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Viper187

Need help coding a garage

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Viper187

I was wanting to use the garage in SF for something (the garage you use for missions). I've been tryin gthis, but I guess I'm missing something. The door wont open. Do I have to activate it, set it to a different type, set it to accept the specific car I'm driving, or what?

 

 

0007: @352 = -2033.175;; floating-point values0007: @353 =  178.6755;; floating-point values0007: @354 =  27.8516;; floating-point values018A: @53 = create_checkpoint_at @352 @353 @35402FA: garage 'HBGDSFS' change_to_type  1900D6: if  10100:   actor $PLAYER_ACTOR near_point_in_car @352 @353 @354 radius  4.0  4.0  4.0 sphere  183B0:   NOT   garage 'HBGDSFS' door_open004D: jump_if_false ££SNAKESHOP000360: open_garage 'HBGDSFS'0164: disable_marker @53

 

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flitcroft101

What have you been trying to make it do?

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Viper187

I want the garage to open and accept whatever car I'm driving.

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ocram88

Here, take this. wink.gif

It works, i've test it.

 

004F: create_thread ££garage_test :garage_test0007: @352 = -2033.175;; floating-point values   0007: @353 =  178.6755;; floating-point values0007: @354 =  27.8516;; floating-point values018A: @53 = create_checkpoint_at @352 @353 @354:garage_test20001: wait  0 ms00D6: if  10100:   actor $PLAYER_ACTOR near_point_in_car @352 @353 @354 radius  4.0  4.0  4.0 sphere  183B0:   NOT   garage 'HBGDSFS' door_open004D: jump_if_false ££garage_test20360: open_garage 'HBGDSFS'0164: disable_marker @53:garage_test30001: wait  0 ms00D6: if  00100:   actor $PLAYER_ACTOR near_point_in_car @352 @353 @354 radius  4.0  4.0  4.0 sphere  0004D: jump_if_false ££garage_test0002: jump ££garage_test3

 

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Viper187

 

Here, take this.  wink.gif

It works, i've test it.

 

004F: create_thread ££garage_test :garage_test0007: @352 = -2033.175;; floating-point values   0007: @353 =  178.6755;; floating-point values0007: @354 =  27.8516;; floating-point values018A: @53 = create_checkpoint_at @352 @353 @354:garage_test20001: wait  0 ms00D6: if  10100:   actor $PLAYER_ACTOR near_point_in_car @352 @353 @354 radius  4.0  4.0  4.0 sphere  183B0:   NOT   garage 'HBGDSFS' door_open004D: jump_if_false ££garage_test20360: open_garage 'HBGDSFS'0164: disable_marker @53:garage_test30001: wait  0 ms00D6: if  00100:   actor $PLAYER_ACTOR near_point_in_car @352 @353 @354 radius  4.0  4.0  4.0 sphere  0004D: jump_if_false ££garage_test0002: jump ££garage_test3

 

Cool! All I had to do was NOT change the garage type. I'm curious what the values for that op do though.

 

Also, Is there a way to actually render the interior of that garage so you can't see through the back and stuff?

Edited by Viper187

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ocram88

Update for you

 

004F: create_thread ££garage_test :garage_test0007: @352 = -2033.175;; floating-point values   0007: @353 =  178.6755;; floating-point values0007: @354 =  27.8516;; floating-point values018A: @53 = create_checkpoint_at @352 @353 @354:garage_test20001: wait  0 ms00D6: if  10100:   actor $PLAYER_ACTOR near_point_in_car @352 @353 @354 radius  4.0  4.0  4.0 sphere  183B0:   NOT   garage 'HBGDSFS' door_open004D: jump_if_false ££garage_test20360: open_garage 'HBGDSFS'0164: disable_marker @530001: wait  2500 ms04BB: select_interior  10860: link_actor $PLAYER_ACTOR to_interior  1 0811: $Plr_Car = actor $PLAYER_ACTOR car0840: link_car $Plr_Car to_interior 1 :garage_test30001: wait  0 ms00D6: if  00100:   actor $PLAYER_ACTOR near_point_in_car @352 @353 @354 radius  4.0  4.0  4.0 sphere  0004D: jump_if_false ££garage_test0002: jump ££garage_test3

