How do I calculate the gta cords from objects/car offsets? -
robanswe - 21.01.2014
How do I calculate the GTA cords from objects/car offsets?
For example how do I calculate the GTA cords from this offset: 1.051757,-2.713012,-0.012840 if the cars GTA cords are: -1377.2820,-256.9163,14.0373,328.7105
I have tried something like this:
x += (tmpX * floatsin(-angle, degrees));
x += (tmpX * floatcos(-angle, degrees));
y += (tmpY * floatsin(-angle, degrees));
y += (tmpY * floatcos(-angle, degrees));
But it didn't work.
Re: How do I calculate the gta cords from objects/car offsets? -
Kyle - 21.01.2014
Not really 0.3z relevant, try scripting help section.
Re: How do I calculate the gta cords from objects/car offsets? -
robanswe - 21.01.2014
Quote:
Originally Posted by KyleSmith
Not really 0.3z relevant, try scripting help section.
|
Yeah you're sort of right I had OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ); in my mind the whole time.
Re: How do I calculate the gta cords from objects/car offsets? -
MP2 - 21.01.2014
Just add the offset to the coordinate. Simples.
Re: How do I calculate the gta cords from objects/car offsets? -
robanswe - 21.01.2014
Quote:
Originally Posted by MP2
Just add the offset to the coordinate. Simples.
|
Thank you but I'm already doing this and it's only working when the angel is 0. If the angel is not 0 but instead like my example 328.7105 it will not work.
Re: How do I calculate the gta cords from objects/car offsets? -
kurta999 - 21.01.2014
Not.
This will only work if your angle is 0.0.
Re: How do I calculate the gta cords from objects/car offsets? -
robanswe - 21.01.2014
Quote:
Originally Posted by kurta999
Not.
This will only work if your angle is 0.0.
|
But I should be able to make some calculations from the offsets and the angel to get to the real cords? If not why? I mean I got the cars cords and it's angel + the offset. I can't understand why you can't calculate the real GTA cord from that.
Re: How do I calculate the gta cords from objects/car offsets? -
kurta999 - 21.01.2014
I replyed for this:
Just add the offset to the coordinate. Simples.
Anyway, I found this:
http://forum.sa-mp.com/showthread.ph...68#post2854568
Re: How do I calculate the gta cords from objects/car offsets? -
Pottus - 21.01.2014
Non-sense
Re: How do I calculate the gta cords from objects/car offsets? -
Pottus - 21.01.2014
Ok I worked this out over several hours and found it's actually very very easy to do.
You'll need this by GamerZ
http://gpb.******code.com/svn/trunk/...icleMatrix.inc
Here is some test code.
pawn Code:
#include <a_samp>
#include <vmatrix>
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
if(hittype == BULLET_HIT_TYPE_VEHICLE)
{
new tmp, Float:x, Float:y, Float:z;
// This will get the world offset based on vehicle rotation and return the
// correct position to spawn an object
PositionFromVehicleOffset(hitid,fX,fY,fZ, x, y, z);
tmp = CreateObject(1974, x, y, z, 0.0, 0.0, 300.0);
// Simple attach offsets are automatically calculated you just need to supply a offset for some objects
AttachObjectToVehicle(tmp, hitid, fX,fY,fZ, 0.0, 0.0, 0.0);
SetTimerEx("RemoveObject", 9000, false, "i", tmp);
}
return 1;
}
forward RemoveObject(id);
public RemoveObject(id)
{
DestroyObject(id);
return 1;
}