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herrhund

Tankers with Trailer in Traffic

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Yegorchic

Yes, I'm sorry... I forgot to write it.

But it work without $ecar = -1!

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Y_Less
It does but its good practice to leave it in as otherwise $car is 0, which you don want.

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Demarest
What are you linking to? You need to be logged in to view the page. Also, have you tried asking the author? I've never known a code modder to deny code except one.

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fastbuickgn

I tried this code on a xbox and it works ,but the only problems with it seems to be the tankers drop from the sky and they spawn like crazy.

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Demarest

I've only seen a vehicle fall from the sky when you use -100 for the Z coord and the ground there is still loading. For those looking for a solution to that, using

create_car XYZwait 0put_car XYZ

Should solve it. Somehow wait 0 relinqueshes focus long enough for the engine to get the map sorted.

 

If a bunch are spawning, then it's written wrong or implimented wrong. Maybe post the code you used since it's a month old and several samples are listed.

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fastbuickgn

This is the code i used

 

 

:LabelBus

0001: wait 100 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££LabelBus

04C4: create_coordinate $p0 $p1 $p2 from_actor $PLAYER_ACTOR offset 170.0 170.0 0.0

04C4: create_coordinate $p3 $p4 $p5 from_actor $PLAYER_ACTOR offset -170.0 -170.0 0.0

053E: $ecar = get_random_car_with_actors -1 in_area $p0 $p1 $p3 $p4

00D6: if 0

8038: NOT $ecar == -1;; !!!!!!!!!! Here we MUST check car, if var."ecar" is "-1" then we haven't car...

004D: jump_if_false ££LabelBus

00D6: if 0

0137: car $ecar id == #PETRO

004D: jump_if_false ££LabelBus

0247: request model 584

038B: load_requested_models

 

:LabelAttachLoad

0001: wait 0 ms

00D6: if 0

0248: model 584 available

004D: jump_if_false ££LabelAttachLoad

;;!!!!!!!!! Here we must check, is this car have "Trailer"...

0407: create coordinate $r0 $r1 $r2 from car $ecar offset 10.0 10.0 0.0;;!! We got coordinates

0407: create coordinate $r3 $r4 $r5 from car $ecar offset -10.0 -10.0 0.0

053E: $ecar2 = get_random_car_with_actors -1 in_area $r0 $r1 $r3 $r4 ;;!! got a car in area near "ecar"

00D6: if 0

8038: NOT $ecar2 == -1 ;;!! Check var. "ecar2"

004D: jump_if_false ££LabelBus

00D6: if 0

8137: NOT car $ecar2 id == #PETROTR ;;!! If "ecar" is "Trailer" we jump at "LabelBus"

004D: jump_if_false ££LabelBus

00A5: $new_trailer = create_car 584 at 0.0 0.0 10.0 ;; !! If "ecar" isn't "Trailer" we create trailer and attach it...

0249: release model 584

0893: put_trailer $new_trailer on_cab $ecar

01C3: remove references to car $ecar;; we must free all vars

01C3: remove references to car $ecar2

01C3: remove references to car $new_trailer

0002: jump ££Labelbus

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Demarest
That code is unnecessarily elaborate and weighty. It spawns a bunch of them because you never set your var to -1, so it will never be -1, always return true, etc. Much simpler would be (untested)
:LabelBus0001: wait 250 ms0006: @0 = -1053E: @0 = get_random_car_with_actors -1 in_area  3000  3000 -3000 -300000D6: if 08038: NOT @0 == -1004D: jump_if_false ££LabelBus00D6: if 00137: car @0 id == #PETRO004D: jump_if_false ££LabelBus0247: request model 584038B: load_requested_models:LabelAttachLoad0001: wait 0 ms00D6: if 00248: model 584 available004D: jump_if_false ££LabelAttachLoad00A5: @1 = create_car 584 at 0.0 0.0 10.00249: release model 5840893: put_trailer @1 on_cab @001C3: remove references to car @001C3: remove references to car @10002: jump ££Labelbus

 

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demonj0e
wow cool i remeber reading that someone wanted more carrigaes on the trains would this work exectly the same?

