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2pacproducer

Need help with animations.

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2pacproducer

Dont know if its belong here, but anyway Hi ! I was posting here before but I m still a noob who dont know modding, codding. So , I want to create some new amins into San Andreas like a sit everywhere you want or some other new anims etc. , but I dont know where and how to start. I now that animations is an .ipl files. But I dont know anything about it. Please help for a noobish noob.( Me)

Edited by 2pacproducer

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rstomrs

First the animations are stored inside ifp files not in ipl files, those are files where information about the models position etc.. Second, try to start out with downloading Sanny Builder and decompiling your main.scm and try to imitate the original code. If that still doesn't works we'll see. Try to put some effort before you post.

 

Tom mercie_blink.gif

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2pacproducer
First the animations are stored inside ifp files not in ipl files, those are files where information about the models position etc.. Second, try to start out with downloading Sanny Builder and decompiling your main.scm and try to imitate the original code. If that still doesn't works we'll see. Try to put some effort before you post.

 

Tom mercie_blink.gif

I tried to do something with sunny builder but I cant understand anything. Any tuts or mentoring me ? Please

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rstomrs

Ok, did you downloaded SannyBuilder biggrin.gif Yes. Now go to options and put in your GTA SA installation path. Now you click on open and search for the main.scm and you decompile it. Now you have a text file, this should help you further.

 

Tom mercie_blink.gif

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2pacproducer
Ok, did you downloaded SannyBuilder biggrin.gif Yes. Now go to options and put in your GTA SA installation path. Now you click on open and search for the main.scm and you decompile it. Now you have a text file, this should help you further.

 

Tom mercie_blink.gif

i HAVE DO THIS BUT STILL DONT UNDERSTAND ANYTHING. angry.gif please can you show me how to create a simple mission on the start of the game like to kill someone.

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rstomrs

mad.gif No use to explain.. I'll try again

 

----------------------------------------------------------------------------------------------------------------------------------

{

use macro (Ctrl+J) "headsa"

to insert a file header

}

{$VERSION 3.0.0000}

 

thread 'MAIN'

var

$PLAYER_CHAR: Player

end // var

01F0: set_max_wanted_level_to 6

set_wb_check_to 0

00C0: set_current_time 8 0

04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84

Camera.SetAtPos(2488.5601, -1666.84, 13.38)

$PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38)

$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)

07AF: $PLAYER_GROUP = player $PLAYER_CHAR group

Camera.SetBehindPlayer

set_weather 0

wait 0 ms

$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)

$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)

$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)

$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)

$PLAYER_CHAR.Build

$PLAYER_CHAR.CanMove = True

fade 1 (out) 0 ms

select_interior 0

0629: change_stat 181 (islands unlocked) to 4

016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0

016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 0

0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here ($ONMISSION)

03E6: remove_text_box

 

:MODEL

0247: load_model #BFYST

038B: load_requested_models

 

:MODEL_LOAD

00D6: if

8248: not model #BFYST available

004D: jump_if_false @MODEL_SPAWN

0001: wait 0 ms

0002: jump @MODEL_LOAD

 

:MODEL_SPAWN

[email protected] = Actor.Create(CIVFEMALE, #BFYST, 2488.5601, -1680.84, 13.3438 )

 

end_thread

 

------------------------------------------------------------------------------------------------------------------------------

 

The green part is just the beginning where you define everything and where you spawn the player etc.., i'm not going to explain that. Then we got the blue part:

 

 

0247: load_model #BFYST  --> Here you use this opcode with a model name, you can scroll between the models wiht a ped editor. 038B: load_requested_models  --> Then here you load all the models you put above ^^Every model, ped, car or whatever needs to be loaded first so if you want to load a car also use: 0247: load_model #TAXIbut then with the car id in like ^^Also with weapons :  0247: load_model #AK47

 

 

Then the purple part:

 

 

00D6: if8248: not model #BFYST available004D: jump_if_false @MODEL_SPAWN0001: wait 0 ms0002: jump @MODEL_LOAD

 

 

Here we check if the model we loaded before actually loaded else we load it again till it loaded for real:

 

 

00D6: if 

--> this is just to start a statement that needs to be fullfilled

 

8248: not model #BFYST available 

is obvious, if you use 2 models you need 2 use two same opcodes so:

 

 

8248: not model #BFYST8248: not model #TAXI

 

 

Then :

 

004D: jump_if_false @MODEL_SPAWN

--> This means that if the statement 8248: not model #BFYST available isn't true, means it is loaded that we go to the label

:MODEL_SPAWN0001: wait 0 ms

--> just a wait

 

0002: jump @MODEL_LOAD

--> this is to jump to the label :MODEL_LOAD if the model didn't load, so actually it's a loop till the model loads.

