Comments (7)
No clue lol
from natives.
When testing this native, it seems to be doing absolutely no difference to radar blips, or normal blips.
Do you know what it is supposed to do? If so, I would love to fix the broken image link, but I don't really know what the image is supposed to be of since the native's usage is unclear.
from natives.
@blattersturm Do you have any clue as to how SetRadiusBlipEdge
works?
So I could go ahead and fix the image link.
(read convo above for more context)
from natives.
@blattersturm Do you have any clue as to how
SetRadiusBlipEdge
works?So I could go ahead and fix the image link.
(read convo above for more context)
Don't randomly ping them bruh
from natives.
@blattersturm Do you have any clue as to how
SetRadiusBlipEdge
works?
So I could go ahead and fix the image link.
(read convo above for more context)Don't randomly ping them bruh
It is not a "random ping", I would say it's quite fair to ping someone knowledgeable (more specifically, one of the main contributors) about the issue if no one has the answer.
I'm quite sure there are bigger issues than getting pinged once for a fair reason 😅.
There is no need to be hostile / assume stuff, when neither one of us knows blatter's opinion about getting pinged. (unless you do)
from natives.
This is what it does:
And here's the code for it:
local coords = GetEntityCoords(PlayerPedId())
local radiusBlip = AddBlipForRadius(coords, 100.0) -- need to have .0
SetBlipColour(radiusBlip, 1)
SetBlipAlpha(radiusBlip, 255)
SetRadiusBlipEdge(radiusBlip, true)
In the native documentation it states that this should be enabled on a radius blip, but I guess it's not that clear.
Enabling this on a radius blip will make it outline only.
I will fix the documentation for that native soon.
from natives.
Resolved in #926
Thank you for sending the report.
from natives.
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from natives.