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nubbel

savegarage creation

Recommended Posts

TheSiggi

lol.gif

nobody uses mission builder anymore use sannybuilder: http://sannybuilder.com/files/SannyBuilder-v3.04.exe

 

 

I press OK and go on to change the main.scm file normally.

 

Also, I save the main.scm as .txt then change it to .scm.

lol.gif I can't breath

 

you have to compile the file into a scm file

 

now try this:

 

download Sannybuilder and open your main.scm (the one you havn't toutched yet!)

then file> new then paste the code posted by Nubbel and then tools > code converter

now a new file will be created

take the code and then place it in the main (don't forget the

004F: create thread

)

 

then press F7 to compile the script, now you have to replace the files in the script folder with the new ones

 

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iosonomilanista

When I insert the

 

004F: create_thread ££GRG_01

 

 

It says: Error: Not enough actual parameters. Expected 35 params.

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TheSiggi
change it to:
004F: create_thread @GRG

 

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iosonomilanista

blush.gif

 

Tysm, works like a dream. biggrin.gif

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iosonomilanista

Hey again, I'm trying to change the location of the car park. I want to put it in the abondoned airstrip. Anyway, I got the coordinations, its just that they're very large compared to the originals:

 

LV garage coords: 2257.187 1383.134 9.0 2357.628 1523.398 64.0

Mine were something like: ####### ####### #####

in the millions..

 

Do you know a tool that can get me the correct coords? I tested those^ coords, and didn't get the garage in the boneyard.

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TheSiggi

LVs garage uses a cube to define the area X, Y Z low corner, X,Y.Z high corner on the other side

 

your coords ain't millions....they are decimal

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iosonomilanista

Erm. When I park a car inside the LV garage and exit the garage then come back in, 2 more cars (same make and color) just kinda come out of the ground. WTF?

 

EDIT: Can I get some help please?

 

EDIT: =/

Edited by iosonomilanista

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teh patti

if this topic is still going, i was wondering if anyone could convert it into a cleo file coz i'm stumped on how to install it =S.

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TheSiggi
if this topic is still going, i was wondering if anyone could convert it into a cleo file coz i'm stumped on how to install it =S.

Can't be converted to CLEO...

follow these instructions

 

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WeSC

Can somebody please put a video-tutorial or something else in youtube?

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GTA_GAMING_92
lol.gif

nobody uses mission builder anymore use sannybuilder: http://sannybuilder.com/files/SannyBuilder-v3.04.exe

 

 

I press OK and go on to change the main.scm file normally.

 

Also, I save the main.scm as .txt then change it to .scm.

lol.gif I can't breath

 

you have to compile the file into a scm file

 

now try this:

 

download Sannybuilder and open your main.scm (the one you havn't toutched yet!)

then file> new then paste the code posted by Nubbel and then tools > code converter

now a new file will be created

take the code and then place it in the main (don't forget the

004F: create thread

)

 

then press F7 to compile the script, now you have to replace the files in the script folder with the new ones

 

where do your find your original scm i cant find it

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TheSiggi

Go to your Grand Theft Auto San Andreas folder:

 

user posted image

 

then open the data folder and open the main.scm file with Sannybuilder (http://www.sannybuilder.com)

 

main.scm file

user posted image

 

and after a few seconds you should see a message box titled Report poping up:

 

user posted image

note* : I blended hte numbers out because you might get confused if you have different numbers listed there

 

Now press Ctrl + F and type MAIN in there:

 

user posted image

and confirm with RETURN/ENTER

 

Now you should see the following line I marked with a green box:

user posted image

 

Press CTRL + F again and now type in: 004F:

user posted image

 

and now you should see anything similiar to this:

user posted image

 

a couple of lines always starting with

004F: create_thread @[THREAD]

 

now make a new line above the first line saying 004F: and paste this:

 

004F: create_thread @GRG

 

user posted image

 

Now press Ctrl + F again and type in: Mission 0

user posted image

 

and press F3 until you see these ines I marked with a green box again:

user posted image

 

make a couple of free lines above these lines: user posted image

 

And go to this site! >click me!< and scroll down until you see this:

user posted image

 

and copy the content of the grey box and paste it all in the space you made above the mission 0

user posted image

 

now Press Ctrl + S to save and check the tool board of sannybuilder; the save symbol should be grey now:

user posted image

 

then click the blue framed button and you should see another report box popping up:

user posted image

 

and your done!

 

You just compiled the main.scm incuding the GRG thread

 

cheers, I hope this gives you all an overview

 

 

 

 

 

 

 

 

Edited by The_Siggi

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Dielos

Hello,

 

I'm trying to modify Nubbel's script posted in page 5 to save a car anywhere once you exit it. I'm trying this with just one car for the moment. It seems like it's working well. But the car doesn't respawn when I load a game. I'm not sure if it's because of the variables. Can someone check the code for me and tell me what am I doing wrong? The script is set right before mission 0. The label GRG_START was a try in case the script needed a jump start, but doesn't seem to do anything, and the marker is just for testing. The thread is also declared.