 

 

 

Finally the red part :

 

 

:MODEL_SPAWN --> again a label [email protected] = Actor.Create(CIVFEMALE, #BFYST, 2488.5601, -1680.84, 13.3438 ) 

--> here we create a ped, [email protected] is the "name" of the ped, we can also use [email protected] or $ped or $testpedor whatever, aslong as the same "name" isn't used twice. Then we have "CIVFEMALE" : this is the pedtype, this differences from ped to ped, you can look this up in the Ped Editor. Then we got #BFYST, what is the peds name or id, also able to lookup in the ped editor. Then the three numbers that come after are the coordinates of your ped, you can find these out with The San Andreas Place Manager and put your ped at other places. Be sure that you use .'s and ,'s at the right place or this won't work.

 

Then at last but not least we got

end_thread

. This is to close your thread. Be sure this isn't a mission but a thread tounge.gif

Voila, pfeew alot of writing for me biggrin.gif

 

Please leave a response sly.gif

Edited by rstomrs

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ceedj

@2pacproducer: Please ignore this:

 

 

DON'T even dare to not post anything back or i'll slap ya dick of !  moto_whistle.gif

 

rolleyes.gif

 

and head over here:

 

http://www.gtaforums.com/index.php?showforum=109

 

and look for some of the mission coding basics. When you can do that, the rest usually falls into place a bit easier. Also, do a serach for tomworld's Sanny Builder tutorial, which I THINK is somewhere here in the mission coding section.

 

Good luck!

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2pacproducer

 

mad.gif No use to explain.. I'll try again

 

----------------------------------------------------------------------------------------------------------------------------------

{

use macro (Ctrl+J) "headsa"

to insert a file header

}

{$VERSION 3.0.0000}

 

thread 'MAIN'

var

$PLAYER_CHAR: Player

end // var

01F0: set_max_wanted_level_to 6

set_wb_check_to 0

00C0: set_current_time 8 0

04E4: unknown_refresh_game_renderer_at 2488.5601 -1666.84

Camera.SetAtPos(2488.5601, -1666.84, 13.38)

$PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38)

$PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)

07AF: $PLAYER_GROUP = player $PLAYER_CHAR group

Camera.SetBehindPlayer

set_weather 0

wait 0 ms

$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)

$PLAYER_CHAR.SetClothes("JEANSDENIM", "JEANS", Legs)

$PLAYER_CHAR.SetClothes("SNEAKERBINCBLK", "SNEAKER", Shoes)

$PLAYER_CHAR.SetClothes("VEST", "VEST", Torso)

$PLAYER_CHAR.Build

$PLAYER_CHAR.CanMove = True

fade 1 (out) 0 ms

select_interior 0

0629: change_stat 181 (islands unlocked) to 4

016C: restart_if_wasted at 2027.77 -1420.52 15.99 angle 137.0 for_town_number 0

016D: restart_if_busted at 1550.68 -1675.49 14.51 angle 90.0 for_town_number 0

0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here ($ONMISSION)

03E6: remove_text_box

 

:MODEL

0247: load_model #BFYST

038B: load_requested_models

 

:MODEL_LOAD

00D6: if

8248: not model #BFYST available

004D: jump_if_false @MODEL_SPAWN

0001: wait 0 ms

0002: jump @MODEL_LOAD

 

:MODEL_SPAWN

[email protected] = Actor.Create(CIVFEMALE, #BFYST, 2488.5601, -1680.84, 13.3438 )

 

end_thread

 

------------------------------------------------------------------------------------------------------------------------------

 

The green part is just the beginning where you define everything and where you spawn the player etc.., i'm not going to explain that. Then we got the blue part:

 

 

0247: load_model #BFYST  --> Here you use this opcode with a model name, you can scroll between the models wiht a ped editor. 038B: load_requested_models  --> Then here you load all the models you put above ^^Every model, ped, car or whatever needs to be loaded first so if you want to load a car also use: 0247: load_model #TAXIbut then with the car id in like ^^Also with weapons :  0247: load_model #AK47

 

 

Then the purple part:

 

 

00D6: if8248: not model #BFYST available004D: jump_if_false @MODEL_SPAWN0001: wait 0 ms0002: jump @MODEL_LOAD

 

 

Here we check if the model we loaded before actually loaded else we load it again till it loaded for real:

 

 

00D6: if 

--> this is just to start a statement that needs to be fullfilled

 

8248: not model #BFYST available 

    is obvious, if you use 2 models you need 2 use two same opcodes so:

 

 

8248: not model #BFYST8248: not model #TAXI

 

 

Then :

 

004D: jump_if_false @MODEL_SPAWN

  --> This means that if the statement 8248: not model #BFYST available isn't true, means it is loaded that we go to the label

:MODEL_SPAWN0001: wait 0 ms

--> just a wait

 

0002: jump @MODEL_LOAD

--> this is to jump to the label :MODEL_LOAD if the model didn't load, so actually it's a loop till the model loads.

