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GTA San Andreas Drive - Thru

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BiPolarBear
  • BiPolarBear

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#1

Posted 4 weeks ago Edited by BiPolarBear, 4 weeks ago.

So i came into realisation that this mod has already been created, after i finished working on it  :bored: 

 

Maybe you will like mine better  :colgate: 

 

Nonetheless...

 

Drive - Thru

 

I really like the mission Drive - Thru

 

And one day i asked myself...

 

Why is ordering food from the car only a cutscene?

 

This mod features ;

 

1- Ordering through the receiver next to cluckin bell

 

2- An actual Cluckin bell worker comes out to give you your food (Instead of magically appearing in your stomach)

 

Enjoy!

 

https://www.dropbox....e Thru.rar?dl=0

 

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CT1612
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#2

Posted 4 weeks ago

I’ll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.

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BiPolarBear
  • BiPolarBear

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#3

Posted 4 weeks ago Edited by BiPolarBear, 4 weeks ago.

DONE!

 

Money bug was fixed

 

v1.0

 

https://www.dropbox....- Thru.rar?dl=0

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Ndukong
  • Ndukong

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#4

Posted 4 weeks ago

Epic mod. Have you tried checking for receivers in order restaurants (clucking bell, well-stacked pizza, etc) so one can "Drive thru" them?

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CT1612
  • CT1612

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#5

Posted 4 weeks ago

Now I downloaded it to get my order and I'll try it out the weekend.

I hope it is brought quickly, not that my first number nine is already cold when my soda finally comes..

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BiPolarBear
  • BiPolarBear

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#6

Posted 4 weeks ago

Epic mod. Have you tried checking for receivers in order restaurants (clucking bell, well-stacked pizza, etc) so one can "Drive thru" them?

 I did but to no avail

 

If you find another location, don't hesitate to inform me 


Davve95
  • Davve95

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#7

Posted 4 weeks ago

Cool! Here's some ideas:

1. Chose what food you want in the red marker.

2. The employee has a tray with the food (like that tray when u order from inside)

3. The employee comes closer

4. Pay him.
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CT1612
  • CT1612

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#8

Posted 4 weeks ago

As you can see the Los Santos residents are very impatient and can't wait to get their meals!

 

Ok, I must admit they really had to wait a lot until I got two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.

 

 

pzfssryj.jpg

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BiPolarBear
  • BiPolarBear

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#9

Posted 4 weeks ago Edited by BiPolarBear, 4 weeks ago.

Cool! Here's some ideas:

1. Chose what food you want in the red marker.

2. The employee has a tray with the food (like that tray when u order from inside)

3. The employee comes closer

4. Pay him.

1. It would be nice, but what for

You won't notice the difference anyways :p

 

2.It wouldn't be very realistic. This doesn't happen in real life. Also, in the cutscene drive-thru, they hand big smoke a small "

 

Takwaway Bag"

 

So i was thinking of replacing the burger  the worker carries with the same bag

 

10hrbqq.png

 

Also, for realism's sake, i added a burger in cj's hands to eat

 

21deonb.png

 

The worker will now come right next to the player in a hurry ( To stimulate a crowded moment)

 

28cej53.png

 

Btw this mod also works on bikes, bycicles :)

 

Link updated https://www.dropbox....- Thru.rar?dl=0

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anthony
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#10

Posted 4 weeks ago

Can you make him come closer ?

BiPolarBear
  • BiPolarBear

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#11

Posted 4 weeks ago Edited by BiPolarBear, 4 weeks ago.

Can you make him come closer ?

I want this to be perfect

 

Now the worker will come running right next to the player :)

 

28cej53.png

 

https://www.dropbox....- Thru.rar?dl=0

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Davve95
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#12

Posted 4 weeks ago Edited by Davve95, 4 weeks ago.

Nice! I like these improvements!
I meant something similar just that it was examples. :p.
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Silent
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#13

Posted 4 weeks ago Edited by Silent, 4 weeks ago.

Interesting idea, but execution still leaves plenty of room for improvements:
 
thread 'Drive-Thru'
There's no reason to name CLEO scripts unless you want to introduce interoperability between several scripts - this line can go.
 
0006: [email protected] == -40
This works as expected only thanks to explicit opcode ID used - == is used for comparisions whereas for assigments = should be used - so ideally this line should be changed to
[email protected] = -40
:Location 
wait 0 ms
if 
0100:   actor $PLAYER_ACTOR in_sphere 2376.8237 -1909.3817 13.3828 radius 4.0 4.0 4.0 sphere 1 in_car
else_jump @Location  
jump @Spawn 

