Mobs missing from object manager. menu

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  1. #16
    hypnodok's Avatar Member
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    The very first time I looked at his code this caught my eye:
    Code:
    While curObj <> 0 And curObj Mod 2 = 0
    Now I dont know VB very well but doesnt that mean the pointer has to be dividable by two or else it will stop the loop? Not sure of this makes sense if its the case.

    Mobs missing from object manager.
  2. #17
    RawrSnarl's Avatar Member
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    Thanks for the help everyone, but unfortunately it doesn't seem to be a data type error. Reading the XYZ values as a float returns negative values perfectly.
    Last edited by RawrSnarl; 12-31-2008 at 10:27 AM.

  3. #18
    Gamer's Avatar Active Member
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    Originally Posted by Apoc View Post
    Looks like you're using a uint for the XYZ values. Which means its > 0.

    Try using a normal int.

    @typedef, it searches the -axis values just fine. This isn't a box. There are no "walls".
    I modified my program to declare the x,y,z values as uints, it still displayed mobs on both sides of me.
    Unless I'm reading the values in a different way to him I don't think that is the problem.

  4. #19
    Apoc's Avatar Angry Penguin
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    Originally Posted by RawrSnarl View Post
    Thanks for the help everyone, but unfortunately it doesn't seem to be a data type error. Reading the XYZ values as a float returns negative values perfectly.
    Try removing the Math.Round?

  5. #20
    RawrSnarl's Avatar Member
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    Still no luck...thanks though.

  6. #21
    Gamer's Avatar Active Member
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    Try using my method of plotting, you might be having issues with the tan function you are using.

  7. #22
    RawrSnarl's Avatar Member
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    On that note, maybe someone could look over my plotting functions. They should be pretty easy to understand; they're converting game coordinates to coordinates on my program GUI:

    Code:
        Function GameCoordToScreenX(ByVal playerCoordsX, ByVal playerCoordsY, ByVal objCoordsX, ByVal objCoordsY, ByVal scale) As Integer
            Dim relativeX = objCoordsX - playerCoordsX
            Dim relativeY = objCoordsY - playerCoordsY
            Dim relativeAngle = Math.Atan(relativeY / relativeX)
            Dim relativeDist = Math.Sqrt(relativeX * relativeX + relativeY * relativeY)
            Dim sPosX = (Panel1.Size.Width / 2) + (scale * relativeAngle * Math.Cos(relativeDist))
            Return sPosX
        End Function
    
        Function GameCoordToScreenY(ByVal playerCoordsX, ByVal playerCoordsY, ByVal objCoordsX, ByVal objCoordsY, ByVal scale) As Integer
            Dim relativeX = objCoordsX - playerCoordsX
            Dim relativeY = objCoordsY - playerCoordsY
            Dim relativeAngle = Math.Atan(relativeY / relativeX)
            Dim relativeDist = Math.Sqrt(relativeX * relativeX + relativeY * relativeY)
            Dim sPosY = (Panel1.Size.Height / 2) + (scale * relativeAngle * Math.Sin(relativeDist))
            Return sPosY
        End Function
    I'll try your method out as well, Gamer. Thanks.

  8. #23
    alek900's Avatar Contributor
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    could be something as simple as that he is just drawing the mobs at the wrong position according to the player position??

    from my radar
    Code:
    DrawUnit(Radar, Color.Red, (Zoom * (Player_Pos_X - Pos_X)) + 128, (Zoom * (Player_Pos_Y - Pos_Y)) + 128); //128 because the bitmap i use is 256x256 and 256/2 = 128
    19+4 that means i score

  9. #24
    RawrSnarl's Avatar Member
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    Yes, it turns out it was a drawing problem. Thanks alek! It works perfectly now, aside from horribly choppy drawing .

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