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nubbel

Interior access + peds spawning

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nubbel

Hi there,

 

first let me say what I want to do: I want to bring life into the Mad Doggs mansion. In detail, I want to spawn some peds inside (party guys, strip girls, maybe some special actors, later maybe also animated). xmas.gif

 

The first thing I had problems with was the accessibility of the interior. I read a bit through the SANGA codes ("San Andreas New Game Access" written by Opius), found something related and tried:

 

 

004F: create_thread ££MadDoggAccess.........:MadDoggAccess07FB: set_interior 'MADDOGS' accessible  1 07FB: set_interior 'MDDOGS' accessible  1004E: end_thread

 

 

Doesn't work, but I don't know why. Something seems to be missing?!?

 

 

The second problem I had was to spawn a ped INSIDE the interior.

Requesting an actor isn't really a problem, I got this working. Example:

 

 

004F: create_thread ££RequestActor1......:RequestActor10247: request_model #BMYBE00D6: if 08248: NOT model #BMYBE available004D: jump_if_false ££CreateActor10001: wait 0 ms0002: jump ££RequestActor1:CreateActor1009A: $130 = create_actor 24 #BMYBE at 2492.00 -1677.0 13.33;0173: set_actor $130 z_angle_to  90.00249: release_model #BMYBE004E: end_thread

 

 

This spawns a BeachBoy infront of CJs house.

But the interiors are all (or most) somewhere in the blue hell as you might know. When you spawn peds at these coordinates they just fell of the sky suicidal.gif

So I guess you have to load the interior in a special way.

 

I would be very thankful if you could help me with these issues smile.gif

 

Thanks and regards,

nubbel

Edited by nubbel

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perkin

Have u try looking for the codes in the mission

A Home in the Hills ?

They have gals n guys running around the building inside

 

I guess u can make a thread looping to check whether player enters the interior, once cj inside the interior, your create_actor commands will works inside the building instead of pop up or stuck somewhere else. *use the reference coordinates in that mission's coding to help u locate ur actor in the right place.

 

I'll try to look for that mission when I got time too. well but I still looking for my opcode need for my mod.

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nubbel

Yeah, thats exactly the mission im reading through to figure out how it works.

I'm also actually looking at the mission "Mad Dogg's Rhymes" because it's not that long.

But it's still too much code I don't understand. I don't even know how to get the player actor to get inside the interior.

There is also no yellow marker for entering the building, and I don't know why.

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nubbel

Well, I finally got it working!

Here is the code:

 

 

004F: create_thread ££MADACC_001004F: create_thread ££CheckInInterior_001......;- Press TAB to open Mad Doggs Mansion -:MADACC_0010001: wait  0 ms00D6: if  000E1:   key pressed  0  4004D: jump_if_false ££MADACC_00107FB: set_interior 'MADDOGS' accessible  1004E: end_thread;- Player in the mansion?!?:CheckInInterior_0010001: wait  500 ms00D6: if  000FF:   actor $PLAYER_ACTOR 0 ()near_point_on_foot  1276.54 -791.6 1089.93 radius 50.0 50.0 10.0004D: jump_if_false ££CheckInInterior_001;- Request Test Ped:RequestActor_0010247: request_model #VWFYST100D6: if 08248:   NOT model #VWFYST1 available004D: jump_if_false ££CreateActor_0010001: wait 0 ms0002: jump ££RequestActor_001;- Spawn Test Ped:CreateActor_001009A: @37 = create_actor  24 #VWFYST1 at  1276.54 -791.6 1089.93 0187: @62 = create_marker_above_actor @37018B: show_on_radar @62 20860: link_actor @37 to_interior 5004E: end_thread

 

 

I use 2 threads.

The first allows you to access Mad Doggs mansion when you pressed the "Action Key". A yellow marker to enter the building appears in front of the door.

The second thread checks if you are inside the building and then spawns a test Ped.

 

Is the code ok, or may there occur problems?!?

Edited by nubbel

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nubbel

I am not able to spawn more than 3 Peds.

