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gtasbigfoot

my pickup marker didnt work

Recommended Posts

gtasbigfoot

:SAVE

thread 'SAVE'

$SAVE_PICKUPS = Pickup.Create(-1, 3,-1725.0000 -1965.0000 101.2188 )

0570: $SAVE_PICKUP_RDR = create_asset_radar_marker_with_icon 35 at -1725.0000 -1965.0000 101.2188

018B: set_marker $SAVE_PICKUP_RDR radar_mode 2

 

:SAVE_64

wait 0

if

Player.Defined($PLAYER_CHAR)

else_jump @SAVE_64

if

Pickup.Picked_up($SAVE_PICKUPS)

else_jump @SAVE_64

gosub @SAVE_114

jump @SAVE

 

:SAVE_114

Player.CanMove($PLAYER_CHAR) = False

03D8: show_save_screen

Actor.PutAt($PLAYER_ACTOR,-1725.0000 -1980.0000 94.1875 )

Player.CanMove($PLAYER_CHAR) = True

return

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pimpnstripprz

mainly because there are only 3 opcodes being used mercie_blink.gif

 

post the thread with opcodes please

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Y_Less

You don't really need OpCodes anymore, even the later versions of BWMB didn't need them, Sanny definately doesn't except on rare/unknown OpCodes.

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pimpnstripprz

ahh - learning something new everyday tounge2.gif

 

and Y_Less comes into the thread giving me info but leaves none for BF? ...hmm

 

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gtasbigfoot

anyone know where i can easly get cods i use san andreas telaport but its only good for vehicle not weapons they spawn in the air

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gtaragemachine

I don't know about your last question but for the save pickup I have a working code that I extracted out of ZAZ's Car Saloon mod:

 

 

:SAVEthread 'SAVE' wait 1000 [email protected] = Pickup.Create(#PICKUPSAVE, 3, 1652.86, -2240.36, 13.6)0570: [email protected] = create_asset_radar_marker_with_icon 35 at 1652.86 -2240.36 13.6 018B: set_marker [email protected] radar_mode 2 // versionB :SAVE_590wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @SAVE_590 if   Pickup.Picked_up([email protected])else_jump @SAVE_590 [email protected] = 1658.2 [email protected] = -2242.1 [email protected] = 13.6 [email protected] = 180.5 gosub @SAVE_1504 [email protected] = Pickup.Create(#PICKUPSAVE, 3, 1652.86, -2240.36, 13.6)jump @SAVE_590 :SAVE_1504if  $ONMISSION == 0 else_jump @SAVE_1615 $ONMISSION = 1 Player.CanMove($PLAYER_CHAR) = Falsewait 350 03D8: show_save_screen :SAVE_1543if 83D9:   not save_done else_jump @SAVE_1567 wait 0 jump @SAVE_1543 :SAVE_1567Actor.PutAt($PLAYER_ACTOR, [email protected], [email protected], [email protected])Actor.Angle($PLAYER_ACTOR) = [email protected]($PLAYER_CHAR) = True$ONMISSION = 1 wait 350 $ONMISSION = 0 :SAVE_1615return

 

 

You could either use it and just change the coordinates, or use it to maybe see what is wrong with your coding.

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ZAZ

 

anyone know where i can easly get cods i use san andreas telaport but its only good for vehicle not weapons they spawn in the air

http://www.gtaforums.com/index.php?showtopic=239912

 

 

:SAVE_103A4: name_thread 'SAVE'0570: $sv02 = create_asset_radar_marker_with_icon 35 at 2496.8 -1700.1 24.39018B: show_on_radar $sv02 2:SAVE_20001: wait 0 ms0213: $sv01 = create_pickup 1277 type 3 at 2491.3 -1699.7 1014.75:SAVE_50001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @SAVE_500D6: if 00214: pickup $sv01 picked_up004D: jump_if_false @SAVE_50050: gosub @SAVE_140002: jump @SAVE_2 :SAVE_1400D6: if  00038:   $ONMISSION ==  0  // integer values004D: jump_if_false @SAVE_170004: $ONMISSION =  1  // integer values01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0001: wait  350 ms03D8: show_SAVE_screen:SAVE_1500D6: if  083D9:   NOT   save_done004D: jump_if_false @SAVE_160001: wait  0 ms0002: jump @SAVE_15:SAVE_1600A1: put_actor $PLAYER_ACTOR at 2493.03 -1701.17 1014.801B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0004: $ONMISSION =  1  // integer values0001: wait  350 ms0004: $ONMISSION =  0  // integer values:SAVE_170051: return

 

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Y_Less
ahh - learning something new everyday tounge2.gif

 

and Y_Less comes into the thread giving me info but leaves none for BF? ...hmm

Not going to lie - I didn't know the answer at that point. Although I should have told him to mimic original code as I know there's a lot more to saves than what he has there.

