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Checking when a specific car collides with the players car...


josiewales

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I've got a mini game where there is a spawned vehicle (chase_car) chasing and ramming the players car (player_car).
I want to trigger an event when chase_car collides with player_car.

I have been using HasCollided which works fine but it triggers when chase_car collides with any car, how can I trigger the event to occur ONLY when chase_car collides with player car ?
 

if ((Globals.chase_car.HasCollided)
{
float reduced_engine = Game.Player.Character.CurrentVehicle.EngineHealth;
float reduced_body = Game.Player.Character.CurrentVehicle.BodyHealth; 
reduced_engine = reduced_engine - 200;
reduced_body = reduced_body - 200;
Function.Call(Hash.SET_VEHICLE_ENGINE_HEALTH, Game.Player.Character.CurrentVehicle, reduced_engine);
Function.Call((Hash)13140802562911894327UL, Game.Player.Character.CurrentVehicle, reduced_body); //set engine body health
}


 

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@DuncanMac

(I was unable to enter content in the above post for some reason).

I already know the vehicle the player is in, it will always be a Zentorno.

What I'm unsure of is how to check when chase_car collides with Zentorno:
If Globals.chase_car.HasCollided ...... Zentorno, what is the bridging piece of code HasCollided.GetType or something like that ?

Edited by josiewales
typo
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I managed to determine when two specific cars collide using isEntityTouchingEntity (code below).

The only issue is that it seems to do a loop and reduces the health multiple times in a row.

I've tried adding a do once loop but no joy with it....any suggestions ?
 

//collision
if ((Function.Call<bool>((Hash)0x17FFC1B2BA35A494, Game.Player.Character.CurrentVehicle, Globals.chase_car))==true) // isEntityTouchingEntity
   {
    Int x = 5;
    Do
    {
     x++;
     float reduced_engine = Game.Player.Character.CurrentVehicle.EngineHealth;
     float reduced_body = Game.Player.Character.CurrentVehicle.BodyHealth;
     reduced_engine = reduced_engine - 400;
     reduced_body = reduced_body - 400;
     Function.Call(Hash.SET_VEHICLE_ENGINE_HEALTH, Game.Player.Character.CurrentVehicle, reduced_engine);
     Function.Call((Hash)13140802562911894327UL, Game.Player.Character.CurrentVehicle, reduced_body); //set engine body health
     GTA.UI.Screen.ShowSubtitle("Once HIT", 2000);
     } while (x < 3) ;
    }

 

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I use the cryptic hashes because some regular variables throw errors in my code editor and aren't recognised so to overcome this I look up their native serial number and use those instead and then it works.....do you think it would slow down the code...make it less efficient ?

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Didn't realize you could get errors that were resolved by using the hash instead. I was just curious. As for performance it shouldn't make any difference whatsoever unless you had this huge script making tremendous demands on your system - in that hypothetical and unrealistic case I would guess the hash would be even more efficient since it doesn't have to be converted from English. Ofc your errors might just be syntax errors?

Edited by DuncanMac
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