 

 

:GRG_0103A4: name_thread 'GRG':GRG_STARTwait 000D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @GRG_STARTif   $gstored1 == 0004D: jump_if_false @GRG_120004: $gstored1 = 0 //Car stored:GRG_020001: wait  0 ms 00D6: if  00038:  $gstored1 ==  0  // integer values   004D: jump_if_false @GRG_02//In sphere and exits car?:GRG_04wait 000D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @GRG_0400D6: if and00DF:    actor $PLAYER_ACTOR driving00E1:   key_pressed  0  15004D: jump_if_false @GRG_040811: $playercar1 = actor $PLAYER_ACTOR car0186: $carmarker1 = create_marker_above_car $playercar102D4: car $playercar1 turn_off_enginewait 5000//:GRG_CAR_EXIT//wait 0//00D6: if  0//00DF:    actor $PLAYER_ACTOR driving//004D: jump_if_false @GRG_05//0002: jump @GRG_CAR_EXIT //Store the car:GRG_05//0811: $playercar1 = actor $PLAYER_ACTOR car0441: $gtype1 = car $playercar1 model0407: create_coordinate $gcoorx1 $gcoory1 $gcoorz1 from_car $playercar1 offset 0.0 0.0 0.00174: $gzang1 = car $playercar1 z_angle03F3: get car $playercar1 color $gcol1 $gcol2wait 00227: $ghealth1 = car $playercar1 health 0004: $gstored1 = 1 //Car stored//Player goes away?:GRG_11wait 000D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @GRG_11if00DB:   actor $PLAYER_ACTOR in_car $playercar1004D: jump_if_false @GRG_12       jump @GRG_135              :GRG_120001: wait  0 ms00D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @GRG_1200A0: store_actor $PLAYER_ACTOR position_to $playerposx1 $playerposy1 $playerposz1050A: $cardistance01 = distance_between_XYZ $gcoorx1 $gcoory1 $gcoorz1 and_XYZ $playerposx1 $playerposy1 $playerposz100D6: if  0          $cardistance01 >= 40.0004D: jump_if_false @GRG_110002: jump @GRG_20//Clear area:GRG_2001C3: remove_references_to_car $playercar1 //;; Like turning a car into any random car0395: clear_area  2 at  $gcoorx1 $gcoory1 $gcoorz1  range  5.0//Player near garage?:GRG_250001: wait  0 ms00D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @GRG_2500A0: store_actor $PLAYER_ACTOR position_to $playerposx1 $playerposy1 $playerposz1050A: $cardistance01 = distance_between_XYZ $gcoorx1 $gcoory1 $gcoorz1 and_XYZ $playerposx1 $playerposy1 $playerposz100D6: if  1          $cardistance01 <= 40.08038:   NOT $gtype1 == 0 //;; integer values    <- check if car exists004D: jump_if_false @GRG_25//Respawn the car:GRG_1000247: request_model $gtype1:GRG_1050001: wait 0 ms00D6: if 00248:   model $gtype1 available004D: jump_if_false @GRG_105  0001: wait 250 ms0395: clear_area  2 at  $gcoorx1 $gcoory1 $gcoorz1  range  5.000A5: $playercar1 = create_car $gtype1 at $gcoorx1 $gcoory1 $gcoorz1     0229: set_car $playercar1 color_to  $gcol1  $gcol2 0175: set_car_z_angle $playercar1 $gzang1wait 10000224: set_car $playercar1 health_to $ghealth10004: $gstored1 = 1 //Car stored//Player goes away?:GRG_1150001: wait  0 ms00D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @GRG_11500A0: store_actor $PLAYER_ACTOR position_to $playerposx1 $playerposy1 $playerposz1050A: $cardistance01 = distance_between_XYZ $gcoorx1 $gcoory1 $gcoorz1 and_XYZ $playerposx1 $playerposy1 $playerposz100D6: if  0          $cardistance01 >= 40.0004D: jump_if_false @GRG_1350002: jump @GRG_115//Player took car out?:GRG_1350001: wait  0 ms00D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @GRG_13500D6: if  000DB:   actor $PLAYER_ACTOR in_car $playercar1004D: jump_if_false @GRG_115      // original 140//Delete the saved car0004: $gtype1 = 0 //;; integer values0164: disable_marker $carmarker1//Clear area:GRG_14001C3: remove_references_to_car $playercar1 //;; Like turning a car into any random car//0395: clear_area  2 at  $gcoorx1 $gcoory1 $gcoorz1  range  5.0:GRG_END0004: $gstored1 = 0 //;Car stored0002: jump @GRG_02

 

 

Sorry for the long code and thanks in advance for any possible help!

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trixson

 

@tomworld10:

I didn't look deeper into your code, but following is an obvious mistake I saw:

 

004D: jump_if_false ££

 

 

@All the others:

Sry I don't have the time anymore to read and write much in these forums. I'll post the code I got together when I worked on it the last time. It can save some car mods, but its really ugly/crappy and I guess sometimes makes the game crash

 

There are a lot of uncommended codelines. Thats because of the SCM limitations. If you try to manage all existing carmods, it will reach the SCM limits (the limit is reached anyway using my crap code tounge.gif).

