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Thread: GANG-WAR minigame ( script examples )
  

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  1. #41  
    ribonucleic's Avatar
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    How will you get into the prison? i attempted too in late-March/early-April i only suceeded in getting into a small unexitable room and as far as i could tell it was in mid-air as i could only see sky out of the doorways
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  2. #42  
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    We mean ribon have the prison war anywhere inside the walls of the prison even on top of the prison walls would be cool(not inside the prison building)
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  3. #43  
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    ok
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  4. #44  
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    Quote Originally Posted by keyFlamer View Post
    Hun.............Can you make a War inside the prison on the third island using the prisoners(This would be great)thanks......

    it would be quite easy to do ... id have to see if three-socks fixed xyz display ( i use release version ) for there is a bug when reaching -1000.0000 coordinates and prison is over there .


    Quote Originally Posted by tthousand
    These last two ideas could be the start of a whole new project... Prison-Wars!!!
    or Mission Creation project .
    Last edited by HuN; 05-24-2012 at 09:35 AM.
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  5. #45  
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    Quote Originally Posted by HuN View Post
    it would be quite easy to do ... id have to see if three-socks fixed xyz display ( i use release version ) for there was a bug when reaching -1000.0000 coordinates and prison is over there .
    I did have a look into it but I couldn't fix it I manually drew -1000.0000 using draw_float to rule out functions.c and it didn't crash. Which leaves GET_CHAR_COORDINATES(GetPlayerPed(), &x, &y, &z); and it can't be a GTA engine bug. I'm sure the devs would pick up on that. Which leaves me to believe its a llvm/scocl limitation.
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  6. #46  
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    Quote Originally Posted by Three-Socks View Post
    I did have a look into it but I couldn't fix it I manually drew -1000.0000 using draw_float to rule out functions.c and it didn't crash. Which leaves GET_CHAR_COORDINATES(GetPlayerPed(), &x, &y, &z); and it can't be a GTA engine bug. I'm sure the devs would pick up on that. Which leaves me to believe its a llvm/scocl limitation.
    hum ... ill have to request coordinates for alderney locations .

    thanks for info's and time spent trying to fix it .
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  7. #47  
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    is it possible to get coords relative to a fixed point? if thats possible you could determine some fixed locatiions get the relative distance from them then work out your world coordinates from that, which in theory avoids the 1000+ bug

    EDIT does bug kick in for -1000 & lower and 1000 & higher?
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  8. #48  
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    Quote Originally Posted by ribonucleic View Post
    is it possible to get coords relative to a fixed point? if thats possible you could determine some fixed locatiions get the relative distance from them then work out your world coordinates from that, which in theory avoids the 1000+ bug

    EDIT does bug kick in for -1000 & lower and 1000 & higher?
    true ! i could set 2 or 3 fixed points and use GET_DISTANCE_BETWEEN_COORDS_3D , then do crazy calculations ( triangulation stuff , i dont even know how it works ) ....but i think it would be way easier to ask someone with PC version for help.

    the bug kick in at
    X =
    -1000.0000
    &
    Y =
    -1000.0000

    its also logical to assume that Z = -1000.000 would also freeze game .
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  9. #49  
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    lets assume we have a fixed point at 500, 500, 0 and you are 600, 600, 0 relative to that point you have 500+600, 500+600, 0+0 = 1100, 1100, 0 which would be you world coords its actually nice and simple given that you have x, y and z there is no need for trigonometry just plain and simple additions.

    one more example would be: fixed point 300, 300, 10, relative position -400, -400, -10, actual position 300+(-400), 300+(-400), 10+(-10) = -100, -100, 0

    edit:
    hmm, i'm sorry i didn't fully consider your post GET_DISTANCE_BETWEEN_COORDS_3D would use pythagorus theorem (think i spelt that right), i'm actually tempted to do the maths behind it for you guys its not very complicated although the maths to reverse it with 2 fixed points would need trigonometry which ironically i said we wouldn't need but its not very hard either, i'm going to give it a go, i'll get back to you when i've got something and also in the mean time i'm going to setup my ps3 and try and get back into scripting for the game
    Last edited by ribonucleic; 05-24-2012 at 02:11 PM.
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  10. #50  
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    Quote Originally Posted by ribonucleic View Post
    lets assume we have a fixed point at 500, 500, 0 and you are 600, 600, 0 relative to that point you have 500+600, 500+600, 0+0 = 1100, 1100, 0 which would be you world coords its actually nice and simple given that you have x, y and z there is no need for trigonometry just plain and simple additions.

    one more example would be: fixed point 300, 300, 10, relative position -400, -400, -10, actual position 300+(-400), 300+(-400), 10+(-10) = -100, -100, 0
    im afraid it aint that easy , that native will only give me a straight line distance ( in metres ) between A & B points ... not complete coordinates .
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