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Blip Placer
Place blips on the RDR2 map with the game's own blip styles and icons, then copy a Lua client script, a vorp_stores Blip block or rsg-shops blip fields.
Documentația este deocamdată în engleză.
The Blip Placer lets you drop blips on the RDR2 map, pick a style and an icon for each one from the game’s own lists, and copy the result as a Lua client script or as the blip part of a vorp_stores or rsg-shops config entry.
What it is for
Laying out a set of map icons (shops, stables, camps, job spots) by looking at the map instead of copying coordinates around. You see where each blip lands next to the towns and roads, and you get the config block in the shape your shop resource expects.
Quick start
- Pick a Style and an Icon in the New blips panel, and set the Scale.
- Click the map. A blip with those settings drops there.
- Rename it in Label. Drag it on the map to move it.
- Click more spots for more blips.
- Choose an output tab, Lua, vorp_stores or rsg-shops, and copy the code.
Style and icon
In RDR2 a blip is created from a style: an entry of the game’s blipdata.ymt that decides the icon, the colour and the label. Once it exists, SET_BLIP_SPRITE can give it another icon.
| Option | What it does | Default |
|---|---|---|
| Label | The blip’s name on the map. Shown when a blip is selected. | Blip 1, Blip 2… |
| Style (blipdata.ymt) | The style to create the blip with. The list holds the 261 styles that draw an icon. Search by style name or label. | BLIP_STYLE_PICKUP_WEAPON |
| Icon | Another icon for the blip, from the game’s 628 blip textures, or The style’s own icon to keep the style’s. Search by texture name or dictionary. | blip_shop_store |
| Scale | Blip size, 0.1 to 1.5 in steps of 0.05. | 0.2 |
Both pickers show up to 80 matches at a time, so type a few letters to narrow them down.
When a blip is selected, the panel says Editing and the blip’s name, and your changes go to that blip. A style, icon or scale you pick also becomes the setting for the next blip you place, so a row of shop blips only needs setting up once.
Opening the Blip Placer from Place it on the map in Blip Styles starts with that style and its own icon.
On the map
- Click an empty spot to place a blip.
- Drag a blip to move it. Its z is read again where you drop it.
- Labels show next to the selected blip, and next to every blip once you zoom in.
The map has the same region, style and Reference points buttons as the Interactive Map, but no 3D view.
z is the ground height from the game’s heightmap. A blip barely needs one, but the config formats ask for it.
The Blips (n) list shows every blip with its icon. Click a name to select it and fly to it (a blip placed on Guarma switches the map to Guarma, and the other way round), press the bin icon to remove it, or Clear to remove them all. Blips are kept in this browser.
The outputs
The code for every blip on the map, in one of three shapes. Under the code, Style hashes lists the hex hash of each style you used.
Lua
A client script that creates every blip when the resource starts and removes them when it stops. One blip with the default settings, placed at the Valentine bank:
local blips = {
{ name = "Blip 1", style = 1664425300, sprite = 1475879922, scale = 0.2, coords = vector3(-308.42, 775.88, 115.5) }, -- BLIP_STYLE_PICKUP_WEAPON, blip_shop_store
}
local made = {}
CreateThread(function()
for _, b in ipairs(blips) do
-- BLIP_ADD_FOR_COORDS (0x554D9D53F696D002): the style decides the icon, colour and label
local blip = Citizen.InvokeNative(0x554D9D53F696D002, b.style, b.coords.x, b.coords.y, b.coords.z)
-- SET_BLIP_SPRITE (0x74F74D3207ED525C): another icon than the style's own
if b.sprite then Citizen.InvokeNative(0x74F74D3207ED525C, blip, b.sprite, true) end
-- SET_BLIP_SCALE (0xD38744167B2FA257)
Citizen.InvokeNative(0xD38744167B2FA257, blip, b.scale)
-- _SET_BLIP_NAME (0x9CB1A1623062F402)
Citizen.InvokeNative(0x9CB1A1623062F402, blip, b.name)
made[#made + 1] = blip
end
end)
AddEventHandler("onResourceStop", function(res)
if res ~= GetCurrentResourceName() then return end
for _, blip in ipairs(made) do RemoveBlip(blip) end
end)A blip set to The style’s own icon gets sprite = nil, and the script skips SET_BLIP_SPRITE for it.
vorp_stores
The Blip block of a store in vorp_stores’ config.lua. That resource keeps the icon as a sprite hash and picks the style itself, so only the name, the icon and the position are written:
Blip = {
Allowed = true,
Name = "Blip 1",
sprite = 1475879922, -- blip_shop_store
Pos = vector3(-308.42, 775.88, 115.5),
},rsg-shops
The blip fields of a Config.StoreLocations entry in rsg-shops’ config.lua. The other fields of the entry (the shop’s own settings) are not written, so paste these into an entry you already have. rsg-shops draws its blips with style 1664425300 (BLIP_STYLE_PICKUP_WEAPON) and takes the icon by name:
{
label = 'Blip 1',
shopcoords = vec3(-308.42, 775.88, 115.5),
blipsprite = 'blip_shop_store',
blipscale = 0.2,
showblip = true,
},With a blip on The style’s own icon, the vorp_stores and rsg-shops outputs write the style’s icon instead, because neither resource lets you choose the style.
Tips
- Pick the style for its colour and its label, then pick the icon you want shown. A style’s icon can always be overridden.
- Use Blip Styles to look a style up first: it shows the icon, the colour and what the style inherits.
- The selected blip’s position is printed under Scale, if you want to check it before copying.
Common mistakes
- The style you picked does not show with vorp_stores or rsg-shops. Those resources only take the icon (and for rsg-shops the scale) from your config. The style is their own choice.
Limitations
- The map shows each blip’s icon, not the colour the style gives it in game.
- A blip is only drawn on the map it was placed on, so Guarma blips show while Guarma is open. The list and the code always hold all of them.
- The tool does not preview how a blip looks in game.