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Make 2 players Cj


Labiloute

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Hi all i have some problem :

 

I have creat 2 cj and there are cloned.I want separate my 2 players for do actions differents in the same time.

 

Someone know how ? thanks happy.gif

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In scm i want to script an intro for my futur stunt video and i need to know how can my 2 cj do differents actions

Edited by Labiloute
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Hi,

 

 

 

You mean you've created two "actors" (or "characters") or two "players", because from what you saying I understand you've created two players (btw I didn't know it was possible) that's why they are "cloned".

 

Create 2 acotrs or use the player and create another actor using CJ model should be better.

 

Have fun

 

 

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Yeah but if i create an actor i can't give what i want about the clothes :s

 

I start in scm im newbie confused.gif

 

Post the code for me and i test inlove.gif

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  • 2 weeks later...

re,

 

 

//-------------MAIN---------------thread 'MAIN' 042C: set_total_missions_to 0 030D: set_max_progress 187 0997: set_total_respect_points_to 1339 01F0: set_max_wanted_level_to 0 set_wb_check_to 0 00C0: set_current_time_hours_to 6 minutes_to 15 fade 0 10 set_weather 12 select_interior 0 04E4: unknown_refresh_game_renderer_at 0.0 0.0 Camera.SetAtPos(0.0, 0.0, 800.0)$PLAYER_CHAR = Player.Create(#NULL, 1147.462000, 2181.605000, 16.791380)07AF: $PLAYER_GROUP = player $PLAYER_CHAR group $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)Camera.SetBehindPlayerActor.Angle($PLAYER_ACTOR) = 0.0wait 10 Player.SetClothes($PLAYER_CHAR, "VESTBLACK", "VEST", Torso)Player.SetClothes($PLAYER_CHAR, "WORKTRCAMOGRN", "WORKTR", Legs)Player.SetClothes($PLAYER_CHAR, "SHOEDRESSBLK", "SHOE", Shoes)Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)Player.SetClothes($PLAYER_CHAR, "SKULLYBLK", "SKULLYCAP", 16)Player.Build($PLAYER_CHAR)016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 wait 2000 set_weather 1 fade 1 1000 wait 2000 Model.Load(#POLMAV)038B: load_requested_modelswait 1 $H1 = Car.Create(#POLMAV, 1147.462000, 2181.605000, 16.791380)0175: set_car $H1 Z_angle_to 145.0 0229: set_car $H1 primary_color_to 0 secondary_color_to 0wait 1000Model.Load(#PHOENIX)038B: load_requested_modelswait 1$P1 = Car.Create(#PHOENIX, 1078.102000, 2291.175000, 10.247460) 0175: set_car $P1 Z_angle_to 269.0 0229: set_car $P1 primary_color_to 0 secondary_color_to 6wait 1200Model.Load(#NULL)$PLAYER_CHAR = Player.Create(#NULL, 1147.462000, 2181.605000, 16.791380)07AF: $PLAYER_GROUP = player $PLAYER_CHAR group $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)wait 10 Player.SetClothes($PLAYER_CHAR, "tuxedo", "suit2", Torso)Player.SetClothes($PLAYER_CHAR, "WORKTRCAMOGRN", "WORKTR", Legs)Player.SetClothes($PLAYER_CHAR, "tracktr", "tracktr", Shoes)Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)Player.Build($PLAYER_CHAR)

 

 

Damn how give one action a the first CJ and a another action at the second CJ in the same time

Cj's must be uncloned ph34r.gif

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press "Answer phone"-Key (TAB)

 

