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neten

hoW tO add some TV to the street?

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neten

when i play the game.. i can enter to some house, and steal the TV.. i can hold the TV.. and etc.

But

when i add the same TV to some place by the program MEd.. i cant take the TV in Cj arms.. i dont understand why..

~

I need to put them on the street near the garbage.. and i need a 15 TV's.. that i can hold them after... ( i need it for a gta movie.)

how can i do that? with scripting? where can i found that?

 

how can i spawn a televisions to some place and then to have the opportunity/ability to carry them in my arms?

 

thank you.

 

 

Edited by neten

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neten

eelloo somebodyyyyyyy heeeeelllllllpppppppp

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l3mmy

Ok...Goto the MEd..You need to Find the TV That uyou Pick up...Find out the Name of the Object..Then search for that in the Main.SCM...

Along with that you should find all the code you need to spawn them where you want...

 

* Try to be Patiente when waiting for replys...You may not get it for a day or two...double posting will get you a warning..

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ceedj

I'm not sure if it's done via IPL or SCM. I THINK it's SCM, for which THIS code is handy:

 

08E9=2,set_object %1d% liftable %2h%

 

BUT, there might be a flag somewhere on the object in mED that I might be missing, because with the right SCM setting, you can go into ANY of the robable houses and pick up TV's and such.

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neten

The name of the tv is : SWANK_TV_1

 

but the search in the main.scm says: not much found!

 

what now? what i need to do?

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neten

ceedj what is this code? 08E9=2,set_object %1d% liftable %2h%

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ZAZ

 

BUT, there might be a flag somewhere on the object in mED that I might be missing, because with the right SCM setting, you can go into ANY of the robable houses and pick up TV's and such.

I think these objects have special settings of the data\furnitur.dat

Therefore its not necessary to use in main.scm to lift them

and also they are not available as objects in main.scm

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ceedj

Why not? Just hunt down the IDE line and grab the ID number and create it. Other than the fact that it has flags in the furnitur file, I'm not seeing how it would be any different than any other scm created object.

 

EDIT: Boy, that file might be handy for set building...

 

EDIT2: Yup, just find the IDE number (1792 in this case), create it with 029B (load the model first) then make the object liftable with 08E9. Here's my "Spookie" code; if someone feels like translating it to SCM, feel free:

 

 

TestObject: if (KEYDOWN(VK_DELETE) && KEYDOWN(VK_U)) //INSERT + U 	{pPlayerActor->GetActorCoordOffset(0.0, 1.5, -0.5, &fX, &fY, &fZ);   pGame->LoadModel(1792);   pTestObj->IntObject(1792, fX, fY, fZ);   pGame->ReleaseModel(1792);   pTestObj->ObjLiftable(1); 	goto FreezeClock; 	} else {   goto ToggleRiotsOn;}

 

 

As long as you have the IDE ID of the object you want, you can create ANY object via SCM.

Edited by ceedj

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JostVice

well, the furnitur file is used IMO to spawm the objects dynamically in the houses, nothing refered with lift ability confused.gif

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neten
suicidal.gif Edited by neten

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neten

 

TestObject: if (KEYDOWN(VK_DELETE) && KEYDOWN(VK_U)) //INSERT + U 	{pPlayerActor->GetActorCoordOffset(0.0, 1.5, -0.5, &fX, &fY, &fZ);   pGame->LoadModel(1792);   pTestObj->IntObject(1792, fX, fY, fZ);   pGame->ReleaseModel(1792);   pTestObj->ObjLiftable(1); 	goto FreezeClock; 	} else {   goto ToggleRiotsOn;}

 

please some1 translate this to scm for me plllsssssssss

.

Edited by neten

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neten

My friend translated it to CLEO... its great... but it doesnt work.

Please somebody fix the code.. sad.gif

 

 

 {$CLEO}:TestObjectwait 3000if and   0AB0:  key_pressed 0x2D // Insert   0AB0:  key_pressed 0x55 // Uthen   04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 10.0 3.0   Model.Load(1792)   [email protected] = Object.Create(1792, [email protected], [email protected], [email protected])   Model.Destroy(1792)   08E9: set_object [email protected] liftable 1end0A93: end_custom_thread

 

Edited by neten

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neten
eeelloooo is anybody there?

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neten

HELP ME SOMEBODYYYYYY WHAT IS THAT FU*KING IGNORING?????

 

DONT YOU SEE THAT I AM ASKED SOMETHING?

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neten

.-

Edited by neten

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SteaVor

Look at the code to see what's wrong:

What does the code do when you don't press Ins+U ? It will skip the 'then' section and execute the end_custom_thread opcode. The problem with your loop is that it's not a loop - the keypress check will never be executed more than once before the thread is terminated.

Solution: make it a loop:

 

 {$CLEO}:TestObjectwhile true  if and     0AB0:  key_pressed 0x2D // Insert[...]     08E9: set_object [email protected] liftable 1  endend

 

No end_thread needed because this code will now loop indefinitely.

 

And... rude behavior won't help you getting help around here...

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neten

This is the code and its working:

 

{$CLEO .cs}:TestObjectModel.Load(1792)[email protected] = Object.Create(1792, 2491.86, -1678.44, 12.5)08E9: set_object [email protected] liftable 10A93: end_custom_thread

 

 

but i have another problem.. user posted image

 

the arms is too much far.. how can i fix it?

 

and one more thing.. how set up the rotation of the tv?

Edited by neten

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gtamodder

Ignore this post.

Edited by gtamodder

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SteaVor

Regarding the rotation:

Why don't you use the Sanny Builder Opcode Search tool? The keywords "object angle" would have lead you straight to 0176/0177 (get z_angle /set z_angle). 0177 should be used here.

Another approach: Most of the times an object is spawned from within the mission script it is not rotated correctly, so how about searcing for relevant opcodes in the vicinity of 029B: create_object?

Second result I got:

 

029B: create_object_with_modelID #NF_BLACKBOARD at_3D_coord -1573.881 135.3845 2.535 handle_as [email protected] //VersionB 0177: set_object [email protected] Z_angle_to 180.0 

 

 

Don't expect us to answer simple questions like that in the future - you could've found the answer yourself within 30 seconds!

 

 

@gtamodder:

What do the coordinates have to do with the rotation of the object at said coordinates?

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gtamodder
@gtamodder:

What do the coordinates have to do with the rotation of the object at said coordinates?

Oh sorry, i got mixed it with another part sorry.

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Deathdime
HELP ME SOMEBODYYYYYY WHAT IS THAT FU*KING IGNORING?????

 

DONT YOU SEE THAT I AM ASKED SOMETHING?

wow.gif Whoa slow down, were trying to help ya. Honestly, if you dont mind, create a copy of your game, install Spaceeinstiens Allinone v3 mod, go to multimod and spawn the Tv's through that, all objects spawned out of there are movable once spawned.

If thats what you wanted, then Im happy to help someone , otherwise calm the hell down if ya want people to help you D:

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