ZAZ Posted July 27, 2010 Author Share Posted July 27, 2010 (edited) Ok Zaz I need you expertise again. I tried doing this: :GANG_TASK_UNIT_585 if or Player.WantedLevel($PLAYER_CHAR) = 1 Player.WantedLevel($PLAYER_CHAR) = 2 Player.WantedLevel($PLAYER_CHAR) = 3 Player.WantedLevel($PLAYER_CHAR) = 4 Player.WantedLevel($PLAYER_CHAR) = 5 else_jump @GANG_TASK_UNIT_585 06E4: AS_actor 7@ attempt_to_bust_actor $PLAYER_ACTOR 06E4: AS_actor 8@ attempt_to_bust_actor $PLAYER_ACTOR Game crashes Player.WantedLevel($PLAYER_CHAR) = 1 is no condition opcode, it means set player wanted level ------------------------------------------------------------------ The origin random_car (get_car_in_sphere handle_as 0@) have unstable aspects just read the coords when 0@ is not -1 and then destroy it and don't bind this check into the load model check decrease the radius of 073E: instead checking if it is near player in radius of 100.0 don't spawn actors or vehicles in the same position 7@ = Actor.Create(Cop, #SPECIAL01, 1@, 2@, 3@)8@ = Actor.Create(Cop, #SPECIAL02, 1@, 2@, 3@)9@ = Actor.Create(gang1, #BALLAS3, 1@, 2@, 3@) check if the tuningpart is loaded 06EA: car_component_available #WHEEL_GN3 {$CLEO .cs}thread 'GANG_TASK_UNIT' :GANG_TASK_UNIT_19wait 0 if Player.Defined($PLAYER_CHAR)jf @GANG_TASK_UNIT_19 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 1555.0 -1520.0 100.0 radius 1275.0 800.0 1000.0 jf @GANG_TASK_UNIT_1900A0: store actor $PLAYER_ACTOR position to 1@ 2@ 3@ 073E: get_car_in_sphere 1@ 2@ 3@ radius 100.0 model -1 handle_as 0@ if not 0@ == -1 jf @GANG_TASK_UNIT_19 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 0.0 4@ = Car.Angle(0@):GANG_TASK_UNIT_169wait 0 023C: load_special_actor 'TENPEN' as 1 // models 290-299 023C: load_special_actor 'PULASKI' as 2 // models 290-299 Model.Load(#COPCARLA)Model.Load(#DESERT_EAGLE)Model.Load(#SHOTGSPA)Model.Load(#BALLAS3)06E9: load_car_component #WHEEL_GN3 038B: load_requested_models if and023D: special_actor 1 loaded 023D: special_actor 2 loaded Model.Available(#COPCARLA) Model.Available(#DESERT_EAGLE) Model.Available(#SHOTGSPA) Model.Available(#BALLAS3)06EA: car_component #WHEEL_GN3 available jf @GANG_TASK_UNIT_169 Car.Destroy(0@)5@ = Car.Create(#COPCARLA, 1@, 2@, 3@)06E7: 6@ = add_car_component #WHEEL_GN3 to_car 5@ 0229: set_car 5@ primary_color_to 0 secondary_color_to 1 Car.SetMaxSpeed(5@, 20.0)Car.Angle(5@) = [email protected](5@) = 1000Car.SetToNormalDriver(5@)Car.SetDriverBehaviour(5@, KillThePlayer)7@ = Actor.Create(Cop, #SPECIAL01, 0.0, 0.0, 100.0)8@ = Actor.Create(Cop, #SPECIAL02, 1.0, 0.0, 100.0)9@ = Actor.Create(Gang1, #BALLAS3, 2.0, 0.0, 100.0)01B2: give_actor 7@ weapon 27 ammo 9999 // Load the weapon model before using this Actor.WeaponAccuracy(7@) = 95081A: set_actor 8@ weapon_skill_to 1 Actor.WeaponAccuracy(8@) = 95087E: set_actor 7@ weapon_droppable 1 087E: set_actor 8@ weapon_droppable 1 07DD: set_actor 7@ temper_to 100 // see pedstats.dat 07DD: set_actor 8@ temper_to 100 // see pedstats.dat 0245: set_actor 7@ walk_style_to "SWAT" 0245: set_actor 8@ walk_style_to "SWAT" 0245: set_actor 9@ walk_style_to "GANG1" 072A: put_actor 8@ into_car 5@ driverseat 0430: put_actor 7@ into_car 5@ passenger_seat 0 0430: put_actor 9@ into_car 5@ passenger_seat 1 03FE: set_actor 7@ money 2491 0296: unload_special_actor 10296: unload_special_actor 2Model.Destroy(#BALLAS3)Model.Destroy(#COPCARLA)Model.Destroy(#DESERT_EAGLE)Model.Destroy(#SHOTGSPA)Model.Destroy(#WHEEL_GN3):GANG_TASK_UNIT_565wait 0 if Player.Defined($PLAYER_CHAR)jf @GANG_TASK_UNIT_659 if or Car.Wrecked(5@)01F4: car 5@ flipped 8202: not actor $PLAYER_ACTOR near_car 5@ radius 500.0 500.0 flag 0 jf @GANG_TASK_UNIT_633 jump @GANG_TASK_UNIT_659 :GANG_TASK_UNIT_633if and Actor.Dead(7@) Actor.Dead(8@) Actor.Dead(9@)jf @GANG_TASK_UNIT_565 :GANG_TASK_UNIT_659Car.RemoveReferences(5@)Actor.RemoveReferences(7@)Actor.RemoveReferences(8@)Actor.RemoveReferences(9@)jump @GANG_TASK_UNIT_19 give the car a marker for better observation Edited July 27, 2010 by ZAZ Link to comment Share on other sites More sharing options...
bmb Posted July 28, 2010 Share Posted July 28, 2010 Thanks Zaz, for all your help. That script is much better and I even got opcode 06E4 to work now. Car.SetDriverBehaviour(5@, KillThePlayer) That was funny, can psychodriver or other words be used there too? Going to re-read your tutorials for now, and try to pick up more ideas. Great work as always. Link to comment Share on other sites More sharing options...