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fastbuickgn

I tried your code and it did'nt work, i even tried parts of your code and it's a no go.

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Mr. Someguy
Can I get linerunners with full-sized trailors on Freeway traffic?

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Demarest
wow cool i remeber reading that someone wanted more carrigaes on the trains would this work exectly the same?

I couldn't tell you. When I was writing the section of Rebirth that essentially put you back into whatever vehicle you were in when you started your last mission that required you in a vehicle, it didn't behave properly when I spawned a train. I assumed that the engine considers trains totally different and moved on. That was the extent of my experiments and there was hardly any effort at all.

 

 

Can I get linerunners with full-sized trailors on Freeway traffic?

I do believe that that has been the focus of this thread since it started over a month ago confused.gif

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dertyjerzian

 

Can I get linerunners with full-sized trailors on Freeway traffic?

I do believe that that has been the focus of this thread since it started over a month ago confused.gif[/color]

Mr Someguy will now be known as Mr THAT guy. ph34r.gif

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Mr. Someguy

 

Can I get linerunners with full-sized trailors on Freeway traffic?

I do believe that that has been the focus of this thread since it started over a month ago confused.gif[/color]

Mr Someguy will now be known as Mr THAT guy. ph34r.gif

YIPEE! tounge.gif

 

 

@Demarest, I mean on the freeway not just country roads, the freeways in Los Santos.

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Demarest
Okay, but roads are roads. The only thing different about the various "freeways" in the game is that they're flagged for faster traffic.

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Blonde_man

so, have u guys got this to work or what?

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demonj0e

i tried the script but the cars it was assigned to never showed up :S

didnt try with a spawner but it shoudl works

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drwacky

The problem that I run into is this. When the trailer spawns sometimes

it cant attach itself to the truck because there is a car in the way or

on the freeways the truck is moving to fast. The trailer ends up far

enough away from the truck for the thread to spawn another trailer.

However the first trailer is still close enough to be in the way of the

newly spawned trailer. Causing the newly spawned trailer to also not

attach and (bounce) far enough away for still a third trailer to be

spawned. This cycle will sometimes repeat itself until you have like

2 dozen trailers laying around blocking the road.

 

So I opened up the search area for the trailer a little and added a

section to check if the trailer it found is attached to the truck it

found. It dosen't completely solve the problem. It minimizes the

frequency the problem, and when you do encounter multiple trailer

spawns, it seems to keep the number of trailers spawned under

half a dozen. Still a mess on the roadway but better than 2 dozen

trailers blocking the road. One side glitch is that sometimes you

end up with a truck that has 2 trailers attached.

 

 

add this line with the other create_thread lines near the top of MAIN:004F: create_thread ££PTRAILOR_1Then find:;-------------Mission 0---------------; Originally: Initial 1and add BEFORE it::PTRAILER_10001: wait  250 ms04C4: create_coordinate @3 @4 @5 from_actor $PLAYER_ACTOR offset  200.0  200.0  0.004C4: create_coordinate @6 @7 @8 from_actor $PLAYER_ACTOR offset  -200.0  -200.0  0.00006: @0 = -1053E: @0 = get_random_car_with_actors -1 in_area @3 @4 @6 @700D6: if  08038:   NOT   @0 ==  -1004D: jump_if_false ££PTRAILER_100D6: if  0                    0137:   car @0 id == #PETRO004D: jump_if_false ££PTRAILER_10247: request model 584038B: load_requested_models  :PTRAILER_20001: wait  0 ms00D6: if  00248:  model 584 available004D: jump_if_false ££PTRAILER_2      0407: create coordinate @3 @4 @5 from car @0 offset 15.0  15.0  0.00407: create coordinate @6 @7 @8 from car @0 offset -15.0  -15.0  0.00006: @1 = -1053E: @1 = get_random_car_with_actors -1 in_area @3 @4 @6 @700D6: if  08038:   NOT   @1 ==  -1004D: jump_if_false ££PTRAILER_100D6: if  08137:   NOT car @1 id == #PETROTR004D: jump_if_false ££PTRAILER_300A5: @2 = create_car 584 at  0.0  0.0  10.00249: release model 5840893: put_trailer @2 on_cab @001C3: remove references to car @001C3: remove references to car @101C3: remove references to car @20002: jump ££PTRAILER_1:PTRAILER_300D6: if  087AB:   NOT car @1 attached_to_car @0004D: jump_if_false ££PTRAILER_10893: put_trailer @1 on_cab @001C3: remove references to car @001C3: remove references to car @10002: jump ££PTRAILER_1

