[Include] Useful object streamer that streams objects realistically (the bigger the object, the farther it gets streamed from)
#21

Aah, yes, thanks for sharing that. It's quite not possible in GTA SA to have a borderless object, particle - effect thing.. Anyways, cheers, and do share anything else that could be used to make this better
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#22

Does this contain CreateObject only ??
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#23

Please read the main topic to see what it does, and you'll understand why only 'create_OBJECT'.
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#24

Very interesting! thank you for sharing!

Edit:

Quote:
Originally Posted by Y_Less
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Well the array is not actually static, so I just something like this:

Code:
new
	Float:l = 0.0l
for (new i = 0; i != sizeof (MODELS_gColRadius); ++i)
{
	if (MODELS_gColRadius[i] > l) l = MODELS_gColRadius[i];
}
printf("%f", l);
That's not generally good practice in case the underlying structures change - the API (i.e. functions) will change with it.

I also just realised that you can do this:

Code:
stock bool:IsModelValid(objectmodel)
{
	if (0 <= objectmodel < sizeof (MODELS_gColRadius))
	{
		return MODELS_gColRadius[objectmodel] != 0.0;
	}
	return false;
}
However, I don't know if there are any valid objects with a radius of 0.0. I don't think there are as I'm pretty sure that even LOD objects, which have no collision, still have a bounding sphere.
You have mentioned in the include file this:

Quote:

This array lists all the radii of the collision spheres for all the GTA
objects used in SA (including the SA:MP objects); except skins, vehicles, and weapons.

There are actually weapon objects in the game, are they supported?
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#25

Quote:
Originally Posted by Maxips2
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Very interesting! thank you for sharing!
There are actually weapon objects in the game, are they supported?
Thanks !
Quote:
except skins, vehicles, and weapons.

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#26

AWSUM!! REP+
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#27

Quote:
Originally Posted by Gamer_007
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AWSUM!! REP+
Thank you! Cheers
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#28

Maybe possible that CreateDynamicObject function automatic set distance, not need to convert all objects?
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