jarjar Posted January 22, 2006 Share Posted January 22, 2006 I am wanting CJ to spawn in a police station when he is busted, but do i need to have the interior load before he spawns there. Because usualy when you try to do that he ends up in the sky somewhere falling to his death. Thanks in advance... Link to comment Share on other sites More sharing options...
spaceeinstein Posted January 22, 2006 Share Posted January 22, 2006 Yes, and remember to link CJ to the current interior, too. Link to comment Share on other sites More sharing options...
jarjar Posted January 23, 2006 Author Share Posted January 23, 2006 Sorry to be a bother but could you give me an example to go on? Link to comment Share on other sites More sharing options...
ussr Posted January 23, 2006 Share Posted January 23, 2006 I badly speak English, but have understood that is necessary for you. Now I too work above this problem. Link to comment Share on other sites More sharing options...
ZAZ Posted January 23, 2006 Share Posted January 23, 2006 :IN_101B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££IN_fade104BB: select_interior 1 ;; select render area04E4: unknown_refresh_game_renderer_at X Y03CB: set_camera X Y Z04F9: interior_colors 1 0057E: make_radar_grey 100D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££IN_20860: link_actor $PLAYER_ACTOR to_interior 1 00A1: put_actor $PLAYER_ACTOR at X Y Z0173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££IN_2:IN_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££IN_20001: wait 1000 ms016A: fade 1 (back) 500 ms:IN_30001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££IN_301B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)0394: play_music 20002: jump ££IN_LOOPADRESS :IN_fade10169: set_fade_color 0 0 0016A: fade 0 () 500 ms:IN_fade200D6: if 0016B: fading004D: jump_if_false ££IN_fade30001: wait 0 ms0002: jump ££IN_fade2:IN_fade30051: return CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
jarjar Posted January 23, 2006 Author Share Posted January 23, 2006 Thanks, that is a big help. Link to comment Share on other sites More sharing options...
ussr Posted January 24, 2006 Share Posted January 24, 2006 This is police station :MCJC5 0001: wait 0 ms 016A: fade 0 () 1500 ms 0001: wait 1500 ms 01B4: set player $PLAYER_CHAR frozen state 0 (frozen) 02A3: toggle widescreen 1 (on) ;øèðîêèé ýêðàí 04BB: select_interior 6 ;; select render area 04E4: unknown_refresh_game_renderer_at 246.757 66.80 03CB: set_camera 246.757 65.80 1003.6406 0160: point camera 246.757 66.80 1003.6406 2 04F9: interior_colors 1 0 057E: make_radar_grey 1 016A: fade 0 () 1000 ms 00BA: text styled 'ZAM' 4000 ms 2 0860: link_actor $PLAYER_ACTOR to_interior 6 0860: link_actor $rpol1 to_interior 6 0860: link_actor $rpol2 to_interior 6 0860: link_actor $rpol3 to_interior 6 0860: link_actor $rpol4 to_interior 6 0860: link_actor $rpol5 to_interior 6 0860: link_actor $rpol6 to_interior 6 0860: link_actor $rpol7 to_interior 6 0860: link_actor $rpol8 to_interior 6 0860: link_actor $rpol9 to_interior 6 0860: link_actor $rpol10 to_interior 6 0860: link_actor $civ1 to_interior 6 00A1: put actor $PLAYER_ACTOR at 246.757 66.80 1003.6406 00A1: put actor $rpol1 at 231.757 70.80 1005.0406 ;za steklom 00A1: put actor $rpol2 at 232.757 70.80 1005.0406 00A1: put actor $rpol3 at 233.757 70.80 1005.0406 00A1: put actor $rpol4 at 228.757 78.80 1005.0406 00A1: put actor $rpol5 at 229.757 78.80 1005.0406 00A1: put actor $rpol6 at 230.757 78.80 1005.0406 00A1: put actor $rpol7 at 231.757 78.80 1005.0406 00A1: put actor $rpol8 at 235.757 76.80 1005.0406 00A1: put actor $rpol9 at 236.757 76.80 1005.0406 00A1: put actor $rpol10 at 237.757 76.80 1005.0406 00A1: put actor $civ1 at 234.757 70.80 1005.0406 02A3: toggle widescreen 0 (off) 01B4: set player $PLAYER_CHAR frozen state 1 (unfrozen) 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0001: wait 2000 ms 016A: fade 1 () 2000 ms 0001: wait 5000 ms Link to comment Share on other sites More sharing options...
