CHANGE BLIP DISPLAY

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Revision as of 16:39, 7 January 2015 by Cpp (talk | contribs) (I've made a few small changes to improve clarity and added a comment on the code)
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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 (shown in the radar) used for each contact blip (colored in dark yellow) 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:

/*
While you may see 7 blips here this code is responsible for creating
only the "contact blips" (the ones in the background)
*/

//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);
	//For some reason "contact blips" and "coord blips" (light yellow, on the foreground) are gigantic
	AddBlipForContact(952.727, -508.730 + offset, 20.0, &blip_array[i]);
	ChangeBlipDisplay(blip_array[i], display_array[i]);
}