Mister X Posted January 24, 2008 Share Posted January 24, 2008 I can insert some Enex in the Main??? IPL is suck Is possible? Link to comment https://gtaforums.com/topic/308575-enex/ Share on other sites More sharing options...
ZAZ Posted January 24, 2008 Share Posted January 24, 2008 I can insert some Enex in the Main??? IPL is suck 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 Link to comment https://gtaforums.com/topic/308575-enex/?do=findComment&comment=1057434046 Share on other sites More sharing options...
Mister X Posted January 24, 2008 Author Share Posted January 24, 2008 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 ? Another thing, you can enter objects through main? ES:Type the bins fire during a mission to dance OG Loc..... Link to comment https://gtaforums.com/topic/308575-enex/?do=findComment&comment=1057434539 Share on other sites More sharing options...
ZAZ Posted January 24, 2008 Share Posted January 24, 2008 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 ? 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 Link to comment https://gtaforums.com/topic/308575-enex/?do=findComment&comment=1057434926 Share on other sites More sharing options...
Mister X Posted January 25, 2008 Author Share Posted January 25, 2008 :INTCHECK03A4: 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? Link to comment https://gtaforums.com/topic/308575-enex/?do=findComment&comment=1057437454 Share on other sites More sharing options...
ZAZ Posted January 26, 2008 Share Posted January 26, 2008 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 Link to comment https://gtaforums.com/topic/308575-enex/?do=findComment&comment=1057440689 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