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ZAZ

0395: clear_area 0 at range

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ZAZ

After player char entered the car I wonna put the car to a starting point.

But in a bad situation, a other car can be at this place. So the modells merge together and the game cancels in a bad manner.

To prevent, I tried:

 

0395: clear_area  0 at -865.411 -358.979 range  5.5  5.0

 

 

0395: clear_area  1 at -865.411 -358.979 range  5.5  5.0

 

 

0395: clear_area  2 at -865.411 -358.979 range  5.5  5.0

 

But no success

What did I wrong ? or is there a other way ?

 

:LabelrobbyLOOP030001: wait 0 ms00D6: if 21 00F5:   player $PLAYER_CHAR 0 near_point -814.849 -1046.752 9.923 radius 3.5 3.5 3.001AD:   car $flyht  0 ()near_point -814.849 -1046.752   3.0  3.0 004D: jump_if_false £Labelrobby510001: wait 0 ms0002: jump £LabelPASSbrb:Labelrobby5100D6: if 001FC:   player $PLAYER_CHAR near_car $flyht radius  3.0  3.0  0004D: jump_if_false £LabelrobbyLOOP0300AD: set_car $flyht max_speed_to  0.001B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)01D4: actor $PLAYER_ACTOR go_to_car $flyht and_enter_it_as_a_passenger0001: wait  4000 ms0395: clear_area  0 at -865.411 -358.979 range  5.5  5.000AB: put_car $flyht at  -865.411 -358.979 9.9450175: set_car $flyht z_angle_to 180.002EB: restore_camera_with_jumpcut00AD: set_car $flyht max_speed_to  80.000AE: unknown_set_car $flyht to_ignore_traffic_lights  202C2: car $flyht drive_to_point -814.849 -1046.752 9.923

 

 

_______________ ZAZ __________________________

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PatrickW

You could try:

 

03BA: clear cars from cube  342.4  1259.1  21.5  302.5  1153.3  26.0

 

 

params are x1,y1,z1,x2,y2,z2, which determine the two corners of the cube you want to clear.

 

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ZAZ

 

You could try:

 

03BA: clear cars from cube  342.4  1259.1  21.5  302.5  1153.3  26.0

 

 

params are x1,y1,z1,x2,y2,z2, which determine the two corners of the cube you want to clear.

 

Thanks Patrick, I will try

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ZAZ

 

 

03BA: clear cars from cube  342.4  1259.1  21.5  302.5  1153.3  26.0

 

 

 

Sorry, the code don´t work

 

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)01D4: actor $PLAYER_ACTOR go_to_car $flyht and_enter_it_as_a_passenger0001: wait  4000 ms03BA: clear cars from cube  -850.546 -311.553 10.104  -871.255 -364.908 10.1190001: wait 0 ms00AB: put_car $flyht at  -865.411 -358.979 9.9450175: set_car $flyht z_angle_to 180.002EB: restore_camera_with_jumpcut

 

 

Maybe, it works for random cars but not for police cars and my created enforcers,

which are lying wrecked on the street. dozingoff.gif

 

_________ ZAZ _________

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Hammer83

Make sure that x1 < x2, y1 < y2, z1 < z2, but yeah, you are right i don't think think it will remove script created cars unless you remove references to them.

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ZAZ
Make sure that x1 < x2, y1 < y2, z1 < z2, but yeah, you are right i don't think think it will remove script created cars unless you remove references to them.

Thank, I´ll try.

Question: Are the police cars which arrived because of the wanted level random cars ?

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random_download
Make sure that x1 < x2, y1 < y2, z1 < z2, but yeah, you are right i don't think think it will remove script created cars unless you remove references to them.

Thank, I´ll try.

Question: Are the police cars which arrived because of the wanted level random cars ?

They are not script controlled, but you can get the handle of one by using the get_car_in_area opcode, and specify the police car ID number instead of -1.

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ZAZ

 

Make sure that x1 < x2, y1 < y2, z1 < z2, but yeah, you are right i don't think think it will remove script created cars unless you remove references to them.

Thank, I´ll try.

Question: Are the police cars which arrived because of the wanted level random cars ?

They are not script controlled, but you can get the handle of one by using the get_car_in_area opcode, and specify the police car ID number instead of -1.

Thanks for answer

_______ ZAZ ____

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