ZAZ Posted January 24, 2006 Share Posted January 24, 2006 (edited) This is police station Hey cool. More simply and shorter and without gosub to the faid. I have to trie this too. _________________ Edit I tested it and it won´t works. Does it work by you ? By the way, 03CB: set_camera x y z 2 is wrong because it will be reset from: 0373: set_camera_directly_behind_player And now more stuff from me. INTCHECK give number and name of interiour In :INNE_95 0006: @20 = 9 ;; integer values the player is in the Andromeda-interiour interior 1,2 and 3 are modgarages be careful in garages, because the game crashes if you go in the wrong direction. go along the door ! 004F: create_thread ££INTCHECK004F: create_thread ££INNE_1;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;:INTCHECK03A4: name_thread 'ICHK':INTCHECK_10001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££INTCHECK_100D6: if 18038: NOT $ACTIVE_INTERIOR == 0;; integer values00E1: key_pressed 0 4 ; Secondary Fire004D: jump_if_false ££INTCHECK_10001: wait 500 ms0050: gosub ££INTCHECK_100001: wait 500 ms0002: jump ££INTCHECK_1:INTCHECK_1003F0: text_draw_toggle 10001: wait 50 ms03F0: text_draw_toggle 00001: wait 50 ms077E: @3 = active_interior094B: v$1252 = get_active_interior_name_from_actor $PLAYER_ACTOR045A: text_draw_1number 160.0 20.0 'NUMBER' @3; value033E: text_draw 20.0 20.0 v$12520051: return;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;:INNE_103A4: name_thread 'INNE':INNE_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££INNE_200D6: if 000FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 393.44 2540.108 16.66 radius 2.0 2.0 2.0004D: jump_if_false ££INNE_20110: clear_player $PLAYER_CHAR wanted_level0006: @8 = 0;; integer values0002: jump ££INNE_25:INNE_130001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££INNE_1300D6: if 000E1: key_pressed 0 14004D: jump_if_false ££INNE_210002: jump ££INNE_25:INNE_2100D6: if 000E1: key_pressed 0 15004D: jump_if_false ££INNE_130002: jump ££INNE_124:INNE_2500D6: if 00039: @8 == 0;; integer values004D: jump_if_false ££INNE_350007: @10 = 345.6252;; floating-point values0007: @12 = 304.1411;; floating-point values0007: @14 = 998.25;; floating-point values0007: @16 = 0.0;; floating-point values0006: @20 = 6;; integer values0006: @8 = 1;; integer values0002: jump ££INNE_100:INNE_3500D6: if 00039: @8 == 1;; integer values004D: jump_if_false ££INNE_450007: @10 = 610.783;; floating-point values0007: @12 = -70.815;; floating-point values0007: @14 = 998.32;; floating-point values0007: @16 = 265.0;; floating-point values0006: @20 = 2;; integer values0006: @8 = 2;; integer values0002: jump ££INNE_100:INNE_4500D6: if 00039: @8 == 2;; integer values004D: jump_if_false ££INNE_550007: @10 = 245.6252;; floating-point values0007: @12 = 304.1411;; floating-point values0007: @14 = 998.32;; floating-point values0007: @16 = 0.0;; floating-point values0006: @20 = 1;; integer values0006: @8 = 3;; integer values0002: jump ££INNE_100:INNE_5500D6: if 00039: @8 == 3;; integer values004D: jump_if_false ££INNE_650007: @10 = 610.286;; floating-point values0007: @12 = -120.239;; floating-point values0007: @14 = 998.1641;; floating-point values0007: @16 = 213.8029;; floating-point values0006: @20 = 3;; integer values0006: @8 = 4;; integer values0002: jump ££INNE_100:INNE_6500D6: if 00039: @8 == 4;; integer values004D: jump_if_false ££INNE_750007: @10 = 324.6405;; floating-point values0007: @12 = 307.4622;; floating-point values0007: @14 = 998.1558;; floating-point values0007: @16 = 175.0;; floating-point values0006: @20 = 5;; integer values0006: @8 = 5;; integer values0002: jump ££INNE_100:INNE_7500D6: if 00039: @8 == 5;; integer values004D: jump_if_false ££INNE_850007: @10 = 306.1999;; floating-point values0007: @12 = 305.1225;; floating-point values0007: @14 = 1002.297;; floating-point values0007: @16 = 90.0;; floating-point values0006: @20 = 4;; integer values0006: @8 = 6;; integer values0002: jump ££INNE_100:INNE_8500D6: if 00039: @8 == 6;; integer values004D: jump_if_false ££INNE_950007: @10 = 613.536;; floating-point values0007: @12 = 1.99;; floating-point values0007: @14 = 999.969;; floating-point values0007: @16 = 265.0;; floating-point values0006: @20 = 1;; integer values0006: @8 = 7;; integer values0002: jump ££INNE_100:INNE_9500D6: if 00039: @8 == 7;; integer values004D: jump_if_false ££INNE_1240007: @10 = 317.881;; floating-point values0007: @12 = 979.907;; floating-point values0007: @14 = 1960.108;; floating-point values0007: @16 = 0.0;; floating-point values0006: @20 = 9;; integer values0006: @8 = 0;; integer values0002: jump ££INNE_100:INNE_10001B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££INNE_15204BB: select_interior @20;; select render area04E4: unknown_refresh_game_renderer_at @10 @1203CB: set_camera @10 @12 @1404F9: interior_colors 1 0057E: make_radar_grey 100D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££INNE_1110860: link_actor $PLAYER_ACTOR to_interior @20 00A1: put_actor $PLAYER_ACTOR at @10 @12 @140173: set_actor $PLAYER_ACTOR z_angle_to 180.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££INNE_111:INNE_1110001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££INNE_1110001: wait 1000 ms016A: fade 1 (back) 500 ms:INNE_1170001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££INNE_11701B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)0394: play_music 20002: jump ££INNE_13:INNE_12401B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0050: gosub ££INNE_15204BB: select_interior 0;; select render area04FA: reset_interior_colors 0057E: make_radar_grey 004E4: unknown_refresh_game_renderer_at 372.22 2522.54103CB: set_camera 372.22 2522.541 16.5700D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££INNE_1370860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 372.22 2522.541 16.570173: set_actor $PLAYER_ACTOR z_angle_to 180.0:INNE_1370001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££INNE_1370001: wait 1000 ms016A: fade 1 (back) 500 ms:INNE_1430001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££INNE_14301B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0619: $PLAYER_ACTOR 1 0002: jump ££INNE_2:INNE_1520169: set_fade_color 0 0 0016A: fade 0 () 500 ms:INNE_15400D6: if 0016B: fading004D: jump_if_false ££INNE_1590001: wait 0 ms0002: jump ££INNE_154:INNE_1590051: return Edited January 24, 2006 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
jarjar Posted January 27, 2006 Author Share Posted January 27, 2006 Cool, i will have a look and see if i can get this working in my mod. Link to comment Share on other sites More sharing options...
ZAZ Posted January 27, 2006 Share Posted January 27, 2006 Cool, i will have a look and see if i can get this working in my mod. Expand it ! Make a large Interiour-trip and post it here again CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
jarjar Posted February 4, 2006 Author Share Posted February 4, 2006 I have one problem, where do i place the code? I have tried to find where to put it but i have had not luck. Link to comment Share on other sites More sharing options...
ZAZ Posted February 4, 2006 Share Posted February 4, 2006 I have one problem, where do i place the code? I have tried to find where to put it but i have had not luck. Same way as other threads. -the create_thread line, where the other create_thread lines are, mostly in the main section of the main part. -the threads where the other threads are, after the main section in the main part. Recommended is at the end of the main part, directly above of mission 0. Notice: I posted 2 threads. And the point for activate the interiour is in Verdant Madows. And it is not marked. To have a marker, use this code: 0102: actor $PLAYER_ACTOR stopped_near_point_on_foot 393.44 2540.108 16.66 radius 1.2 1.2 3.0 sphere 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
jarjar Posted February 4, 2006 Author Share Posted February 4, 2006 Okay thanks, i will see what i can do. Thanks for you help. Link to comment Share on other sites More sharing options...
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