CLEO Help Yellow marker coords.

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Zin

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Tried using this information here to find the coords of this yellow marker. Had no luck don't know if markers are different for samp but in the same way red marker coords can be found I'm wondering how this one can. Any help would be greatly appreciated.
 

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truongvi2013

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I think this is what u're looking for.
PHP:
0AB1: call @StoreClosestRaceMarkerPos 0 X 30@ Y 29@ Z 28@
:storeclosestracemarkerpos
12@ = 9999.0
for 0@ = 0 to 31
    0085: 1@ = 0@
    1@ *= 56
    1@ += 0xC7F158
    1@ += 16
    0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
    1@ += 4
    0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0
    1@ += 4
    0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0
    00A0: store_actor $PLAYER_ACTOR position_to 5@ 6@ 7@
    050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@
    if
        0025: 12@ > 8@
    then
        0087: 12@ = 8@
        0087: 9@ = 2@
        0087: 10@ = 3@
        0087: 11@ = 4@
    end
end
0AB2: ret 3 9@ 10@ 11@
by Parazitas
 

Zin

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Tried both and nothing it's not actually like a red marker it's something that points to a vehicle objective like this,
 

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Zin

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Yeah it’s a job the marker is basically dynamic it’s above a trailer and will move as the trailer moves.
 

0x32789

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it's not a separate marker, the bool value for a vehicle being marked as objective is set to true, when a vehicle is marked as "objective", like in normal gta sa missions, it has a marker above it, that's how some server's alarm put hte marker on, mark it as objective.
look..
https://wiki.sa-mp.com/wiki/SetVehicleParamsEx

objective Toggle the objective arrow above the vehicle. 0 - Off, 1 - On.

maybe try looping through all cars and see which ones are objective and streamed in/loaded.
 

Zin

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Guess I was using the marker struct wrong, found a func of blasthk that works. Noticed it uses different opcodes from the standard read memory opcodes be nice to have an explanation of how that works as I'm new to memory hacking.

Code:
for 0@ = 0xBA86F0 to 0xBAA248 step 40
    0C0C: 1@ = struct 0@ offset 0 size 4
    if 1@ <> 0
    jf continue
  
    0C0C: 1@ = struct 0@ offset 36 size 1 // icon
    if 1@ <> 0 // players icons?
    jf continue

    0C0C: 2@ = struct 0@ offset 8 size 4
    0C0C: 3@ = struct 0@ offset 12 size 4
    0C0C: 4@ = struct 0@ offset 16 size 4
    log "Icon: %d | %f %f %f" 1@ 2@ 3@ 4@
end
 
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