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0 Clean SlateAbout BehaUlas
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Hi, I'm trying to call some things whenever a road gets built, I tried doing this but whenever I build a road the startNodeID.m_position.y is something like 260 Array16<NetSegment> lastRememberedNodes; void Update(){ for (int i = 0; i < Singleton<NetManager>.instance.m_segments.m_buffer.Length; i++) { NetSegment item = Singleton<NetManager>.instance.m_segments.m_buffer[i]; if (item.m_flags != lastRememberedNodes.m_buffer[i].m_flags) { NetNode startNodeID = NetManager.instance.m_nodes.m_buffer[item.m_startNode]; NetNode endNodeID = NetManager.instance.m_nodes.m_buffer[item.m_endNode]; lastRememberedNodes.m_buffer[i].m_flags = item.m_flags; Send("ROADBUILT|" + startNodeID.m_position.x + "|" + startNodeID.m_position.y + "|" + startNodeID.m_position.z + "|" + startNodeID.m_infoIndex + "|" + startNodeID.m_buildIndex + "|" + endNodeID.m_position.x + "|" + endNodeID.m_position.y + "|" + endNodeID.m_position.z + "|" + endNodeID.m_infoIndex +"|" + endNodeID.m_buildIndex + "|" + Singleton<NetManager>.instance.m_segments.m_buffer[i].m_infoIndex + "|" + Singleton<NetManager>.instance.m_segments.m_buffer[i].m_buildIndex + "|" + Singleton<NetManager>.instance.m_segments.m_buffer[i].m_modifiedIndex); DebugOutputPanel.AddMessage(PluginManager.MessageType.Message, "IM A GIRAFFE " + startNodeID.m_position.y); break; } } } And when I initialize it here: DebugOutputPanel.AddMessage(PluginManager.MessageType.Message, "building a road"); ColossalFramework.Math.Randomizer ra = new ColossalFramework.Math.Randomizer(); uint startNodeBuildIndex = uint.Parse(aData[4]); NetInfo startNodeInfo = PrefabCollection<NetInfo>.GetLoaded(startNodeBuildIndex); ushort startNodeID; NetManager.instance.CreateNode(out startNodeID, ref ra, startNodeInfo, new Vector3(float.Parse(aData[1]), float.Parse(aData[2]), float.Parse(aData[3])), uint.Parse(aData[5])); DebugOutputPanel.AddMessage(PluginManager.MessageType.Message, "building a road 1"); uint endNodeBuildIndex = uint.Parse(aData[9]); NetInfo endtNodeInfo = PrefabCollection<NetInfo>.GetLoaded(endNodeBuildIndex); ushort endNodeID; NetManager.instance.CreateNode(out endNodeID, ref ra, endtNodeInfo, new Vector3(float.Parse(aData[5]), float.Parse(aData[6]), float.Parse(aData[7])), uint.Parse(aData[10])); DebugOutputPanel.AddMessage(PluginManager.MessageType.Message, "building a road 2"); ushort segmentID; NetInfo segmentInfo = PrefabCollection<NetInfo>.GetLoaded(uint.Parse(aData[11])); NetManager.instance.CreateSegment(out segmentID, ref ra, segmentInfo, startNodeID, endNodeID, new Vector3(float.Parse(aData[1]), float.Parse(aData[2]), float.Parse(aData[3])), new Vector3(float.Parse(aData[5]), float.Parse(aData[6]), float.Parse(aData[7])), uint.Parse(aData[12]), uint.Parse(aData[13]), false); lastRememberedNodes = NetManager.instance.m_segments; It just creates a floation road in the middle of nowhere. Help please :?