ZAZ Posted July 28, 2010 Author Share Posted July 28, 2010 Thanks Zaz, for all your help. That script is much better and I even got opcode 06E4 to work now. Car.SetDriverBehaviour(5@, KillThePlayer) That was funny, can psychodriver or other words be used there too? Going to re-read your tutorials for now, and try to pick up more ideas. Great work as always. these keywords are working for Car.SetDriverBehaviour: Nowhere, FollowRoad, KillThePlayer, DriveToPlayer, IgnoreRoadPaths Link to comment Share on other sites More sharing options...
Matheus Reis Posted August 12, 2010 Share Posted August 12, 2010 Hi ZAZ, I want to create a thing but I don't know how, can you help me? Is this: I want to create a scm path but give to the coords a range, because when I put two cars to drive along the same path, a car hit the other and vice-versa, how can I fix it? Link to comment Share on other sites More sharing options...
ZAZ Posted August 13, 2010 Author Share Posted August 13, 2010 Hi ZAZ, I want to create a thing but I don't know how, can you help me? Is this: I want to create a scm path but give to the coords a range, because when I put two cars to drive along the same path, a car hit the other and vice-versa, how can I fix it? "but give to the coords a range"? don't know what you with this You could assign the carrec path with a delay to the next car. But best would be to make own carrec paths for each car. Do much effort to get good paths. The more you make experience the more you will get good results Link to comment Share on other sites More sharing options...
Matheus Reis Posted August 13, 2010 Share Posted August 13, 2010 (edited) I'm meaning that the cars don't have to pass exactly where I assigned in scm path, understand? How can I make carrec paths? '-' With APE? Can you give me an example script? They respect the traffic light, how do I change it? Edited August 13, 2010 by Matheus Reis Link to comment Share on other sites More sharing options...
ZAZ Posted August 13, 2010 Author Share Posted August 13, 2010 They should ignore the paths, yes, read the car drive tutorial Go to the first post of this tut and look for the themes, there you find the link to the Car Drive Tutorial and to Use Carrec Paths Link to comment Share on other sites More sharing options...
Matheus Reis Posted August 14, 2010 Share Posted August 14, 2010 I'm meaning that the cars don't have to pass exactly where I assigned in scm path, understand? Is it impossible? '-' Link to comment Share on other sites More sharing options...
ZAZ Posted August 14, 2010 Author Share Posted August 14, 2010 I'm meaning that the cars don't have to pass exactly where I assigned in scm path, understand? Is it impossible? '-' add_point_to_scmpath gives the cardriver a destination of an point and not of an area 05D6: clear_scmpath05D7: add_point_to_scmpath 2353.1528 -1658.6493 13.38405D7: add_point_to_scmpath 2431.7739 -1674.7444 13.664307E7: AS_assign_scmpath_to_actor 12@ in_car 0@ speed 20.0 flags 0 0 5 fourth param in 07E7: belongs to paths of nodes.dat 0 0 5 let it drive on paths 2 0 5 ignore the paths If you wanna check if the car is near that point within a radius of maybe 20.0 units, then add a check 01AF: car 0@ 0 ()near_point 1@ 2@ 3@ radius 20.0 20.0 50.0 and give him new destionations 05D6: clear_scmpath05D7: add_point_to_scmpath < x, y, z, new destination>07E7: AS_assign_scmpath_to_actor 12@ in_car 0@ speed 20.0 flags 0 0 5 Link to comment Share on other sites More sharing options...
Matheus Reis Posted August 16, 2010 Share Posted August 16, 2010 (edited) I've created a carrec path but the car ignore the obstacles, for example: I've entered in the front of the car that I assigned the path, it ignore me and hit CJ, how can I change it? And I want to move camera with mouse, I've made it but now I don't know what i've did, help me! (I saw it in carrec path camera) Edited August 16, 2010 by Matheus Reis Link to comment Share on other sites More sharing options...
ZAZ Posted August 16, 2010 Author Share Posted August 16, 2010 I've created a carrec path but the car ignore the obstacles, for example: I've entered in the front of the car that I assigned the path, it ignore me and hit CJ, how can I change it? And I want to move camera with mouse, I've made it but now I don't know what i've did, help me! (I saw it in carrec path camera) The vehicle moves like train on a carrec-track. Assigne the vehicle to carrec path when player has entered the car. Camera works normal. Did you tried my script example? click If you had a camera problem, did it worked then again correct when you played then normally? Link to comment Share on other sites More sharing options...
Matheus Reis Posted August 17, 2010 Share Posted August 17, 2010 So, how can I create a race like Rockstar ?! (With carrecs it occur, and with scm path or drive sequence is possible only to create 4 or 5 route-points), help me, you shouldn't know how much I want to know how to do that. Link to comment Share on other sites More sharing options...
ZAZ Posted August 17, 2010 Author Share Posted August 17, 2010 So, how can I create a race like Rockstar ?! (With carrecs it occur, and with scm path or drive sequence is possible only to create 4 or 5 route-points), help me, you shouldn't know how much I want to know how to do that. Not possible to explain. It's a theme for advanced coders. I'm the only one who made such scripts. (or maybe Desinka for Alien city) [CLEO|WIP] New Races and NFS Outrun, Play the GTA SA races with every car you want I adapted Rockstars CPRACE script and translated for cleo all globals into locals and edited a lot more. It's a multiple script which use arrays and reads for each race a table of coords. It doesn' matter if it have 3 checkpoints or 30 For map mods I used the part which was done for the heli races to change the code to let opponent cars drive on carrec paths. Well, it would be possible do make a more simple script. You should read the car drive tutorial carfully, test the example scripts and try to understand just to get praxis with car driving scripts. To use carrec paths, assigne the path to the car immediately after it is created. Link to comment Share on other sites More sharing options...
kal-el5676 Posted August 29, 2010 Share Posted August 29, 2010 I'm not a noob just not a coder so someone please answer my SIMPLE question!!!!!!! Ped spawn, how? i can spawn one but it just stands there. I wanna spawn a ped at my coords, set it to aggressive or no, and have it walk around, then repeat. Link to comment Share on other sites More sharing options...