 

 

 

Finally the red part :

 

 

:MODEL_SPAWN --> again a label [email protected] = Actor.Create(CIVFEMALE, #BFYST, 2488.5601, -1680.84, 13.3438 ) 

--> here we create a ped, [email protected] is the "name" of the ped, we can also use [email protected] or $ped or $testpedor whatever, aslong as the same "name" isn't used twice. Then we have "CIVFEMALE" : this is the pedtype, this differences from ped to ped, you can look this up in the Ped Editor. Then we got #BFYST, what is the peds name or id, also able to lookup in the ped editor. Then the three numbers that come after are the coordinates of your ped, you can find these out with The San Andreas Place Manager and put your ped at other places. Be sure that you use .'s and ,'s at the right place or this won't work.

 

Then at last but not least we got

end_thread

. This is to close your thread. Be sure this isn't a mission but a thread tounge.gif

Voila, pfeew alot of writing for me biggrin.gif

 

Please leave a response  sly.gif

Thx ! You really helped me a lot. I created my own ped near that woman.

 

Can you help me more?

 

So I want to know how to put a car in one place, but I need help. As example I m taking a car with id: 400.

 

Here is my script :

:MODEL

0247: load_model #BFYST

0247: load_model #BMORI <------- Here is that ped.

0247: load_model #400 <----------And here is that car.

038B: load_requested_models

 

:MODEL_LOAD

00D6: if

8248: not model #BFYST available

8248: not model #BMORI available

8248: not model #400 available

004D: jump_if_false @MODEL_SPAWN

0001: wait 0 ms

0002: jump @MODEL_LOAD

 

:MODEL_SPAWN

[email protected] = Actor.Create(CIVFEMALE, #BFYST, 2488.5601, -1680.84, 13.3438 )

[email protected] = Actor.Create(CIVMALE, #BMORI, 2492.894, -1681.611, 13.3377 )

----------->But I dont know what to write here about that car<---------------------------

And I want to know how to put things in angle what I want. etc : I want to put that car in 90.0 degrees. How ?

 

In your tutorial was'nt explained about cars very much.

 

Please show me . Thanks

Edited by 2pacproducer

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rstomrs

For cars we use another opcode :

 

 

$Testcar = Car.Create(#GREENWOO, 2458.2483, -1659.0264, 13.3047)

 

--> Here again, make sure the ,'s en the .'s are placed good.

 

And this 1 for the angle :

 

 

Car.Angle($Testcar)= 90.0

 

--> Be sure you put in the good "name" of the car and not something else.

 

U also have other thing like setting the numberplate etc.. I'll give you a tip so you can do more on your own. In SB (Sanny Builder) push : ALT GR + @.

You'll now go to the opcode search tool. If you need a opcode to create soemthing and you don't know what but you know it's something with a car, you type in car and you get a list with opcodes with the word car in. Now search through those and you'll find what you need.

 

Examples:

 

 

0224: set_car $Testcar health_to 100009C4: set_car $Testcar gas_tank_explosion_enabled 0 0129: $Testped = create_actor_pedtype 23 model #BFYST in_car $Testcar driverseat 

 

 

or these

 

 

02AC: set_car $Testcar immunities BP 1 FP 1 EP 1 CP 1 MP 1 02AA: toggle_car $Testcar immune_to_nonplayer 1 

 

 

BP = Bulletproof, FP = Fireproof, EP = Explosionproof, CP = Collisionproof, MP = .. ?

 

Voila this should get you started biggrin.gif

 

Tom mercie_blink.gif

 

Btw, what car is a #400 ?

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SteaVor

There's no #400 - 2pacproducer mixed two formats, the direct one (by IDE number) and the indirect one (through #IDENTIFIERS).

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2pacproducer

ID 400 is Landstalker.

 

I m starting to understand scripting, need more help and i will start making mods or missions

 

And thx for helping me.

 

And where I should add car angle ? Under car spawn code or in it ?

And where to add a car spawn code ?

And another thing: Can you help me how to spawn a ped who is playing animation. Example : Two peds standing and talking each other ; Ped standing and drinking , or smoking.

