Viper187 Posted June 23, 2005 Share Posted June 23, 2005 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 Link to comment Share on other sites More sharing options...
flitcroft101 Posted June 23, 2005 Share Posted June 23, 2005 What have you been trying to make it do? Link to comment Share on other sites More sharing options...
Viper187 Posted June 23, 2005 Author Share Posted June 23, 2005 I want the garage to open and accept whatever car I'm driving. Link to comment Share on other sites More sharing options...
ocram88 Posted June 23, 2005 Share Posted June 23, 2005 Here, take this. 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 Link to comment Share on other sites More sharing options...
Viper187 Posted June 23, 2005 Author Share Posted June 23, 2005 (edited) Here, take this. 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 June 23, 2005 by Viper187 Link to comment Share on other sites More sharing options...
ocram88 Posted June 23, 2005 Share Posted June 23, 2005 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 Link to comment Share on other sites More sharing options...
KrackDC Posted June 23, 2005 Share Posted June 23, 2005 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 Link to comment Share on other sites More sharing options...
Viper187 Posted June 23, 2005 Author Share Posted June 23, 2005 Ahhhh! Awesome! Do you have to release the interior or anything when finished? Link to comment Share on other sites More sharing options...
gta_matt Posted June 24, 2005 Share Posted June 24, 2005 Can someone please tell me where to exactly put all this,and what the camera_on_vehicle thing is and where to put it? Link to comment Share on other sites More sharing options...
ocram88 Posted June 24, 2005 Share Posted June 24, 2005 Ha, this garage coding is fun 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 Link to comment Share on other sites More sharing options...
Viper187 Posted June 24, 2005 Author Share Posted June 24, 2005 Thanks again. Any idea what the difference is between 0811 and 03C0? They seem to do the same thing. Link to comment Share on other sites More sharing options...
ocram88 Posted June 24, 2005 Share Posted June 24, 2005 i don't konw the differce, but i know that 0811 always works Link to comment Share on other sites More sharing options...
gta_matt Posted June 24, 2005 Share Posted June 24, 2005 ???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!!! Link to comment Share on other sites More sharing options...
ocram88 Posted June 24, 2005 Share Posted June 24, 2005 @ gta_matt put it before ;-------------Mission 0--------------- and put 004F: create_thread ££garage_test to the other create_thread 's then compile Link to comment Share on other sites More sharing options...
Viper187 Posted June 24, 2005 Author Share Posted June 24, 2005 Ok. Here's what all that fuss about the garage was for. http://www.gtaforums.com/index.php?showtopic=199284 :-) If anyone has any suggestions for other garage uses, let me know. Link to comment Share on other sites More sharing options...
gta_matt Posted June 25, 2005 Share Posted June 25, 2005 ...I still cant get it!!! 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. Link to comment Share on other sites More sharing options...
ocram88 Posted June 25, 2005 Share Posted June 25, 2005 ok, last one. Here a full mission script. Open it and then compile it. Download Link to comment Share on other sites More sharing options...
gta_matt Posted June 25, 2005 Share Posted June 25, 2005 that link doesn't work Link to comment Share on other sites More sharing options...
ocram88 Posted June 25, 2005 Share Posted June 25, 2005 use the right mouse button and save it. i don't know, how i can it explain in english Link to comment Share on other sites More sharing options...
perkin Posted July 2, 2005 Share Posted July 2, 2005 Oh, is it possible to turn any garage into a mod shop? / chop shop? / spay. etc that would be convinent. Link to comment Share on other sites More sharing options...
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