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pimpnstripprz

 

Not going to lie - I didn't know the answer at that point.  Although I should have told him to mimic original code as I know there's a lot more to saves than what he has there.

I should have as well... but as per my learning, I was thinking commands and parameters depended upon their opcodes to work before you corrected me and thought it would be a great place to start *slaps head* guess I should of had a V8 -rofl

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gtasbigfoot

So who's code should i use zaz or gtaragemachines? I know codes and how most work but for savegame game pickups i never did so which is best.

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gtaragemachine

 

So who's code should i use zaz or gtaragemachines? I know codes and how most work but for savegame game pickups i never did so which is best.

I'd use the one ZAZ posted. The one I posted was part of a multiple pickups script of his. I condensed it down to one pickup as best as I could figure out, but in comparing it to the one ZAZ posted, the one I posted seems to have alot of unnecessary coding.

 

I'm not sure why the one ZAZ posted has globals instead of locals, but nevertheless go with his since he's a coder and I'm unfortunately just a wannabe. cryani.gif

 

EDIT:

By the way, thanks ZAZ.

Edited by gtaragemachine

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ZAZ

 

So who's code should i use zaz or gtaragemachines? I know codes and how most work but for savegame game pickups i never did so which is best.

Doesnt matter. Its nearly the same.

gtaragemachine posted a part of a decompiled script from my main mod

I posted a source script as exemble to understand the save script.

 

The different is:

In the script which gtaragemachine posted are the coords for the put_actor after show savescreen

set in local variables

[email protected] = 1658.2

[email protected] = -2242.1

[email protected] = 13.6

[email protected] = 180.5

 

these are used in the part after show savescreen

:SAVE_1567

Actor.PutAt($PLAYER_ACTOR, [email protected], [email protected], [email protected])

Actor.Angle($PLAYER_ACTOR) = [email protected]

 

Its a kind of scripting when you wonna enlarge the savescript with more savepickups

 

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gtasbigfoot

ok they both worked fine one question before i put my cods in where is the savegame pickup

 

 

 

Edited by gtasbigfoot

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ZAZ

 

ok they both worked fine one question before i put my cods in were is the savegame pickup

Ok, one more differnt.

the decompiled version:

[email protected] = Pickup.Create(#PICKUPSAVE, 3, 1652.86, -2240.36, 13.6)

 

The source text version. I used the ID-number, because the object-name wont work in CLEO scripts

0213: $sv01 = create_pickup 1277 type 3 at 2491.3 -1699.7 1014.75

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gtasbigfoot

ok im asking this because i dont want to mess up so if i want it at shady cabin i just change the cods is that it.

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ZAZ

 

ok im asking this because i dont want to mess up so if i want it at shady cabin i just change the cods is that it.

In a standart save script with pickups it needs minimum 2 coord-points

1. the coord-point for the pickupsave

2. the coord-point to put CJ beside the pickup after showing savescreen, because a new pickupsave will be spawned immediately and if dont put CJ beside, the save screen will be shown again.

 

Additional is used a radar icon to show the location of the pickupsave

this could be at the same coord-point like the pickupsave, if it is outside.

 

If the pickupsave is in an interior, it is mostly not the same location as on the map

So it needs a third coord-points to show the icon at the right place on the radar/map.

 

0570: $sv02 = create_asset_radar_marker_with_icon 35 at 2496.8 -1700.1 24.39

018B: show_on_radar $sv02 2

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gtasbigfoot

ok so i need to put cj right next to the pickup

 

so i change the cods a little bit from the pick up about 3 cm meters or so

 

$sv02 = create_asset_radar_marker_with_icon 35 at whats this the map?