 

 

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rstomrs

Btw another hint 2pac if you start to make a car and you put this:

 

 

$Testcar = Car.Create(, 2458.2483, -1659.0264, 13.3047)

 

 

And you start to type :

 

 

$Testcar = Car.Create(#, 2458.2483, -1659.0264, 13.3047)

 

--> I added this (#) in SB

 

Then you get a list with all ID's etc.. Then you just type the first letter, then it goes to that letter then you type the second and so on till you see your car in the list, this way you can't type any wrong ID's.

 

user posted image

 

 

Well that's all.

 

Tom mercie_blink.gif

 

 

 

 

 

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rstomrs

Where to add the Car angle code ? Well first you need a car so you place the angle code right under the car create code. The car create code do you paste together with the ped create part:

 

 

0129: $Testped = create_actor_pedtype 23 model #BFYST in_car $Testcar driverseat $Testcar = Car.Create(, 2458.2483, -1659.0264, 13.3047)Car.Angle($Testcar)= 90.0

 

 

Now about your animations.. That was hard for me to find out, i started with just asking, you'll get the same answer as me, look in the original code. I did i used some opcode to start it and it didn't work :s I looked further and saw that i had to load the animation before you execute is. Just liek the car's and the ped's and so on. Look at the original code.

 

Tom mercie_blink.gif

 

PS: I'm going to eat biggrin.gif I'll brb.

 

EDIT: Someway i doubleposted :s Can i mod join these ?

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2pacproducer

Hi again. I just tried to add a car near Sweat's house but the game crashes.

 

Dont know why. Here is my code:

 

 

:MODEL0247: load_model #BFYST0247: load_model #BMORI0247: load_model #LANDSTALKER038B: load_requested_models   :MODEL_LOAD00D6: if8248: not model #BFYST available8248: not model #BMORI available8248: not model #LANDSTALKER available004D: jump_if_false @MODEL_SPAWN0001: wait 0 ms0002: jump @MODEL_LOAD:[email protected] = Actor.Create(CIVFEMALE, #BFYST, 2488.5601, -1680.84, 13.3438 )[email protected] = Actor.Create(CIVMALE, #BMORI, 2492.894, -1681.611, 13.3377 )0129: $Testped = create_actor_pedtype 23 model #BFYST in_car $Testcar driverseat$Testcar = Car.Create(#LANDSTALKER, 2508.933, -1672.001, 13.38187 )Car.Angle($Testcar)= 90.0 end_thread

 

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SteaVor

Look at the 0129 line: An actor named $Testped is supposed to be created inside a car called $Testcar. Unfortunately, the game doesn't know any $Testcar, says WTF!? notify.gif and crashes. The $Testcar you've so happily referred to in this line is not yet created at this point in time, so you'll need to move your 0129 line down until you can be sure that $Testcar is known to the game (i.e. has been created)...

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2pacproducer
Look at the 0129 line: An actor named $Testped is supposed to be created inside a car called $Testcar. Unfortunately, the game doesn't know any $Testcar, says WTF!? notify.gif and crashes. The $Testcar you've so happily referred to in this line is not yet created at this point in time, so you'll need to move your 0129 line down until you can be sure that $Testcar is known to the game (i.e. has been created)...

Cant get it. More help please.

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SteaVor

You cannot refer to $Testcar before it is created! Place the 0129 line somewhere behind the Car.Create(...) line.

 

These are valid examples:

 

 

[...][email protected] = Actor.Create(CIVMALE, #BMORI, 2492.894, -1681.611, 13.3377 )$Testcar = Car.Create(#LANDSTALKER, 2508.933, -1672.001, 13.38187 )Car.Angle($Testcar)= 90.0 0129: $Testped = create_actor_pedtype 23 model #BFYST in_car $Testcar driverseat[...]

 

 

 

 

[...][email protected] = Actor.Create(CIVMALE, #BMORI, 2492.894, -1681.611, 13.3377 )$Testcar = Car.Create(#LANDSTALKER, 2508.933, -1672.001, 13.38187 )0129: $Testped = create_actor_pedtype 23 model #BFYST in_car $Testcar driverseatCar.Angle($Testcar)= 90.0 [...]

 

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2pacproducer

WTF ?