 

 

 

Is there an op-code for finding a particlar type of car in an area.

I looked through the op-code database but I didn't find anything

that looked usable.

Edited by drwacky

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ZAZ

It´s a really difficult theme.

It´s necessary to send the truck with trailer to anywhere and keep it in loop till the

truck is out of range.

And just check the field infront of CJ

If I keep the simlpy random car in a loop, the game crash sometimes.

So I did it my way:

Notice: A permanent checking for random car is a bit stressness for the game and

don´t work parallel with an other script that uses the 053E: @0 = get_random_car-code.

Delete the semicolon and activate 0394: play_music 1.

So you can hear if random car was found.

 

004F: create_thread ££CITARO_1

 

 

:CITARO_103A4: name_thread 'CITO':C_BUS_20001: wait  5000 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££C_BUS_200D6: if  10038:   $ACTIVE_INTERIOR ==  0;; integer values0038:   $ON_MISSION ==  0;; integer values004D: jump_if_false ££C_BUS_2:C_BUS_40001: wait  0 ms0006: @0 = -100D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££C_BUS_404C4: create_coordinate @11 @12 @13 from_actor $PLAYER_ACTOR offset -100.0  100.0  0.004C4: create_coordinate @14 @15 @16 from_actor $PLAYER_ACTOR offset  100.0  400.0  0.0053E: @0 = get_random_car_with_actors -1 in_area @11 @12 @14 @1500D6: if  08038:   NOT   @0 == -1;; integer values004D: jump_if_false ££C_BUS_40247: request_model #PETRO0247: request model #PETROTR0247: request_model #VMAFF1:C_BUS_30001: wait  0 ms00D6: if  20248:   model #PETRO available0248:   model #PETROTR available0248:   model #VMAFF1 available004D: jump_if_false ££C_BUS_30407: create_coordinate @17 @18 @19 from_car @0 offset  0.0  0.0  0.00174: @10 = car @0 z_angle00A5: @1 = create_car #PETRO at @17 @18 @190129: @2 = create_actor  24 #VMAFF1 in_car @1 driverseat0175: set_car @1 z_angle_to @100338: @1  0;visibility00A6: destroy_car @0;0394: play_music  102AC: set_car @1 immunities  1  1  1  1  100AD: set_car @1 max_speed_to  0.00519: lock_vehicle @1 in_current_position  10001: wait  500 ms0407: create_coordinate @17 @18 @19 from_car @1 offset  0.0  0.0  -12.00174: @10 = car @1 z_angle0087: @11 = @17;; floating-point values only0087: @12 = @18;; floating-point values only0087: @13 = @17;; floating-point values only0087: @14 = @18;; floating-point values only000B: @11 +=  5.5;; floating-point values000B: @12 +=  5.5;; floating-point values000F: @13 -=  5.5;; floating-point values000F: @14 -=  5.5;; floating-point values01E8: create_forbidden_for_cars_cube  @11 @12 @19  @13 @14 0.00001: wait 0 ms00A5: @3 = create_car #PETROTR at @17 @18 @190175: set_car @3 z_angle_to @100001: wait  0 ms0338: @3  0;visibility0893: put_trailer @3 on_cab @10249: release_model #PETRO0249: release_model #VMAFF10249: release model #PETROTR0338: @1  1;visibility0338: @3  1;visibility0519: lock_vehicle @1 in_current_position  00407: create_coordinate @21 @22 @23 from_car @1 offset  0.0  1000.0  0.000A7: car @1 drive_to @21 @22 @2300AD: set_car @1 max_speed_to  30.000AF: set_car @1 driver_behaviour_to  100AE: unknown_set_car @1 to_ignore_traffic_lights  4:C_BUS_50001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££C_BUS_600D6: if  58119:   NOT   car @1 wrecked82BF:   NOT   car @1 sunk81F4:   NOT   car @1 flipped8119:   NOT   car @3 wrecked82BF:   NOT   car @3 sunk81F4:   NOT   car @3 flipped004D: jump_if_false ££C_BUS_600D6: if  2100DB:   actor $PLAYER_ACTOR in_car @18202:   NOT   actor $PLAYER_ACTOR near_car @1 radius  150.0  150.0 unknown  0004D: jump_if_false ££C_BUS_50002: jump ££C_BUS_6:C_BUS_601C3: remove references to car @301C2: remove_references_to_actor @2;; Like turning an actor into a random pedestrian02AC: set_car @1 immunities  0  0  0  0  001C3: remove_references_to_car @1;; Like turning a car into any random car0002: jump ££C_BUS_2