 

create_pickup 1277 type 3 at for the pick up

 

 

00A1: put_actor $PLAYER_ACTOR at so this ones for actor

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pimpnstripprz

 

ok so i need to put cj right next to the pickup

 

$sv02 = create_asset_radar_marker_with_icon 35 at  whats this the map?

 

00A1: put_actor $PLAYER_ACTOR at so this ones for actor

exactly

 

$sv02 - that's what creates the save disc icon on the radar along with the 018B

 

00A1: is where CJ will be standing after you exit from the save screen

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gtasbigfoot

thanks all of you i know how to do it now it works thanks

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gtasbigfoot

i got one working sannybuilder liked it but i want another i went to compile it comed up Not enough actual parameters. Expected 6 params all i did is change the cods anyone know what is wrong?

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gtasbigfoot

sanny tricked me

 

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ZAZ

 

i got one working sannybuilder liked it but i want another i went to compile it comed up Not enough actual parameters. Expected 6 params all i did is change the cods anyone know what is wrong?

Any code line is not complete. You deleted something unintentional or added infos to a new opcode which requires more parameter entries.

Exembel: You want to set new coords for the gamestart location

and edit the coords of 04E4

 

04E4: unknown_refresh_game_renderer_at  2494.5 -1668.5

 

04E4 have only 2 params

then you copy the coords and paste it into 03CB

 

03CB: set_camera  2494.5 -1668.5

 

so there is missing 1 param because 03CB needs 3 params

 

03CB: set_camera  2494.5 -1668.5 13.4

 

 

By compiling you get the message "not enough parameter"

and the curser-marker will placed at the wrong opcode.

Find it and correct it.

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gtasbigfoot

so whats wrong with this i checked three times and i cant find anything

 

thread 'SAVE'

0570: $SV02 = create_asset_radar_marker_with_icon 35 at -1646.0000 -2235.0000 30.9063

018B: set_marker $SV02 radar_mode 2

 

 

:SAVE_40

wait 0

$SV01 = Pickup.Create(1277, 3,-1646.0000 -2235.0000 30.9063)

 

:SAVE_69

wait 0

if

Player.Defined($PLAYER_CHAR)

else_jump @SAVE_69

if

Pickup.Picked_up($SV01)

else_jump @SAVE_69

gosub @SAVE_119

jump @SAVE_40

 

:SAVE_119

if

$ONMISSION == 0

else_jump @SAVE_228

$ONMISSION = 1

Player.CanMove($PLAYER_CHAR) = False

wait 350

03D8: show_save_screen

 

:SAVE_158

if

83D9: not save_done

else_jump @SAVE_182

wait 0

jump @SAVE_158

 

:SAVE_182

Actor.PutAt($PLAYER_ACTOR, -1654.0000 -2235.0000 33.2500)

Player.CanMove($PLAYER_CHAR) = True

$ONMISSION = 1

wait 350

$ONMISSION = 0

 

:SAVE_228

return

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ZAZ

Here is the problem:

$SV01 = Pickup.Create(1277, 3,-1646.0000 -2235.0000 30.9063)

by using sanny syntax opcodes with params in brackets it needs the model name with hash #PICKUPSAVE

 

$SV01 = Pickup.Create(#PICKUPSAVE, 3,-1646.0000 -2235.0000 30.9063)

 

Id-nummer is not possible.

Alternativ you can write this opcode in the classic version. Then both is possible.

 

0213: $sv01 = create_pickup 1277 type 3 at 2491.3 -1699.7 1014.750213: $sv01 = create_pickup #PICKUPSAVE type 3 at 2491.3 -1699.7 1014.75

 

 

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gtasbigfoot

ok how come the other shadycabin spawn worked thats the part i dont get

Edited by gtasbigfoot

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ZAZ

 

ok how come the other shadycabin spawn worked thats the part i dont get

sorry, I dont understand

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gtasbigfoot

i mean the script you gived me worked when i changed the cods but now it dosent or do you mean you dont understand why

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ZAZ

 

i mean the script you gived me worked when i changed the cods but now it dosent or do you mean you dont understand why

What do mean with cods?

codes or coords ?

 

I dont post codes or scripts with your coords

thats your work to edit the coords as you like

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gtasbigfoot

i mean your script on page 1 not mine sorry about that

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gtasbigfoot

you know the script your one i edited cods to make the pickup at shady cabin sannybuilder liked it thats what i mean

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