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tysman

Need help with another Cleo and Modeling thing

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tysman

OK this is what I would like to do, I want to make a box in 3ds max and export it in .dff using cams scripts and then place that object over a body of water near the shady creeks cabin (it's like a hole of water) and then be able to walk on it. Then for the cleo scripting I want to walk on the object anywhere and press a key and a hole would appear through the box and that would be all i need help with smile.gifsmile.gif (I am sorta making an Ice Fishing Mod if it's possible)

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coin-god
You want to make holes in objects with scripting? Its not really possible to edit the model geometry with coding.

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Dutchy3010

 

You want to make holes in objects with scripting? Its not really possible to edit the model geometry with coding.

No, he said he wants to make a object in 3dsmax.

 

I advise you first start learning coding AND modelling, before asking this question. I really don't think anyone would help you when you want to do two things (modelling and coding) at once.

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tysman

Oh ok how about I just learn how to do the coding part, because I just remembered I cant do modeling in the "Mission Coding" section I should do that part in the modeling section biggrin.gif sorry about that.

 

For the coding I think it might work if I model two different objects, the box and the hole, when I press a key number the second object will appear (the hole) that should be doable, I hope

Edited by tysman

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Dutchy3010

Yes, it is.

 

 

029B: [email protected] = init_object #NF_BLACKBOARD at 0.0 0.0 0.0

 

 

0108: destroy_object $WANTED_LIST_OBJECT

 

 

00E1:   player 0 pressed_key 19 

 

 

First make you own code, then we will help you if necessary.

 

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tysman

The code up top is perfect, the only thing is I need a kinda template to follow I am not that good at coding. If you don't have one maybe I will search google on object creating code if there is such a thing. confused.gif

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Dutchy3010

Something like this?

 

 

$keycard = Object.Init(#KEYCARD, 2488.9368, -1661.29, 13.3359)repeatwait 100until 00E1:   player 0 pressed_key 11 0108: destroy_object $keycard$briefcase = Object.Init(#BRIEFCASE, 2488.9368, -1661.29, 13.3359)

 

First you have to create the object. Then, when the player pressed a key (in this case "Y"), the object has to disappear, and the second has to appear on the same time.

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tysman

I sorta don't know what you mean the object has to disappear, and the second has to appear on the same time. I would like the hole (second object) to appear on the main platform object (Frozen Lake) Actually I would like it if I can pick 3 spots (X,Y,Z) where cj will stand on the platform, and the code will tell you to press the key and the object will appear and then a menu will pop up for the fishing controls. I don't need help with the main fishing animating code just the menu to pop up and tell me what to do. And after you exit the menu the hole will disappear and I can move somewhere else on the platform and do it again. But I think that would be to hard I don't know confused.gif please help

Edited by tysman

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Dutchy3010

Well, a menu is certainly possible, look at my tutorial.

 

The code above will change a object when pressing a key, like you asked.

 

I'm afraid you will always see the object disappear and appear again, because there are two different objects. But you can fix that with some creativity, like changing the camera at that moment, or use more then one object.

 

But, like I said, you have to start learning coding, because else you can't make your own mod. When you don't want to learn it, just use mods made by others.

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tysman

I made 2 holes in the platform instead of making them appear, I am using something else for my second object 'keep reading', And what I would like the code to do is when I walk up to one of them it will say press (Y for example) and the menu will pop up with the controls like before, then if I click "fish" (a selection from the menu) my (second object) a Tip-Up (a type of fishing rod that sits on the ice) will appear over the hole CJ is standing at, then I can fish.

 

Now for the fishing part I would like to keep it very simple. When the fish bites the hook below the Tip-Up (which I don't know how I'm gonna do that) the flag will pop up (I think that would be to hard, so how about it says "BITE" then I set the hook using another key) and once the hook is set I can reel in with (another key) to let the line out (another key). And once the fish is caught it will say "that's a keeper". That is it and I hope it's doable. confused.gif

Edited by tysman

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tysman

Ok I looked at your tutorial on making a menu and it worked perfectly now what I would like it to do is when I walk up to 1 of the 2 holes it will say (Press Y) to activate the menu and then when I select quit the menu will quit until I press Y at the #2 hole: Here is your code with nothing changed or added: smile.gif

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'ICEFISHING':ICEFISHING_10wait 0if0512:  show_permanent_text_box 'CLOTHA'08D4: $MENU = create_panel_with_title 'DUMMY' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $MENU column 0 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'repeatwait  0 msif 00E1:   player 0 pressed_key 15then08DA: remove_panel $MENU03E6: remove text boxjump @ENDenduntil 00E1:   player 0 pressed_key 1608D7: $choice = panel $MENU active_row08DA: remove_panel $MENU03E6: remove text boxif $choice == 0then----------------what do I put in thisendif $choice == 1then----------------and thisend:ENDwait 1000jump @END

 

 

Here are the coord's for the (Press Y) for the menu to activate

 

HOLE 1

 

X:-1520.5616

Y:-2253.4255

Z:1.5111

 

HOLE 2

 

X:-1526.8057

Y:-2273.7209

Z:1.5111

Edited by tysman

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tysman

Hello Anyone there please help me with this code. sad.gifsad.gifsad.gifsad.gif

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Dutchy3010

Something like this?