 

Other variations:

 

:CITARO_103A4: name_thread 'CITO':C_BUS_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££C_BUS_200D6: if  10038:   $ACTIVE_INTERIOR ==  0;; integer values0038:   $ON_MISSION ==  0;; integer values004D: jump_if_false ££C_BUS_2:C_BUS_40001: wait  0 ms0006: @0 = -100D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££C_BUS_404C4: create_coordinate @11 @12 @13 from_actor $PLAYER_ACTOR offset -100.0  100.0  0.004C4: create_coordinate @14 @15 @16 from_actor $PLAYER_ACTOR offset  100.0  400.0  0.0053E: @0 = get_random_car_with_actors -1 in_area @11 @12 @14 @1500D6: if  08038:   NOT   @0 == -1;; integer values004D: jump_if_false ££C_BUS_400D6: if 00137: car @0 id == #PETRO004D: jump_if_false ££C_BUS_40247: request_model #PETRO0247: request model #PETROTR0247: request_model #VMAFF1.......

 

 

:CITARO_103A4: name_thread 'CITO':C_BUS_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££C_BUS_200D6: if  10038:   $ACTIVE_INTERIOR ==  0;; integer values0038:   $ON_MISSION ==  0;; integer values004D: jump_if_false ££C_BUS_2:C_BUS_40001: wait  0 ms0006: @0 = -100D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££C_BUS_404C4: create_coordinate @11 @12 @13 from_actor $PLAYER_ACTOR offset -100.0  100.0  0.004C4: create_coordinate @14 @15 @16 from_actor $PLAYER_ACTOR offset  100.0  400.0  0.0053E: @0 = get_random_car_with_actors -1 in_area @11 @12 @14 @1500D6: if  08038:   NOT   @0 == -1;; integer values004D: jump_if_false ££C_BUS_400D6: if 230137: car @0 id == #PETRO0137: car @0 id == #LINERUN0137: car @0 id == #COACH0137: car @0 id == #REGINA004D: jump_if_false ££C_BUS_40247: request_model #PETRO0247: request model #PETROTR0247: request_model #VMAFF1.......

 

Edited by ZAZ

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tomworld10

Hi,

 

 

Got a new code, it's very long but it handles every trailer (and the towtruck) existing in San Andreas and I'm lazy. Use SB v2.99e with original sascm.ini. I tested it a bit but not enough, please test it. Sorry, no time to talk more, no times for screenies.