 

I can't work on SCM codes anymore, so maybe someone else can optimize my code or write a better one.

 

Anyways, here it comes:

 

 

DEFINE MEMORY  46590...004F: create_thread ££CarSpawner004F: create_thread ££GRG_01...;----------------------------------------------------------------------------------:CarSpawner0001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££CarSpawner00D6: if  180DF:   NOT actor $PLAYER_ACTOR driving00E1:   key_pressed  0  4              ; Action004D: jump_if_false ££CarSpawner0299: activate_garage 'BODLAWN'  0299: activate_garage 'MODLAST'  0299: activate_garage 'MDSSFSE'  0299: activate_garage 'MDS1SFS'  0299: activate_garage 'VECMOD'0247: request model 559;jester:CarSpawner_20001: wait  0 ms00D6: if  00248:    model 559 available004D: jump_if_false ££CarSpawner_204C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  5.0  0.000A5: @0 = create_car  559 at  @1 @2 @3:CarSpawner_30001: wait  150 ms00D6: if  080E1:    NOT key_pressed  0  4        ; Action004D: jump_if_false ££CarSpawner_30002: jump ££CarSpawner;---------------------------------------------------------------------------------------------------------:GRG_0103A4: name_thread 'GRG'0004: @0  = 0  ; index in loops (tmp_i)0004: @1  = 0  ; current index in loops (curr_i)0004: @2  = 0  ; index in loops (last_i):GRG_020001: wait  0 ms00D6: if  00256:    player $PLAYER_CHAR defined004D: jump_if_false ££GRG_02;-----------------------------------------------      ; Player in garage, then go to car spawn routine;-----------------------------------------------00D6: if  000A4:    actor $PLAYER_ACTOR  0 ()in_cube   2257.187 1383.134 9.0  2357.628 1523.398 64.0; 1872.464  1722.358 10.0   2017.177  1822.664 24.0004D: jump_if_false ££GRG_02;-------------------; Deactivate traffic ;-------------------03DE: set_pedestrians_density_multiplier_to  0.001EB: set_car_density_to  0.0;------------------; Display Info Text;------------------054C: use_GXT_table 'MENU2P'03F0: text_draw_toggle  00001: wait  10 ms0343: set_text_linewidth  300.0045A: text_draw_1number  40.0  40.0 'MENU_41' $cars; "Cars $cars"033E: text_draw  40.0  60.0 'MENU_28'              ; "Car limit"045A: text_draw_1number  120.0  60.0 'NUMBER' 80    ; "80";---------- ;Spawn Cars;----------:GRG_10000D6: if  0        $cars > 0; if any car exists/saved004D: jump_if_false ££GRG_1040050: gosub ££GRG_SPAWN;---------------------------------------; Driving?, so maybe wants to save a car;---------------------------------------:GRG_10400D6: if  000DF:    actor $PLAYER_ACTOR driving004D: jump_if_false ££GRG_1200811: $playerCar = actor $PLAYER_ACTOR car;-------------------------;Player is still in garage;-------------------------:GRG_1150001: wait  0 ms00D6: if  000A4:   actor $PLAYER_ACTOR  0 ()in_cube    2257.187 1383.134 9.0  2357.628 1523.398 64.0; 1872.464  1722.358 10.0   2017.177  1822.664 24.0004D: jump_if_false ££GRG_135;--------------------------;Player wants to save a car;--------------------------;00D6: if  1;01AC:   car $playerCar stopped  0 ()in_cube  2257.187 1383.134 9.0  2357.628 1523.398 64.0; 1872.464  1722.358 10.0   2017.177  1822.664 24.0  ;00E1:   key_pressed  0  15 ;004D: jump_if_false ££GRG_11500D6: if  080DF:    NOT actor $PLAYER_ACTOR driving 004D: jump_if_false ££GRG_1150050: gosub ££GRG_SAVE;0004: @13 = 1;---------------------;- Display Info Text -;---------------------03F0: text_draw_toggle  103F0: text_draw_toggle  00001: wait  10 ms0343: set_text_linewidth  300.0045A: text_draw_1number  40.0  40.0 'MENU_41' $cars; "Cars $cars"033E: text_draw  40.0  60.0 'MENU_28'              ; "Car limit"045A: text_draw_1number  120.0  