Rishat7c Posted June 9, 2020 Posted June 9, 2020 Have a good evening everyone. Please tell me why when my create a glare when you zoom in on a map, the glare starts to float. I create a flare on the server side. An example of my highlight: let blip = mp.blips.new(9, new mp.Vector3(x,y,z), { radius: 180, dimension: 1, color: 35, alpha: 175, rotation: 0 }); Maybe some additional argument is missing? P.S. 0.3.7
[BC]VACEDA[NWD] Posted June 10, 2020 Posted June 10, 2020 let natives = {} mp.game.graphics.clearDrawOrigin = () => mp.game.invoke('0xFF0B610F6BE0D7AF'); // 26.07.2018 // GTA 1.44 natives.SET_BLIP_SPRITE = (blip, sprite) => mp.game.invoke("0xDF735600A4696DAF", blip, sprite); // SET_BLIP_SPRITE natives.SET_BLIP_ALPHA = (blip, a) => mp.game.invoke("0x45FF974EEE1C8734", blip, a); // SET_BLIP_ALPHA natives.SET_BLIP_COLOUR = (blip, c) => mp.game.invoke("0x03D7FB09E75D6B7E", blip, c); // SET_BLIP_COLOUR natives.SET_BLIP_ROTATION = (blip, r) => mp.game.invoke("0xF87683CDF73C3F6E", blip, r); // SET_BLIP_ROTATION natives.SET_BLIP_FLASHES = (blip, f) => mp.game.invoke("0xB14552383D39CE3E", blip, f); // SET_BLIP_FLASHES natives.SET_BLIP_FLASH_TIMER = (blip, t) => mp.game.invoke("0xD3CD6FD297AE87CC", blip, t); // SET_BLIP_FLASH_TIMER natives.SET_BLIP_COORDS = (blip, x, y, z) => mp.game.invoke("0xAE2AF67E9D9AF65D", blip, x, y, z); // SET_BLIP_COORDS natives.SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT = (toggle) => mp.game.invoke("0xB98236CAAECEF897", toggle); // SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT natives.GET_FIRST_BLIP_INFO_ID = (i) => mp.game.invoke("0x1BEDE233E6CD2A1F", i); // GET_FIRST_BLIP_INFO_ID natives.GET_NEXT_BLIP_INFO_ID = (i) => mp.game.invoke("0x14F96AA50D6FBEA7", i); // GET_NEXT_BLIP_INFO_ID natives.DOES_BLIP_EXIST = (blip) => mp.game.invoke("0xA6DB27D19ECBB7DA", blip); // DOES_BLIP_EXIST natives.GET_NUMBER_OF_ACTIVE_BLIPS = () => mp.game.invoke("0x9A3FF3DE163034E8"); // GET_NUMBER_OF_ACTIVE_BLIPS natives.SET_BLIP_SCALE = (blip,scale) => mp.game.invoke("0xD38744167B2FA257",blip,scale); // SET_BLIP_SCALE natives.SET_ENTITY_NO_COLLISION_ENTITY = (entity1, entity2, collision) => mp.game.invoke("0xA53ED5520C07654A", entity1.handle, entity2.handle, collision); // SET_ENTITY_NO_COLLISION_ENTITY function clearBlips() { natives.SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT(true) let last_blip = natives.GET_FIRST_BLIP_INFO_ID(5) while (natives.DOES_BLIP_EXIST(last_blip)) { mp.game.ui.removeBlip(last_blip) last_blip = natives.GET_NEXT_BLIP_INFO_ID(5) } mp.game.wait(50) } let teamData = { "TEAM_BALLAS": { "BlipColor": 27, "zone": undefined, "Checkpoint": { "x": -140.23487854003906, "y": -1629.2459716796875, "z": 32.8006706237793 } }, "TEAM_GROVE": { "BlipColor": 25, "zone": undefined, "Checkpoint": { "x": 104.83192443847656, "y": -1939.8612060546875, "z": 20.803701400756836 } } } clearBlips() for (let team in teamData) { pos = teamData[team].Checkpoint teamData[team].zone = mp.game.ui.addBlipForRadius(pos.x, pos.y, 0, 100); natives.SET_BLIP_SPRITE(teamData[team].zone, 5); natives.SET_BLIP_ALPHA(teamData[team].zone, 100); natives.SET_BLIP_ROTATION(teamData[team].zone, 90) natives.SET_BLIP_COLOUR(teamData[team].zone, teamData[team].BlipColor) } I had the same problem when creating a gang war. so I found a code here on the forum, I cleaned it and I think it will help you 1
Rishat7c Posted June 12, 2020 Author Posted June 12, 2020 @[BC]VACEDA[NWD], Thank you so much! The code is working 💯
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