:Spawn
As Junior_Djjr mentioned in another topic, I believe those visible spheres are limited - thus it'd be nicer of you if you first checked if the player is in sensibly close vicinity to the marker, like within 50.0 radius. You could do it like this (notice I changed "in_car" to "stopped_in_car", since it makes more sense not to notify the player if he's speeding through this marker):
 
while true
    if
        0100:   actor $PLAYER_ACTOR in_sphere 2376.8 -1909.4 13.4 radius 50.0 50.0 20.0 sphere 0 in_car
    then
        if
            8103:   not actor $PLAYER_ACTOR in_sphere 2376.8 -1909.4 13.4 radius 4.0 4.0 6.0 sphere 1 stopped_in_car
        jf break
    end
    wait 0
end
04ED: load_animation "food"
0247: load_model #WMYBELL
Model.Load(2663)
Model.Load(2880)
038B: load_requested_models
You're loading those models with a block - that's not nice and should be done only on fadeouts, since it may cause the game to freeze for a split second. What you should do is request models, lock the player and wait until models are loaded in a loop, like this (rearranged a few other lines to prepare the player before we start waiting for models to load):
 
04ED: load_animation "food"
0247: load_model #WMYBELL
Model.Load(2663)
Model.Load(2880)
0ACC: show_text_lowpriority "Thank you sir, your order is on it's way" time 5000
Car.DoorStatus([email protected]) = 4
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 
02D4: car [email protected] turn_off_engine  
wait 3000 ms

while true
    if or
        8248:   not model #WMYBELL available
        8248:   not model 2663 available
        8248:   not model 2880 available
        84EE:   not animation "LOWRIDER" loaded
    jf break
    wait 0
end

[email protected] = Object.Init(2663, 0.0, 0.0, 0.0)
[email protected]  = Object.Init(2880, 0.0, 0.0, 0.0)
009A: [email protected] = create_actor_pedtype 4 model #WMYBELL at 2386.1824 -1898.5009 13.5469
Here, this actor uses a command which can be used on player handles, not actor handles:
0109: player [email protected] money += 40
What you're looking for instead is
03FE: set_actor [email protected] money 40
055E: set_player $PLAYER_CHAR max_health += 40
Why change max health? This is pretty much breaking game's mechanics (rendering Paramedic missions useless). You need to do some basic calculations instead:
0226: [email protected] = actor $PLAYER_ACTOR health
[email protected] += 40
0223: set_actor $PLAYER_ACTOR health_to [email protected]
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CT1612
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#14

Posted 4 weeks ago

Wow Silent, that's what I call constructive critique.

Bipolare is still a beginner, so thanks for not being harsh to him.

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Ndukong
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#15

Posted 4 weeks ago

 

Epic mod. Have you tried checking for receivers in order restaurants (clucking bell, well-stacked pizza, etc) so one can "Drive thru" them?

 I did but to no avail

 

If you find another location, don't hesitate to inform me 

 

Found one on the northern side of the Clucking Bell in East Lost Santos (North of Grove Street). I'm checking for more.

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BiPolarBear
  • BiPolarBear

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#16

Posted 4 weeks ago Edited by BiPolarBear, 4 weeks ago.

Interesting idea, but execution still leaves plenty of room for improvements

<Fixes>

 

Lovely. I will add those fixes, thanks for poiting them out 

Edit: For some reason the worker stop spawning from the first place


Silent
  • Silent

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#17

Posted 4 weeks ago Edited by Silent, 4 weeks ago.

Because you probably did so without removing the other spawn - I quoted the entire chunk of code since things had to be reordered a bit.

Also, I totally forgot about the most important detail which is so important I'd rather type it in caps - NEVER RECOMPILE YOUR CLEO SCRIPTS, WORK ON YOUR OWN SOURCE INSTEAD.
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BiPolarBear
  • BiPolarBear

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#18

Posted 4 weeks ago Edited by BiPolarBear, 4 weeks ago.

Because you probably did so without removing the other spawn - I quoted the entire chunk of code since things had to be reordered a bit.

Also, I totally forgot about the most important detail which is so important I'd rather type it in caps - NEVER RECOMPILE YOUR CLEO SCRIPTS, WORK ON YOUR OWN SOURCE INSTEAD.

I present the files, with the fixes, hoping i don't get murdered by an irritable cookie monster  :dontgetit:

https://www.dropbox....e Thru.rar?dl=0

Everything seems to work correctly

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Ndukong
  • Ndukong

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#19

Posted 4 weeks ago

I present the files, with the fixes, hoping i don't get murdered by an irritable cookie monster  :dontgetit:

 

 

https://www.dropbox....e Thru.rar?dl=0

Everything seems to work correctly

 

Tested it and it works good. However, it seems you didn't add the second location I gave you. The coordinates are (2409.79, -1486.66, 23.83)


MatthewFarrell
  • MatthewFarrell

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#20

Posted 4 weeks ago

Can u use EAT_Chicken anim to be compatible with this? http://brmodstudio.f...at-cluckin-bell


BiPolarBear
  • BiPolarBear

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#21

Posted 4 weeks ago

 

I present the files, with the fixes, hoping i don't get murdered by an irritable cookie monster  :dontgetit:

 

 

https://www.dropbox....e Thru.rar?dl=0

Everything seems to work correctly

 

Tested it and it works good. However, it seems you didn't add the second location I gave you. The coordinates are (2409.79, -1486.66, 23.83)

 

Oh i will go check it out. Nice find.

 

Can u use EAT_Chicken anim to be compatible with this? http://brmodstudio.f...at-cluckin-bell

 I don't think there would be any problem





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