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Adding Car Spawn Locations


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  • 2 weeks later...
  • 1 month later...
  • 2 weeks later...
graw2killer

i have no clue what i am doing wrong i don't even know if the vehicle is even there it just freezes when i come close please help this is my code

014B: $2785 = init_parked_car_generator #HUNTER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2349.518 -1660.714 68.79378 angle 178.8279

014C: set_parked_car_generator $2785 cars_to_generate_to 0

  • 2 weeks later...

Uhhhh when i try to compile it, it says "pirmiter 4 not set".Heres what my code looks like,

 

 

014B: $PARKED_INFERNUS = init_parked_car_generator 411 -1 -1 1 alarm 0 door_lock 0 0 10000 at -1977.463  269.2383   angle 90.0014C: set_parked_car_generator $INFERNUS cars_to_generate_to 101

 

  • 1 month later...
Im getting a "parameter 2 not set" error anyone know what's wrong? Big n00b here sorry =) my code looks like this...

 

014B: $Feltzer = init_parked_car_generator 533 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2486,339 -1655,602 13,3359 angle -90.0

014C: set_parked_car_generator $Feltzer cars_to_generate_to 101

014B: $SJ_Home1 = init_parked_car_generator 536 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2491,237 -1682,849 13,33689 angle -90.0

014C: set_parked_car_generator $SJ_Home1 cars_to_generate_to 101

014B: $2777 = init_parked_car_generator 432 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2435.302 -1671.848 12.8007 angle 90.0

014C: set_parked_car_generator $2777 cars_to_generate_to 0

014B: $PARKED_HYDRA = init_parked_car_generator 520 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2527.2 -1677.1 19.2 angle 90.0

014C: set_parked_car_generator $PARKED_HYDRA cars_to_generate_to 0

 

NM i found the problem, I had "," instead of "." between the coordinates biggrin.gif

i did that too the first time tounge2.gif

Uhhhh when i try to compile it, it says "pirmiter 4 not set".Heres what my code looks like,

 

 

014B: $PARKED_INFERNUS = init_parked_car_generator 411 -1 -1 1 alarm 0 door_lock 0 0 10000 at -1977.463  269.2383   angle 90.0014C: set_parked_car_generator $INFERNUS cars_to_generate_to 101

 

You must write the "Z" -coord sigh.gif

  • 2 weeks later...

Also you can spawn weapons and cars by the ipl!!!

Create an ipl and put this.

 

 

x- y- z- 90- id of the car- -1, 0,0,0,0-1

 

ex: 1083.34, 2143.64, 1342.76, 90, 445, -1, 0, 0, 0, 0, -1

 

 

I think that it works without starting a new savegame!!!

 

Also you can spawn weapons and cars by the ipl!!!

[...]

I think that it works without starting a new savegame!!!

Nope. Car (or pickup) entries in the text IPLs will not work until you start a new game; only car generators defined in the binary IPLs will affect existing games. Please see the pinned topic in the map forum for more on IPL editing as it's a bit off-topic for this tutorial. wink.gif

  • 1 month later...
  • 1 month later...

Hy!

Somebody knows wich is the Launch's coordinate line?

I think this one:

00A5: @153 = create_vehicle #LAUNCH at -2162.333 1754.176 0.0 ;; Load the vehicle model before using this

But if I rewrite the coordinates, it still spawn at the hangar next to the carrier :|

Or how can I change the Launch's spawn point?

Thanks

  • 1 month later...

adding parks cars is quiet simple can be hard for beginers it will go something like this

 

 

 

//-------------MAIN---------------

014B: 0@ = init_parked_car_generator #ANDROM color -1 -1 1 alarm 0 door_lock 0 0 10000 at 62.5 2432.7 17.6 angle 0.0

014C: set_parked_car_generator 0@ cars_to_generate_to 101

0A93: end_custom_thread

 

put the code {$CLEO .cs} to save as a cs file

I cant seem to do it.

 

but could u tell me where to find new missions for gta im getting sick of the old missions

 

 

Thats why i cant wait for gta iv to come out

 

 

Thanks

You tried starting a new game already? That might help, as IPL placement will not work with saved games.

  • 1 month later...

Sorry for the bump, but I get an error:

"Can't compile"

"Set parameter to 3"

 

And when I search for the code, which the topic starter said to search, It doesn't find it.

