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Y_Less's Coding Tutorial

32 replies to this topic
9potterfan
  • 9potterfan

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#31

Posted 17 October 2008 - 12:55 AM

This seems too confusing to me.

MateoGallardo
  • MateoGallardo

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#32

Posted 02 March 2009 - 05:39 PM Edited by MateoGallardo, 02 March 2009 - 09:28 PM.

Nice work, but I don't understand what are the Integers and Floating-points for.
I mean, if i want to make a mission where and how do I have to use them?
I hope you understand what I'm saying

EDIT: I tried to spawn a car but it does work, it creates the marker and when I step on it it desapears but the car does appear.
Here is the code:
CODE

:Labelgallardo
03A4: name_thread "mateo"  
018A:  $mateo1 = create_checkpoint_at  122.776 -797.943 10.3
0189:  $mateo2 = unknown_create_checkpoint_at  122.776 -797.943 10.3
014B: $mycar = init_parked_car_generator #COMET -1 -1  0 alarm  0 door_lock  0  0  10000 at  100.805 -811.182 10.3 angle  0
014C: set_parked_car_generator $mycar cars_to_generate_to  0

:Labelmateo
0001:wait $default_wait_time ms
00D6: if  0
00F6:   player $PLAYER_CHAR  0 ()near_point_on_foot  122.776 -797.943 10.3 radius  1.4  1.8  1.5
004D: jump_if_false ££Labelmateo2
014C: set_parked_car_generator $mycar cars_to_generate_to  101
0164: disable_marker  $mateo1
0164: disable_marker  $mateo2

:Labelmateo2
0002: jump ££Labelmateo

p3v
  • p3v

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#33

Posted 29 July 2009 - 06:32 AM

QUOTE (MateoGallardo @ Mar 2 2009, 17:39)

EDIT: I tried to spawn a car but it does work, it creates the marker and when I step on it it desapears but the car does appear

you need to tell the game to either create the marker again OR

do not disable the marker after your car has been spawned
ie remove these 2 lines

0164: disable_marker $mateo1
0164: disable_marker $mateo2


it's much better to use the car spawning optcode instead of parked-car code!!




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