 

 

 

:TRAILER03A4: name_thread 'TRAILER' wait 0 msif0256:   player $PLAYER_CHAR defined 004D: jump_if_false @TRAILER0006: [email protected] = -1 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0073E: get_car_in_sphere [email protected] [email protected] [email protected] radius 200.0 model -1 handle_as [email protected] and8038:   not  [email protected] == -1004D: jump_if_false @TRAILER if and056E:   carcass_of_car [email protected] valid 8119:   not car [email protected] wrecked 09D0:   [email protected] @TRAILERif87AB: not car -1 attached_to_car [email protected] 004D: jump_if_false @TRAILER :TRAILER_50if0137:   car [email protected] id == #TOWTRUCK004D: jump_if_false @TRAILER_100if056E:   carcass_of_car [email protected] valid jf @TRAILER0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset 0.0 -6.0 0.0 if80FE:  not actor $PLAYER_ACTOR 1 [email protected] [email protected] [email protected] radius 3.5 3.5 3.5 jf @TRAILERjump @TRAILER_1000:TRAILER_100if0137:   car [email protected] id == #BAGGAGE004D: jump_if_false @TRAILER_2000209: [email protected] = random_int 606 608 jump @TRAILER_500:TRAILER_200if or0137:   car [email protected] id == #LINERUN0137:   car [email protected] id == #RDTRAIN0137:   car [email protected] id == #PETRO004D: jump_if_false @TRAILER_300:TRAILER_205wait 0 ms0209: [email protected] = random_int 0 4if04A3:   island_variable [email protected] == 0004D: jump_if_false @TRAILER_2100006: [email protected] = 435jump @TRAILER_500:TRAILER_210if04A3:   island_variable [email protected] == 1004D: jump_if_false @TRAILER_2200006: [email protected] = 450jump @TRAILER_500:TRAILER_220if04A3:   island_variable [email protected] == 2004D: jump_if_false @TRAILER_2300006: [email protected] = 584jump @TRAILER_500:TRAILER_230if04A3:   island_variable [email protected] == 3004D: jump_if_false @TRAILER_2400006: [email protected] = 591jump @TRAILER_500:TRAILER_240if04A3:   island_variable [email protected] == 4004D: jump_if_false @TRAILER_205wait 500 msjump @TRAILER:TRAILER_300if0137:   car [email protected] id == #TRACTOR004D: jump_if_false @TRAILER_4000006: [email protected] = 610 jump @TRAILER_500:TRAILER_400if0137:   car [email protected] id == #UTILITY004D: jump_if_false @TRAILER0006: [email protected] = 611 :TRAILER_500wait 1000 ms0247: request_model [email protected]: load_requested_models if0248:   model [email protected] available 004D: jump_if_false @TRAILER_500if056E:   carcass_of_car [email protected] valid jf @TRAILER0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset 0.0 -7.0 0.0 0395: clear_area 1 at [email protected] [email protected] [email protected] range 3.0 if80FE:  not actor $PLAYER_ACTOR 1 [email protected] [email protected] [email protected] radius 15.0 15.0 5.0 jf @TRAILER00A5: [email protected] = create_car [email protected] at 0.0 0.0 0.0 0893: put_trailer [email protected] on_cab [email protected]: release_model [email protected]                                                 8137: not car [email protected] id == #BAGGAGE004D: jump_if_false @TRAILER_6000001: wait 1000 ms if87AB: not car [email protected] attached_to_car [email protected] 004D: jump_if_false @TRAILER_550 0893: put_trailer [email protected] on_cab [email protected]:TRAILER_55001C3: remove_references_to_car [email protected] // Like turning a car into any random car 01C3: remove_references_to_car [email