I use v2 scripts, but have a v1 game

Edited by Bad~Boy#17

Sorry, I am unfamiliar with SAMB so I can't provide much help with this particular error. Also, the information you provided was not very complete so I'm not sure if I understand the problem correctly. Here's what I've gleaned from scanning the initial post:

 

This is a very old topic. There is a very good chance that the program has changed to a point where it will be necessary to understand the steps in order to follow the directions and make adjustments.

 

The author requests that you search for global variable $2777. This variable is usually associated with the Parked Rhino earned at Grove Street for 100%. The coding programs often include variable definition tables that provide easy to recognize names for common global variables. In Sanny's I see $PARKED_RHINO instead of $2777, and when Sanny compiles the code it uses this table to translate the variable names back into numbers. Chances are SAMB is doing something similar and you will either need the old definitions for the old code, or you'll need to update the code with the new definitions.

 

However, I would suggest that you look for another guide, or at least read through the comments on this guide to see what happens next. The Parked Rhino ($2777) is defined in the MAIN section of the script and the author is suggesting this as a place to begin editing. This seems like a very bad idea. If you change anything other than the values used in this mission, or make edits other that carefully planned Darkpact edits, then you will lose all compatibility with previous saves.

 

How to continue depends on your goals. If you are working on a full blown mod, or don't intend to share the saves that can only be used with that particular compilation of the script, then changing main won't be as much of a concern. Otherwise you need a better place to make your edits.

 

If you want to load existing saves and make modifications, or if you want to be able to run certain codes every time you start the game, you'll want to start with a Darkpact template. If you want to have a run-once script that creates a custom starter save that is compatible with a normal game script then start with the proper version of the script and be very careful about modifications to the MAIN section of the script. BTW, why are you using v2 scripts? That increases the risk of incompatibility with most documentation.

 

So, where to make new edits? If anyone has a better suggestion please let me know. This is where I placed my modification for PS2 scripts, and it seems to be working fairly well. This is from a default PCv2 script and decompiled with Sanny Builder. Mission 2 is where the cut-scene with Tenpenny occurs.

 

//-------------Mission 2---------------// Originally: Intro:INTROthread 'INTRO' gosub @INTRO_47 if wasted_or_busted jf @INTRO_38 gosub @INTRO_9994 :INTRO_38gosub @INTRO_9996 end_thread 

 

 

I placed all new code between "gosub @INTRO_9996" and "end_thread". The new game will start normally and CJ eventually ends up in the alley next to a bike with a blue marker. Move away from the bike and the new code will execute just before the thread ends. This allows a little in-game control of triggering the changes. When mission 2 is complete this section of script should not be run again so testing of old and new saves is a little easier. Also, this is very close to where a lot of the Darkpact edits are placed, so it's less confusing when comparing the two formats.

Edited by OrionSR

 

Ok everything is great but how to do this in CLEO (.cs) file?

I don't want to start new game for one or ten cars... blush.gif  suicidal.gif

 

{$CLEO .cs}//-------------MAIN---------------014B: 13@ = init_parked_car_generator #CAR color -1 -1 1 alarm 0 door_lock 0 0 10000 at X Y Z angle 0.0 014C: set_parked_car_generator 13@ cars_to_generate_to 101 0A95: enable_thread_saving 0A93: end_custom_thread

 

 

replace #CAR with the cars number and X Y Z with it's cords (open sanny builder, paste this then compile it)

Edited by psy145
  • 5 months later...

mmm i need help, when i try to compile, i cant. A message appear saying "Parameter 2 not set"

 

014B: $LSPD_Enforcer = init_parked_car_generator 427 color -1 -1 1 alarm 0 door_lock 0 0 10000 at 1562,573 -1613,578 13,38281 angle 90.0014C: set_parked_car_generator $LSPD_Enforcer cars_to_generate_to 101

 

Edited by Joe Freeman
  • 4 weeks later...

Im sorry if this is been posted but looking thru 8 pages of text all night is not something I was looking forward too but if anyone can help it would be nice.

 

When I try and open the Place Manager it says this everytime

 

Component 'GTA.ocx' or one of its dependencies not correctly registered: a file is missing or invalid

 

I installed it a couple times downloaded it from different places still get the same thing any help?

  • 3 weeks later...

Got a problem with the mission builder

 

user posted image

 

The script .img is in the right place and has no 'Read-only' value..

 

I can also open and extract files from the script.img absolutly fine, the MB even opens up the script.img.. Just not the Main confused.gif

 

Please reply asap, cheers.

 

-M57

  • 1 month later...

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