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Spawning CJ in a Police Station...


jarjar
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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...

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spaceeinstein
Yes, and remember to link CJ to the current interior, too.
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: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

 

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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

 

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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 by ZAZ
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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.
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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

 

 

 

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