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KillahCJ

Noob Questions...

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KillahCJ

I'm trying to edit san andreas and put in a few ramps. I've read most of the tutorials and such on these forums, but I'm still a little in the dark. First off, would this be possible through coding, or would this be done through mapping? I did a little poking around with the SA mission builder, and found the mission from which I wanted the ramp. It was the bike missions, and the ramp was #LANDRAMP2. I made this little bit of code, intented to put a ramp in the middle of the circle in front of CJ's house.

 

0247: request_model #LANDJUMP2

0107: $modjmpA = create_object #LANDJUMP2 at 2491.9 -1670.134 13.33595

 

One problem is I don't know where to put it, or how exactly to implement it. I would like it to be there always, not just while on a particular mission. There are a lot of tutorials on car spawns and item pickups, but I couldn't find anything about this.

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random_download

First, when requesting a model check to see if it is loaded. To make it there all the time, just run that in a thread:

 

004F: create_thread ££createobject...:createobject0247: request_model #LANDJUMP2:loop0001: wait 100 ms00D6: if 00248:   model #LANDJUMP2 availablejf ££loop0107: $modjmpA = create_object #LANDJUMP2 at 2491.9 -1670.134 13.335950249: release_model #LANDJUMP2004E: end_thread

 

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Y_Less
That code is from GTA:VC so you have to check if that model even exists in SA. The best way to do this would be through mapping, but I'm not sure if that is possible yet.

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KillahCJ

No actually, the code that I wrote came from San Andreas source. I found the bike school missions and saw how they implemented it there, I just needed to know how to make it there globally, not just while in a mission, which that piece of code from random did quite well... I now have one working ramp, but now a few more questions. How many of these ramps could I get away with?

 

 

004F: create_thread ££MAKERAMP...:MAKERAMP0247: request_model #LANDJUMP2:RAMPLOOP0001: wait 250 ms00D6: if 00248:   model #LANDJUMP2 availablejf ££RAMPLOOP0107: $modjmpA = create_object #LANDJUMP2 at 2496.9 -1670.134 12.00177: set_object $modjmpA z_angle_to  260.00249: release_model #LANDJUMP2004E: end_thread

 

 

This is currently how I'm using it... The create thread part was put in with a bunch of other create thread entries I found, under MAIN_154. I suppose this is correct, because it's working. I didn't know how else to do it, so that seemed reasonable. The rest of the code was added along to the very end of the MAIN section, just before MISSION 0, as thats what most tutorials tell you to do, without much explaination. Most of this makes sense to me, as so far as the code is concerned. I think the main thing I have trouble with is where to put things.

 

Thanks alot again.

 

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Y_Less

Sorry, when you said you got it from the bikes code, I thought you meant you got it from one of the example missions from the VC builder.

 

If you want to have lots of them, you don't need a thread for each, you can build them all in the same place, e.g:

 

 

004F: create_thread ££MAKERAMP...:MAKERAMP0247: request_model #LANDJUMP2:RAMPLOOP0001: wait 250 ms00D6: if 00248:   model #LANDJUMP2 availablejf ££RAMPLOOP0107: @modjmpA = create_object #LANDJUMP2 at 2496.9 -1670.134 12.00177: set_object @modjmpA z_angle_to  260.00107: @modjmpB = create_object #LANDJUMP2 at x y z0177: set_object @modjmpB z_angle_to  a0107: @modjmpC = create_object #LANDJUMP2 at x y z0177: set_object @modjmpC z_angle_to  a0107: @modjmpD = create_object #LANDJUMP2 at x y z0177: set_object @modjmpD z_angle_to  a0107: @modjmpE = create_object #LANDJUMP2 at x y z0177: set_object @modjmpE z_angle_to  a0249: release_model #LANDJUMP2004E: end_thread

 

 

I also replaced your variables with locals as you are not likely to need them again, but don't do this if you want to manipulate them later in other ways.

 

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