Installation:
sf_5_X_X_bin.zip : contains the main mod.
- Copy "SAMPFUNCS.asi" into your San Andreas folder.
- Run the game once to allow it to create the necessary files(SAMPFUNCS folder and SAMPFUNCS.ini)
31@ += 10 //this 10
0B68: render draw_line_point1 0@ 1@ point2 30@ 31@ width 10 color 4@ //and this 10
monday said:so here's an "eco" version which uses small squares instead (it draws 1 line instead of 4 per each object), there's also a "/olimit <num>" command to limit maximum objects found per each square (adjustable from .ini too)
http://www.mediafire.com/file/eqo9cijto1mr1io/objectFinder.rar
idk why but /olimit command sometimes rewrites the ini like it should but sometimes it doesn't and the previous value stays (only in ini, it always changes in game)
if you'd like to change the size of the squares you could change 10 into any other val in here:
Code:31@ += 10 //this 10 0B68: render draw_line_point1 0@ 1@ point2 30@ 31@ width 10 color 4@ //and this 10
P.S.
I found a small bug, here's the original version of the mod with it fixed, if you'd like to test it and let me know if it fixed the problem it would be great
http://www.mediafire.com/file/6jhf0p15fqy6hma/objectFinder%5B2%5D.cs
//this line occurs twice (one for all objects and one for the closest one which turns red every 500ms or something) so it should be changed at both instances
0AB1: @POSITION_TO_RADAR 7 XYZ 3@ 4@ 5@ RADAR_POS 6@ 7@ DISTANCE_MULTIPLIER 17@ MAX_DISTANCE 130.0 _STORE_TO 3@ 4@
call @ReadArray 2 ARRAY index 0 _ret isactive 2@ lower_bord 3@ higher_bord 4@
if 2@ == 1
then
0AB1: @Find_object 10 Object number 3@ Display_offset 30@ Color 0xF7F694 blinkingStatus 8@ higher border 4@ font 23@ xy 24@ 25@ alignment 6@ disp_off2 10@
005A: 30@ += 14@ // (int)
//30@ += 43
end
call @ReadArray 2 ARRAY index 1 _ret isactive 2@ lower_bord 3@ higher_bord 4@
if 2@ == 1
then
0AB1: @Find_object 10 Object number 3@ Display_offset 30@ Color 0xFF4800 blinkingStatus 8@ 4@ font 23@ xy 24@ 25@ alignment 6@ disp_off2 10@
005A: 30@ += 14@ // (int)
//30@ += 43
end
call @ReadArray 2 ARRAY index 2 _ret isactive 2@ lower_bord 3@ higher_bord 4@
if 2@ == 1
then
0AB1: @Find_object 10 Object number 3@ Display_offset 30@ Color 0x00C8FF blinkingStatus 8@ 4@ font 23@ xy 24@ 25@ alignment 6@ disp_off2 10@
005A: 30@ += 14@ // (int)
//30@ += 43
end
call @ReadArray 2 ARRAY index 3 _ret isactive 2@ lower_bord 3@ higher_bord 4@
if 2@ == 1
then
0AB1: @Find_object 10 Object number 3@ Display_offset 30@ Color 0xD900FF blinkingStatus 8@ 4@ font 23@ xy 24@ 25@ alignment 6@ disp_off2 10@
005A: 30@ += 14@ // (int)
//30@ += 43
end
call @ReadArray 2 ARRAY index 4 _ret isactive 2@ lower_bord 3@ higher_bord 4@
if 2@ == 1
then
0AB1: @Find_object 10 Object number 3@ Display_offset 30@ Color 0x1EFF00 blinkingStatus 8@ 4@ font 23@ xy 24@ 25@ alignment 6@ disp_off2 10@
005A: 30@ += 14@ // (int)
//30@ += 43
end
call @ReadArray 2 ARRAY index 5 _ret isactive 2@ lower_bord 3@ higher_bord 4@
if 2@ == 1
then
0AB1: @Find_object 10 Object number 3@ Display_offset 30@ Color 0xFFFFFF blinkingStatus 8@ 4@ font 23@ xy 24@ 25@ alignment 6@ disp_off2 10@
005A: 30@ += 14@ // (int)
//30@ += 43
end
//yellow
//red
//blue
//violet
//green
//white
0AB1: @Find_object 10 Object number 3@ Display_offset 30@ Color 0xF7F694 blinkingStatus 8@ higher border 4@ font 23@ xy 24@ 25@ alignment 6@ disp_off2 10@
what do you mean?The reason i asked you the big map for if the dots in the minimap get revmoed that the yellow markers on the big map stay on.
This could be caused by limiting the maximum number of objects that can be found... When you limit them it doesn't scan through all + sort depending on closest distance + display the closest ones. Instead it scans through the memory for any objects at any distances and when you move around then the different objects get omitted due to the limit and it seems that some appear/disappearIn certian areas of San Andreas the objects get desynced till you move out of that certian area.