The code below is the plated version of the code you were using.
|09E2: 1@ = parked_car_generator_w_numberplate #STAFFORD -1 -1 0 alarm 50 door_lock 0 0 10000 plate "_SHERM__" at 2491.173 -1681.651 13.33686 angle 88.6415|
However, these are not standard spawn car codes. These codes create a new parked car generator that will be added permanently to the save file so anytime you drive by that location the car should spawn. If you run these codes again you'll add yet another car to the map. Add too many cars and the generator pool will become full and cars won't spawn as reliably. If you add new generators then you should find a way to flag the script so that it only creates the car once. The maximum custom plates that can be created with 09E2: is 15. 11 are used by the standard game.
Check in to some of these other spawn car codes. The process is a little more complicated, but offers considerable more control over the vehicle. This isn't a working code segment, it's a sample of some of the codes you can use when spawning cars. The lines unrelated to your stated goals are commented. You'll need to create a loop for the model available condition to get this working correctly. There are plenty of examples in the standard scripts to work from.
|0247: load_model #STAFFORD|
0248: model #STAFFORD available // If Condition <-- make the script loop until model is loaded
//0506: set_car_model 0 next_variation -1 -1
0674: set_car_model #STAFFORD numberplate "_ASSMAN_"
00A5: 1@ = create_car #STAFFORD at 2491.173 -1681.651 13.33686
0175: set_car 1@ Z_angle_to 88.6415
//02AC: set_car 1@ immunities BP 0 FP 0 EP 0 CP 0 MP 0
//0229: set_car 1@ primary_color_to 51 secondary_color_to 73
//0A11: set_car 1@ tertiary_color_to 83 quaternary_color_to 0
//06E7: 0@ = add_car_component #WHEEL_SR5 to_car 1@ // load model before using
//01C3: remove_references_to_car 1@ // Like turning a car into any random car
0249: release_model #STAFFORD
Edited by OrionSR, 12 October 2008 - 08:42 PM.