// DEFINE VERSION SA 0.33////----------SannyBuilder// 0002: jump @Second_Segment// DEFINE MEMORY 3200 // Equals Mission Builder type global variable range $2 to $8000// :Second_Segment              // 0002: jump @Third_SegmentDEFINE OBJECTS  6           DEFINE OBJECT (unbenutzt)                 // This is an unused object. You can put anything here.DEFINE OBJECT INFO                        // Object number -1DEFINE OBJECT KEYCARD                     // Object number -2DEFINE OBJECT PICKUPSAVE                  // Object number -3DEFINE OBJECT BODYARMOUR                  // Object number -4DEFINE OBJECT BRIBE                       // Object number -5// :Third_Segment// 0002: jump @Fourth_SegmentDEFINE MISSIONS  1DEFINE MISSION 0 AT @INITIAL_1   // originally: Initial 1// :Fourth_Segment// 0002: jump @Fifth_SegmentDEFINE EXTERNAL_SCRIPTS  0// :Fifth_Segment// 0002: jump @Sixth_Segment// DEFINE UNKNOWN_FIFTH_SEGMENTDEFINE UNKNOWN_EMPTY_SEGMENT  0// :Sixth_Segment// 0002: jump @MAIN_1// DEFINE UNKNOWN_SIXTH_SEGMENTDEFINE UNKNOWN_THREADS_MEMORY  0//-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 ()  0 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  001F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  10  004E4: unknown_refresh_game_renderer_at  -1981.5 275.503CB: set_camera  -1981.5 275.5 35.20053: $PLAYER_CHAR = create_player #NULL at  -1981.5 275.5 35.207AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0173: set_actor $PLAYER_ACTOR z_angle_to  90.00373: set_camera_directly_behind_player0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat0998: add_respect 1000062A: change_stat 165 (energy) to 800.0 // float062A: change_stat 23 (muscle) to 800.0 // float062A: change_stat 21 (fat) to 200.0 // float062A: change_stat 160 (driving skill) to 1000.0 // float062A: change_stat 223 (pilot skill) to 1000.0 // float062A: change_stat 229 (bike skill) to 1000.0 // float062A: change_stat 230 (cycling skill) to 1000.0 // float0629: change_stat 225 (lung capasity) to 1000 // integer see statdisp.dat0629: change_stat 22 (stamina) to 1000 // integer see statdisp.dat0629: change_stat 156 (dance skill) to 1000 // integer see statdisp.dat062A: change_stat 81 (gambling skill) to 1000.0 // integer see statdisp.dat0629: change_stat 64 (respect) to 1000 // integer see statdisp.dat0629: change_stat 65 () to 1000 // integer see statdisp.dat062A: change_stat 69 (Weap skill: pistol) to 1000.0 // float062A: change_stat 70 (Weap skill: silence) to 1000.0 // integer see statdisp.dat062A: change_stat 71 (Weap skill: desert ) to 1000.0 // integer see statdisp.dat062A: change_stat 72 (Weap skill: shotgun) to 1000.0 // integer see statdisp.dat062A: change_stat 73 (Weap skill: sawn of) to 1000.0 // integer see statdisp.dat062A: change_stat 74 (Weap skill: combat ) to 1000.0 // integer see statdisp.dat062A: change_stat 75 (Weap skill: machine) to 1000.0 // integer see statdisp.dat062A: change_stat 76 (Weap skill: smg) to 1000.0 // integer see statdisp.dat062A: change_stat 77 (Weap skill: ak-47) to 1000.0 // integer see statdisp.dat062A: change_stat 78 (Weap skill: m4) to 1000.0 // integer see statdisp.dat062A: change_stat 79 (Weap skill: rifle) to 1000.0 // integer see statdisp.dat0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat0A1F: 24 500.0//Healthskill055E: set_player $PLAYER_CHAR max_health += 150055F: set_player $PLAYER_CHAR max_armour += 1500223: set_actor $PLAYER_ACTOR health_to 250035F: set_actor $PLAYER_ACTOR armour_to 2500330: set_player $PLAYER_CHAR infinite_run_to 1 (true)07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 60572: set_taxi_boost_jump 