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how i make a buyable lot


mor115
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i have tried but when i walk into the buy house sign and nothing happens and i have try to make the camara there zoom in on the house but i can not see if it hate workt please help

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Knowledge Novice

Hey mor, it's me. I've been trying to figure this one out, but it's a bit confusing for me. confused.gif I just found a short example of how to do it in SA, but hopefully it may work in VC also. Take a look at the info by clicking HERE to get an idea of how it may work. I will try to use this info to create a buyable lot, but I hope to find a more detailed tutorial for doing this in VC.

 

P.S.

If someone who reads this knows of any other information on how to create Buyable Assets in VC, any help would be greatly appreciated. Also, I've read that pre-existing assets can be changed, but can new assets be created without altering the originals? I've searched the forums, but have only found the info at the link above. Thanks in advance for any help.

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Like most answers, the answer is "imitate original code".

Yep, just placing a pickup obviously won't do much - you need to sniff for it to be picked up, then destroy the pickup, and do whatever needed like create a bought-property radar marker, make a yellow-marker (configured via IPLs IIRC) warp activated, add/modify car generators and or/garages. Look for the BUY threads in original games.

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Like most answers, the answer is "imitate original code".

Yep, just placing a pickup obviously won't do much - you need to sniff for it to be picked up, then destroy the pickup, and do whatever needed like create a bought-property radar marker, make a yellow-marker (configured via IPLs IIRC) warp activated, add/modify car generators and or/garages. Look for the BUY threads in original games.

 

He means that you need to make a buyable icon that disappears when bought and activates the save icon(that diskette). The rest is only useful if the house has garages, but if doesn't has any garage, you need to make like i've said

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i Dont get that

Well, then go learn better English and Mission Coding terms, I suppose.

 

More seriously helpful, describe WHAT you didn't understand, and possibly, why, rather than just posting "i dont get it". That way it's much easier to clarify it to you.

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Knowledge Novice

 

Like most answers, the answer is "imitate original code".

Yep, just placing a pickup obviously won't do much - you need to sniff for it to be picked up, then destroy the pickup, and do whatever needed like create a bought-property radar marker, make a yellow-marker (configured via IPLs IIRC) warp activated, add/modify car generators and or/garages. Look for the BUY threads in original games.

I haven't experimented with this very much yet but I think I'm starting to understand it a little better. One question though. When the asset marker is picked up it disappears so why the need to destroy it? Does the game still register that there is an icon even though it is no longer visible on the screen? confused.gif

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One question though. When the asset marker is picked up it disappears so why the need to destroy it? Does the game still register that there is an icon even though it is no longer visible on the screen? confused.gif

Yes. When you pick a pickup up, it's just the model of it "hidden" - the actual data reference remains in memory, pretty similarly to objects and vehicles, until you 'destroy_pickup' it.

Think about it; you use the 'is_picked_up' conditional opcode with the pickup reference. If the pickup was automatically wiped (deleted) from memory when picked up, when you tried to use the 'is_picked_up' opcode, the game would have crashed, because you would of been using an invalid pickup reference (or possibly an emptied variable - doesn't matter though) in the opcode..

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