ZAZ Posted August 30, 2010 Author Share Posted August 30, 2010 I'm not a noob just not a coder so someone please answer my SIMPLE question!!!!!!! Ped spawn, how? i can spawn one but it just stands there. I wanna spawn a ped at my coords, set it to aggressive or no, and have it walk around, then repeat. script below: go into red sphere in Grovestreet to spawn swat actor {$CLEO .cs}:ActorWalk_103A4: name_thread 'MODL':ActorWalk_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @ActorWalk_200D6: if 000FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 2491.5 -1667.5 13.35 radius 1.0 1.0 1.0004D: jump_if_false @ActorWalk_20247: request_model #SWAT:Load_Model_Check0001: wait 0 ms00D6: if 00248: model #SWAT available004D: jump_if_false @Load_Model_Check009A: 1@ = create_actor_pedtype 22 model #SWAT at 2487.5 -1660.5 13.350173: set_actor 1@ z_angle_to 255.37810249: release_model #SWAT0615: define_action_sequences 13@05D6: clear_scmpath05D7: add_point_to_scmpath 2474.4036 -1671.1002 13.331405D7: add_point_to_scmpath 2482.3828 -1682.174 13.330405D7: add_point_to_scmpath 2480.8169 -1726.5841 13.554705D7: add_point_to_scmpath 2522.562 -1725.4154 13.5469 05D7: add_point_to_scmpath 2522.7358 -1718.514 13.531205D7: add_point_to_scmpath 2535.6318 -1706.942 13.437205D7: add_point_to_scmpath 2528.6187 -1690.41 13.701505D7: add_point_to_scmpath 2509.6377 -1676.5874 13.546905D8: AS_assign_scmpath to_actor -1 flags 7 3 0616: define_action_sequences_end 13@0618: assign_actor 1@ to_action_sequences 13@061B: remove_references_to_AS_pack 13@ :ActorWalk_30001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @ActorWalk_3if or Actor.Dead(1@)80FF: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 2491.5 -1667.5 13.35 radius 100.0 100.0 2.0004D: jump_if_false @ActorWalk_301C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian0002: jump @ActorWalk_2 Link to comment Share on other sites More sharing options...
kal-el5676 Posted August 31, 2010 Share Posted August 31, 2010 Thanks for responding zaz, however maybe i wasn't clear enough. This code i need will be for a cleaned map so there won't be a grove street. I want to place a ped either have it walk around randomly or use the "go to" opcode so it walks, then either set it aggressive or not. I don't want any type of prompt. no button press, no sphere. I was getting close with this basic code: {$CLEO .cs}//-------------MAIN---------------thread 'SURVIVOR'0A95: enable_thread_saving:Threadwait 0Model.Load(#FBI)ifModel.Available(#FBI)jf @Thread009A: 0@ = create_actor_pedtype 4 model #FBI at X Y Z05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR0A93: end_custom_thread I left out the go to opcode. it works when i spawn near the ped, but if i approach the ped from a distance it's all bright like in dyom and standing crooked. can you see what i'm going for? just spawn ped, aggressive or no, and walk to a place. i'd like it to walk but if it see's the player it attacks. no weapons, no prompts just this code to spawn a ped. also i'd like to be able to repeat it for many many peds. think of it as me trying to get peds into my custom map. And again, thanks a million zaz. Link to comment Share on other sites More sharing options...
ZAZ Posted August 31, 2010 Author Share Posted August 31, 2010 (edited) Thanks for responding zaz, however maybe i wasn't clear enough. I think so too and posting a script attempt is better than smilies This code i need will be for a cleaned map so there won't be a grove street. I want to place a ped either have it walk around randomly or use the "go to" opcode so it walks, then either set it aggressive or not. I don't want any type of prompt. no button press, no sphere. It's the wrong approach to do it without check (prompt) A valid game action is only playing in that area where the player and the cam is available For a solid coding you have to check if the player is the action area. Create your stuff only when you need and dismiss it when it's not needed, if player is far away, if the action ends, if player is wasted or busted, remove the reference of the item handles. Build the script structure in 2 Loops first loop before the event second loop after the event start the script in a default state loop which checks any condition to start the action find the proper condition for your plan opcode 00FF: is very usefull, it allows to increase the radius for the check it can also display a red sphere by changing sphere-parameter 00FF: actor $PLAYER_ACTOR 1<---change it to 0 to disable the red sphere -Script head -1.Loop-Adress -wait code -IF player_defined-check -Conditional Check -Event -2.Loop-Adress -wait code -IF player_defined-check -Conditional Check -Normal jump instruction to 1.LoopAdress My posted script works also on a cleaned map it just needs to change the coords the "walk to" opcode instead the scm-path definition is also possible 05D3: AS_actor 1@ goto_point -1268.4003 -384.2416 17.1894 mode 4 999999 ms // versionA have tested on a TC have also tested the scm-path definition on TC just 4 points at this time 0615: define_action_sequences 13@05D6: clear_scmpath05D7: add_point_to_scmpath -1289.3685 -386.396 17.189405D7: add_point_to_scmpath -1295.3685 -386.396 17.189405D7: add_point_to_scmpath -1295.3685 -380.396 17.189405D7: add_point_to_scmpath -1310.3685 -380.396 17.1894 05D8: AS_assign_scmpath to_actor -1 flags 4 3 0616: define_action_sequences_end 13@0618: assign_actor 1@ to_action_sequences 13@061B: remove_references_to_AS_pack 13@ I was getting close with this basic code: {$CLEO .cs}//-------------MAIN---------------thread 'SURVIVOR'0A95: enable_thread_saving:Threadwait 0Model.Load(#FBI)ifModel.Available(#FBI)jf @Thread009A: 0@ = create_actor_pedtype 4 model #FBI at X Y Z05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR0A93: end_custom_thread I left out the go to opcode. it works when i spawn near the ped, but if i approach the ped from a distance it's all bright like in dyom and standing crooked. can you see what i'm going for? just spawn ped, aggressive or no, and walk to a place. i'd like it to walk but if it see's the player it attacks. no weapons, no prompts just this code to spawn a ped. also i'd like to be able to repeat it for many many peds. think of it as me trying to get peds into my custom map. And again, thanks a million zaz. As I said above: For a solid coding you have to check if the player is the action area. Create your stuff only when you need and dismiss it when it's not needed, if player is far away, if the action ends, if player is wasted or busted, remove the reference of the item handles. Build the script structure in 2 Loops first loop before the event second loop after the event Then the script can repeating As next you have to find the proper method for your plan if you wanna spawn a lot of actors -spawning more actors in the script at predefined coords -spawning more actors in the script in relation to player position -let the same cs-script running in multiple instances -writing a missionscript by creating a cleo.cm file to have more local variables and can do more Then you should decide what the actors should do if they reach their destination therefore you must check if the he reached the point Edited August 31, 2010 by ZAZ Link to comment Share on other sites More sharing options...
