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ENEX


Mister X

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I can insert some Enex in the Main???

 

IPL is suck  biggrin.gif

 

Is possible?

Enex not but you can script teleports to everywhere, mostly done with red round markers.

Also its possible to apply the yellow triangle

 

its a script specific thing

its easier to use codes which

checks the point near Player and apply the red marker in one code string

 

the yellow triangle can only be shown and disappear

but also in other colors

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Well, actually I wanted to create enex external-internal enter the buildings ....

 

However a teleporter goes well ... there is a guide to teach us to include them sarcasm.gif ?

 

Another thing, you can enter objects through main?

 

ES:Type the bins fire during a mission to dance OG Loc.....

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Well, actually I wanted to create enex external-internal enter the buildings ....

However a teleporter goes well ... there is a guide to teach us to include them  sarcasm.gif ?

 

look here

http://www.gtaforums.com/index.php?showtopic=231234&hl=

 

 

Another thing, you can enter objects through main?

 

ES:Type the bins fire during a mission to dance OG Loc.....

you can attach actors or the player to an object

if player then the camera view changes to first person

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:INTCHECK

03A4: name_thread 'ICHK'

 

:INTCHECK_1

0001: wait  0 ms

00D6: if  0

0256:  player $PLAYER_CHAR defined

004D: jump_if_false ££INTCHECK_1

00D6: if  1

8038:  NOT  $ACTIVE_INTERIOR ==  0;; integer values

00E1:  key_pressed  0  4      ; Secondary Fire

004D: jump_if_false ££INTCHECK_1

0001: wait  500 ms

0050: gosub ££INTCHECK_10

0001: wait  500 ms

0002: jump ££INTCHECK_1

 

:INTCHECK_10

03F0: text_draw_toggle  1

0001: wait  50 ms

03F0: text_draw_toggle  0

0001: wait  50 ms

077E: @3 = active_interior

094B: v$1252 = get_active_interior_name_from_actor $PLAYER_ACTOR

045A: text_draw_1number  160.0  20.0 'NUMBER' @3; value

033E: text_draw  20.0  20.0 v$1252

0051: return

 

 

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

 

 

:INNE_1

03A4: name_thread 'INNE'

 

:INNE_2

0001: wait  0 ms

00D6: if  0

0256:  player $PLAYER_CHAR defined

004D: jump_if_false ££INNE_2

00D6: if  0

00FF:  actor $PLAYER_ACTOR  0 ()near_point_on_foot  393.44  2540.108  16.66 radius  2.0  2.0  2.0

004D: jump_if_false ££INNE_2

0110: clear_player $PLAYER_CHAR wanted_level

0006: @8 =  0;; integer values

0002: jump ££INNE_25

 

:INNE_13

0001: wait  0 ms

00D6: if  0

0256:  player $PLAYER_CHAR defined

004D: jump_if_false ££INNE_13

00D6: if  0

00E1:  key_pressed  0  14

004D: jump_if_false ££INNE_21

0002: jump ££INNE_25

 

:INNE_21

00D6: if  0

00E1:  key_pressed  0  15

004D: jump_if_false ££INNE_13

0002: jump ££INNE_124

 

:INNE_25

00D6: if  0

0039:  @8 ==  0;; integer values

004D: jump_if_false ££INNE_35

0007: @10 =  345.6252;; floating-point values

0007: @12 =  304.1411;; floating-point values

0007: @14 =  998.25;; floating-point values

0007: @16 =  0.0;; floating-point values

0006: @20 =  6;; integer values

0006: @8 =  1;; integer values

0002: jump ££INNE_100

 

:INNE_35

00D6: if  0

0039:  @8 ==  1;; integer values

004D: jump_if_false ££INNE_45

0007: @10 =  610.783;; floating-point values

0007: @12 =  -70.815;; floating-point values

0007: @14 =  998.32;; floating-point values

0007: @16 =  265.0;; floating-point values

0006: @20 =  2;; integer values

0006: @8 =  2;; integer values

0002: jump ££INNE_100

 

:INNE_45

00D6: if  0

0039:  @8 ==  2;; integer values

004D: jump_if_false ££INNE_55

0007: @10 =  245.6252;; floating-point values

0007: @12 =  304.1411;; floating-point values

0007: @14 =  998.32;; floating-point values

0007: @16 =  0.0;; floating-point values

0006: @20 =  1;; integer values

0006: @8 =  3;; integer values

0002: jump ££INNE_100

 

:INNE_55

00D6: if  0

0039:  @8 ==  3;; integer values

004D: jump_if_false ££INNE_65

0007: @10 =  610.286;; floating-point values

0007: @12 =  -120.239;; floating-point values

0007: @14 =  998.1641;; floating-point values

0007: @16 =  213.8029;; floating-point values

0006: @20 =  3;; integer values

0006: @8 =  4;; integer values

0002: jump ££INNE_100

 

:INNE_65

00D6: if  0

0039:  @8 ==  4;; integer values

004D: jump_if_false ££INNE_75

0007: @10 =  324.6405;; floating-point values

0007: @12 =  307.4622;; floating-point values

0007: @14 =  998.1558;; floating-point values

0007: @16 =  175.0;; floating-point values

0006: @20 =  5;; integer values

0006: @8 =  5;; integer values

0002: jump ££INNE_100

 

