I tried that. Every single collision opcode I tried has crashed my game. I don't know if it's something to do with the ID. What id are they asking for? The only one I know of is object id, and when I enter the integer and run the opcode it crashes.
How could I temporarily remove the collisions of an object in GTA? For example, removing collisions for specific buildings and walls. What function would I use?
I don't see how adding the Actor.Define check would change the output of the value. It's definitely not working. Not in the mood to write and arbitrary script to do something that a function exists to do already THAT IS'NT FUCKING WORKING.
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
That code does not seem to work. When outputting the variable 1@ into an integer it returns "D". Are there any alternatives for getting the nearest actor?
RE: supremeTroll(16-01-15) + objectFinder 1.2
I have the same problem. Sometimes when searching for items the game will go slow motion. First let me point out I have an anti crasher, and before I used the anti crasher my game would just crash, but with the anti crasher my game goes slow...
Prevent crash?
Some servers have many of the objects I am searching for. So using the object finder is tedious because of constant crashing. Can you maybe add a stream limit? So it doesn't search for too many objects at once?
Monday and Springfield, you both made very good points. Springfield your solution fixed my problem, while monday explained the problem. Thanks guys, both got likes.
So I've been stuck on this script for the last 4 fucking days.
It's a personal script so I won't share it, but I replicated one of my problems I had so you guys can explain to me what the fuck is wrong with it.
In this demo script it basically tests if the person is in a car, if you are not in...
I have some questions on how server sided samp functions would work. In this case, I have my eye on what function I suppose this server uses to hide name tags.
ShowPlayerNameTagForPlayer(forplayerid, playerid, 0)
Is it possible to modify packets or use a sampfunc opcode to disable this...
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