kal-el5676 Posted September 3, 2010 Share Posted September 3, 2010 Thank you so much zaz. just a few more questions. How do i get the actor to act aggressive toward the player? Also can the actor be summoned while in a vehicle (aircraft also) as well as on foot? And the actor runs to these points. Can we make him walk? Your code modified to my mod so far: {$CLEO .cs}:ActorWalk_103A4: name_thread 'MODL':ActorWalk_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @ActorWalk_200D6: if 000FF: actor $PLAYER_ACTOR 0 (in-sphere)near_point_on_foot 0.0 0.0 0.0 radius 10.0 10.0 10.0004D: jump_if_false @ActorWalk_20247: request_model #FAM3:Load_Model_Check0001: wait 0 ms00D6: if 00248: model #FAM3 available004D: jump_if_false @Load_Model_Check009A: 1@ = create_actor_pedtype 22 model #FAM3 at 0.0 0.0 0.00173: set_actor 1@ z_angle_to 0.00249: release_model #FAM30615: define_action_sequences 13@05D6: clear_scmpath05D7: add_point_to_scmpath 471.5384 734.5942 1.71405D7: add_point_to_scmpath -897.4615 -711.4058 1.727705D7: add_point_to_scmpath 889.5385 -1379.4058 1.733105D7: add_point_to_scmpath -92.0696 -493.3648 1.7212 05D7: add_point_to_scmpath 840.9304 704.6352 1.71405D7: add_point_to_scmpath -719.0696 665.6352 1.71305D7: add_point_to_scmpath -719.0696 -1027.3647 2.199705D7: add_point_to_scmpath 916.9304 -969.3647 1.720405D8: AS_assign_scmpath to_actor -1 flags 7 3 0616: define_action_sequences_end 13@0618: assign_actor 1@ to_action_sequences 13@061B: remove_references_to_AS_pack 13@:ActorWalk_30001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @ActorWalk_3if or Actor.Dead(1@)80FF: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 0.0 0.0 0.0 radius 100.0 100.0 2.0004D: jump_if_false @ActorWalk_301C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian0002: jump @ActorWalk_2 Link to comment Share on other sites More sharing options...
ZAZ Posted September 4, 2010 Author Share Posted September 4, 2010 Thank you so much zaz. just a few more questions. How do i get the actor to act aggressive toward the player? Also can the actor be summoned while in a vehicle (aircraft also) as well as on foot? And the actor runs to these points. Can we make him walk? The usual opcode to act the actor aggressive toward the player is 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR You have it in your first script. The actor will then be assigned to an exe coded routine. He do nothing if the distance is to big, he goes in cover, follows player and exit also the vehicle. The opcode 05D3: AS_actor 1@ goto_point let the actor also exit the vehicle Try the script below: Actor and car will be spawned in Grovestreet Actor enters car and drive to a point, ca. 30 meters beside the spawn location you can brake the drive with keypress Backspace play around with the codes //05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR//0633: AS_actor 1@ exit_vehicle05D3: AS_actor 1@ goto_point 2500.7986 -1672.2833 13.3518 mode 4 999999 ms // versionA deactivate the goto_point code and activate another code {$CLEO .cs}:Action03A4: name_thread 'AKT':StartLoop_10001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @StartLoop_100D6: if 000FE: actor $PLAYER_ACTOR 1 (in-sphere)near_point 2498.84 -1666.013 13.4 radius 3.0 3.0 3.0 004D: jump_if_false @StartLoop_10247: request_model #COLT450247: request_model #FAM10247: request_model #BULLET:LoadModel_10001: wait 0 ms00D6: if 20248: model #COLT45 available0248: model #FAM1 available0248: model #BULLET available004D: jump_if_false @LoadModel_1009A: 1@ = create_actor 24 #fam1 at 2472.02 -1668.41 13.40173: set_actor 1@ z_angle_to 270.001B2: give_actor 1@ weapon 22 ammo 99999 // Load the weapon model before using this 00A5: 2@ = create_car #BULLET at 2472.4994 -1659.546 13.40175: set_car 2@ z_angle_to 205.00249: release_model #fam10249: release_model #BULLET0249: release_model #COLT4505CB: AS_actor 1@ enter_car_as_driver 2@ delay 10000:Loop_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @CleanUp100D6: if 18119: NOT car 2@ wrecked8118: NOT actor 1@ dead004D: jump_if_false @CleanUp100D6: if 000DB: actor 1@ in_car 2@004D: jump_if_false @Loop_200A7: car 2@ drive_to 2502.112 -1664.745 13.400AD: set_car 2@ max_speed_to 20.0:Loop_30001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @CleanUp100D6: if 18119: NOT car 2@ wrecked8118: NOT actor 1@ dead004D: jump_if_false @CleanUp1if or0AB0: key_pressed 8// key = Backspace01AF: car 2@ 0 ()near_point 2502.112 -1664.745 13.4 radius 2.0 2.0 2.0004D: jump_if_false @Loop_3//05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR//0633: AS_actor 1@ exit_vehicle05D3: AS_actor 1@ goto_point 2500.7986 -1672.2833 13.3518 mode 4 999999 ms // versionA:Loop_40001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @CleanUp100D6: if 18119: NOT car 2@ wrecked8118: NOT actor 1@ dead004D: jump_if_false @CleanUp100D6: if 080DB: NOT actor 1@ in_car 2@004D: jump_if_false @Loop_4//05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR:Loop_50001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @CleanUp100D6: if 210119: car 2@ wrecked0118: actor 1@ dead004D: jump_if_false @Loop_5:CleanUp101C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian01C3: remove_references_to_car 2@ // Like turning a car into any random car0002: jump @StartLoop_1 Brad4869 1 Link to comment Share on other sites More sharing options...
