Hi. Just wanted to say that this looks pretty f*cking awesome so far & I'll be waiting for this to be released. SF is where I'm usually at, so I'm glad that this is what's currently being worked on. Followed on Twitter. Keep up the good work!
Yeah, it's possible. I assume it looks something like this in your script:
if and 0AB0: key_pressed 17 0AB0: key_pressed 67 else_jump @SOMETHING // stuff
If so, all you have to do is simply changing "if and" to "if" & remove one of the lines, like this:
if 0AB0: key_pressed 17 else_jump @SOMETHING // stuff
You can find a list of key codes for the 0AB0 opcode in Sanny Builder > Help > Contents > CLEO 3 Code Library > Virtual key codes (for 0AB0) If you prefer having your keys like e.g. "if ENTER VEHICLE button is pressed, then..." instead of "if K on keyboard is pressed, then...", you'll have to use the 00E1 opcode instead.
00E1: player 0 pressed_key 19
However, the SA key IDs of this opcode are not listed within SannyBuilder's help file, so you'll have to look here (click me) instead.
Hi ZAZ. Thanks for your input, & for your scripting tutorial which taught me how to make CLEO scripts in Sannybuilder. But what Wesser posted is exactly what I wanted, it detects when CJ interacts with a door, which means it also teleports actor $SOFY inside wardrobes etc. This also worked with my first code, but I experienced that if I just checked if the active interior was changed, then actor $SOFY would get teleported to inconvenient locations during certain missions etc. Afaik (& as far as I have tested, 'cause I've only bothered trying one mission so far), the memory address which Wesser posted also fixes this.
Oh, thanks. I did search & go through a couple of topics before starting this one, but I couldn't find what I wanted. This works, too. This should be better since it actually detects when CJ walks in a door.