos(tX));	return{ camCoords.x + (-sin(tZ) * absX) * distance, 0,		camCoords.y + (cos(tZ) * absX) * distance, 0,		camCoords.z + (sin(tX)) * distance, 0 };	/*A Vector3 actually has six parts to it, not three: x, _paddingx, y, _paddingy, z, and _paddingz.	So you can declare a Vector3 inside curly braces like this if you know to separate the real XYZ values from the padding values (I just use 0 for them)*/}

please let me know what you think???

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  • 2 weeks later...

Try swapping PLAYER::PLAYER_ID() with PLAYER::PLAYER_PED_ID() in the GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS calls ?

 

The first parameter to ENTITY::GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS expects an Entity/Ped/Vehicle

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