The 4th Ped causes the game to crash. Any ideas? cryani.gif

 

Strip Girls 1

Strip Girls 2

 

 

;----------------------------;- Player in the mansion?!? -;----------------------------:CheckInInterior_0010001: wait  500 ms00D6: if  000FF:   actor $PLAYER_ACTOR 0 ()near_point_on_foot  1276.54 -791.6 1089.93 radius 50.0 50.0 10.0004D: jump_if_false ££CheckInInterior_001;--------------------;- Request Test Ped -;--------------------:RequestActor_0010247: request_model #VWFYST1; Black Scotts-Mini0247: request_model #VHFYST3; Police Outfit0247: request_model #SBFYSTR; Fire Tatoo04ED: load_animation "STRIP"038B: load_requested_models:CheckAvailable_00100D6: if 384EE:   NOT animation "STRIP" loaded8248:   NOT model #VWFYST1 available; Black Scotts-Mini8248:   NOT model #VHFYST3 available; Police Outfit8248:   NOT model #SBFYSTR available; Fire Tatoo 004D: jump_if_false ££CreateActor_0010001: wait 0 ms0002: jump ££CheckAvailable_001;------------------;- Spawn Test Ped -;------------------:CreateActor_0010001: wait 100 ms009A: @37 = create_actor 24 #SBFYSTR at  1272.465 -792.2039 1090.6820860: link_actor @37 to_interior 50605: unknown_action_sequence @37 "STR_LOOP_A" "STRIP"  1000.0  1  1  0  1 -10249: release_model @370001: wait 100 ms009A: @38 = create_actor 24 #VWFYST1 at  1272.761 -802.8165 1090.4450860: link_actor @38 to_interior 50605: unknown_action_sequence @38 "STR_LOOP_C" "STRIP"  1000.0  1  1  0  1 -10249: release_model @380001: wait 100 ms009A: @39 = create_actor 24 #VHFYST3 at  1272.843 -806.1497 1090.4450860: link_actor @39 to_interior 50605: unknown_action_sequence @39 "STR_LOOP_C" "STRIP"  1000.0  1  1  0  1 -10249: release_model @39004E: end_thread

 

 

 

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perkin

I guess u r trying to create different actors too fast, first try to create the 4th actor with same type, if it crash too, add a wait line some how before u go create your 4th one.

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nubbel

 

I guess u r trying to create different actors too fast, first try to create the 4th actor with same type, if it crash too, add a wait line some how before u go create your 4th one.

Well I tried for hours now. I tried different waits at different places, tried to create the Peds at 0.0 0.0 0.0 first and then put them to the coordinates, etc.

I figured at least out that the problem is setting properties for the actors, not spawning the actors.

 

I can do

 

009A: @37 = create_actor 24 #SBFYSTR at  X Y Z

 

as often as I want without problems.

 

But when I try to do

 

0173: set_actor @37 z_angle_to  Z

 

for example (or any other change to the ped) the game just crashes.

 

Any suggestions? cryani.gif

 

Edited by nubbel

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nubbel

Well, I got it working! sigh.gif

The problem was (no a clue why) the variables. When I use a lower number e.g. "@1" it works. Seems that there is a limit or something for these local vars?!?

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Marklund

object not defined the object >#BMYBE< was not found inside your'.ide' files or defined with 'DEFINE OBJECT'

bored.gif

nubbel, what's your msn?

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nubbel

The problem: Put the file PEDS.IDE into your Mission Builder folder

MSN: I dont use it

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spaceeinstein
Crap Barton didn't check San An's limits. Don't use such high numbers for no apparent reason when you can use very low numbers. I think the limit is @16.

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[FP]Gunner

cant get it working:

 

 

004F: create_thread ££RequestActor1:RequestActor10247: request_model #BMYBE00D6: if 08248: NOT model #BMYBE available004D: jump_if_false ££CreateActor10001: wait 0 ms0002: jump ££RequestActor1:CreateActor1009A: $130 = create_actor 24 #BMYBE at 2492.00 -1677.0 13.33;0173: set_actor $130 z_angle_to  90.00249: release_model #BMYBE004E: end_thread

 

 

Greetz turn.gif

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Quadropheniac90
Well, I'm trying to code something too for an interior, but I haven't been working so long with SA yet. I do have experience with Vice, but that's not improtant right now. I set an opcode that makes the Pleasure Domes available (changed the textures too but nothing has changed) and that works, I can go inside via the roof and the front door. But I also spawn an actor there who isn't there when I go in. The other way I tried is finding the ID of the interior and placing CJ there from the beginning and spawn Woozie there. Well, I was there and Woozie was, but no interior. I looked down and was right above the roof entrance of the Pleasure Domes. but just way higher. I used the select_interior opcode, the link_actor_to opcode and that didn't work for the interior. Am I using the wrong ID (used 3 and 6 and 1) or using the wrong opcodes. How did you find out the ID 5 was the ID of Mad Dogg's House, is there a file which contains the interior ID's or what? I really need some help with this. Creating a mod... Thanks in advance.

