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Old 15/03/2018, 05:34 AM   #481
Marllun
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Default Re: ColAndreas - Collision Detection

PHP Code:
[02:26:31]  Loading pluginColAndreas_static.so
[02:26:31] *********************
[
02:26:31] ** Created By:     **
[
02:26:31] ** [uL]Chris42O    **
[
02:26:31] ** [uL]Slice       **
[
02:26:31] ** [uL]Pottus      **
[
02:26:31] *********************
[
02:26:31No collision data found.
[
02:26:31] *********************
[
02:26:31]   ColAndreas Loaded
[02:26:31]    v1.4.0
[02:26:31] ********************* 
I already created the colandreas folder and put the collision file. in there in my computer it works right
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Old 15/03/2018, 10:50 AM   #482
NaS
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Default Re: ColAndreas - Collision Detection

Quote:
Originally Posted by Marllun View Post
PHP Code:
[02:26:31]  Loading pluginColAndreas_static.so
[02:26:31] *********************
[
02:26:31] ** Created By:     **
[
02:26:31] ** [uL]Chris42O    **
[
02:26:31] ** [uL]Slice       **
[
02:26:31] ** [uL]Pottus      **
[
02:26:31] *********************
[
02:26:31No collision data found.
[
02:26:31] *********************
[
02:26:31]   ColAndreas Loaded
[02:26:31]    v1.4.0
[02:26:31] ********************* 
I already created the colandreas folder and put the collision file. in there in my computer it works right
Make sure the cases are correct. Especially on Linux, since it's case-sensitive.

It should be
Quote:
colandreas/ColAndreas.cadb
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Old 15/03/2018, 08:46 PM   #483
Marllun
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Default Re: ColAndreas - Collision Detection

Thank you.
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Old 09/04/2018, 02:41 PM   #484
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Default Re: ColAndreas - Collision Detection

Hello !

I'm victim to a pretty anoying bug; which I don't know whether it's my script's fault or ColAndreas...
So, what I'm trying to do is to detect water, for players to fill bottles, to go fishing, and for them to get cold.
Obviously, I have those two functions:


IsPlayerOnWater
IsPlayerUnderWater


Which work pretty well, EXCEPT within two specific zones...

The first one is located in Blueberry Acres, on the north-eastern part of the fields, the second one is the underground parking at the LV Police Station.
Those zones are somehow considered as underwater zones, which leads people to get cold, etc., etc.

It was no big deal, since I could add exceptions for not people to die for no reason, but there remains something that's kind of lousy, being the main usage of colandreas: the collision part.

For an example, to drop an item, I simply use a RayCastLine function, straight into the ground, and...

https://www.noelshack.com/2018-15-1-...-sa-mp-133.png

There, you can see (It's not glaring but easy to see) that colandreas considers this here zone as to have colision, which graphicly does not exist !

https://www.noelshack.com/2018-15-1-...-sa-mp-133.png

There, it works just fine...


It may be because of the near water, but... still I don't know what to do !
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Old 09/04/2018, 03:53 PM   #485
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Default Re: ColAndreas - Collision Detection

Try using

Code:
CA_IsPlayerNearWater(playerid, Float:dist=3.0, Float:height=3.0)
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Old 09/04/2018, 05:13 PM   #486
Stump
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Default Re: ColAndreas - Collision Detection

This bizzarely doesn't do the job better
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Old 10/04/2018, 06:56 AM   #487
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Default Re: ColAndreas - Collision Detection

Code:
rrp\pawno\include\colandreas.inc(567) : warning 213: tag mismatch
PHP Code:
    if(CA_ObjectList[index][ObjectUsed])
    {
        if(
CA_ObjectList[index][ObjectType] == OBJECT_TYPE_OBJECTDestroyObject(CA_ObjectList[index][ObjectID]);
        
#if defined STREAMER_TYPE_OBJECT
        
else if(CA_ObjectList[index][ObjectType] == OBJECT_TYPE_DYNAMICDestroyDynamicObject(CA_ObjectList[index][ObjectID]); //567
        #endif
        
CA_ObjectList[index][ObjectUsed] = false;
        
CA_DestroyObject(CA_ObjectList[index][ColdAndreadsID]);
        return 
1;
    } 
what's wrong?
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Old 11/04/2018, 04:17 PM   #488
Crayder
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Default Re: ColAndreas - Collision Detection

Quote:
Originally Posted by Dice_ View Post
Code:
rrp\pawno\include\colandreas.inc(567) : warning 213: tag mismatch
PHP Code:
    if(CA_ObjectList[index][ObjectUsed])
    {
        if(
CA_ObjectList[index][ObjectType] == OBJECT_TYPE_OBJECTDestroyObject(CA_ObjectList[index][ObjectID]);
        
#if defined STREAMER_TYPE_OBJECT
        
else if(CA_ObjectList[index][ObjectType] == OBJECT_TYPE_DYNAMICDestroyDynamicObject(CA_ObjectList[index][ObjectID]); //567
        #endif
        
CA_ObjectList[index][ObjectUsed] = false;
        
CA_DestroyObject(CA_ObjectList[index][ColdAndreadsID]);
        return 
1;
    } 
what's wrong?
There's no problem with these lines, are you sure it's not something else causing this? Like... Is that even the only warning?
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Old 18/05/2018, 12:49 PM   #489
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Default Re: ColAndreas - Collision Detection

Update https://github.com/Pottus/ColAndreas/releases, because when compiling the error, here https://github.com/Pottus/ColAndreas...colandreas.inc everything is correct
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Old 18/05/2018, 12:54 PM   #490
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Default Re: ColAndreas - Collision Detection

Quote:
Originally Posted by Krass View Post
Update https://github.com/Pottus/ColAndreas/releases, because when compiling the error, here https://github.com/Pottus/ColAndreas...colandreas.inc everything is correct
It is necessary that they released a new build with all the changes that are missing in the current version.
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