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gtasearcher
  • gtasearcher

    No sh*t.

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#1

Posted 22 April 2009 - 06:25 AM

I just used Seeman's carrec.cs to record a car path.

Well, I tested it out, didn't work - crash. [Yes, I added it to carrec.img]
So I tried an original one
CODE
{$CLEO}
jump @1

:1
wait 0
if
0AB0: 13
jf @1
Model.Load(#FLASH)
REPEAT
WAIT 0
UNTIL #FLASH.Available()
Car.Create(0@, #FLASH, 2288.6421, -1367.7729, 23.6269)
036A: put_actor $PLAYER_ACTOR in_car 0@
repeat
wait 0
05EB: assign_car 0@ to_path 706
until 060E:   car 0@ assigned_to_path
06FD: set_car 0@ speed_on_path_to 15.0
0706: advance_car 0@ further_along_path 5.0  
WAIT 10000
jump @1
Crash again sad.gif
Can someone help me? This carrec sounds interesting, better than just adding points to scm path.

NTAuthority
  • NTAuthority

    member_title

  • Feroci Racing
  • Joined: 09 Sep 2008
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  • Most Knowledgeable [Technology] 2013
    Best Map 2013 "ViceCityStories PC Edition"

#2

Posted 22 April 2009 - 07:38 AM Edited by NTAuthority, 22 April 2009 - 07:43 AM.

SA can only use carrec paths up to ID 475, according to the page on the wiki. You also need to load the car recording. smile.gif

gtasearcher
  • gtasearcher

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#3

Posted 22 April 2009 - 07:39 AM

QUOTE (NTAuthority @ Apr 22 2009, 07:38)
You also need to load the car recording. smile.gif

How?

NTAuthority
  • NTAuthority

    member_title

  • Feroci Racing
  • Joined: 09 Sep 2008
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    Best Map 2013 "ViceCityStories PC Edition"

#4

Posted 22 April 2009 - 07:40 AM

QUOTE (gtasearcher @ Apr 22 2009, 09:39)
QUOTE (NTAuthority @ Apr 22 2009, 07:38)
You also need to load the car recording. smile.gif

How?

CODE

07C0=1,load_path %1d%
07C1=1,  path %1d% available


The number of the path is the argument, loading occurs just like you would load a model for example.

ZAZ
  • ZAZ

    Kernlochbohrer

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#5

Posted 22 April 2009 - 03:02 PM

QUOTE (gtasearcher @ Apr 22 2009, 07:39)
QUOTE (NTAuthority @ Apr 22 2009, 07:38)
You also need to load the car recording. smile.gif

How?


Record a path with Seemanns carrec.cs http://cleo.sannybuilder.com/
More informations at http://www.gtaforums...howtopic=297295

Its created then in GTASA\data\paths

Rename it to carrec899.rrr and import it into carrec.img
Then use the script below to assigne player car to the path
CODE
{$CLEO .cs}
:DrvCarrec_1
03A4: name_thread 'DRVCARC'

:DRVCARC_11
0001: wait 0 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @DRVCARC_11
00D6: if and
0AB0:   key_pressed 57
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @DRVCARC_11
03C0: 0@ = actor $PLAYER_ACTOR car
0A30: repair_car 0@
0224: set_car 0@ health_to 1000
0006: 8@ = 899
07C0: load_path 8@

:DRVCARC_85
0001: wait 0 ms
00D6: if
07C1:   path 8@ available
004D: jump_if_false @DRVCARC_85
00D6: if
8119:   not car 0@ wrecked
004D: jump_if_false @DRVCARC_218
0001: wait 500 ms
05EB: assign_car 0@ to_path 8@

:DRVCARC_148
0001: wait 0 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @DRVCARC_218
00D6: if or
0AB0:   key_pressed 48
0119:   car 0@ wrecked
004D: jump_if_false @DRVCARC_195
0002: jump @DRVCARC_218

:DRVCARC_195
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @DRVCARC_218
0002: jump @DRVCARC_148

:DRVCARC_218
0001: wait 0 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @DRVCARC_218
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
05EC: release_car 0@ from_path
0873: release_path 8@
01C3: remove_references_to_car 0@ // Like turning a car into any random car
0001: wait 1000 ms
0002: jump @DRVCARC_11




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