protected] // Like turning a car into any random car jump @TRAILER:TRAILER_600if8137:  not car [email protected] id == #TUGSTAIR004D: jump_if_false @TRAILER_900 0209: [email protected] = random_int 606 609 :TRAILER_650wait 0 ms0247: request_model [email protected]: load_requested_models if0248:   model [email protected] available 004D: jump_if_false @TRAILER_65000A5: [email protected] = create_car [email protected] at 0.0 0.0 0.0 0893: put_trailer [email protected] on_cab [email protected]: release_model [email protected]:  not car [email protected] id == #TUGSTAIR004D: jump_if_false @TRAILER_840 0209: [email protected] = random_int 606 609 :TRAILER_700wait 0 ms0247: request_model [email protected]: load_requested_models if0248:   model [email protected] available 004D: jump_if_false @TRAILER_70000A5: [email protected] = create_car [email protected] at 0.0 0.0 0.0 0893: put_trailer [email protected] on_cab [email protected]: release_model [email protected]:  not car [email protected] id == #TUGSTAIR004D: jump_if_false @TRAILER_830 0209: [email protected] = random_int 606 609 :TRAILER_750wait 0 ms0247: request_model [email protected]: load_requested_models if0248:   model [email protected] available 004D: jump_if_false @TRAILER_75000A5: [email protected] = create_car [email protected] at 0.0 0.0 0.0 0893: put_trailer [email protected] on_cab [email protected]: release_model [email protected]:  not car [email protected] id == #TUGSTAIR004D: jump_if_false @TRAILER_820 0209: [email protected] = random_int 606 609 :TRAILER_800wait 0 ms0247: request_model [email protected]: load_requested_models if0248:   model [email protected] available 004D: jump_if_false @TRAILER_80000A5: [email protected] = create_car [email protected] at 0.0 0.0 0.0 0893: put_trailer [email protected] on_cab [email protected]: release_model [email protected]: remove_references_to_car [email protected] // Like turning a car into any random car :TRAILER_82001C3: remove_references_to_car [email protected] // Like turning a car into any random car :TRAILER_83001C3: remove_references_to_car [email protected] // Like turning a car into any random car :TRAILER_84001C3: remove_references_to_car [email protected] // Like turning a car into any random car :TRAILER_90001C3: remove_references_to_car [email protected] // Like turning a car into any random car jump @TRAILER:TRAILER_10000209: [email protected] = random_int 0 490871: init_jump_table [email protected] total_jumps 49 0 @TRAILER_2000 jumps 0 @TRAILER_1500 1 @TRAILER_1510 2 @TRAILER_1520 3 @TRAILER_1530 4 @TRAILER_1540 5 @TRAILER_1550 6 @TRAILER_1560 0872: jump_table_jumps 7 @TRAILER_1570 8 @TRAILER_1580 9 @TRAILER_1590 10 @TRAILER_1600 11 @TRAILER_1610 12 @TRAILER_1620 13 @TRAILER_1630 14 @TRAILER_1640 15 @TRAILER_1650 0872: jump_table_jumps 16 @TRAILER_1660 17 @TRAILER_1670 18 @TRAILER_1680 19 @TRAILER_1690 20 @TRAILER_1700 21 @TRAILER_1710 22 @TRAILER_1720 23 @TRAILER_1730 24 @TRAILER_17400872: jump_table_jumps 25 @TRAILER_1750 26 @TRAILER_1760 27 @TRAILER_1770 28 @TRAILER_1780 29 @TRAILER_1790 30 @TRAILER_1800 31 @TRAILER_1810 32 @TRAILER_1820 33 @TRAILER_18300872: jump_table_jumps 35 @TRAILER_1850 36 @TRAILER_1860 37 @TRAILER_1870 38 @TRAILER_1880 39 @TRAILER_1890 40 @TRAILER_1900 41 @TRAILER_1910 42 @TRAILER_1920 43 @TRAILER_1930 0872: jump_table_jumps 44 @TRAILER_1940 45 @TRAILER_1950 46 @TRAILER_1960 