1087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack"  0087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1070D: $PLAYER_CHAR0109: player $PLAYER_CHAR money += 50000008DE:  0 // (Keep stuff after busted)(0=on/1=off)08DD:  0 // (Keep stuff after wasted)(0=on/1=off)0180: set_on_mission_flag_to $ONMISSION02FA: garage 'BODLAWN' change_to_type  3802FA: garage 'MODLAST' change_to_type  3602FA: garage 'MDSSFSE' change_to_type  3802FA: garage 'MDS1SFS' change_to_type  3702FA: garage 'VECMOD' change_to_type  3802FA: garage 'MICHDR' change_to_type  502FA: garage 'HBGDSFS' change_to_type  190237: gang_weapons  1  30  32  2401B6: set_weather  104BB: select_interior  0  // select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)01B7: release_weather016C: restart_if_wasted at  2494.5 -1668.5 13.4 angle  180.0 unknown  0016D: restart_if_busted at  2494.5 -1668.5 13.4 angle  180.0 unknown  00417: start_mission  0004F: create_thread @2Player_00016A: fade  1 ()  1000 ms0001: wait  100 ms03E6: remove_text_box:MAIN_30001: wait 2500 ms0002: jump @MAIN_3:2Player_0003A4: name_thread 'TWOP':2Player_010001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @2Player_0100D6: if 180DF: NOT actor $PLAYER_ACTOR driving03EE: player $PLAYER_CHAR controllable004D: jump_if_false @2Player_0100D6: if 000E1: key_pressed 0 4004D: jump_if_false @2Player_0104C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 2.0 1.0  0.00053: $2PLAYER_CHAR = create_player #NULL at  11@ 12@ 13@01F5: $156 = create_emulated_actor_from_player $2PLAYER_CHAR0173: set_actor $156 z_angle_to  237.157106F3:  0 0568: $PLAYER_ACTOR  10568: $156  106E0:  2 06FA:  0 06F1:  20.0094E: $156  10001: wait 0 ms087B: set_player $PLAYER_CHAR clothes "baskballloc" "baskball" body_part  0087B: set_player $PLAYER_CHAR clothes "cornrows" "cornrows" body_part  1087B: set_player $PLAYER_CHAR clothes "tracktrwhstr" "tracktr" body_part  2 087B: set_player $PLAYER_CHAR clothes "sneakerprored" "SNEAKER" body_part  3087B: set_player $PLAYER_CHAR clothes "4spider" "4spider" body_part  4087B: set_player $PLAYER_CHAR clothes "5gun" "5gun" body_part  5087B: set_player $PLAYER_CHAR clothes "6africa" "6africa" body_part  6087B: set_player $PLAYER_CHAR clothes "7cross3" "7cross3" body_part  7087B: set_player $PLAYER_CHAR clothes "8gun" "8gun" body_part  8087B: set_player $PLAYER_CHAR clothes "9rasta" "9rasta" body_part  9087B: set_player $PLAYER_CHAR clothes "10weed" "10weed" body_part  10087B: set_player $PLAYER_CHAR clothes "11godsgift" "11GGIFT" body_part  11087B: set_player $PLAYER_CHAR clothes "12mayaface" "12MYFAC" body_part  12087B: set_player $PLAYER_CHAR clothes "watchcro" "watch" body_part  14087B: set_player $PLAYER_CHAR clothes "glasses03" "glasses03" body_part  15 070D: $PLAYER_CHAR004E: end_thread//-------------Mission 0---------------// Originally: Initial 1:INITIAL_103A4: name_thread 'INITIAL'014B: $MR1 = init_parked_car_generator #PCJ600 0 17 1 alarm 0 door_lock 0 0 10000 at -1969.4 279.5 35.2 angle 0.0014C: set_parked_car_generator $MR1 cars_to_generate_to 101032B: $WP1 = create_weapon_pickup #AK47 15 ammo 3000 at -1969.4 271.5 35.2032B: $WP2 = create_weapon_pickup #JETPACK 15 ammo 0 at -1969.4 267.5 35.20213: $OP1 = create_pickup #BODYARMOUR type 15 at -1969.4 264.5 35.20213: $OP2 = create_pickup #GUN_PARA type 15 at -1969.4 261.5 35.2004E: end_thread

 

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Your scm run nice thanks but its possible to have the original CJ + an other not cloned when the first CJ drive an car the second phone or do a diffrent action because with your scm there are cloned again huh wow.gif

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