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nubbel

Check this out, works fine:

 

 

004F: create_thread ££JizzyAcc_001004F: create_thread ££JizzyInt_001

 

 

 

;------------------------------------------;- Press TAB to open Jizzys Pleasure Dome -;------------------------------------------:JizzyAcc_0010001: wait  250 ms00D6: if  000E1:   key_pressed  0  4004D: jump_if_false ££JizzyAcc_00107FB: set_interior 'PDOMES' accessible  107FB: set_interior 'PDOMES2' accessible  1 004E: end_thread:JizzyInt_0010001: wait  250 ms00D6: if  10038:   $ON_MISSION ==  0;; integer values00FE:   actor $PLAYER_ACTOR  0 ()near_point  -2669.127  1426.919  905.4609 radius 25.0 25.0 25.0004D: jump_if_false ££JizzyInt_001:JizzyRequest_001023C: load_special_actor  1 'JIZZY'038B: load_requested_models:JizzyAvailable_0010001: wait  0 ms00D6: if 0023D:  special_actor  1 loaded004D: jump_if_false ££JizzyAvailable_001:JizzyCreate_001009A: @1 = create_actor  24 #SPECIAL01 at -2669.127  1426.919  905.46090860: link_actor @1 to_interior  3 0187: @2 = create_marker_above_actor @10168: show_on_radar @2  1004E: end_thread

 

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Quadropheniac90
Hell yeah that works! But what I forgot was to put the interior code into the Mission 1 code, because it changes the interior to 0 there, so placing it in the main didn't work for me. But how do you know all interior ID's, I saw 1 was for a lot of stuff, 3 too, but 17 was the house used during 'Burning Desire' I think. I hope someone finds all of them out.

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nubbel

I put all my code above -Mission 0-.

And the Interior ID: I just searched for one of the mission for Jizzy. "Ice cold killer" e.g. was inside the Pleasure Dome, then search for "interior" and you should find it smile.gif

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Quadropheniac90

Srry, double post...

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Quadropheniac90
I'm gathering all kinds off interior locations and stuff so people can look them up easily, I will post when I find out some more coords. I have allready got Liberty City, Zero's Arena, San Fierro Garage, and the Shamal interior. Please request because I don't know all of them. Don't mean to mess up your topic nubbel, so delete my post if it bothers you.

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nubbel

Nothing bothers me, would be great if you post some interior IDs!

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Quadropheniac90

Only got four, but I'm too tired to search for more right now, I'll try again tomorrow!

 

There are 2 ways of going to the places:

 

1. Search for INTRO_753 in Bartons Editor and replace the line of code there with the sections of code given below...

Replace the interior ID that is last used in Mission 1 with the same ID as used in the sections of code.

 

2. Go into any interior which uses the ID 1 (Think CJ's House and the Gym, etc. use it, don't know) and teleport to the coordinates given at the 00A1 opcodes, e.g. the Shamal Interior used in a mission from Salavatore Leone: 1.6127 34.7411 1199.0

 

Shamal Interior:

;-------------------------

;--Put CJ in an interior--

;-------------------------

04BB: select_interior 1 ;; select render area

00A1: put_actor $3 at 1.6127 34.7411 1199.0

0173: set_actor $3 z_angle_to 180.0

04D7: lock_actor $3 in_current_position 0

0860: link_actor $3 to_interior 1

 

Liberty City:

;-------------------------

;--Put CJ in an interior--

;-------------------------

04BB: select_interior 1 ;; select render area

00A1: put_actor $3 at -811.999 457.027 1356.622

0173: set_actor $3 z_angle_to 180.0

04D7: lock_actor $3 in_current_position 0

0860: link_actor $3 to_interior 1

 

From Liberty City you can see inside Marco's Bistro, which is part of the interior. So if you'd

want to add this interior to GTA: LC or whatever mod, you'd have to split it first I think.

 

San Fierro Garage:

;-------------------------

;--Put CJ in an interior--

;-------------------------

04BB: select_interior 1 ;; select render area

00A1: put_actor $3 at -2030.987 148.5787 27.8359

0173: set_actor $3 z_angle_to 180.0

04D7: lock_actor $3 in_current_position 0

0860: link_actor $3 to_interior 1

03CB: set_camera -2031.0 149.0 29.0

;--Opens the garage in San Fierro so you can go in there, turn of when other interiors are used--

0360: open_garage 'HBGDSFS'

 

Zero's fighting Arena:

;-------------------------

;--Put CJ in an interior--

;-------------------------

04BB: select_interior 10 ;; select render area

00A1: put_actor $3 at -975.6997 1061.162 1344.8

0173: set_actor $3 z_angle_to 180.0

04D7: lock_actor $3 in_current_position 0

0860: link_actor $3 to_interior 10

 

Hope this helps, post any probs here...

If the teleporting doesn't work, try the coding way, you'll have to start a new game to get there. You'll be there right away and can't get out. It's just a test version, so I'll create a nice little script which lets you go there with shortcuts. OK, for now, goodnight! sleepy.gif

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