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Adding Car Spawn Locations


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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?

You dont really have to install the place manager, another way is to simply use a map program (like MEd) to find the right cordinates.

Thats what i did (Place manager didnt ork for me either....)

  • 2 months later...
  • 2 weeks later...
  • 3 months later...

everytime i try to download san andreas place manager off a site it downloads and when i click on it to run a

message pops up saying "Component 'GTA.ocx' or one of its dependencies not correctly registered: a file is missing or invalid"

what do i do?

 

 

  • 1 month later...

I'm new to this, sooo...I need help

My codes:

 

014B: $10949 = init_parked_car_generator #ANDROM color -1 -1  1 alarm  0 door_lock  0  0  10000 at -1136.663 -210.4238  14.04271 angle  120.0 014C: set_parked_car_generator $10949 cars_to_generate_to  101 014B: $10950.25 = init_parked_car_generator  612 color -1 -1  1 alarm  0 door_lock  0  0  10000 at  2019.212 -2444.205  14.00634 angle  180.0 014C: set_parked_car_generator $10950.25 cars_to_generate_to  101 014B: $10948 = init_parked_car_generator #TROPIC color -1 -1  1 alarm  0 door_lock  0  0  10000 at  754.5152 -2709.763 -3.6576 angle  90.0 014C: set_parked_car_generator $10948 cars_to_generate_to  101 

 

 

My ANDROM code works, but the other 2... when I get within view of them, they spawn then vanish! notify.gifnotify.gif

is there something worng with my code or do you people thing its something else?

  • 4 months later...

I have a problem.I can't open sa place manager because it says Component 'GTA.ocx' or one of its dependencies not correctly registered: a file is missing or invalid what do i have to do?Also i have been searching for this because i have made a i mod for the abandoned airfield to make it look like a modern secret airbase.Do i have a problem because of the mod?Is there any way i can fix this problem so i can do what you say?Thank you happy.gif

Can somebody help me please i dont know what to do. When i try to open place manager it says that component GTA.ocx or one of its dependencies not correctly registered:a file is missing or invalid.What can i do for this?Also i have putted a mod for the airfield which makes it a secret airfield(Actually i made it)Does this makes the problem?Thank you

again, i could use some help...

 

My codes:

 

014B: $10949 = init_parked_car_generator #ANDROM color -1 -1  1 alarm  0 door_lock  0  0  10000 at -1136.663 -210.4238  14.04271 angle  120.0 014C: set_parked_car_generator $10949 cars_to_generate_to  101 014B: $10950.25 = init_parked_car_generator  612 color -1 -1  1 alarm  0 door_lock  0  0  10000 at  2019.212 -2444.205  14.00634 angle  180.0 014C: set_parked_car_generator $10950.25 cars_to_generate_to  101 014B: $10948 = init_parked_car_generator #TROPIC color -1 -1  1 alarm  0 door_lock  0  0  10000 at  754.5152 -2709.763 -3.6576 angle  90.0 014C: set_parked_car_generator $10948 cars_to_generate_to  101 

 

 

My ANDROM code works, but the other 2... when I get within view of them, they spawn then vanish! suicidal.gifnotify.gifsuicidal.gif

is there something worng with my code or do you people think its something else?

plz respond cryani.gif

 

again, i could use some help...

 

My codes:

 

014B: $10949 = init_parked_car_generator #ANDROM color -1 -1  1 alarm  0 door_lock  0  0  10000 at -1136.663 -210.4238  14.04271 angle  120.0 014C: set_parked_car_generator $10949 cars_to_generate_to  101 014B: $10950.25 = init_parked_car_generator  612 color -1 -1  1 alarm  0 door_lock  0  0  10000 at  2019.212 -2444.205  14.00634 angle  180.0 014C: set_parked_car_generator $10950.25 cars_to_generate_to  101 014B: $10948 = init_parked_car_generator #TROPIC color -1 -1  1 alarm  0 door_lock  0  0  10000 at  754.5152 -2709.763 -3.6576 angle  90.0 014C: set_parked_car_generator $10948 cars_to_generate_to  101 

