Dodo-Pilot Posted January 17, 2009 Share Posted January 17, 2009 I've tried to spawn the vehicles in Liberty City using CLEO script, but they show up invisible. Apart from that "little problem", everything is working fine. How can I fix that? Link to comment Share on other sites More sharing options...
Doomed_Space_Marine Posted January 17, 2009 Share Posted January 17, 2009 Vehicles are invisible because they are in another interior. Link to comment Share on other sites More sharing options...
Dodo-Pilot Posted January 17, 2009 Author Share Posted January 17, 2009 Vehicles are invisible because they are in another interior. What do you mean by "another interior". Another dimension? Anyway - I can enter, drive, damage (even destroy) those vehicles, so how come I can't see them? Link to comment Share on other sites More sharing options...
640509-040147 Posted January 18, 2009 Share Posted January 18, 2009 Interiors like the inside of buildings etc., which you enter through the Inverted yellow triangle. That is the problem, I think. Link to comment Share on other sites More sharing options...
spaceeinstein Posted January 18, 2009 Share Posted January 18, 2009 Interior Link to comment Share on other sites More sharing options...
james227uk Posted January 18, 2009 Share Posted January 18, 2009 You need to link the car to the interior. Use the opcode search to find the opcode Link to comment Share on other sites More sharing options...
640509-040147 Posted January 18, 2009 Share Posted January 18, 2009 (edited) Link to Interior OpCodes: 0566: link_object $2152 to_interior 10840: link_car [email protected]([email protected],16i) to_interior [email protected]: link_actor $PLAYER_ACTOR to_interior 6 0840 is what you need. EDIT: The car will only show up only if you and the car, neither of them, is in any interior - OR - if you and the car both are linked to the same interior. Try the opcode. I can't, since I lost my DVD. Edited January 18, 2009 by 640509-040147 Link to comment Share on other sites More sharing options...
640509-040147 Posted January 18, 2009 Share Posted January 18, 2009 (edited) Ignore this post! My apologies. Edited January 18, 2009 by 640509-040147 Link to comment Share on other sites More sharing options...
Dodo-Pilot Posted January 18, 2009 Author Share Posted January 18, 2009 Link to Interior OpCodes: 0566: link_object $2152 to_interior 10840: link_car [email protected]([email protected],16i) to_interior [email protected]: link_actor $PLAYER_ACTOR to_interior 6 0840 is what you need. EDIT: The car will only show up only if you and the car, neither of them, is in any interior - OR - if you and the car both are linked to the same interior. Try the opcode. I can't, since I lost my DVD. {$CLEO .cs}thread 'LCSPWN'014B: [email protected] = init_parked_car_generator #BRAVURA color -1 -1 1 alarm 0 door_lock 0 0 10000 at -726.984700 516.286200 1371.972000 angle 167.054900:STARTwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @STARTif0038: $802 == 1jf @START014C: set_parked_car_generator [email protected] cars_to_generate_to 1010840: link_car [email protected]([email protected],16i) to_interior [email protected]: end_custom_thread Link to comment Share on other sites More sharing options...
640509-040147 Posted January 18, 2009 Share Posted January 18, 2009 (edited) No, that interior @221 is just and example. As spaceeinstein said, have a glance at Interior - GTAModding Opcode 04BB - GTAModding The interior number of the outside world is 0 by default, and it is not an interior. Link both the Player and the Car to interior 0. Try it. Edited January 18, 2009 by 640509-040147 Link to comment Share on other sites More sharing options...
Dodo-Pilot Posted January 18, 2009 Author Share Posted January 18, 2009 No, that interior @221 is just and example. As spaceeinstein said, have a glance at Interior - GTAModding Opcode 04BB - GTAModding The interior number of the outside world is 0 by default, and it is not an interior. Link both the Player and the Car to interior 0. Try it. I don't understand... Why do I have to link player & vehicle to interior 0, since 0 isn't interior at all? According to GTAModding, Saint Mark's is #1, without a name. Link to comment Share on other sites More sharing options...
james227uk Posted January 18, 2009 Share Posted January 18, 2009 Enable thread saving too! Link to comment Share on other sites More sharing options...
Dodo-Pilot Posted January 18, 2009 Author Share Posted January 18, 2009 Enable thread saving too! Thanks, I will. This one was just quick example Link to comment Share on other sites More sharing options...
