Difference between revisions of "CHANGE BLIP DISPLAY"

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These values were infered doing in-game tests. Pay attention to the ''blip_display'' value used for each blip (shown in the radar) and how the blips are displayed on the second image relative to the first one.
  
 
[[File:Blip_display_test_1.png|600px]]  
 
[[File:Blip_display_test_1.png|600px]]  
 
[[File:Blip_display_test_2.png|600px]]
 
[[File:Blip_display_test_2.png|600px]]
 
This values were infered doing in-game tests. Pay attention to the ''blip_display'' value used for each blip (shown in the radar) and how the blips are displayed on the second image relative to the first one.
 
  
 
The blips were created in a for loop that also changed their ''blip_display'' value:
 
The blips were created in a for loop that also changed their ''blip_display'' value:

Revision as of 15:50, 7 January 2015

CHANGE_BLIP_DISPLAY
Number of parameters: 2
Parameter #TypeDescription
1.integerblip_handle
2.integerblip_display
Return value:
TypeDescription
None

Changes how a blip is displayed in both the radar/map and the world.

Know values for blip_display

Value Is it drawn on the radar/map? Is it drawn on the world?
0 NO NO
1 NO NO
2 YES YES
3 NO NO
4 YES YES
5 YES NO

These values were infered doing in-game tests. Pay attention to the blip_display value used for each blip (shown in the radar) and how the blips are displayed on the second image relative to the first one.

Blip display test 1.png Blip display test 2.png

The blips were created in a for loop that also changed their blip_display value:

//The display values were defined in an enum.
//They vary from 0 to 5 with BLIP_DISPLAY_0 being 0 and BLIP_DISPLAY_5 being 5

Blip blip_array[6];
eBlipDisplay display_array[] = {BLIP_DISPLAY_0, BLIP_DISPLAY_1, BLIP_DISPLAY_2, BLIP_DISPLAY_3, BLIP_DISPLAY_4, BLIP_DISPLAY_5};

for(int i = 0; i < 6; i++)
{
	f32 offset = -8.0 * float(i);
	AddBlipForContact(952.727, -508.730 + offset, 20.0, &blip_array[i]); //For some reason "contact_blips" are gigantic
	ChangeBlipDisplay(blip_array[i], display_array[i]);
}