Zuher Laith Posted December 6, 2017 Share Posted December 6, 2017 Hi everyone, So I'm working on making the blip on a player (which is blip 0) being removed in the server,But I'm taking this on another level, each player near me in the radar, his blip will show up in specific color lets say white, if he is outside my radar view and far, his blip will be destroyed (for client) this is a GIF to make the idea more clear: I have done this in a custom blip (I created myself) not a player blip, but same idea.Another thing.. If I created a blip 0 (by another resource) on player, and make it colored to blue for example, It works fine but when I go near that blue blip and the code gets executed it will be destroyed, so we need an exception (for color maybe?..) I've found some examples here on destroying each player blip being activated by a commandhandler for once, not what I need ..About the code .. well, I have the idea but I don't know what to do in code to make all this possible .. Any help is appreciated . Link to comment
itHyperoX Posted December 6, 2017 Share Posted December 6, 2017 Did you tried set the blip alpha to 0 ? Link to comment
iMr.WiFi..! Posted December 6, 2017 Share Posted December 6, 2017 1 hour ago, Zuher Laith said: Hi everyone, So I'm working on making the blip on a player (which is blip 0) being removed in the server,But I'm taking this on another level, each player near me in the radar, his blip will show up in specific color lets say white, if he is outside my radar view and far, his blip will be destroyed (for client) this is a GIF to make the idea more clear: I have done this in a custom blip (I created myself) not a player blip, but same idea.Another thing.. If I created a blip 0 (by another resource) on player, and make it colored to blue for example, It works fine but when I go near that blue blip and the code gets executed it will be destroyed, so we need an exception (for color maybe?..) I've found some examples here on destroying each player blip being activated by a commandhandler for once, not what I need ..About the code .. well, I have the idea but I don't know what to do in code to make all this possible .. Any help is appreciated . Create marker on blip position and hide blip from all then add events 'onMarkerHit','onMarkerLeave' and show the blip to player on 'onMarkerHit' or hide the blip from player on 'onMarkerLeave' use setElementVisibleTo to show/hide Link to comment
Zuher Laith Posted December 7, 2017 Author Share Posted December 7, 2017 here is what I came up with (a result that needs work) Spoiler Server Side Only: function Init ( ) for index, element in ipairs ( getAttachedElements ( source ) ) do if ( getElementType ( element ) == "blip" ) then destroyElement ( element ) end end local x,y,z = getElementPosition( source ) theMarker = createMarker ( x, y, z, "cylinder", 40, 0, 0, 0, 0 ) -- not sure of the size cause I didn't test it setElementParent( source, theMarker ) end addEventHandler ( "onPlayerJoin", getRootElement(), Init ) function MarkerHit( hitElement, matchingDimension ) if ( getElementType ( element ) == "blip" ) then setElementVisibleTo ( element, source, true ) end end function MarkerLeave( leaveElement, matchingDimension ) if ( getElementType ( element ) == "blip" ) then setElementVisibleTo ( element, source, false ) end end addEventHandler( "onMarkerHit", myMarker, MarkerHit ) addEventHandler( "onMarkerLeave", myMarker, MarkerLeave ) The marker is not moving when the player move . I didn't test this so far .. I feel Its not right, Link to comment
Tails Posted December 8, 2017 Share Posted December 8, 2017 Make it client side and exclude the local player when you're creating the blips for the players Also use https://wiki.multitheftauto.com/wiki/SetBlipVisibleDistance to set the visible distance Link to comment
Zuher Laith Posted December 10, 2017 Author Share Posted December 10, 2017 On 12/8/2017 at 19:29, Tails said: Make it client side and exclude the local player when you're creating the blips for the players Also use https://wiki.multitheftauto.com/wiki/SetBlipVisibleDistance to set the visible distance The players blip originally created by a resource called "playerblips" I should stop that .. right ?, and what do you exactly mean by "excluding the local player"? do you think it might work If I used SetBlipVisibleDistance when creating the blip in "playerblips" resource ? Link to comment
Zuher Laith Posted December 13, 2017 Author Share Posted December 13, 2017 Up Again .. Link to comment
Tails Posted December 13, 2017 Share Posted December 13, 2017 Yeah, you could edit the original resource. https://github.com/multitheftauto/mtasa-resources/blob/master/[gameplay]/playerblips/playerblips.lua Under line 32 add another line: blip[plr]:setVisibleDistance(50) replace the number with anything you like. Link to comment
Zuher Laith Posted December 14, 2017 Author Share Posted December 14, 2017 10 hours ago, Tails said: Yeah, you could edit the original resource. https://github.com/multitheftauto/mtasa-resources/blob/master/[gameplay]/playerblips/playerblips.lua Under line 32 add another line: blip[plr]:setVisibleDistance(50) replace the number with anything you like. Yes I was focusing on that line, and it should work properly. but how about if another resource created a blip attached on a player and I want it to be visible with no Distance Visibility ? Link to comment
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