Ify24 Posted August 31, 2021 Share Posted August 31, 2021 Hi everyone, did anyone else have a problem with Sanny Builder's coords manager in a way that when you compile a CLEO script, the model is slightly in a different position than the location where you got your coords in game ? In real life it would be like 15 meters off. Why does this happen ? Link to comment https://gtaforums.com/topic/975234-help-sanny-builder-coords-manager-tool/ Share on other sites More sharing options...
Ify24 Posted August 31, 2021 Author Share Posted August 31, 2021 https://imgur.com/a/xyF1CgM CJ was not on the pavement, he few meters on the road. The actor spawned a few meters back. Link to comment https://gtaforums.com/topic/975234-help-sanny-builder-coords-manager-tool/#findComment-1071632211 Share on other sites More sharing options...
ZAZ Posted August 31, 2021 Share Posted August 31, 2021 I had such an issue many years ago, i didn't know the reason, it made me crazy But in your case, when i spawn the actor at 2480.439, -1667.953, 13.3356 then he spawn where it should, where your crosshair aims in the screenshot {$CLEO .cs} script_name 'Actor' :Actor_11 wait 0 if Player.Defined($PLAYER_CHAR) jf @Actor_11 if 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 2491.5 -1667.5 13.35 radius 30.0 30.0 30.0 on_foot jf @Actor_11 Model.Load(#WMYDRUG) Model.Load(#AK47) :Actor_89 wait 0 if and Model.Available(#WMYDRUG) Model.Available(#AK47) jf @Actor_89 Actor.Create(1@, PedType.CivMale, #WMYDRUG, 2480.439, -1667.953, 13.3356) Actor.Angle(1@) = 266.9391 Actor.GiveWeaponAndAmmo(1@, WeaponType.Ak47, 99999) Actor.WeaponAccuracy(1@) = 100 Actor.Health(1@) = 1000 Model.Destroy(#WMYDRUG) :Actor_180 wait 0 if Player.Defined($PLAYER_CHAR) jf @Actor_259 if not Actor.Dead(1@) jf @Actor_259 if 0104: actor $PLAYER_ACTOR near_actor 1@ radius 80.0 80.0 10.0 sphere 0 jf @Actor_259 jump @Actor_180 :Actor_259 Actor.RemoveReferences(1@) jump @Actor_11 Ify24 1 Link to comment https://gtaforums.com/topic/975234-help-sanny-builder-coords-manager-tool/#findComment-1071632285 Share on other sites More sharing options...
Ify24 Posted August 31, 2021 Author Share Posted August 31, 2021 Hmm.. It seems that when the player is in the interior where the actor is in, the actor spawns in correct location, but when the player is, in this case his Grove Street house, and the actor is created outside in another interior type at that time, the actors position is not excatly correct. {$CLEO .cs} thread "test" :START wait 0 ms Model.Load(#WMYDRUG) 038B: load_requested_models if and Model.Available(#WMYDRUG) Player.Defined($PLAYER_CHAR) jf @START :CREATE_ACTOR wait 0 ms 077E: get_active_interior_to $ACTIVE_INTERIOR if $ACTIVE_INTERIOR == 0 jf @CREATE_ACTOR Actor.Create(1@, PedType.CivMale, #WMYDRUG, 2480.085, -1667.934, 12.4) Actor.Angle(1@) = 260.0 0A93: terminate_this_custom_script Link to comment https://gtaforums.com/topic/975234-help-sanny-builder-coords-manager-tool/#findComment-1071632424 Share on other sites More sharing options...
ZAZ Posted August 31, 2021 Share Posted August 31, 2021 I always say "start your script with a condition that enables the function" a key_press check or location check Maybe the map collision of Ganton isn't loaded, when your actor spawns Link to comment https://gtaforums.com/topic/975234-help-sanny-builder-coords-manager-tool/#findComment-1071632527 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now