Dodo-Pilot Posted January 20, 2009 Author Share Posted January 20, 2009 gtasbigfoot your script does work, but I got some coords problem... Maybe I didn't placed them properly (x, y, z, angle) yard1 -827.594200 502.561200 1358.060000 271.252100yard2 -819.838400 495.018300 1358.580000 92.543140front1 -757.035900 508.127700 1371.207000 278.368100front2 -758.002400 501.325200 1371.207000 272.748300front3 -736.764100 515.540900 1371.564000 356.447100 original script {$CLEO}0000::LC_Car_00001: wait 0 ms00D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @LC_Car_000D6: if0AB0: key_pressed 0x54 // --Key = T004D: jump_if_false @LC_Car_00169: set_fade_color_RGB 0 0 0016A: fade 0 time 500:LC_Car_0000D6: if016B: fading004D: jump_if_false @LC_Car_0000001: wait 0 ms0002: jump @LC_Car_00:LC_Car_0000004: $ONMISSION = 0x1 04BB: select_interior 10860: link_actor $PLAYER_ACTOR to_interior 10395: clear_area 1 at X.Y.Z radius 1.0 // Edit the coords here04E4: unknown_refresh_game_renderer_at X.Y // Edit the coords here0A0B: set_rendering_origin_at_3D_coord X.Y.Z angle 84.0 // Edit the coords here00A1: put_actor $PLAYER_ACTOR at X.Y.Z // Edit the coords here(should be the same coords as above^)0173: set_actor $PLAYER_ACTOR Z_angle_to 180.00247: load_model 0x1FA // Super GT0247: load_model 0x1C3 // Turismo0247: load_model 0x20F // Cadrona0247: load_model 0x1F0 // Blista Compact0247: load_model 0x191 // Bravura038B: load_requested_models:LC_Car_100D6: if or8248: not model 0x1FA available8248: not model 0x1C3 available8248: not model 0x20F available 004D: jump_if_false @LC_Car_20001: wait 0 ms0002: jump @LC_Car_1:LC_Car_200D6: if or8248: not model 0x1F0 available8248: not model 0x191 available004D: jump_if_false @LC_Car_30001: wait 0 ms0002: jump @LC_Car_2:LC_Car_300A5: [email protected] = create_car 0x1FA at X.Y.Z // Edit the coords here0175: set_car [email protected] Z_angle_to 90.556210840: link_car [email protected] to_interior 0x100A5: [email protected] = create_car 0x1C3 at X.Y.Z // Edit the coords here0175: set_car [email protected] Z_angle_to 90.502820840: link_car [email protected] to_interior 0x100A5: [email protected] = create_car 0x20F at X.Y.Z // Edit the coords here0175: set_car [email protected] Z_angle_to 90.502820840: link_car [email protected] to_interior 0x100A5: [email protected] = create_car 0x1F0 at X.Y.Z // Edit the coords here0175: set_car [email protected] Z_angle_to 90.502820840: link_car [email protected] to_interior 0x1 00A5: [email protected] = create_car 0x191 at X.Y.Z // Edit the coords here0175: set_car [email protected] Z_angle_to 90.502820840: link_car [email protected] to_interior 0x1 0249: release_model 0x1FA0249: release_model 0x1C30249: release_model 0x20F0249: release_model 0x1F00249: release_model 0x19101C3: remove_references_to_car [email protected] // Like turning a car into any random car01C3: remove_references_to_car [email protected] // Like turning a car into any random car01C3: remove_references_to_car [email protected] // Like turning a car into any random car01C3: remove_references_to_car [email protected] // Like turning a car into any random car01C3: remove_references_to_car [email protected] // Like turning a car into any random car0001: wait 1200016A: fade 1 time 15000004: $ONMISSION = 0x00A93: end_custom_thread Link to comment Share on other sites More sharing options...
nkjellman Posted January 24, 2009 Share Posted January 24, 2009 Try the All in One mod. Its on gtagarage.com in the Mission mods section Link to comment Share on other sites More sharing options...
coin-god Posted January 24, 2009 Share Posted January 24, 2009 (edited) May i ask why you load the mdoels taht way? Why dont use for example #SUPERGT? Why interior is and onmission are 0x1? I dont get what you are doing in there. Create a car, link the car to interior you are, so both the player and the car are in the same interior so you can see it. Edited January 26, 2009 by goin-god Link to comment Share on other sites More sharing options...
Dodo-Pilot Posted January 25, 2009 Author Share Posted January 25, 2009 May i ask why you load the mdoels taht way? Why dont use for example #SUPERGT? Why interior is and onmission are 0x1? I dont get what you are doing in there. Create a car, link the car to interior you are, so both the player and the car are in the same interior so you can see it. Yeah, things are a bit complicated coin-god, can you please write something easier? Link to comment 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