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C# questions (model spawn and _CAST_RAY_POINT_TO_POINT range)


BeyondTom
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Hello! (First post)

 

I have just recently started working on a mod and I have ran into a few small problems. The first one is that when I spawn a model at the coordinates the bullet hit the ped it makes the pedestrian disappear. Is there a way for models to overlap or collision to be toggled between two entities allowing them to co-exist?

 

Secondly I was wondering if _CAST_RAY_POINT_TO_POINT has a specific range to which it can target a pedestrian? The entity I have hit reports 0, using GET_ENTITY_TYPE, until I move closer and shoot again in which it reports 1. This leads me to believe it does have a specific range but a second opinion is always great.

 

Thanks for any potential help!

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Hi,

 

Spawning a model over an existing one deletes it because it's the way the game deals with memory.

As long as the previous entity is not a persistent entity, it will be deleted. (You might have noticed sometimes cars and peds tend to disappear if they're not within your camera view angles).

You can prevent this behaviour by setting the entity as a mission entity with the SET_ENTITY_AS_MISSION_ENTITY(Entity entity, BOOL p1, BOOL p2) native before you spawn your ped at the desired location.

  1. Get the Vector3
  2. Get nearby peds/vehicles at Vector3
  3. Check if they are persistent or not, if not -> apply native above
  4. Spawn your ped
  5. Set the previous peds/vehicles as normal entites, which will make them non-persistent (SET_ENTITY_AS_NO_LONGER_NEEDED(Entity *entity))

 

To answer your second question, there was a topic discussing the raycasting range, I can't find it but if you query 'raycast' you should be able to get some results.

Some entites have weird handles which make them unusable until you reach a certain radius where it gets loaded properly into the memory. It's unfortunately the way RAGE Engine was created.

Edited by ins1de
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