 

 

use this 0158: camera_on_vehicle $Plr_Car 18 2

and another camera code and then it will works fine

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KrackDC

i have a simelar question

 

i've build a house in sketchup, and modified with zmodeler, and want to put it into the game, buth i wonder, how can i get the part dedicated to be a garage, to actually act like one

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Viper187

Ahhhh! Awesome! Do you have to release the interior or anything when finished?

 

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gta_matt

Can someone please tell me where to exactly put all this,and what the camera_on_vehicle thing is and where to put it?

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ocram88

Ha, this garage coding is fun biggrin.gif

 

 

004F: create_thread ££garage_test :garage_test0007: @352 = -2033.1750007: @353 =  178.67550007: @354 =  27.8516018A: @53 = create_checkpoint_at @352 @353 @354:garage_test20001: wait  0 ms00D6: if  10100:   actor $PLAYER_ACTOR near_point_in_car @352 @353 @354 radius  4.0  4.0  4.0 sphere  183B0:   NOT   garage 'HBGDSFS' door_open004D: jump_if_false ££garage_test20360: open_garage 'HBGDSFS'0164: disable_marker @530811: $Plr_Car = actor $PLAYER_ACTOR car00AB: put_car $Plr_Car at @352 @353 30.00175: set_car $Plr_Car z_angle_to  90.001B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)015F: set_camera_position  -2037.175 188.6755  33.8516  0.0  0.0  0.00158: camera_on_vehicle $Plr_Car  15  20001: wait  2000 ms0615: @114 05B9: unknown_action_sequence -1  1000 05D1: unknown_action_sequence -1 $Plr_Car -2044.0  178.6755  27.8359  7.0  0  0  3 0633: unknown_action_sequence -1 0616: @114 0618: $PLAYER_ACTOR @114 061B: @114 062E: $PLAYER_ACTOR  1560 @105 0001: wait  3500 ms0361: close_garage 'HBGDSFS'0001: wait  2000 ms016A: fade  0 ()  1000 ms0001: wait  1000 ms04BB: select_interior  10860: link_actor $PLAYER_ACTOR to_interior  1 0840: link_car $Plr_Car to_interior 1 0001: wait  500 ms015F: set_camera_position  -2049.0  173.6755  31.0  0.0  0.0  0.00158: camera_on_vehicle $Plr_Car  15  200AB: put_car $Plr_Car at -2049.0 166.0 28.00175: set_car $Plr_Car z_angle_to  320.50581: toggle_radar  0 (off)03E6: remove_text_box016A: fade  1 (back)  1000 ms0512: permanent_text_box 'MODH1':garage_test30001: wait  0 ms00D6: if  000E1:   key_pressed  0  15004D: jump_if_false ££garage_test3016A: fade  0 ()  1000 ms0001: wait  1000 ms00AB: put_car $Plr_Car at -2044.0  178.6755  27.83590175: set_car $Plr_Car z_angle_to  270.0036A: put_actor $PLAYER_ACTOR in_car $Plr_Car04BB: select_interior  00860: link_actor $PLAYER_ACTOR to_interior  0 0840: link_car $Plr_Car to_interior 0 015F: set_camera_position  -2037.175 188.6755  33.8516  0.0  0.0  0.00158: camera_on_vehicle $Plr_Car  15  203E6: remove_text_box016A: fade  1 (back)  1000 ms0001: wait  500 ms0360: open_garage 'HBGDSFS'0001: wait  2000 ms0615: @114 05D1: unknown_action_sequence -1 $Plr_Car -2031.0 @353 @354  7.0  0  0  3 0618: $PLAYER_ACTOR @114 0001: wait  3500 ms0361: close_garage 'HBGDSFS'0001: wait  1500 ms036A: put_actor $PLAYER_ACTOR in_car $Plr_Car01C3: remove_references_to_car $Plr_Car01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut:garage_test40001: wait  0 ms00D6: if  00100:   actor $PLAYER_ACTOR near_point_in_car @352 @353 @354 radius  4.0  4.0  4.0 sphere  0004D: jump_if_false ££garage_test0002: jump ££garage_test4