 

 

My ANDROM code works, but the other 2... when I get within view of them, they spawn then vanish!  suicidal.gif  notify.gif   suicidal.gif

is there something worng with my code or do you people think its something else?

plz respond cryani.gif

 

this is not good

 

$10950.25

 

and this is wrong because vehicle ID 612 don't exist

try this

 

$10950

 

and this

 

602

 

 

014B: $10950 = init_parked_car_generator  602 color -1 -1  1 alarm  0 door_lock  0  0  10000 at  2019.212 -2444.205  14.00634 angle  180.0

 

but this tutorial is not up to date

Last post of TheHeggy was on Jul 4 2005

 

If you're new you should learn to work with Sannybuilder

Syntax is a bit other than Missionbuilder

get sannybuilder here: sannybuilder

 

read informations and tutorials:

SCM Coding FAQ

Coding Bible Part I and Part II

CLEO Script Tutorial

Mission Coding for Dummies

 

If you have questions, post in mission coding forum

 

 

Edited by ZAZ
  • 1 month later...

@cometsrock & ZAZ: ID 612 most probably is an added car. It should work. IDs 400 to 614 can be spawned with parked_car_generator, for others

you need the kind of script I use (at least this is what I experienced). I think cometsrock has a problem with his handling-files. Cars that appear and then suddenly vanish if you get close to them mostly have a corrupted handling. Check the lines you added!

 

 

I'm facing a strange problem. This is a script for spawning a car:

 

thread "PCAR"

 

:PCAR_12

wait 0

if and

Player.Defined($PLAYER_CHAR)

00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2042.082 780.779 60.24 radius 280.0 280.0 280.0

else_jump @PCAR_12

0395: clear_area 5 at -2042.082 780.779 60.24 radius 15.0

Model.Load(#ADD004)

038B: load_requested_models

 

:PCAR_120

wait 0

if

Model.Available(#ADD004)

else_jump @PCAR_120

5@ = Car.Create(#ADD004, -2042.082, 780.779, 60.242)

Car.Angle(5@) = 180.337

0229: set_car 5@ primary_color_to 174 secondary_color_to 32

Model.Destroy(#ADD004)

 

:PCAR_402

wait 0

if and

Player.Defined($PLAYER_CHAR)

80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere -2042.082 780.779 60.24 radius 5900.0 5900.0 1000.0

else_jump @PCAR_402

Car.RemoveReferences(5@)

wait 1000

jump @PCAR_12

 

If I load a saved game, the car is at its location. If I start a new game, it is about 40 units off on one axis and heading to another direction. Why? I use the same script on 4 other cars, but they all spawn correctly in both cases. What could cause this bug?

 

Cheers,

Andrej

 

Edit: solved! I set the z-coordinate 0.5 units down and it works! Wtf? There was no hill the car could roll down ...

Edited by at72
  • 4 months later...
CJohnson second

i did everything like u said, here is the code:

 

014B: $PARKED_BULLET = init_parked_car_generator 541 1-1 1 alarm 0 door_lock 0 0 10000 at 2207,88 1292,6 10,82031 angle 0.0

014C: set_parked_car_generator $PARKED_BULLET cars_to_generate_to 101

and when i hit compile i keep getting the message:

 

014B: $PARKED_BULLET = init_parked_car_generator 541 1-1 1 alarm 0 door_lock 0 0 10000 at 2207,88 1292,6 10,82031 angle 0.0

Parameter 1 not set

what am i doing wrong?

does it not work if u have mods installed?

  • 1 month later...
  • 5 weeks later...

Hello,

 

I have a problem with the PlaceManager, eventhough it says "SA Status: Found" when i go to any place ingame, then alt+tab out of the game, click add place and then insert current position the x,y,z remain all 0.

I have SA Version 1.01, ive tried with a modded version of the game aswell as with an unmodded version.

 

Please help and thanks for any helpful reply.

