EDITED AT The bottom
Maybe this is true,.,,
My current saved position is
[954.9, -833.8, 14.79, 152.0],
When I type save again on that spawned location I return this
[954.8, -833.8, 14.79, 2.50448e-006]
if ( cmd == "save" )
MessagePlayer("[" + player.Pos.x + ", " + player.Pos.y + ", " + player.Pos.z + ", " + player.Angle + "],", player, PURPLE );
print( "[" + player.Pos.x + ", " + player.Pos.y + ", " + player.Pos.z + ", " + player.Angle + "],")
I tried that patch and it does not work.... I also can not manually change a players angle unless I do a over-top view of the player, Odd..
It's official when setting player.Angle it never calls for a update unless you use a over top view. Even The LoacationSaver script by force did this...
When setting a camera matrix in attempts to bypass this with a possibility of a really cool spawn
SetCameraMatrix( player, Vector( player.Pos.x, player.Pos.y + 3.42, player.Pos.z ), Vector( player.Pos.x, player.Pos.y, player.Pos.z ) );
player.Frozen = true;
SetCinematicBorder( true );
You can now manually set the angle.
Now th bad part.
if ( cmd == "restore" )
RestoreCamera( player );
SetCinematicBorder( false );
player.Frozen = false;
player.Angle is set to 270 regardless, WTF! why 270??
Maybe someone could help me bypass this and find a fix?