Location question

Hello, i got a small question is there an way to check if an position is clear?

Why?
I want to TP an car to an location, i wanna check somehow if theres an other car at this location,
i got 5 locations, when the first location is blocked with an car i want to tp the car to the second one…

I hope someone can help :>

wow, this is what i was going to ask

-snip-



function tp_car(car,location)
if #ents.FindInSphere(location,150) > 0 then -- You might have to adjust 150 to another value
tp_car(car,another_location)
else
car:SetPos(location)
end


Hope this help.

thanks a lot sir. really a lot

When i teleport an car, it goes to that position but when i touch it, it goes back to his old position, and his “object” does stay at the old location help :open_mouth:

It shoulds be a problem with the car you use. What addons do you use for vehicles?

I use the normal hl2 jeep…

Then, there must be a problem somewhere from your side.
I never seen that kind of problem with anythings teleported including vehicles.

I got a vid

btw, im doin all this via serverside if this effect anything <-

my code for this command
[LUA]
local pos1 = Vector(-259.723419, 380.148499, -12285.968750)
local ang1 = Angle(0, 0, 0)

local pos2 = Vector(-483.160400, -783.340027, -12223.968750)
local ang2 = Angle(0, 0, 0)

function tp_car(car)
if #ents.FindInSphere(pos1,150) > 0 then
car:SetPos( pos1 )
car:SetAngles( ang1 )
end
if #ents.FindInSphere(pos2,150) > 0 then
car:SetPos( pos2 )
car:SetAngles( ang2 )
end
end

concommand.Add( “confiscate”, function( ply )
local tr = util.TraceLine( {
start = ply:EyePos(),
endpos = ply:EyePos()+(ply:GetAimVector()*100),
filter = function( ent ) if ( ent:GetClass() == “prop_vehicle_jeep” ) then return true end end
} )
local lol = tr.Entity:GetNetworkedInt( “confi”, 0 )
if IsValid(tr.Entity) then
if lol == 0 then
tr.Entity:SetNWInt( ‘confi’, 1 )
tp_car(tr.Entity)

			else
				ply:ChatPrint( "[FEHLER] Fahrzeug bereits beschlagnahmt!" ) -- for somethin diffrent
			end
		else
			ply:ChatPrint( "[FEHLER] Kein Fahrzeug gefunden!" ) -- no car found
		end

end )[/LUA]

[editline]25th August 2015[/editline]

Tested this on an new, dedicated Server still do the same shit!

I can confirm there are a problem with jeep teleporting.
From what I can see. It seems to be a problem with the fact the jeep use physics parts.

I will look if there a workaround for this kind of problem.

EDIT: Workaround for now:



local pos1 = Vector(-259.723419, 380.148499, -12285.968750) 
local ang1 = Angle(0, 0, 0)

local pos2 = Vector(-483.160400, -783.340027, -12223.968750) 
local ang2 = Angle(0, 0, 0)



function tp_car(car)
if #ents.FindInSphere(pos1,150) > 0 then 
	local driver = nil
	if car:GetDriver() != "NULL" then driver = car:GetDriver() end -- If there was a player in the vehicle. Keep the player with it.
	car:Remove()
	car = ents.Create("prop_vehicle_jeep_old")
	car:SetModel("models/buggy.mdl") 
	car:SetKeyValue("vehiclescript","scripts/vehicles/jeep_test.txt")
	car:SetPos( pos1 )
	car:SetAngles( ang1 )
	car:Spawn()
	car:Activate()
	if driver != nil then timer.Simple(0.1,function() driver:EnterVehicle(car) end) end -- Check for if the vehicle had a player previously. And also quick and dirty method to get player in vehicle.
end
if #ents.FindInSphere(pos2,150) > 0 then 
	local driver = nil
	if car:GetDriver() != "NULL" then driver = car:GetDriver() end
	car:Remove()
	car = ents.Create("prop_vehicle_jeep_old")
	car:SetModel("models/buggy.mdl") 
	car:SetKeyValue("vehiclescript","scripts/vehicles/jeep_test.txt")
	car:SetPos( pos2 )
	car:SetAngles( ang2 )
	car:Spawn()
	car:Activate()
	if driver != nil then timer.Simple(0.1,function() driver:EnterVehicle(car) end) end
end
end

concommand.Add( "confiscate", function( ply )
		local tr = util.TraceLine( {
			start = ply:EyePos(),
			endpos = ply:EyePos()+(ply:GetAimVector()*100),
			filter = function( ent ) if ( ent:GetClass() == "prop_vehicle_jeep" ) then return true end end
		} )
		local lol = tr.Entity:GetNetworkedInt( "confi", 0 )
			if IsValid(tr.Entity) then	
				if lol == 0 then
					tr.Entity:SetNWInt( 'confi', 1 )
					tp_car(tr.Entity)

				else
					ply:ChatPrint( "[FEHLER] Fahrzeug bereits beschlagnahmt!" ) -- for somethin diffrent
				end
			else
				ply:ChatPrint( "[FEHLER] Kein Fahrzeug gefunden!" ) -- no car found
			end

end )


SetPos doesn’t work properly on vehicles. You can’t fix that without destroying the vehicle and creating a new one at the new location.

Not even a workaround for that? It is possible from your side to fix this problem for vehicles?

Thanks for that guys, lemme check it, when i get it work i will post you ma stuff

Does still do the same error.