kal-el5676 Posted September 5, 2010 Share Posted September 5, 2010 I appreciate the extra info zaz! However, I'm still having a few problems. Basically i'm trying to use this as a spawn script for my Dino's in the new JP mod. So i don't really want them driving cars or shooting guns. So far i have almost got it worked out but... when I'm driving/walking around the map, I'd like them to spawn from a far enough distance that you can't really see them just appear. This works on foot when i increase the radius but not in a car. Would it also be possible to have them spawn as you fly overhead? The aggression is working and so is the scm path although they do run sometimes still. And also lets say that cj is within the ped spawning radius, when i get in and out of a car they spawn over and over which isn't so bad if your far enough away. Just didn't know if you had an easy solution. I really appreciate your help and patients. For some reason this seems to be a tough concept for me to grasp this whole coding thing. Link to comment Share on other sites More sharing options...
ZAZ Posted September 5, 2010 Author Share Posted September 5, 2010 (edited) I appreciate the extra info zaz! However, I'm still having a few problems. Basically i'm trying to use this as a spawn script for my Dino's in the new JP mod. So i don't really want them driving cars or shooting guns. So far i have almost got it worked out but... when I'm driving/walking around the map, I'd like them to spawn from a far enough distance that you can't really see them just appear. This works on foot when i increase the radius but not in a car. Would it also be possible to have them spawn as you fly overhead? The aggression is working and so is the scm path although they do run sometimes still. And also lets say that cj is within the ped spawning radius, when i get in and out of a car they spawn over and over which isn't so bad if your far enough away. Just didn't know if you had an easy solution. I really appreciate your help and patients. For some reason this seems to be a tough concept for me to grasp this whole coding thing. Dinos in JP, how interessting. Well yes, it's an old problem, how to spawn the actor relativ to player but don't show the spawning, especially where. Btw. i don't know what you mean with "spawn as you fly overhead?" The first method would be to spawn at fixed defined coords and check if player is near in that area. But check additional if player is near the spawn location to prevent the spawn because it can be observed. That will be a lot of work depending to the plan how many spawn location should be done. And at the end it will happen that you see it though. Another method is to spawn relative with opcode 04C4: with bigger distance and maybe a bit in the air I tested a zombiemod which used that method. It was not bad but had the disadvantage that the actor can stuck in buildings or is captured in a garden I worked also with zombiescripts and if you know my Cleo_Zombie_Alarm, I let them crawling out of the ground I think the best way to get the spawnlocation is reading the position of a random actor or random car because they are always on the save traffic paths but this requires to have paths and traffic. For my unreleased zomiescript i used an extended method of reading coords of actor and car in traffic. I made a stripped version as example: The script reads the coords behind the camera view field to find there a random ped and spawn the actor 0.5 units behind him. If the random ped drives a vehicle it spawns the actor 2.5 units beside the ped. If player is driving it will be more difficult. In that case the script catches a random car in a field with minimum distance of 70.0 units infront of player Try to increase the Y-offset of 70.0 but i think it's the optimum and 100.0 should be the maximum If player drives slow it will be good If player drives fast it can be seen perhaps If player drives very fast there is no chance and it also makes no sense Try the sript below, I assume that you have the required paths and traffic. Shure the actor isn't a dino but the example with the actor which kills the player shows the effect of the spawning and the command to kill player give it more dynamic Set the marker mode to 2 because with marker above actor you will see him in any case if you drive fast {$CLEO .cs}:Spawn_by_random_actor_or_carthread 'SPAWNAC':Spawn_10001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @Spawn_1077E: get_active_interior_to 29@if and//-----check several situations when the spawning don't makes sense0039: 29@ == 0 // integer values8965: not actor $PLAYER_ACTOR swimming 84A7: not actor $PLAYER_ACTOR driving_boat 89AE: not actor $PLAYER_ACTOR driving_train 004D: jump_if_false @Spawn_1 0819: 30@ = actor $PLAYER_ACTOR distance_from_ground if 0023: 20.0 > 30@ 004D: jump_if_false @Spawn_10006: 1@ = -1 // integer valuesif00DF: actor $PLAYER_ACTOR driving004D: jump_if_false @Spawn_30050: gosub @Spawn_searchCarsub_1//leads the readingprocess to a subscript//the readingprocess continues here with reading as soon as the return of the subscript is readedif8039: NOT 1@ == -1 // checks if a radondom actor was found to get his coords004D: jump_if_false @Spawn_10006: 1@ = -1 // integer values0002: jump @Spawn_Actor1:Spawn_30050: gosub @Spawn_searchPedsub_1//leads the readingprocess to a subscript//the readingprocess continues here with reading as soon as the return of the subscript is readedif8039: NOT 1@ == -1 // checks if a radondom actor was found to get his coords004D: jump_if_false @Spawn_101C2: remove_references_to_actor 1@0006: 1@ = -1 // integer values0002: jump @Spawn_Actor1:Spawn_Actor10247: request_model #WMOICE0247: request_model #AK47:Spawn_Actor30001: wait 0 ms00D6: if and0248: model #WMOICE available0248: model #AK47 available004D: jump_if_false @Spawn_Actor3009A: 2@ = create_actor 24 #WMOICE at 25@ 26@ 27@0173: set_actor 2@ z_angle_to 0.001B2: give_actor 2@ weapon 30 ammo 99999 // Load the weapon model before using this02E2: set_actor 2@ weapon_accuracy_to 100//decrease this value if you don't want to be killed0223: set_actor 2@ health_to 10000946: set_actor 2@ actions_uninterupted_by_weapon_fire 1 060B: set_actor 2@ decision_maker_to 320187: 5@ = create_marker_above_actor 2@ 018B: set_marker 5@ radar_mode 3//set marker to mode 2 to show it only on radar05E2: AS_actor 2@ kill_actor $PLAYER_ACTOR0249: release_model #WMOICE:Spawn_action_Loop0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @Spawn_Cleanupif and8118: NOT actor 2@ dead0104: actor $PLAYER_ACTOR near_actor 