47 @TRAILER_1970 48 @TRAILER_1980 49 @TRAILER_1990 -1 @TRAILER_2000 -1 @TRAILER_2000 -1 @TRAILER_2000:TRAILER_1500  0006: [email protected] = 400jump @TRAILER_2000:TRAILER_1510  0006: [email protected] = 402jump @TRAILER_2000:TRAILER_1520  0006: [email protected] = 411jump @TRAILER_2000:TRAILER_1530  0006: [email protected] = 415jump @TRAILER_2000:TRAILER_1540  0006: [email protected] = 416jump @TRAILER_2000:TRAILER_1550  0006: [email protected] = 420jump @TRAILER_2000:TRAILER_1560  0006: [email protected] = 421jump @TRAILER_2000:TRAILER_1570  0006: [email protected] = 424jump @TRAILER_2000:TRAILER_1580  0006: [email protected] = 426jump @TRAILER_2000:TRAILER_1590  0006: [email protected] = 429jump @TRAILER_2000:TRAILER_1600  0006: [email protected] = 434jump @TRAILER_2000:TRAILER_1610  0006: [email protected] = 438jump @TRAILER_2000:TRAILER_1620  0006: [email protected] = 445jump @TRAILER_2000:TRAILER_1630  0006: [email protected] = 451jump @TRAILER_2000:TRAILER_1640  0006: [email protected] = 457jump @TRAILER_2000:TRAILER_1650  0006: [email protected] = 474jump @TRAILER_2000:TRAILER_1660  0006: [email protected] = 475jump @TRAILER_2000:TRAILER_1670  0006: [email protected] = 477jump @TRAILER_2000:TRAILER_1680  0006: [email protected] = 480jump @TRAILER_2000:TRAILER_1690  0006: [email protected] = 483jump @TRAILER_2000:TRAILER_1700  0006: [email protected] = 490jump @TRAILER_2000:TRAILER_1710  0006: [email protected] = 506jump @TRAILER_2000:TRAILER_1720  0006: [email protected] = 507jump @TRAILER_2000:TRAILER_1730  0006: [email protected] = 533jump @TRAILER_2000:TRAILER_1740  0006: [email protected] = 534jump @TRAILER_2000:TRAILER_1750  0006: [email protected] = 535jump @TRAILER_2000:TRAILER_1760  0006: [email protected] = 536jump @TRAILER_2000:TRAILER_1770  0006: [email protected] = 541jump @TRAILER_2000:TRAILER_1780  0006: [email protected] = 551jump @TRAILER_2000:TRAILER_1790  0006: [email protected] = 555jump @TRAILER_2000:TRAILER_1800  0006: [email protected] = 558jump @TRAILER_2000:TRAILER_1810  0006: [email protected] = 559jump @TRAILER_2000:TRAILER_1820  0006: [email protected] = 560jump @TRAILER_2000:TRAILER_1830  0006: [email protected] = 561jump @TRAILER_2000:TRAILER_1840  0006: [email protected] = 562jump @TRAILER_2000:TRAILER_1850  0006: [email protected] = 565jump @TRAILER_2000:TRAILER_1860  0006: [email protected] = 566jump @TRAILER_2000:TRAILER_1870  0006: [email protected] = 579jump @TRAILER_2000:TRAILER_1880  0006: [email protected] = 582jump @TRAILER_2000:TRAILER_1890  0006: [email protected] = 587jump @TRAILER_2000:TRAILER_1900  0006: [email protected] = 596jump @TRAILER_2000:TRAILER_1910  0006: [email protected] = 597jump @TRAILER_2000:TRAILER_1920  0006: [email protected] = 598jump @TRAILER_2000:TRAILER_1930  0006: [email protected] = 599jump @TRAILER_2000:TRAILER_1940  0006: [email protected] = 602jump @TRAILER_2000:TRAILER_1950  0006: [email protected] = 603jump @TRAILER_2000:TRAILER_1960  0006: [email protected] = 415jump @TRAILER_2100:TRAILER_1970  jump @TRAILER_2100                  :TRAILER_1980       jump @TRAILER_2100                  :TRAILER_1990       jump @TRAILER_2100             :TRAILER_2000       jump @TRAILER_500             :TRAILER_2100       0001: wait 500 ms jump @TRAILER

 

 

 

 

Have fun

Edited by tomworld10

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