 

Kingfofo

  • 2 weeks later...
Having a problem when adding more than 2 car spawns:

 

"Memory beyond the defined range has been accessed. Use

 

DEFINE MEMORY 43805

 

or higher to allocate enough memory. Then recompile." cry.gif

 

here is the code so far:

014B: $car1 = init_parked_car_generator 542 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2490.912 -1682.663 12.9954 angle -90.0

014C: set_parked_car_generator $car1 cars_to_generate_to 101

014B: $car2 = init_parked_car_generator 418 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2284.25 -1676.621 14.64518 angle 0.0

014C: set_parked_car_generator $car2 cars_to_generate_to 101

014B: $car3 = init_parked_car_generator 422 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2290.221 -1676.236 14.42062 angle 0.0

014C: set_parked_car_generator $car3 cars_to_generate_to 101

 

Do I need to increase the defined memory... I wouldn't think so, if that's even possible... Nothing is still running in the background. Works fine with 2 car spawns, when I add the third I get that error when I try to compile. Am I missing something here? Please let me know if you have any ideas. dontgetit.gif

 

 

Edit: Well, I got it working... I compiled with 2, exited re-opened added the new one above the first and re-compiled and it worked. Not sure why it was said that it had to be an unedited SCM, seems to me (at least in my case) it had to be one that was already edited by me. tounge2.gif Strange... But cool. Thank you very much for the tutorial Heggy!

Thank you so much for the post. It's really informative!

 

 

 

 

__________________

watch free movies online

  • 1 month later...

love it gonna try it, but can someone make one on guns. i wanna pimp out Grove with the best stuff, hydras, hunters, tanks, RPG towers and lots more. + can someone give me the link of a tut on how to put like a SAM site on grove street, or a openable gate.

  • 2 weeks later...

hey this will only work if u start a new game because your editing the ipl files but what i use is sanni builder an i put my codes in cleo as CS files here is sanny builder to edit or create a CS file http://sannybuilder.com/ < sanny builder

http://cleo.sannybuilder.com/ <cleo libary

here is one of the code:

 

// This file was decompiled using sascm.ini published by Rodney (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

 

{$VERSION 3.1.0027}

{$CLEO .CS}

 

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

0000: NOP

014B: $PARKED_2 = init_parked_car_generator #HUNTER color -1 -1 1 alarm 0 door_lock 0 0 10000 at X Y Z angle 0

014C: set_parked_car_generator $PARKED_2 cars_to_generate_to 101

 

:NONAME_52

wait 0

jump @NONAME_52

 

 

 

 

Put in your own XYZ position an ur angle

save it as a CS file an place in cleo floder in gta directory

AN BMX U CAN USE MAP EDITOR TO PLACE THOSE ITEMS BUT NOT GUNS AN CARS ILL DO A SANNY SCRIPT FOR GUNS FOR U

Edited by rodney117

Here is a gun script u may use as again put in your own xyz position

 

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

0000: NOP

032B: 2@ = create_weapon_pickup #MINIGUN group 15 ammo 3000 at X Y Z

032B: 2@ = create_weapon_pickup #SNIPER group 15 ammo 3000 at X Y Z

032B: 2@ = create_weapon_pickup #DESERT_EAGLE group 15 ammo 3000 at X Y Z

 

:NONAME_1248

wait 0

jump @NONAME_1248

 

You can change the type of gun to what ever you like just make sure an get the name correct smile.gif

 

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

 

If i type in the search of the mission builder: 014B: $2777 = init_parked_car_generator it says that match not found  mad.gif  mad.gif  mad.gif

 

Can you help?

This tutorial is not up to date. Are you using Bart Waterducks Missionbuilder?

We are using sannybuilder since some years

Actually Tutorial: >click<

 

  • 4 weeks later...

ok well i didnt know exactly where to post this but i was thinking the traffic in GTA Sanandreas well it totally sucks cant drive a modded car around for too long some noob computer driver always comes an hit me an blow me up sad.gif .So is it possible to put vice city traffic flow in san andreas using the same san andreas cars but just the flow is different so if u stop on the roads any where the car behind will stop an not hit u THANKS ALOT

P.S Sorry for bad english

  • 1 month later...

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