Jump to content

TP TO LONG DISTANCE


elchoky10
 Share

Recommended Posts

Well i just stude the native trainer and i find on google another solution is this:

 

Vector3 GetGroundCoords(Vector2 coords, int tries)
{
	Vector3 rcor;
	float groundZ;
	for (int i = 0; i < tries; ++i)
	{
		if (i)
		{
			for (float z = 1000.f; z >= 0.f; z -= 100.f)
			{
				STREAMING::REQUEST_COLLISION_AT_COORD(coords.x, coords.y, z);

				wait_for(0);
			}
		}

		if (MISC::GET_GROUND_Z_FOR_3D_COORD(coords.x, coords.y, 1000.f, &groundZ, 0))
		{
			rcor = { coords.x, coords.y, groundZ + 1 };
			return rcor;
		}
	}
	rcor = { coords.x, coords.y, 1000.f };
	return rcor;
}

 

And using here:

	Vector3 position1 = MAP::_GET_WAYPOINT_COORDS();
	Vector2 position2 = {position1.x, position1.y};
	
		const auto ped = PLAYER::PLAYER_PED_ID();
		const auto veh = PED::GET_VEHICLE_PED_IS_IN(ped, false);
		auto inVehicle = PED::IS_PED_IN_ANY_VEHICLE(ped, false) == TRUE;
		auto coords = GetGroundCoords(position2, 20);

		if (inVehicle)
		{
			Vector3 closestRoad;
			if (PATHFIND::GET_CLOSEST_ROAD(coords.x, coords.y, coords.z, 1.f, 1, &closestRoad, &closestRoad, 0, 0, 0, 0))
			{
				printf("PATHFIN TRUE");
				STREAMING::_SET_FOCUS_AREA(coords.x, coords.y, coords.z, 0.1f, 0.3f, 0.5f);
				coords = closestRoad;
			}
		}

		ENTITY::SET_ENTITY_COORDS(inVehicle ? veh : ped, coords.x, coords.y, coords.z, 0, 0, 0, 1);
	

}

 

 

But when i tp i just go to 1000.f seen like request colission and GET_GROUND_Z_FOR_3D_COORD IS NOT WORKIN?

I doe some wrong?

Edited by elchoky10
Link to comment
Share on other sites

The problem is that for areas further away, not all pathing data is loaded so you cannot get the ground coordinates. Hence you need to ask the game to load collisions there and loop until it works. Can you tell us which of the three code pieces you are using? You could try using a longer sleep/wait in the loop, perhaps your game needs a bit to load.

Link to comment
Share on other sites

21 hours ago, LMS said:

The problem is that for areas further away, not all pathing data is loaded so you cannot get the ground coordinates. Hence you need to ask the game to load collisions there and loop until it works. Can you tell us which of the three code pieces you are using? You could try using a longer sleep/wait in the loop, perhaps your game needs a bit to load.

 

I fixed the post i use that two codes, i was usin just the set entity coords with the vector of the waypoint, but after i try i always do a tp to z = 0.f so i find on google that function ground detector and read about loading, the map.

 

I need to load so i need to insert into the loop functions? the first code? for example:

 

void loop(){
		if(finZ)
			STREAMING::REQUEST_COLLISION_AT_COORD(coords.x, coords.y, z);

		if (MISC::GET_GROUND_Z_FOR_3D_COORD(coords.x, coords.y, 1000.f, &groundZ, 0))
		{
			rcor = { coords.x, coords.y, groundZ + 1 };
			findZ = false;
		}

}

And what i can use to tell to the game, to load that part of map from the coord see roads dont work

Edited by elchoky10
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...