2@ radius 80.0 80.0 10.0 sphere 0004D: jump_if_false @Spawn_Cleanup0002: jump @Spawn_action_Loop:Spawn_Cleanup0164: disable_marker 5@01C2: remove_references_to_actor 2@:Spawn_Restart// an extra loop to give a delay after Player respawn0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @Spawn_Restartwait 20000002: jump @Spawn_1:Spawn_searchCarsub_1//subscript must end with 0051: return04C4: create_coordinate 14@ 15@ 16@ from_actor $PLAYER_ACTOR offset -100.0 70.0 0.0// increase the y-offset04C4: create_coordinate 18@ 19@ 30@ from_actor $PLAYER_ACTOR offset 100.0 150.0 0.0053E: 0@ = get_random_car_with_model -1 in_rectangle_cornerA 14@ 15@ cornerB 18@ 19@0001: wait 50 msif8039: NOT 0@ == -1 // integer values004D: jump_if_false @Spawn_searchCarsub_30001: wait 50 ms0407: create_coordinate 25@ 26@ 27@ from_car 0@ with_offset 0.0 0.0 1.00001: wait 50 ms00A6: destroy_car 0@0001: wait 250 ms0006: 1@ = 1 // integer values:Spawn_searchCarsub_30051: return:Spawn_searchPedsub_1//subscript must end with 0051: returnif80E1: not player 0 pressed_key 19004D: jump_if_false @Spawn_searchPedsub_504C4: create_coordinate 14@ 15@ 16@ from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0068D: get_camera_position_to 18@ 19@ 30@ 0087: 21@ = 18@ // floating-point values only0087: 22@ = 19@ // floating-point values only0087: 30@ = 18@ // floating-point values only0087: 31@ = 19@ // floating-point values only0063: 30@ -= 14@ // floating-point values0063: 31@ -= 15@ // floating-point values0013: 30@ *= -2.0 // floating-point values0013: 31@ *= -2.0 // floating-point values005B: 18@ += 30@ // floating-point values 005B: 19@ += 31@ // floating-point values0063: 18@ -= 14@ // floating-point values0063: 19@ -= 15@ // floating-point values0013: 18@ *= -15.0 // floating-point values0013: 19@ *= -15.0 // floating-point values005B: 21@ += 18@ // floating-point values 005B: 22@ += 19@ // floating-point values08E5: get_actor_in_sphere 21@ 22@ 16@ radius 31.5 handle_as 1@0001: wait 50 msif8039: NOT 1@ == -1 // integer values004D: jump_if_false @Spawn_searchPedsub_5if00DF: actor 1@ driving004D: jump_if_false @Spawn_searchPedsub_304C4: store_coords_to 25@ 26@ 27@ from_actor 1@ with_offset -2.5 0.0 0.50002: jump @Spawn_searchPedsub_5:Spawn_searchPedsub_304C4: store_coords_to 25@ 26@ 27@ from_actor 1@ with_offset -0.5 0.0 0.0 :Spawn_searchPedsub_50051: return Edited September 5, 2010 by ZAZ Link to comment Share on other 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kal-el5676 Posted September 12, 2010 Share Posted September 12, 2010 (edited) Thats an awesome code zaz! It works well, unfortunately in my mod i have the blank path nodes installed. I would try to add new ped paths, but all the links to ashcrafts path editor are dead. Perhaps your first suggestion? I don't have many buildings and no gardens so that might work. Spawn as you fly overhead, meaning if your in a plane flying low enough that the ped will spawn. BTW, did you ever release a version of your zombie alarm with no fire and perhaps a zombie attack? Edited September 12, 2010 by kal-el5676 Link to comment Share on other sites More sharing options...
ZAZ Posted September 12, 2010 Author Share Posted September 12, 2010 Thats an awesome code zaz! It works well, unfortunately in my mod i have the blank path nodes installed. I would try to add new ped paths, but all the links to ashcrafts path editor are dead. download APE 1.1 Perhaps your first suggestion? I don't have many buildings and no gardens so that might work. You mean my second suggestion, let it rain dinos in relation to player position Spawn as you fly overhead, meaning if your in a plane flying low enough that the ped will spawn. plane is fast, then my first suggestion would be better spawn at fixed defined coords and check if player is near in that area, radius of maybe 300.0 or max. 500.0 BTW, did you ever release a version of your zombie alarm with no fire and perhaps a zombie attack? No, it's to complicated Link to comment Share on other sites More sharing options...
kal-el5676 Posted September 12, 2010 Share Posted September 12, 2010 (edited) Perhaps your first suggestion? I don't have many buildings and no gardens so that might work. You mean my second suggestion, let it rain dinos in relation to player position Spawn as you fly overhead, meaning if your in a plane flying low enough that the ped will spawn. plane is fast, then my first suggestion would be better spawn at fixed defined coords and check if player is near in that area, radius of maybe 300.0 or max. 500.0 BTW, did you ever release a version of your zombie alarm with no fire and perhaps a zombie attack? No, it's to complicated Would there perhaps be a way to write 2 separate scripts 1 for letting it "rain dino's" and one for spawning in the radius? That sounds best. And yeah, too bad about the zombie alarm, however it is amazing work my friend. And also i suppose thanks to your mirrored download, your last code example would work beautifully as well if i were to getmy paths working correctly. Edited September 12, 2010 by kal-el5676 Link to comment Share on other sites More sharing options...
ZAZ Posted September 12, 2010 Author Share Posted September 12, 2010 Perhaps your first suggestion? I don't have many buildings and no gardens so that might work. You mean my second suggestion, let it rain dinos in relation to player position Spawn as you fly overhead, meaning if your in a plane flying low enough that the ped will spawn. plane is fast, then my first suggestion would be better spawn at fixed defined coords and check if player is near in that area, radius of maybe 300.0 or max. 500.0 BTW, did you ever release a version of your zombie alarm with no fire and perhaps a zombie attack? No, it's to complicated Would there perhaps be a way to write 2 separate scripts 1 for letting it "rain dino's" and one for spawning in the radius? That sounds best. And yeah, too bad about the zombie alarm, however it is amazing work my friend. And also i suppose thanks to your mirrored download, your last code example would work beautifully as well if i were to getmy paths working correctly. Fine. Btw. did you made or convert the dino modells? I still have ripped files of the KingKong game. Link to comment Share on other sites More sharing options...
kal-el5676 Posted September 12, 2010 Share Posted September 12, 2010 No i did not make them. they are from the jurassic park operation genesis game. Sorry, but did you already state the raining dinos code in an example? Link to comment Share on other sites More sharing options...
