SA-MP Forums [FilterScript] xNavigator - Navigation System ~ with Direction Arrow!
 New Account Members List Search Today's Posts Mark Forums Read

 09/02/2019, 12:47 AM #2 TheSlenderman Little Clucker     Join Date: Feb 2019 Location: The Forest Posts: 12 Reputation: 18 Re: xNavigator - Navigation System ~ with Direction Arrow! It reminds me of the Need For Speed Underground 2 for some reason haha, even tho the arrow in that game was blue as far as I remember. You done a good job.
 09/02/2019, 01:32 AM #3 Pottus Godfather     Join Date: Jun 2012 Posts: 5,352 Reputation: 1272 Re: xNavigator - Navigation System ~ with Direction Arrow! Never check if floats are equal to a specific value! Always <= or >= Code: ```if (yc == 0.0 || xc == 0.0) { if(yc == 0 && xc > 0) angle = 0.0; else if(yc == 0 && xc < 0) angle = 180.0; else if(yc > 0 && xc == 0) angle = 90.0; else if(yc < 0 && xc == 0) angle = 270.0; else if(yc == 0 && xc == 0) angle = 0.0; }``` Why bother making extra variables and assignments here? This can be useful when you have more code but this is just a short bit of code why bother? Code: ``` pPos[0] = NavData[pNavID[playerid]][NAV_X]; pPos[1] = NavData[pNavID[playerid]][NAV_Y]; pPos[2] = NavData[pNavID[playerid]][NAV_Z];``` Where is OnFilterScriptExit() with clean up code? How do you know that will work for all vehicles and look good? Code: `AttachObjectToVehicle(ok[playerid], GetPlayerVehicleID(playerid), 0.000000, 0.000000, 1.399998, 0.000000, 90.0, rot + 180);` Alright that is nice but what about checking if the player is a driver? Code: `if(!IsPlayerInAnyVehicle(playerid)) return SendClientMessage(playerid, -1, "{FF0000} You must be in a vehicle to use navigation!");` Always define your dialog id's! That way if there is a collision all you have to do is change the id once. Code: `ShowPlayerDialog(playerid, 112, DIALOG_STYLE_LIST, "[Navigation] Locations", string, "Select", "Close");` Critical issue here. Code: `if(IsValidObject(ok[playerid])) DestroyObject(ok[playerid]);` If you have the dialog open and you exit a vehicle that object will be destroyed. Now if someone creates an object for any reason and it takes that id and it so happens the player was put back into a vehicle then there is the potential for objects to be deleted. Always avoid creating player textdraws when a player connects. Reason being, maybe they disconnect. Maybe they fail to log in. What is the point of creating textdraws that majority of the time probably won't be used? Create when a player types a command or when a player actually logs in (gamemodes). Code: ```public OnPlayerConnect(playerid) { NAVpTD[playerid] = CreatePlayerTextDraw(playerid, 405.724487, 415.166564, "Distance Left: ~y~0000.00m"); PlayerTextDrawLetterSize(playerid, NAVpTD[playerid], 0.179326, 1.109999); PlayerTextDrawAlignment(playerid, NAVpTD[playerid], 1); PlayerTextDrawColor(playerid, NAVpTD[playerid], -1); PlayerTextDrawSetShadow(playerid, NAVpTD[playerid], 0); PlayerTextDrawSetOutline(playerid, NAVpTD[playerid], 0); PlayerTextDrawBackgroundColor(playerid, NAVpTD[playerid], 255); PlayerTextDrawFont(playerid, NAVpTD[playerid], 2); PlayerTextDrawSetProportional(playerid, NAVpTD[playerid], 1); PlayerTextDrawSetShadow(playerid, NAVpTD[playerid], 0); return 1; }```
09/02/2019, 01:44 AM   #4
XpDeviL
Big Clucker

Join Date: Sep 2009
Posts: 73
Reputation: 8
Re: xNavigator - Navigation System ~ with Direction Arrow!

Quote:
 Originally Posted by Pottus Why bother making extra variables and assignments here? This can be useful when you have more code but this is just a short bit of code why bother? Code: ``` pPos[0] = NavData[pNavID[playerid]][NAV_X]; pPos[1] = NavData[pNavID[playerid]][NAV_Y]; pPos[2] = NavData[pNavID[playerid]][NAV_Z];``` Where is OnFilterScriptExit() with clean up code?
I wrote this system a long time ago for my gamemode. Now I took it from the gm. So there could be useless codes that overlooked. Sorry about them. Thanks for the info. I’ll be more carefull next time.
__________________

09/02/2019, 01:45 AM   #5
Pottus
Godfather

Join Date: Jun 2012
Posts: 5,352
Reputation: 1272
Re: xNavigator - Navigation System ~ with Direction Arrow!

Quote:
 Originally Posted by XpDeviL I wrote this system a long time ago for my gamemode. Now I took it from the gm. So there could be useless codes that overlooked. Sorry about them. Thanks for the info. I’ll be more carefull next time.
There is a lot in this most of it is harmless but a few critical mistakes.

09/02/2019, 01:51 AM   #6
XpDeviL
Big Clucker

Join Date: Sep 2009
Posts: 73
Reputation: 8
Re: xNavigator - Navigation System ~ with Direction Arrow!

Quote:
 Originally Posted by Pottus There is a lot in this most of it is harmless but a few critical mistakes.
Nice analyse by the way I should use you as my compiler
__________________

09/02/2019, 01:53 AM   #7
Pottus
Godfather

Join Date: Jun 2012
Posts: 5,352
Reputation: 1272
Re: xNavigator - Navigation System ~ with Direction Arrow!

Quote:
 Originally Posted by XpDeviL Nice analyse by the way I should use you as my compiler
Yeah I am really good at knowing what to look for when looking at a script of where the break points/bugs are.

 Thread Tools Display Modes Linear Mode

 Posting Rules You may not post new threads You may not post replies You may not post attachments You may not edit your posts BB code is On Smilies are On [IMG] code is On HTML code is Off Forum Rules

 Similar Threads Thread Thread Starter Forum Replies Last Post Scrillex Scripting Help 6 12/04/2014 05:27 PM Austin Help Archive 24 03/01/2011 12:00 PM Stas92 Help Archive 4 22/05/2010 09:17 AM [FilterScript] [FS] Navigation System Michelle1991 Filterscripts 30 19/09/2009 01:29 PM [FilterScript] [FS] SA Navigation System Weed_ Filterscripts 15 07/04/2009 09:43 PM

All times are GMT. The time now is 05:24 AM.

 -- (EN) English -- (RU) Русски Contact Us - SA-MP - Archive - Top