60.0 'NUMBER' 80    ; "80";-----------------;Player goes away?;-----------------:GRG_1200001: wait  0 ms00D6: if  000A4:    actor $PLAYER_ACTOR  0 ()in_cube    2257.187 1383.134 9.0  2357.628 1523.398 64.0; 1872.464  1722.358 10.0   2017.177  1822.664 24.0004D: jump_if_false ££GRG_1350002: jump ££GRG_120;--------------------------------;Player is now outside the garage;--------------------------------;----------------------;Player took a car out? ;----------------------:GRG_13500D6: if  000DF:    actor $PLAYER_ACTOR driving004D: jump_if_false ££GRG_1400050: gosub ££GRG_TOOKOUT;----------;Clear area;----------:GRG_1400050: gosub ££GRG_CLEAR0395: clear_area  2 at  2300.0  1450.0 25.0  range  300.003BA: clear_cars_from_cube  2257.187 1383.134 9.0  2357.628 1523.398 64.0; 1872.464  1722.358 10.0   2017.177  1822.664 24.0;------------------; Display Info Text;------------------0001: wait 10 ms03F0: text_draw_toggle  1:GRG_END;-----------------; Reactive traffic;-----------------03DE: set_pedestrians_density_multiplier_to  1.001EB: set_car_density_to  1.00002: jump ££GRG_02;---------------------------------------------------------------------------------------------------------:GRG_SAVE00D6: if  0     40 > $cars      ; <- we only allow 80 cars004D: jump_if_false ££GRG_SAVE_00020008: $cars += 1:GRG_SAVE_000200D6: if  0        $cars > 1; if car 2 exists/saved004D: jump_if_false ££GRG_SAVE_03;------------------------------------------------------------------------------; Shift all cars in array (last car gets overwritten. 80 cars (0 to 79) storable);------------------------------------------------------------------------------0004: @1 = 40  ; <- we only allow 80 cars:GRG_LOOP_SHIFT0001: wait 0 ms00D6: if  0        @1 > 0 004D: jump_if_false ££GRG_SAVE_03       ;Shift cars in array000C: @1 -=  10084: @0   = @1000C: @0  -= 10084: $GrgCarType(@1,40i) = $GrgCarType(@0,40i)0085: $GrgCarX(@1,40f) = $GrgCarX(@0,40f)0085: $GrgCarY(@1,40f) = $GrgCarY(@0,40f)0085: $GrgCarZ(@1,40f) = $GrgCarZ(@0,40f)0085: $GrgCarZangle(@1,40f) = $GrgCarZangle(@0,40f)0084: $GrgCarCol1(@1,40i) = $GrgCarCol1(@0,40i)0084: $GrgCarCol2(@1,40i) = $GrgCarCol2(@0,40i)0084: $GrgCarHandle(@1,40i) = $GrgCarHandle(@0,40i)0084: $GrgCarPaintjob(@1,40i) = $GrgCarPaintjob(@0,40i);0084: $GrgCarMod0(@1,40i) = $GrgCarMod0(@0,40i);0084: $GrgCarMod1(@1,40i) = $GrgCarMod1(@0,40i)0084: $GrgCarMod2(@1,40i) = $GrgCarMod2(@0,40i);0084: $GrgCarMod3(@1,40i) = $GrgCarMod3(@0,40i);0084: $GrgCarMod4(@1,40i) = $GrgCarMod4(@0,40i) ;0084: $GrgCarMod5(@1,40i) = $GrgCarMod5(@0,40i);0084: $GrgCarMod6(@1,40i) = $GrgCarMod6(@0,40i)0084: $GrgCarMod7(@1,40i) = $GrgCarMod7(@0,40i)0084: $GrgCarMod8(@1,40i) = $GrgCarMod8(@0,40i)0084: $GrgCarMod9(@1,40i) = $GrgCarMod9(@0,40i);0084: $GrgCarMod10(@1,40i) = $GrgCarMod10(@0,40i)0084: $GrgCarMod12(@1,40i) = $GrgCarMod12(@0,40i)0084: $GrgCarMod13(@1,40i) = $GrgCarMod13(@0,40i)0084: $GrgCarMod14(@1,40i) = $GrgCarMod14(@0,40i)0084: $GrgCarMod15(@1,40i) = $GrgCarMod15(@0,40i) 0002: jump ££GRG_LOOP_SHIFT;-----------------------; Save new car (index 0);-----------------------:GRG_SAVE_030001: wait 0 ms0004: @0 = 00084: $GrgCarHandle(@0,40i) = $playerCar0441: $GrgCarType(@0,40i) = car $playerCar model0407: create_coordinate $GrgCarX(@0,40f) $GrgCarY(@0,40f) $GrgCarZ(@0,40f) from_car $playerCar offset 0.0 0.0 0.00174: $GrgCarZangle(@0,40f) = car $playerCar z_angle03F3: get_car $playerCar color $GrgCarCol1(@0,40i) $GrgCarCol2(@0,40i)0988: $playerCar $GrgCarPaintjob(@0,40i);096D: $playerCar 0 $GrgCarMod0(@0,40i);096D: $playerCar 1 $GrgCarMod1(@0,40i)096D: $playerCar 2 $GrgCarMod2(@0,40i);096D: $playerCar 3 $GrgCarMod3(@0,40i);096D: $playerCar 4 $GrgCarMod4(@0,40i);096D: $playerCar 5 $GrgCarMod5(@0,40i);096D: $playerCar 6 $GrgCarMod6(@0,40i)096D: $playerCar 7 $GrgCarMod7(@0,40i)096D: $playerCar 8 $GrgCarMod8(@0,40i)096D: $playerCar 9 $GrgCarMod9(@0,40i);096D: $playerCar 10 $GrgCarMod10(@0,40i)096D: $playerCar 12 $GrgCarMod12(@0,40i)096D: $playerCar 13 $GrgCarMod13(@0,40i)096D: $playerCar 14 $GrgCarMod14(@0,40i)096D: $playerCar 15 $GrgCarMod15(@0,40i)0051: return;---------------------------------------------------------------------------------------------------------:GRG_SPAWN0004: @0  = -10084: @1 = $cars00D6: if  0       $cars > 0; if any car exists/saved004D: jump_if_false ££GRG_SPAWN_END;------------------------------ ; Spawn cars with index 79 to 0;------------------------------ :GRG_LOOP_SPAWN0001: wait 0 ms00D6: if  0        @1 > 0 004D: jump_if_false ££GRG_SPAWN_END000C: @1 -= 10008: @0  += 1;----------------------------------------------; if car exists (compare cars count with index);----------------------------------------------00D6: if  0001C:    $cars > @0004D: jump_if_false ££GRG_SPAWN_END0247: request_model $GrgCarType(@1,40i)038B: load_requested_models:GRG_1050001: wait 0 ms00D6: if 00248:    model $GrgCarType(@1,40i) available004D: jump_if_false ££GRG_10500A5: $GrgCarHandle(@1,40i) = create_car $GrgCarType(@1,40i) at $GrgCarX(@1,40f) $GrgCarY(@1,40f) $GrgCarZ(@1,40f)      0175: set_car_z_angle $GrgCarHandle(@1,40i) $GrgCarZangle(@1,40f)0249: release_model $GrgCarType(@1,40i);-------------; Set Paintjob;-------------00D6: if 18038:    NOT $GrgCarPaintjob(@1,40i) == -18038:    NOT $GrgCarPaintjob(@1,40i) == 0004D: jump_if_false ££GRG_SPAWN_setcolor_0106ED: $GrgCarHandle(@1,40i) $GrgCarPaintjob(@1,40i);------------------; Car color 1 and 2;------------------ :GRG_SPAWN_setcolor_010229: set_car $GrgCarHandle(@1,40i) color_to  $GrgCarCol1(@1,40i) $GrgCarCol2(@1,40i);-------------------------------------; Skip mods check if no mod is present;-------------------------------------;00D6: if 25;8038:    NOT $GrgCarMod0(@1,40i) == -1;8038:    NOT $GrgCarMod1(@1,40i) == -1;8038:    NOT $GrgCarMod2(@1,40i) == -1;8038:    NOT $GrgCarMod3(@1,40i) == -1;8038:    NOT $GrgCarMod4(@1,40i) == -1;8038:    NOT $GrgCarMod5(@1,40i) == -1;004D: jump_if_false ££GRG_SPAWN_SKIP1;0002: jump ££GRG_SPAWN_0000;:GRG_SPAWN_SKIP1;00D6: if 25;8038:    NOT $GrgCarMod6(@1,40i) == -1;8038:    NOT $GrgCarMod7(@1,40i) == -1;8038:    NOT $GrgCarMod8(@1,40i) == -1;8038:    NOT $GrgCarMod9(@1,40i) == -1;8038:    NOT $GrgCarMod10(@1,40i) == -1;8038:    NOT $GrgCarMod12(@1,40i) == -1;004D: jump_if_false ££GRG_SPAWN_SKIP2;0002: jump ££GRG_SPAWN_0000;:GRG_SPAWN_SKIP2;00D6: if 22;8038:    NOT $GrgCarMod13(@1,40i) == -1;8038:    NOT $GrgCarMod14(@1,40i) == -1;8038:    NOT $GrgCarMod15(@1,40i) == -1;004D: jump_if_false ££GRG_SPAWN_0016;-----; Hood;-----:GRG_SPAWN_0000;00D6: if 1;8038:    NOT $GrgCarMod0(@1,40i) == -1;8038:    NOT $GrgCarMod0(@1,40i) == 0;004D: jump_if_false ££GRG_SPAWN_0001;06E9: request_car_component $GrgCarMod0(@1,40i);:GRG_SPAWN_0000_loop;0001: wait 0 ms;00D6: if 0;06EA:   car_component_available $GrgCarMod0(@1,40i);004D: jump_if_false ££GRG_SPAWN_0000_loop;06E7: $10420 = add_car_component $GrgCarMod0(@1,40i) to_car $GrgCarHandle(@1,40i);06EB: release_car_component $GrgCarMod0(@1,40i);------; Vents;------;:GRG_SPAWN_0001;00D6: if 1;8038:    NOT $GrgCarMod1(@1,40i) == -1;8038:    NOT $GrgCarMod1(@1,40i) == 0;004D: jump_if_false ££GRG_SPAWN_0002;06E9: request_car_component $GrgCarMod1(@1,40i);:GRG_SPAWN_0001_loop;0001: wait 0 ms;00D6: if 0;06EA:   car_component_available $GrgCarMod1(@1,40i);004D: jump_if_false ££GRG_SPAWN_0001_loop;06E7: $10420 = add_car_component $GrgCarMod1(@1,40i) to_car $GrgCarHandle(@1,40i);06EB: release_car_component $GrgCarMod1(@1,40i);---------; Spoilers;---------:GRG_SPAWN_000200D6: if 18038:    NOT $GrgCarMod2(@1,40i) == -18038:    NOT $GrgCarMod2(@1,40i) == 0004D: jump_if_false ££GRG_SPAWN_000306E9: request_car_component $GrgCarMod2(@1,40i):GRG_SPAWN_0002_loop0001: wait 0 ms00D6: if 006EA:   car_component_available $GrgCarMod2(@1,40i)004D: jump_if_false ££GRG_SPAWN_0002_loop06E7: $10420 = add_car_component $GrgCarMod2(@1,40i) to_car $GrgCarHandle(@1,40i)06EB: release_car_component $GrgCarMod2(@1,40i);------------; Side Skirts;------------:GRG_SPAWN_0003;00D6: if 1;8038:    NOT $GrgCarMod3(@1,40i) == -1;8038:    NOT $GrgCarMod3(@1,40i) == 0;004D: jump_if_false ££GRG_SPAWN_0004;06E9: request_car_component $GrgCarMod3(@1,40i);:GRG_SPAWN_0003_loop;0001: wait 0 ms;00D6: if 0;06EA:   car_component_available $GrgCarMod3(@1,40i);004D: jump_if_false ££GRG_SPAWN_0003_loop;06E7: $10420 = add_car_component $GrgCarMod3(@1,40i) to_car $GrgCarHandle(@1,40i);06EB: release_car_component $GrgCarMod3(@1,40i);---------------; Front bullbars;---------------:GRG_SPAWN_0004;00D6: if 1;8038:    NOT $GrgCarMod4(@1,40i) == -1;8038:    NOT $GrgCarMod4(@1,40i) == 0;004D: jump_if_false ££GRG_SPAWN_0005;06E9: request_car_component $GrgCarMod4(@1,40i);:GRG_SPAWN_0004_loop;0001: wait 0 ms;00D6: if 0;06EA:   car_component_available $GrgCarMod4(@1,40i);004D: jump_if_false ££GRG_SPAWN_0004_loop;06E7: $10420 = add_car_component $GrgCarMod4(@1,40i) to_car $GrgCarHandle(@1,40i);06EB: release_car_component $GrgCarMod4(@1,40i);--------------; Rear bullbars;--------------;:GRG_SPAWN_0005;00D6: if 1;8038:    NOT $GrgCarMod5(@1,40i) == -1;8038:    NOT $GrgCarMod5(@1,40i) == 0;004D: jump_if_false ££GRG_SPAWN_0006;06E9: request_car_component $GrgCarMod5(@1,40i);:GRG_SPAWN_0005_loop;0001: wait 0 ms;00D6: if 0;06EA:   car_component_available $GrgCarMod5(@1,40i);004D: jump_if_false ££GRG_SPAWN_0005_loop;06E7: $10420 = add_car_component $GrgCarMod5(@1,40i) to_car $GrgCarHandle(@1,40i);06EB: release_car_component $GrgCarMod5(@1,40i);-------; Lights;-------;:GRG_SPAWN_0006;00D6: if 1;8038:    NOT $GrgCarMod6(@1,40i) == -1;8038:    NOT $GrgCarMod6(@1,40i) == 0;004D: jump_if_false ££GRG_SPAWN_0007;06E9: request_car_component $GrgCarMod6(@1,40i);:GRG_SPAWN_0006_loop;0001: wait 0 ms;00D6: if 0;06EA:   car_component_available $GrgCarMod6(@1,40i);004D: jump_if_false ££GRG_SPAWN_0006_loop;06E7: $10420 = add_car_component $GrgCarMod6(@1,40i) to_car $GrgCarHandle(@1,40i);06EB: release_car_component $GrgCarMod6(@1,40i);-----; Roof;-----:GRG_SPAWN_000700D6: if 18038:    NOT $GrgCarMod7(@1,40i) == -18038:    NOT $GrgCarMod7(@1,40i) == 0004D: jump_if_false ££GRG_SPAWN_000806E9: request_car_component $GrgCarMod7(@1,40i):GRG_SPAWN_0007_loop0001: wait 0 ms00D6: if 006EA:   car_component_available $GrgCarMod7(@1,40i)004D: jump_if_false ££GRG_SPAWN_0007_loop06E7: $10420 = add_car_component $GrgCarMod7(@1,40i) to_car $GrgCarHandle(@1,40i)06EB: release_car_component $GrgCarMod7(@1,40i);------; Nitro;------:GRG_SPAWN_000800D6: if 18038:    NOT $GrgCarMod8(@1,40i) == -18038:    NOT $GrgCarMod8(@1,40i) == 0004D: jump_if_false ££GRG_SPAWN_000906E9: request_car_component $GrgCarMod8(@1,40i):GRG_SPAWN_0008_loop0001: wait 0 ms00D6: if 006EA:   car_component_available $GrgCarMod8(@1,40i)004D: jump_if_false ££GRG_SPAWN_0008_loop06E7: $10420 = add_car_component $GrgCarMod8(@1,40i) to_car $GrgCarHandle(@1,40i)06EB: release_car_component $GrgCarMod8(@1,40i);-----------; Hydraulics;-----------:GRG_SPAWN_000900D6: if 18038:    NOT $GrgCarMod9(@1,40i) == -18038:    NOT $GrgCarMod9(@1,40i) == 0004D: jump_if_false ££GRG_SPAWN_001006E9: request_car_component $GrgCarMod9(@1,40i):GRG_SPAWN_0009_loop0001: wait 0 ms00D6: if 006EA:   car_component_available $GrgCarMod9(@1,40i)004D: jump_if_false ££GRG_SPAWN_0009_loop06E7: $10420 = add_car_component $GrgCarMod9(@1,40i) to_car $GrgCarHandle(@1,40i)06EB: release_car_component $GrgCarMod9(@1,40i);-----------; Car Stereo;-----------:GRG_SPAWN_0010;00D6: if 1;8038:    NOT $GrgCarMod10(@1,40i) == -1;8038:    NOT $GrgCarMod10(@1,40i) == 0;004D: jump_if_false ££GRG_SPAWN_0012;06E9: request_car_component $GrgCarMod10(@1,40i);:GRG_SPAWN_00010_loop;0001: wait 0 ms;00D6: if 0;06EA:   car_component_available $GrgCarMod10(@1,40i);004D: jump_if_false ££GRG_SPAWN_00010_loop;06E7: $10420 = add_car_component $GrgCarMod10(@1,40i) to_car $GrgCarHandle(@1,40i);06EB: release_car_component $GrgCarMod10(@1,40i);-------; Wheels;-------:GRG_SPAWN_001200D6: if 18038:    NOT $GrgCarMod12(@1,40i) == -18038:    NOT $GrgCarMod12(@1,40i) == 0004D: jump_if_false ££GRG_SPAWN_001306E9: request_car_component $GrgCarMod12(@1,40i):GRG_SPAWN_00012_loop0001: wait 0 ms00D6: if 006EA:   car_component_available $GrgCarMod12(@1,40i)004D: jump_if_false ££GRG_SPAWN_00012_loop06E7: $10420 = add_car_component $GrgCarMod12(@1,40i) to_car $GrgCarHandle(@1,40i)06EB: release_car_component $GrgCarMod12(@1,40i);---------; Exhausts;---------:GRG_SPAWN_001300D6: if 18038:    NOT $GrgCarMod13(@1,40i) == -18038:    NOT $GrgCarMod13(@1,40i) == 0004D: jump_if_false ££GRG_SPAWN_001406E9: request_car_component $GrgCarMod13(@1,40i):GRG_SPAWN_00013_loop0001: wait 0 ms00D6: if 006EA:   car_component_available $GrgCarMod13(@1,40i)004D: jump_if_false ££GRG_SPAWN_00013_loop06E7: $10420 = add_car_component $GrgCarMod13(@1,40i) to_car $GrgCarHandle(@1,40i)06EB: release_car_component $GrgCarMod13(@1,40i);-------------; Front Bumper;-------------:GRG_SPAWN_001400D6: if 18038:    NOT $GrgCarMod14(@1,40i) == -18038:    NOT $GrgCarMod14(@1,40i) == 0004D: jump_if_false ££GRG_SPAWN_001506E9: request_car_component $GrgCarMod14(@1,40i):GRG_SPAWN_00014_loop0001: wait 0 ms00D6: if 006EA:   car_component_available $GrgCarMod14(@1,40i)004D: jump_if_false ££GRG_SPAWN_00014_loop06E7: $10420 = add_car_component $GrgCarMod14(@1,40i) to_car $GrgCarHandle(@1,40i)06EB: release_car_component $GrgCarMod14(@1,40i);------------; Rear Bumper;------------:GRG_SPAWN_001500D6: if 18038:    NOT $GrgCarMod15(@1,40i) == -18038:    NOT $GrgCarMod15(@1,40i) == 0004D: jump_if_false ££GRG_SPAWN_001606E9: request_car_component $GrgCarMod15(@1,40i):GRG_SPAWN_00015_loop0001: wait 0 ms00D6: if 006EA:   car_component_available $GrgCarMod15(@1,40i)004D: jump_if_false ££GRG_SPAWN_00015_loop06E7: $10420 = add_car_component $GrgCarMod15(@1,40i) to_car $GrgCarHandle(@1,40i)06EB: release_car_component $GrgCarMod15(@1,40i):GRG_SPAWN_00160002: jump ££GRG_LOOP_SPAWN:GRG_SPAWN_END0051: return;---------------------------------------------------------------------------------------------------------:GRG_CLEAR0004: @0  = -10084: @1 = $cars00D6: if  0       $cars > 0; if any car exists/saved004D: jump_if_false ££GRG_CLEAR_END;------------------------------ ; Clear cars with index 79 to 0;------------------------------ :GRG_LOOP_CLEAR0001: wait 0 ms00D6: if  0        @1 > 0 004D: jump_if_false ££GRG_CLEAR_END000C: @1 -= 10008: @0  += 1;----------------------------------------------; if car exists (compare cars count with index);----------------------------------------------00D6: if  0001C:    $cars > @0004D: jump_if_false ££GRG_CLEAR_END01C3: remove_references_to_car  $GrgCarHandle(@1,40i);; Like