ZAZ Posted September 13, 2010 Author Share Posted September 13, 2010 (edited) No i did not make them. they are from the jurassic park operation genesis game. Sorry, but did you already state the raining dinos code in an example? Haha, a script request Writing a script with one actor is easy but with more actors is advanced. I have to use arrays and 10 actor with marker are maximum in a cs file. More actors are possible without markers. To understand the methods you need to dive into the themes Arrays and Math coding The Dinopark script below spawns the actors in a height of 50.0 in relation to player position. They are first unvisible and immun to prevent their dead. The timercheck for 33@ gives acces to make them visible and unimmun So it have allways a delay till they appear. They get then the command to walk along scm paths. If an actor dies, he will be refreshed, same by other condition like if he is not near 180.0 After refreshing it needs again a time check till he appears. So if you kill more actors in a row the timer will be reseted and you have to wait till the last actor is refreshed inclusiv the timechck-delay till the refreshed actor appear. You can observe this clearly when you drive over the map and the actors disappear which are to far away After a while they appear again in a group Using a teleporter causes a bug and all actor stucking inside each other in the air. {$CLEO .cs}:DinoPark03A4: name_thread 'DINOPK'wait 20000006: 30@ = 0 // Array index:DINOPK_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @DINOPK_2//if//0AB0: key_pressed 57//----------------key 9//004D: jump_if_false @DINOPK_2077E: get_active_interior_to 31@if and8965: not actor $PLAYER_ACTOR swimming 84A7: not actor $PLAYER_ACTOR driving_boat 89AE: not actor $PLAYER_ACTOR driving_train 0039: 31@ == 0 // integer values004D: jump_if_false @DINOPK_20819: 27@ = actor $PLAYER_ACTOR distance_from_ground 0001: wait 0 ms 00D6: if 0023: 20.0 > 27@ 004D: jump_if_false @DINOPK_20247: request_model #WMOICE:DINOPK_30001: wait 0 msif and0248: model #WMOICE available004D: jump_if_false @DINOPK_30007: 31@ = 0.0wait 2000:DINOPK_40001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @DINOPK_4if001B: 10 > 30@ // integer values004D: jump_if_false @DINOPK_1002F6: 28@ = cosine 31@ // sinus swapped with cosine0013: 28@ *= 120.0 // floating-point values 02F7: 29@ = sinus 31@ // cosine swapped with sinus 0013: 29@ *= 120.0 // floating-point values000B: 31@ += 36.0 04C4: create_coordinate 24@ 25@ 26@ from_actor $PLAYER_ACTOR offset 28@ 29@ 50.2009A: 0@(30@,12i) = create_actor_pedtype 24 model #WMOICE at 24@ 25@ 26@04D8: set_actor 0@(30@,12i) drowns_in_water 10946: set_actor 0@(30@,12i) actions_uninterupted_by_weapon_fire 1060B: set_actor 0@(30@,12i) decision_maker_to 320489: set_actor 0@(30@,12i) muted 103FE: set_actor 0@(30@,12i) money 00337: set_actor 0@(30@,12i) visibility 0 02AB: set_actor 0@(30@,12i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 0187: 10@(30@,12i) = create_marker_above_actor 0@(30@,12i)018B: set_marker 10@(30@,12i) radar_mode 0//set marker to mode 2 to show it only on radar 000A: 30@ += 1 // Array index0002: jump @DINOPK_4:DINOPK_100006: 30@ = 0 // Array index0006: 33@ = 0 // reset timer:DINOPK_110001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @DINOPK_40077E: get_active_interior_to 31@if and 89AE: not actor $PLAYER_ACTOR driving_train 0039: 31@ == 0 // integer values004D: jump_if_false @DINOPK_400819: 27@ = actor $PLAYER_ACTOR distance_from_ground 0001: wait 0 ms 00D6: if 0023: 50.0 > 27@ 004D: jump_if_false @DINOPK_40if and33@ > 700010000 > 33@004D: jump_if_false @DINOPK_120002: jump @DINOPK_30:DINOPK_12//if//8AB0: not key_pressed 57//----------------key 9//004D: jump_if_false @DINOPK_40if001B: 10 > 30@ // integer values004D: jump_if_false @DINOPK_19if8039: not 0@(30@,12i) == -1 // integer values004D: jump_if_false @DINOPK_17if or0118: actor 0@(30@,12i) dead8104: not actor $PLAYER_ACTOR near_actor 0@(30@,12i) radius 180.0 180.0 100.0 sphere 0 004D: jump_if_false @DINOPK_170164: disable_marker 10@(30@,12i)01C2: remove_references_to_actor 0@(30@,12i)if or04A7: actor $PLAYER_ACTOR driving_boat0965: actor $PLAYER_ACTOR swimming004D: jump_if_false @DINOPK_130006: 0@(30@,12i) = -1:DINOPK_13if31@ > 350.0004D: jump_if_false @DINOPK_150007: 31@ = 0.0:DINOPK_1502F6: 28@ = cosine 31@ // sinus swapped with cosine0013: 28@ *= 120.0 // floating-point values 02F7: 29@ = sinus 31@ // cosine swapped with sinus 0013: 29@ *= 120.0 // floating-point values000B: 31@ += 36.004C4: create_coordinate 24@ 25@ 26@ from_actor $PLAYER_ACTOR offset 28@ 29@ 50.2009A: 0@(30@,12i) = create_actor_pedtype 24 model #WMOICE at 24@ 25@ 26@04D8: set_actor 0@(30@,12i) drowns_in_water 10946: set_actor 0@(30@,12i) actions_uninterupted_by_weapon_fire 1060B: set_actor 0@(30@,12i) decision_maker_to 320489: set_actor 0@(30@,12i) muted 103FE: set_actor 0@(30@,12i) money 00337: set_actor 0@(30@,12i) visibility 0 02AB: set_actor 0@(30@,12i) immunities BP 1 FP 1 EP 1 CP 1 MP 1 0187: 10@(30@,12i) = create_marker_above_actor 