#SetPlayerCheckpoint on Dynamic Object's surface.

11 messages Ā· Page 1 of 1 (latest)

narrow fern
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Hello. I am using SetPlayerCheckpoint on some Dynamic Object's surface. When I go ingame to see that checkpoint, he is displayed down at the default GTA's surface, but everything else works as normal. Is it possible to show that checkpoint on the Dynamic Object's surface?

I tried using Dynamic CPs thinking that ut would solve the issue, but IG that dynamic CPs and "static" ones work on the same principle.

tribal iris
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Did you use the correct 'z' coordinate?

narrow fern
tribal iris
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No I mean did you use the correct position when creating the CP. Lower the 'z' coordinate.

full sand
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I think the game just drops the checkpoint to ground level no matter what. The Z coord only seems relevant for the map marker (square, or triangle pointing up or down) and the aerial checkpoint type.

I've also noticed some instances of this in single player, where it appears that the checkpoint is created somewhat higher up. When the environment loads the checkpoint jumps down to ground level.

narrow fern
narrow fern
frigid barn
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isn't the issue that this checkpoint is rendered before streamer creates that surface for you?
you can try increasing stream distance of surface objects or use dynamic cp with stream distance lower than surface object
or if you want to stick to SetPlayerCheckpoint then maybe some dynamic area around surface and set checkpoint when player enters the area, but that's overcomplicating i guess

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not sure if it fixes anything tho

full sand
# narrow fern So that problem is client-sided? Should I be posting it to open mp issue's list ...

Personally I think it's an issue with the game itself, not the client. Rockstar never intended for checkpoints to be created on script objects so this behaviour is simply not coded into the game. The game most likely has some built-in functionality to find the nearest solid ground - attesting to the existence of SCM opcode such as 02CE - which is probably also used internally (by the .exe) to move the checkpoint to the right position

oblique girder
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afaik it's fixed in 0.3.7-r3 and newer versions