GetA Life117 Posted April 7, 2019 Share Posted April 7, 2019 I'm currently working on a .lua script that requires blips. The blips work fine but the game counts them twice, meaning the 35 blips I had in total, would be treated as 70 (!) meaning it would really mess up the games regular blips (mission blips wouldn't show up, store blips woluld vanish randomly etc.). I started to use less blips, but it's way better with all of them. I had a few ideas how to fix this, one being making the blips only show up when using a vehicle. But no matter wich method I tried I couldn't make it so the blips would only show up under certain conditions (i.e. driving a car). This is the part of the code, concerning the blips: local gasStations = {{-724, -935, 30},{-71, -1762, 30},{265, -1261, 30},{819, -1027, 30},{-2097, -320, 30},{1212, 2657, 30},{2683, 3264, 30},{-2555, 2334, 30},{180, 6603, 30},{2581, 362, 30},{1702, 6418, 30},{-1799, 803, 30},{-90, 6415, 30},{264, 2609, 30},{50, 2776, 30},{2537, 2593, 30},{1182, -330, 30},{-526, -1212, 30},{1209, -1402, 30},{2005, 3775, 30},{621, 269, 30},{-1434, -274, 30},{1687, 4929, 30},{14, -2800, 2},{-1800, -1225, 1},{-2078, 2602, 2},{-1604, 5256, 2},{3856, 4459, 2},{1333, 4269, 31},{-847, -1367, 1},{-725, -1444, 5},{-1286, -2793, 14},{1788, 3318, 41},{2140, 4820, 41}} ... local blip = {} ... function GUI.unload() for i, coords in pairs(gasStations) do UI.REMOVE_BLIP(blip) end end function GUI.init() GUI.time = GAMEPLAY.GET_GAME_TIMER() --STREAMING.REQUEST_ANIM_DICT(dict) for i, coords in pairs(gasStations) do blip = UI.ADD_BLIP_FOR_COORD(coords[1],coords[2],coords[3]) UI.SET_BLIP_SPRITE(blip, 361) UI.SET_BLIP_SCALE(blip, 0.8) UI.SET_BLIP_AS_SHORT_RANGE(blip, true) end end Is there something I missed here or why are the blips being counted twice? I don't get it. Help is greatly apprecciated Link to comment Share on other sites More sharing options...
Guest Posted April 9, 2019 Share Posted April 9, 2019 (edited) *<snip>* I was posting things that were wrong, sorry... I don't know LUA and the "pairs" thing looked suspicious. But it seems that's how you iterate through a list in LUA. I have seen duplicate blips in some C# mods, where they didn't clear the created blips when the scripts were reset (hitting Insert). That meant that every time you reset the scripts, you got a whole new set of blips, as well as the ones that already exist. Edited April 9, 2019 by Guest Link to comment Share on other sites More sharing options...
GetA Life117 Posted April 10, 2019 Author Share Posted April 10, 2019 Yeah I'm pretty sure that happened to me to while I was testing it. One time I reloaded the script a couple of times and ended up with 300 blips or something ridiculous like that. But the thing is the blips are ALWAYS doubled once I boot up the game. So, is the script being loaded twice by default? If so, why? Link to comment Share on other sites More sharing options...
Guest Posted April 10, 2019 Share Posted April 10, 2019 (edited) 43 minutes ago, GetA Life117 said: So, is the script being loaded twice by default? If so, why? Or is that part of the code being run twice? The quickest way to check for that, is create a notification with the current GameTime, I'm not sure how to do that in LUA. But the game time should be unique each time it is called, so if you get two notifications, then you know it's beng called twice. Could that GUI.Init() be being called from inside another function? I'm probably not helping much with not knowing LUA, I'm just trying to think of ways I would debug the same problem in C# .Net mods. Edited April 10, 2019 by Guest Link to comment Share on other sites More sharing options...