 

 

 

@gta_matt you must put it between main part and mission part

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Viper187

Thanks again. Any idea what the difference is between 0811 and 03C0? They seem to do the same thing.

 

 

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ocram88

i don't konw the differce, but i know that 0811 always works

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gta_matt

???Still Can't get it to work.where do I put it exactly?

 

where does part one go here

 

;-------------MAIN---------------

 

 

:MAIN_1

03A4: name_thread 'MAIN'

016A: fade 0 () 0 ms

042C: set_total_missions_to 147

030D: set_total_mission_points_to 187

0997: 1339

01F0: set_max_wanted_level_to 6

0111: set_wasted_busted_check_to 0 (disabled)

00C0: set_current_time 8 0

04E4: unknown_refresh_game_renderer_at 2488.562 -1666.864

03CB: set_camera 2488.562 -1666.864 13.3757

062A: change_stat 165 (energy) to 800.0 ; float

062A: change_stat 23 (muscle) to 50.0 ; float

062A: change_stat 21 (fat) to 200.0 ; float

062A: change_stat 160 (driving skill) to 0.0 ; float

0629: change_stat 181 (islands unlocked) to 0 ; integer see statdisp.dat

0629: change_stat 68 () to 0 ; integer see statdisp.dat

0053: $PLAYER_CHAR = create_player 0 at 2488.562 -1666.864 12.8757

0002: jump ££MAIN_20

0053: $155 = create_player 1 at 2488.562 -1666.864 12.8757

 

 

where does part 2 go here

 

;-------------Mission 0---------------

; Originally: Initial 1

 

 

:INITIAL_1

03A4: name_thread 'INITIAL'

06C8: 0

0004: $1515 = 0 ;; integer values

0004: $1499 = 0 ;; integer values

0005: $1500 = 5.0 ;; floating-point values

0005: $1501 = -5.0 ;; floating-point values

0005: $1502 = 8.5 ;; floating-point values

0005: $1503 = -1.5 ;; floating-point values

0005: $1504 = -30.0 ;; floating-point values

0005: $1505 = 32.0 ;; floating-point values

0005: $1506 = 0.0 ;; floating-point values

0004: $1512 = 0 ;; integer values

0004: $1513 = 0 ;; integer values

0004: $1497 = 0 ;; integer values

0004: $1510 = 1 ;; integer values

0004: $44 = 0 ;; integer values

0004: $46 = 0 ;; integer values

etc...

 

please help!!!

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ocram88

@ gta_matt put it before

 

;-------------Mission 0---------------

 

and put

004F: create_thread ££garage_test

to the other create_thread 's

 

then compile

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gta_matt

cryani.gif ...I still cant get it!!! angry.gif

 

Ok...post the exact places you have your codes example:

 

stuff

stuff

stuff

where your code is

stuff

stuff

stuff

 

Please help.Just tell me where to exactly put it,is there supposed to be any skiped lines,etc.

 

sorry I can't get it.please help.I feel I'm reaching the end of the line. suicidal.gif

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ocram88

ok, last one.

Here a full mission script.

Open it and then compile it.

 

Download

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gta_matt

that link doesn't work sad.gif

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ocram88

use the right mouse button and save it.

i don't know, how i can it explain in english blush.gif

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perkin

Oh, is it possible to turn any garage into a mod shop? / chop shop? / spay. etc that would be convinent.

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