MiLO83 Posted December 15, 2006 Share Posted December 15, 2006 Well I've been working on my 3d portfolio project for quite a while, using the vice city engine to showcase my 3d building models. Thing is I am not at the point in the project where I am ready to start learning mission coding. I believe for the most part any mission coding I eventually want to accomplish I will do if and when most of my 3d modeling is finished. With that done I will spend some time in here asking for more help with missions but for now... I have about 200 hours worth of 3d modeling running on Vice City for PC and Xbox. But when I show my work to friends they want to drive around and shoot people. Which I cant do because the road models etc arent final and I plan on doing paths etc later when they are more set in stone more or less. What I CAN do tho is park a few cars in a modeled parkinglot and let them drive around. So, I got Vice Builder and poked around, read some topics, and the Vice Builder definintions txt. This is what i've got... DEFINE VERSION VICE 1.3 0002: jump ££Label000010 DEFINE MEMORY 25 :Label000010 0002: jump ££Label000034 DEFINE OBJECTS 1 DEFINE OBJECT GTASCRIPTS.ORG'S MA 2.10 ; This is an unused object. You can put anything here. :Label000034 0002: jump ££Label000048 DEFINE MISSIONS 0 ;-------------MAIN--------------- :Label000048 03A4: name_thread "MAIN" 0111: set_wasted_busted_check_to 1 (enabled) 0180: set_on_mission_flag_to $PLAYER_CHAR 0053: $PLAYER_ACTOR = create_player #NULL at 0.0 0.0 0.0 0171: set_player $PLAYER_ACTOR z_angle_to 180 016C: restart_if_wasted at 0.0 0.0 0.0 180.0 016D: restart_if_busted at 0.0 0.0 0.0 180.0 0169: set_fade_color 0 0 0 016A: fade 0 () 0 ms 0050: gosub ££Label0000E1 0373: set_camera_directly_behind_player 01B6: set_weather 1 0001: wait 1000 ms 03D8: show_save_screen 016A: fade 1 (back) 1500 ms 0050: gosub ££Label0000E1 :Label0000D5 0001: wait 1000 ms 0002: jump ££Label0000D5 :Label0000E1 00D6: if 0 016B: fading 004D: jump_if_false ££Label0000F9 0001: wait 0 ms 0002: jump ££Label0000E1 :Label0000F9 014B: $7C8 = init_parked_car_generator #ADMIRAL 8 8 0 alarm 50 door_lock 0 0 10000 at 29.5 26.1 0.1 angle 149.2032 014C: set_parked_car_generator $7C8 cars_to_generate_to 101 ;00A5: $461 = create_car #DELUXO at 29.5 26.1 0.1 0051: return 00A5: $461 = create_car #DELUXO at 29.5 26.1 0.1 is commented out because I tried this too. Basically I can't figure out how to get a darn car to show up in the game. I would like to still focus on modeling and do not plan on mission coding untill the area I am modeling is finished. Can somebody please give a building/land modeller a little bone and kindof explain/debug how to setup the code so as I model areas I can place just the parked cars. That, other than placing temporary actors, is all I need to know about mission coding. Model a building and its parking spots, throw a car in the spot in Vice Builder, and go back to my trusty building/land modeling. Bit of a 'reader' I know and i'm sorry, but if I try and learn mission coding now, just to park a few cars on my map, all the time I do on researching / figuring it out could be used on modeling the buildings/roads. Maybe this mod will never be finished, tho I am quite experienced at GTA land/building modeling, and the only reason I havent mentioned this mod on the boards is because I know that NONE OF THEM GET FINISHED. Thing is tho, I have been working on this one mod since before Fun World was announced, and never built anything for MYRID because I had ALREADY STARTED ON THIS MOD before Myrid was announced. Anyway, no more about it till it is done if it ever is, cause I hate unfinished mods that get peoples hopes up, and then dissapear. Im not even going to talk about it till im sure it'll be finished, which will probably take another years work, financials/work permitting. Anyway, I've already said more than I'd want to read. But road models are boring without cars in the game to try driving on them. Anyone please care to explain? THANK YOU CODERS! AND MERRY XMAS! - MiLO83 Link to comment Share on other sites More sharing options...
ceedj Posted December 15, 2006 Share Posted December 15, 2006 Let me ask a couple of questions... 1) Where did you get that stripped script? It looks funky and appears to be missing segment jumps. The last version of this was 1.5 if you didn't know. 2) Jusy curious, but why a parked car generator? If this is for a showcase, wouldn't it be better to spawn cars via key press, so you can show them kind of like a gallery? If this sounds like something you can use, I can adapt a piece of my mod to MB format for you. This would depend if you're modifing the default IDE file, because my code pulls the numbers from that file in (mostly) sequential order. Let me know if you are interested in this; I'll need a copy of your default.ide if its changed. I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets Link to comment Share on other sites More sharing options...
MiLO83 Posted December 15, 2006 Author Share Posted December 15, 2006 (edited) Hmm, Well if theres a new stripped main.scm for vice out which is better; than I suppose I should upgrade. Thanks for offerering the car spawn on keypress code, but I'm looking to have cars parked. Maybe I am using the wrong code for parking cars on the map? Thanks. - MiLO83 EDIT: Nevermind. Thanks for your help guys.. Turns out my code above was working, but the cars werent spawning because they were too close to where the player spawned. When I extended my map, drove around and came back to my starting place, The car spawned. - MiLO83 Edited December 20, 2006 by MiLO83 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now