:INNE_75

00D6: if  0

0039:  @8 ==  5;; integer values

004D: jump_if_false ££INNE_85

0007: @10 =  306.1999;; floating-point values

0007: @12 =  305.1225;; floating-point values

0007: @14 =  1002.297;; floating-point values

0007: @16 =  90.0;; floating-point values

0006: @20 =  4;; integer values

0006: @8 =  6;; integer values

0002: jump ££INNE_100

 

:INNE_85

00D6: if  0

0039:  @8 ==  6;; integer values

004D: jump_if_false ££INNE_95

0007: @10 =  613.536;; floating-point values

0007: @12 =  1.99;; floating-point values

0007: @14 =  999.969;; floating-point values

0007: @16 =  265.0;; floating-point values

0006: @20 =  1;; integer values

0006: @8 =  7;; integer values

0002: jump ££INNE_100

 

:INNE_95

00D6: if  0

0039:  @8 ==  7;; integer values

004D: jump_if_false ££INNE_124

0007: @10 =  317.881;; floating-point values

0007: @12 =  979.907;; floating-point values

0007: @14 =  1960.108;; floating-point values

0007: @16 =  0.0;; floating-point values

0006: @20 =  9;; integer values

0006: @8 =  0;; integer values

0002: jump ££INNE_100

 

:INNE_100

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

0050: gosub ££INNE_152

04BB: select_interior @20;; select render area

04E4: unknown_refresh_game_renderer_at @10 @12

03CB: set_camera @10 @12 @14

04F9: interior_colors  1  0

057E: make_radar_grey  1

00D6: if  0

0256:  player $PLAYER_CHAR defined

004D: jump_if_false ££INNE_111

0860: link_actor $PLAYER_ACTOR to_interior @20

00A1: put_actor $PLAYER_ACTOR at @10 @12 @14

0173: set_actor $PLAYER_ACTOR z_angle_to  180.0

0373: set_camera_directly_behind_player

02EB: restore_camera_with_jumpcut

0002: jump ££INNE_111

 

:INNE_111

0001: wait  0 ms

00D6: if  0

0256:  player $PLAYER_CHAR defined

004D: jump_if_false ££INNE_111

0001: wait  1000 ms

016A: fade  1 (back)  500 ms

 

:INNE_117

0001: wait  0 ms

00D6: if  0

0256:  player $PLAYER_CHAR defined

004D: jump_if_false ££INNE_117

01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

0394: play_music  2

0002: jump ££INNE_13

 

:INNE_124

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

0050: gosub ££INNE_152

04BB: select_interior  0;; select render area

04FA: reset_interior_colors  0

057E: make_radar_grey  0

04E4: unknown_refresh_game_renderer_at  372.22  2522.541

03CB: set_camera  372.22  2522.541  16.57

00D6: if  0

0256:  player $PLAYER_CHAR defined

004D: jump_if_false ££INNE_137

0860: link_actor $PLAYER_ACTOR to_interior  0

00A1: put_actor $PLAYER_ACTOR at  372.22  2522.541  16.57

0173: set_actor $PLAYER_ACTOR z_angle_to  180.0

 

:INNE_137

0001: wait  0 ms

00D6: if  0

0256:  player $PLAYER_CHAR defined

004D: jump_if_false ££INNE_137

0001: wait  1000 ms

016A: fade  1 (back)  500 ms

 

:INNE_143

0001: wait  0 ms

00D6: if  0

0256:  player $PLAYER_CHAR defined

004D: jump_if_false ££INNE_143

01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

0373: set_camera_directly_behind_player

02EB: restore_camera_with_jumpcut

0619: $PLAYER_ACTOR  1

0002: jump ££INNE_2

 

:INNE_152

0169: set_fade_color  0  0  0

016A: fade  0 ()  500 ms

 

:INNE_154

00D6: if  0

016B:  fading

004D: jump_if_false ££INNE_159

0001: wait  0 ms

0002: jump ££INNE_154

 

:INNE_159

0051: return

 

 

EXCELLENT

 

But there's a problem:

 

1) Those labels are MB; Sure I can convert them with the tools inside?

 

2) Those labels fit the yellow triangle or red circle?

 

3) Entry of the spawn is in 393.44 2540 .108 16.66, but the exit?

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2) Those labels fit the yellow triangle or red circle?

Its a exemble script how to reach an interior

by walking in to the red marker the teleport script will be activ

00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 393.44 2540.108 16.66 radius 2.0 2.0 2.0

then press "Jump"-key to visit an other interior

00E1: key_pressed 0 14

 

3) Entry of the spawn is in 393.44 2540 .108 16.66, but the exit?

press Enter/Exit to exit the interiors

00E1: key_pressed 0 15

 

instead of key_pressed checks you can use near_point checks

for this you must expande the script

because the source place (near_point check) must fit the target place

like this

http://www.gtaforums.com/index.php?showtopic=209421

 

Note: The display of red markers and yellow triangle is limited

The game can not much more show as in original

and you must look for the right settings which belongs the interior color and the radar

its different if you jump from outside into interior

or from interior to interior

or from interior to outside

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