PATHFIND
GET_CLOSEST_VEHICLE_NODE_WITH_HEADING
0xFF071FB798B803B0
Jenkins: 0x8BD5759B
Signature
// PATHFIND
BOOL GET_CLOSEST_VEHICLE_NODE_WITH_HEADING(float x, float y, float z, Vector3* outPosition, float* outHeading, int nodeType, float p6, int p7)
Parameters
| Type | Name |
|---|---|
| float | x |
| float | y |
| float | z |
| Vector3* | outPosition |
| float* | outHeading |
| int | nodeType |
| float | p6 |
| int | p7 |
Return type BOOL
Build 323
Documentation
p5, p6 and p7 seems to be about the same as p4, p5 and p6 for GET_CLOSEST_VEHICLE_NODE. p6 and/or p7 has something to do with finding a node on the same path/road and same direction(at least for this native, something to do with the heading maybe). Edit this when you find out more. nodeType: 0 = main roads, 1 = any dry path, 3 = water p6 is always 3.0 p7 is always 0 gtaforums.com/topic/843561-pathfind-node-types Example of usage, moving vehicle to closest path/road: Vector3 coords = ENTITY::GET_ENTITY_COORDS(playerVeh, true); Vector3 closestVehicleNodeCoords; float roadHeading; PATHFIND::GET_CLOSEST_VEHICLE_NODE_WITH_HEADING(coords.x, coords.y, coords.z, &closestVehicleNodeCoords, &roadHeading, 1, 3, 0); ENTITY::SET_ENTITY_HEADING(playerVeh, roadHeading); ENTITY::SET_ENTITY_COORDS(playerVeh, closestVehicleNodeCoords.x, closestVehicleNodeCoords.y, closestVehicleNodeCoords.z, 1, 0, 0, 1); VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(playerVeh); ------------------------------------------------------------------ C# Example (ins1de) : pastebin.com/fxtMWAHD
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