map grid location

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EDGECOM
Posts: 50
Joined: Sat Aug 04, 2012 8:31 am

map grid location

Post by EDGECOM » Sat Jan 04, 2014 1:08 pm

I need to get the grid position the <pos> = (I-6) I have looked in the baseentity.cpp and header file also checked the mmo.h and cpp but could not find anything.

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demolish
Developer
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Joined: Thu Jul 26, 2012 7:12 am

Re: map grid location

Post by demolish » Sat Jan 04, 2014 3:12 pm

Not sure what you mean, do you need the grid coordinates in-game or in a script?
(Not sure if it's even possible to print grid coordinates in a script)
<Giblet[NewBrain]> kj with this first step would be fine on my shit
Click here for a guide on scripting missions.

EDGECOM
Posts: 50
Joined: Sat Aug 04, 2012 8:31 am

Re: map grid location

Post by EDGECOM » Sat Jan 04, 2014 3:42 pm

I need to make a function in cpp code just like the CBaseentity::GetXPos() I am sure I need to get the info form a packet.

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kjLotus
Lead Developer
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Joined: Sun Jul 22, 2012 2:16 pm

Re: map grid location

Post by kjLotus » Sat Jan 04, 2014 6:07 pm

EDGECOM wrote:I need to make a function in cpp code just like the CBaseentity::GetXPos() I am sure I need to get the info form a packet.
the grid pos is never sent to the server, it's converted from x/z pos only on the client

EDGECOM
Posts: 50
Joined: Sat Aug 04, 2012 8:31 am

Re: map grid location

Post by EDGECOM » Sun Jan 05, 2014 1:10 am

yeah I have noticed that

in my findings it seems that the grid pos is based on resolution also. witch would be pointless for the server to process that data

so I guess I get to make X , Z tables :)

EDGECOM
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Joined: Sat Aug 04, 2012 8:31 am

Re: map grid location

Post by EDGECOM » Thu Jan 09, 2014 4:02 pm

Well I have created my own grid system lol I am currently mapping all the different fishing spots on all the maps so I can make catch lists it's going to take me a few weeks ugh.. then I get to make rod and bait lists yay. I might be able to use some of the current bait and rod stuff but I will see when the time comes

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