Tehelee Posted May 2, 2016 Share Posted May 2, 2016 ENTITY::IS_ENTITY_IN_ANGLED_AREA(x1, y1, z1, x2, y2, z2, angle, 0, 1, 0); Does anyone have any idea how the angle parameter is integrated into this? I presume x1,y1,z1 are min, and the others the max of the bounds, but I'm not sure how the angle works. Does it pivot the bounds around the z axis? If anyone has experience with this I'd love some input. Link to comment Share on other sites More sharing options...
milkjunk87 Posted May 3, 2016 Share Posted May 3, 2016 https://upload.wikimedia.org/wikipedia/commons/thumb/0/08/Sector_central_angle_arc.svg/2000px-Sector_central_angle_arc.svg.png maybe i never used it Link to comment Share on other sites More sharing options...
unknown modder Posted May 11, 2016 Share Posted May 11, 2016 (edited) https://en.wikipedia.org/wiki/Solid_angle#Cone.2C_spherical_cap.2C_hemisphere This is the most accurate way to represent this native. the pointy bit of the image is the first vector3 param, the bottom of the image is the second vector3 param and the angle supplied is theta. It basically creates this spherical cone and returns true if the entity is inside that spherical cone Here is a small use case for it Vehicle pVeh = Game.Player.Character.CurrentVehicle;Vector3 Origin = pVeh.Position;Vector3 Edge = pVeh.Position + (pVeh.ForwardVector * 25);if (Call<bool>(Hash.IS_ENTITY_IN_ANGLED_AREA, tVeh, Origin.X, Origin.Y, Origin.Z, Edge.X, Edge.Y, Edge.Z, 10.0f, 0, 1, 0)){ //the car(tVeh) is infront of you} Edited May 11, 2016 by unknown modder Link to comment Share on other sites More sharing options...
Guest Posted September 19, 2018 Share Posted September 19, 2018 (edited) I know this is an old thread but this comes up in the search, so it felt best to keep relevant info inside this thread. Plus there is so little activity on this modding forum, something new on the main screen is a bonus. After doing some research on this, I thought I would share my findings and understandings. The actual results of this are based on a right-angled triangle, which in turn forms a wedge shape... an angled area. Point 1 and Point 2 are the two Vector3 properties that are passed to this function. They define the hypotenuse of the triiangle. I have actually got them the wrong way around but Point 2, is the origin and Point 1, is the top of the edge. Point 1 should have probably been the origin. The angle defines the height of the right-angled triangles formed at the base of the first triangle. These secondary triangles are at 90 degrees from the first, and are shown by the blue lines in the image. The greater the angle, the wider the area defined either side and at the base of the first triangle. The detection area is shown by the green lines in the last part of the image. From what I have seen, R* typical put the origin furthest away from the detection area, probably to increase detection chances as you get closer to the area in question. The reason this is particularly useful, is it allows you to define a rectangluar area at any angle from an object, so you can orient it to a prop for instance. Edit: Here's a short video showing this in action, I have just added it to my current mod in place of the circular detection I was using. You can see how this lets you define a narrow window of detection directly behind a prop, which matches the prop's rotation... perfect for this system. When the player is detected, the "Use telescope" message is displayed. The pink line (I know it's hard to see, sorry) defines the origin to edge points and this has an angle of 1f. Edited September 21, 2018 by Guest Link to comment Share on other sites More sharing options...
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