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Ransom1

Some code help

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Ransom1

Hmm I did piece it together into that stripped scm myself, so maybe I did something weird that fixed it tounge.gif

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Demarest

He probably also had a create_thread command.

 

@Thesord: Reason I ask is because original code only used 1-4 & 6. Not sure the differences, but I know 1 is unlocked. Maybe get him to post in here? Did you know that the Police car is the only car that manually spawns locked? Oh, and I still strongly advise against creating actors as other players.

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Luke
He probably also had a create_thread command.

 

@Thesord: Reason I ask is because original code only used 1-4 & 6. Not sure the differences, but I know 1 is unlocked. Maybe get him to post in here? Did you know that the Police car is the only car that manually spawns locked? Oh, and I still strongly advise against creating actors as other players.

It'll be me that's at fault here, it's been a long time since I wrote any proper SCM longer than 2 lines. I seem to remember that the car locked is a little more complex than just locked/unlocked, with some of them allowing the player to enter and some of them not allowing actors to enter and some both etc. But yeah, you'll know better than me. Perhaps 7 = player can enter but not actors? Not sure really. Oops? tounge.gif

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Thesord

I tested sending the actors to the cars with opcode 01D4, after setting the door status with the second parameter as 7. They got in both cars. I'm going to try 1-4 and 6 to see the differences.

 

 

Oh, and I still strongly advise against creating actors as other players.

 

Why? Are you saying it might cause conflicts within the game's code? dontgetit.gif

 

EDIT:

 

Creating the actors with player flags:

 

1 and 7 made the doors unlock for the player and the actors.

2 and 3 made the doors lock for the player and the actors.

4 made the doors lock for the player and the actors.

5 crashed the game ( rolleyes.gif ).

6 made the doors unlock for the player and the actors.

 

Creating the actors with a non-player and non-cop flag (civmale 4 in this case):

 

1 and 7 made the doors unlock for the player and the actors.

2 made the doors lock for the player and the actors.

3 made the doors lock for the player and unlock for the actors.

4 made the doors lock for the player and the actors.

5 (no need test it again xD)

6 made the doors unlock for the player and the actors.

 

Creating the actors with the cop flag:

 

1, 6 and 7 made the doors unlock for the player and the actors. The actor's priprity in this case was the driver's seat.

 

2 made the doors lock for the player and the actors, the actors kept trying to open the door instead of just trying once like before.

 

3 made the doors lock for the player and unlock for the actors, and their priority was once more the driver's seat.

 

4 made the doors lock for the player and the actors.

 

 

Edited by Thesord

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Demarest
Why? Are you saying it might cause conflicts within the game's code? dontgetit.gif

I don't know. I know the released game has no support for player 2 so unless you know what you're doing with EXE hacking, using something designated as player 2 would have unpredictable results. VERY nice work on your experiments there though. The color coding made it easier to follow too colgate.gif

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Thesord

Those were tested with the police car only, I believe it would yeld different results if I did the same testing again but with a different car.. tounge.gif

 

If it's not sure, I could also test that...

 

Returning to the scene, I am now needing to give weapons to the actors. I will be using opcode 01B2 (give_actor_weapon), there's just one thing that bothers me, the second parameter where you specify a number that refers to a weapon, I don't know what number represents what weapon, and I've already searched on the default.ide and on the weapon.dat.

Edited by Thesord

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Demarest

Really, you don't need to know numbers. Anytime you see # in Builder, it's you using a name instead of a number and the Builder will insert the number for you (like #GRENADE). How does it know though? I found this in SCM.INI:

 

; %1c%=weapon id, hardcoded in gta3.exe: 0=Unarmed, 1=BaseballBat, 2=Colt45, 3=Uzi, 4=Shotgun, 5=AK47, 6=M16, 7=SniperRifle, 8=RocketLauncher, 9=FlameThrower, 10=Molotov, 11=Grenade, 12=Detonator, 13=HeliCannon

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Quadropheniac90

EDIT: Wrong topic lol... biggrin.gif

Edited by teun.steenbekkers

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Thesord

Thanks.

 

Now that I've given the weapons to the actors, I have yet another problem, when I set the actors to shoot other actors, they get of their position constantly. I've tried putting them in the same place constantly but that isn't very useful as they aren't able to shoot that way, and I've tried opcode 0192 (set_actor_to_stand_still) and opcode 04D7 (lock_actor in_current_position) but neither worked....

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Demarest
There may be nothing you can do. If it were me, I'd try upping their accuracy to 100% and hope that that would help curb their need to "get close" to shoot.

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