 

Here is my code now, but it crashes anyway:

 

 

:MODEL0247: load_model #BFYST0247: load_model #BMORI0247: load_model #LANDSTALKER038B: load_requested_models   :MODEL_LOAD00D6: if8248: not model #BFYST available8248: not model #BMORI available8248: not model #LANDSTALKER available004D: jump_if_false @MODEL_SPAWN0001: wait 0 ms0002: jump @MODEL_LOAD:[email protected] = Actor.Create(CIVFEMALE, #BFYST, 2488.5601, -1680.84, 13.3438 )[email protected] = Actor.Create(CIVMALE, #BMORI, 2492.894, -1681.611, 13.3377 )$Testcar = Car.Create(#LANDSTALKER, 2508.933, -1672.001, 13.38187 )0129: $Testped = create_actor_pedtype 23 model #BFYST in_car $Testcar driverseatCar.Angle($Testcar)= 90.0

 

 

Help with editing it.

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SteaVor

You should get an error on compiling because you don't tell Sanny how the conditional opcodes in your IF should be interpreted, i.e. if all conditions need to be true (AND) or just one of them (OR).

In your case: If only one of the conditions is true (== if at least one of the models is not yet loaded), WAIT and JUMP back to @MODEL_LOAD, so you need an OR:

 

 

[...]:MODEL_LOAD00D6: if or8248: not model #BFYST available[...]

 

Edited by SteaVor

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2pacproducer
You should get an error on compiling because you don't tell Sanny how the conditional opcodes in your IF should be interpreted, i.e. if all conditions need to be true (AND) or just one of them (OR).

In your case: If only one of the conditions is true (== if at least one of the models is not yet loaded), WAIT and JUMP back to @MODEL_LOAD, so you need an OR:

 

 

[...]:MODEL_LOAD00D6: if [b]or[/b]8248: not model #BFYST available[...]

 

When I add your line , window pop-ups and says :

 

Identifier not found

 

Wtf ? Help

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SteaVor

The formatting was broken - it's supposed to read '00D6: if or'

 

I've edited my previous post.

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2pacproducer

Hey guys ! I want to make a car and a driver with it. Here is my new code but the game crashes with it:

 

:MODEL0247: load_model #BFYST0247: load_model #BMYCR0247: load_model #FAM20247: load_model #FAM30247: load_model #GREENWOO   <-------------- Here I m trying to load model038B: load_requested_models  :MODEL_LOAD00D6: if or8248: not model #BFYST available8248: not model #BMYCR available8248: not model #FAM2 available8248: not model #FAM3 available8248: not model #GREENWOO available004D: jump_if_false @MODEL_SPAWN 0001: wait 0 ms0002: jump @MODEL_LOADjump @MAIN_190:MAIN_190wait 0 ms00A5: [email protected] = car.create #GREENWOO at 2473.324 -1698.714 13.51808  <------------- Here I m creating model0129: [email protected] = actor.Create #BMORI in_car [email protected] driverseat  <---------------- Here I m creating a female in driver seat00A9: set_car [email protected] to_psycho_driver

<--------------- Here I m making her to drive like a psycho.

 

I dont know why game crashes . The code looks good to me.

 

Help with it. And maybe you can show me how to show that Car with Driver drive where I want . Example : I m starting the game and I see a car then it starting to ride somewhere.

Edited by 2pacproducer

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SteaVor

You 're obviously running SB with all checks and warnings disabled, otherwise it wouldn't compile at all because of missing parameters.

For example your 0129 line has the following 3 parameters: [email protected] (actor) | #BMORI (model) | [email protected] (car)

An example taken straight from original code shows 4 parameters: [email protected] (actor) | 23 (pedtype) | #SPECIAL02 (model) | [email protected] (car)

 

The error should be bvious - you noted that you wanted to create a female but you never tell the game to do so because the model doesn't tell the game how the ped should behave (e.g. the way he/she walks). That's what the pedtype parameter (which you omitted) is for - refer to Sanny Builder's documentation for the correct pedtype number for CIVFEMALE.

 

Attention: There might be more mistakes in your code, I just skimmed over it.

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2pacproducer
You 're obviously running SB with all checks and warnings disabled, otherwise it wouldn't compile at all because of missing parameters.

For example your 0129 line has the following 3 parameters: [email protected] (actor) | #BMORI (model) | [email protected] (car)

An example taken straight from original code shows 4 parameters: [email protected] (actor) | 23 (pedtype) | #SPECIAL02 (model) | [email protected] (car)

 

The error should be bvious - you noted that you wanted to create a female but you never tell the game to do so because the model doesn't tell the game how the ped should behave (e.g. the way he/she walks). That's what the pedtype parameter (which you omitted) is for - refer to Sanny Builder's documentation for the correct pedtype number for CIVFEMALE.

 

Attention: There might be more mistakes in your code, I just skimmed over it.

So can you help me ? I cant find it.

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SteaVor

No I won't - you'll have to show some initiative yourself, else you won't get any further help.

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