0@(30@,12i)018B: set_marker 10@(30@,12i) radar_mode 0//set marker to mode 2 to show it only on radar000A: 30@ += 1 // Array index0006: 33@ = 0 // reset timer0002: jump @DINOPK_11:DINOPK_17000A: 30@ += 1 // Array index0002: jump @DINOPK_11:DINOPK_190006: 30@ = 0 // Array index0002: jump @DINOPK_11:DINOPK_300006: 30@ = 0 // Array index:DINOPK_35wait 0if001B: 10 > 30@ // integer values004D: jump_if_false @DINOPK_39if8039: not 0@(30@,12i) == -1 // integer values004D: jump_if_false @DINOPK_37if8118: not actor 0@(30@,12i) dead004D: jump_if_false @DINOPK_370337: set_actor 0@(30@,12i) visibility 1 02AB: set_actor 0@(30@,12i) immunities BP 0 FP 0 EP 0 CP 0 MP 00208: 27@ = random_float_in_ranges -50.2 50.2 04C4: create_coordinate 24@ 25@ 26@ from_actor 0@(30@,12i) offset 20.0 27@ 0.00208: 27@ = random_float_in_ranges -50.2 50.2 04C4: create_coordinate 21@ 22@ 23@ from_actor 0@(30@,12i) offset -20.0 27@ 0.005D6: clear_scmpath05D7: add_point_to_scmpath 24@ 25@ 26@05D7: add_point_to_scmpath 21@ 22@ 23@05D8: AS_assign_scmpath to_actor 0@(30@,12i) flags 4 2 018B: set_marker 10@(30@,12i) radar_mode 2//set marker to mode 2 to show it only on radar:DINOPK_37000A: 30@ += 1 // Array index0002: jump @DINOPK_35:DINOPK_390006: 28@ = 0 // counter for dead actors0006: 30@ = 0 // Array index0006: 33@ = 110000002: jump @DINOPK_11:DINOPK_400006: 30@ = 0 // Array index:DINOPK_45wait 0if001B: 10 > 30@ // integer values004D: jump_if_false @DINOPK_50if8039: not 0@(30@,12i) == -1 // integer values004D: jump_if_false @DINOPK_470164: disable_marker 10@(30@,12i)01C2: remove_references_to_actor 0@(30@,12i) // Like turning an actor into a random pedestrian:DINOPK_47000A: 30@ += 1 // Array index0002: jump @DINOPK_45:DINOPK_500006: 28@ = 0 // counter for dead actors0006: 30@ = 0 // Array index0249: release_model #WMOICE0001: wait 1000 ms0002: jump @DINOPK_2 Edited September 15, 2010 by ZAZ Link to comment Share on other sites More sharing options...
Bennington Posted September 18, 2010 Share Posted September 18, 2010 (edited) Hey ZAZ, that´s a great tutorial! There´s one little thing I need help with: I want to teleport the player out of an interior with opcode 04BB: select_interior 0 At first it failed, and I got into the Black Hell. Now I found opcode 04FA: reset_interior 0 colors, and it works, but there´s still a problem: the radar stays empty. 057E: set_radar_grey 0 didn´t help, and, probably, there are more things I forgot. Can you show me a code how a such a teleport would proceed without errors? Thanks EDIT: I found out myself now, anyway thanks! Edited September 19, 2010 by Bennington Link to comment Share on other sites More sharing options...
ZAZ Posted September 20, 2010 Author Share Posted September 20, 2010 Hey ZAZ, that´s a great tutorial!There´s one little thing I need help with: I want to teleport the player out of an interior with opcode 04BB: select_interior 0 At first it failed, and I got into the Black Hell. Now I found opcode 04FA: reset_interior 0 colors, and it works, but there´s still a problem: the radar stays empty. 057E: set_radar_grey 0 didn´t help, and, probably, there are more things I forgot. Can you show me a code how a such a teleport would proceed without errors? Thanks EDIT: I found out myself now, anyway thanks! 057E: set_radar_grey 0 is right but look, for the interior color is another opcode __from outside into interior:select_interior 3 04F9: set_interior 1 color_to 0 057E: set_radar_grey 1__from interior to outside:select_interior 0 04FA: reset_interior 0 colors 057E: set_radar_grey 0 I believe, we can get rid of the radar opcode work without opcode 057E: also by entering interiors try the script below press 0 to tele into PoliceDept., press again 0 to tele back, always outside {$CLEO .cs}03A4: name_thread 'INTEL' :INTEL_10001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @INTEL_100D6: if 00AB0: key_pressed 48//--------------- key 0004D: jump_if_false @INTEL_100A0: store actor $PLAYER_ACTOR position to 1@ 2@ 3@0172: 4@ = actor $PLAYER_ACTOR z_angle016A: fade 0 time 1000 0001: wait 1000 ms 04E4: unknown_refresh_game_renderer_at 230.6252 76.14103CB: set_camera 230.6252 76.141 1005.0300A1: put_actor $PLAYER_ACTOR at 230.6252 76.141 1005.03 0860: link_actor $PLAYER_ACTOR to_interior 6 04BB: select_interior 60001: wait 500 ms 016A: fade 1 time 1000:INTEL_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @INTEL_200D6: if 00AB0: key_pressed 48//--------------- key 0004D: jump_if_false @INTEL_2016A: fade 0 time 1000 0001: wait 1000 msselect_interior 004FA: reset_interior_colors 004E4: unknown_refresh_game_renderer_at 1@ 2@03CB: set_camera 1@ 2@ 3@0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1@ 2@ 3@0173: set_actor $PLAYER_ACTOR z_angle_to 4@0001: wait 500 ms 016A: fade 1 time 1000jump @INTEL_1 Link to comment Share on other sites More sharing options...
Bennington Posted September 23, 2010 Share Posted September 23, 2010 Thanks, ZAZ, that´s what I found out Link to comment Share on other sites More sharing options...
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