turning a car into any random car0002: jump ££GRG_LOOP_CLEAR:GRG_CLEAR_END0051: return;--------------------------------------------------------------------------------------------------------- :GRG_TOOKOUT 0004: @0  = -10084: @1 = $cars0084: @2 = $cars; <- get index of last car in array (first saved)000C: @2 -= 1    ; <- get index of last car in array (first saved)00D6: if  0       $cars > 0; if any car exists/saved004D: jump_if_false ££GRG_TOOKOUT_END;----------------------------- ; Loop cars with index 79 to 0;----------------------------- :GRG_LOOP_TOOKOUT0001: wait 0 ms00D6: if  0        @1 > 0 004D: jump_if_false ££GRG_TOOKOUT_END000C: @1 -= 10008: @0  += 1;----------------------------------------------; if car exists (compare cars count with index);----------------------------------------------00D6: if  0001C:    $cars > @0004D: jump_if_false ££GRG_TOOKOUT_END00D6: if  000DB:    actor $PLAYER_ACTOR in_car $GrgCarHandle(@1,40i)      ; <- player took this car out004D: jump_if_false ££GRG_LOOP_TOOKOUT;----------------;Shift and delete;----------------000C: $cars -= 1  ; <- cars = cars - 1;------------------------------;Took out a car from the middle;------------------------------:GRG_107_00010084: $GrgCarType(@1,40i)   = $GrgCarType(@2,40i)            ; last car gets shifted to taken car0085: $GrgCarX(@1,40f)      = $GrgCarX(@2,40f)0085: $GrgCarY(@1,40f)      = $GrgCarY(@2,40f)0085: $GrgCarZ(@1,40f)      = $GrgCarZ(@2,40f)0085: $GrgCarZangle(@1,40f) = $GrgCarZangle(@2,40f)0084: $GrgCarCol1(@1,40i)   = $GrgCarCol1(@2,40i)0084: $GrgCarCol2(@1,40i)   = $GrgCarCol2(@2,40i)0084: $GrgCarHandle(@1,40i) = $GrgCarHandle(@2,40i)0084: $GrgCarPaintjob(@1,40i) = $GrgCarPaintjob(@2,40i);0084: $GrgCarMod0(@1,40i) = $GrgCarMod0(@2,40i);0084: $GrgCarMod1(@1,40i) = $GrgCarMod1(@2,40i)0084: $GrgCarMod2(@1,40i) = $GrgCarMod2(@2,40i);0084: $GrgCarMod3(@1,40i) = $GrgCarMod3(@2,40i);0084: $GrgCarMod4(@1,40i) = $GrgCarMod4(@2,40i) ;0084: $GrgCarMod5(@1,40i) = $GrgCarMod5(@2,40i);0084: $GrgCarMod6(@1,40i) = $GrgCarMod6(@2,40i)0084: $GrgCarMod7(@1,40i) = $GrgCarMod7(@2,40i)0084: $GrgCarMod8(@1,40i) = $GrgCarMod8(@2,40i)0084: $GrgCarMod9(@1,40i) = $GrgCarMod9(@2,40i);0084: $GrgCarMod10(@1,40i) = $GrgCarMod10(@2,40i)0084: $GrgCarMod12(@1,40i) = $GrgCarMod12(@2,40i)0084: $GrgCarMod13(@1,40i) = $GrgCarMod13(@2,40i)0084: $GrgCarMod14(@1,40i) = $GrgCarMod14(@2,40i)0084: $GrgCarMod15(@1,40i) = $GrgCarMod15(@2,40i) :GRG_TOOKOUT_END0051: return

 

 

 

So, have fun with that ugly codelines confused.gif

 

 

HELP

save 3 car and crash

Edited by Tak3er

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kurapika59100
Yea i just got what demarest was saying so I got it working i just wish i knew how add in text when you enter the garage becasue i have no clue where the boundaries are.

Depending on what your intentions with the code are, you could just add a chime when you're inside said cube.

 

 

Remember that you have to drive the car into the garage to save it.

So you cant just drop it from the heli magnet tounge.gif

Excellent point.

Thanks

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Adler
Yea i just got what demarest was saying so I got it working i just wish i knew how add in text when you enter the garage becasue i have no clue where the boundaries are.

Depending on what your intentions with the code are, you could just add a chime when you're inside said cube.

 

 

Remember that you have to drive the car into the garage to save it.

So you cant just drop it from the heli magnet tounge.gif

Excellent point.

Thanks

*Sigh...

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