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'ICEFISHING':FIRSTHOLEwait 100if and00EC:   actor $PLAYER_ACTOR 0 near_point -1520.5616 -2253.4255 radius 1.0 1.0 00E1:   player 0 pressed_key 11 else_jump @FIRSTHOLE gosub @ICEFISHING_10:SECONDHOLEwait 100if and00EC:   actor $PLAYER_ACTOR 0 near_point -1526.8057 -2273.7209 radius 1.0 1.0 00E1:   player 0 pressed_key 11 else_jump @SECONDHOLE gosub @ICEFISHING_10jump @END:ICEFISHING_10wait 0if0512:  show_permanent_text_box 'CLOTHA'08D4: $MENU = create_panel_with_title 'DUMMY' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $MENU column 0 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'repeatwait  0 msif 00E1:   player 0 pressed_key 15then08DA: remove_panel $MENU03E6: remove text boxjump @RETURNenduntil 00E1:   player 0 pressed_key 1608D7: $choice = panel $MENU active_row08DA: remove_panel $MENU03E6: remove text boxif $choice == 0then//----------------what do I put in thisendif $choice == 1then//----------------and thisend:RETURNReturn:ENDwait 1000jump @END

 

So, what happens... First you have to be at a certain point AND have to press Y to activate the menu. After you quit the menu, or selected something from the menu, it will disappear and it will return to the upper part of the code. Then you have to be at another point, and have to press Y, to activate the menu. You can jump back to the first, but you didn't say that in your description, so I made a loop at the end.

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tysman

It works awesome but after going to hole 1 then exit out then hole 2 then exit out then back to hole 1 the menu doesn't work on either of the holes that's weird cause you said their is a loop in the code, also I would still like to know what to put in (Choice 1) and (Choice 2) as well as what is with all those words (DUMMY) what do I have to change to make the title of the menu say 'IceFishing' after I press 'Y' and in the menu it will say 'Fish' for one spot I guess 'controls' for another and then 'Quit' at the last spot on the menu. Please help sad.gif

Edited by tysman

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PatrickW

She said that she added a loop to the end of the code because you didn't whether you wanted to be able to go back to the first hole or not. She assumed not.

 

To fix this, you should goto label ":ICEFISHING_10", and change the line above from:

 

jump @END

 

to

 

jump @FIRSTHOLE

 

 

 

If you want custom texts to appear in the menu, you should first add those texts to your gxt file.

This can be done with a GXT-editor. You will have to assign a label to each text, and use those labels instead of some of the 'DUMMY's in the code.

Assuming that you have added the following texts:

ICEF IceFishing

FISH Fish

CTRL Controls

QUIT Quit

 

The code would look like this, now you only have to add the code for the actions.

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'ICEFISHING':FIRSTHOLEwait 100if and00EC:   actor $PLAYER_ACTOR 0 near_point -1520.5616 -2253.4255 radius 1.0 1.000E1:   player 0 pressed_key 11else_jump @FIRSTHOLEgosub @ICEFISHING_10:SECONDHOLEwait 100if and00EC:   actor $PLAYER_ACTOR 0 near_point -1526.8057 -2273.7209 radius 1.0 1.000E1:   player 0 pressed_key 11else_jump @SECONDHOLEgosub @ICEFISHING_10jump @FIRSTHOLE:ICEFISHING_100512:  show_permanent_text_box 'CLOTHA'08D4: $MENU = create_panel_with_title 'ICEF' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $MENU column 0 header 'ICEF' data 'FISH' 'CTRLS' 'QUIT'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'repeat wait  0 ms if 00E1:   player 0 pressed_key 15 then   08DA: remove_panel $MENU   03E6: remove text box   jump @RETURN enduntil 00E1:   player 0 pressed_key 1608D7: $choice = panel $MENU active_row08DA: remove_panel $MENU03E6: remove text boxif $choice == 0then//here comes the codes for action "fish"endif $choice == 1then//here come the code for action "controls"endif $choice == 2then//  do nothing if quit was selectedend:RETURNReturn

 

Edited by PatrickW

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tysman

Thanks that worked perfectly, there is one more weird thing when the menu pops up it says "Fishers Lagoon" and when I move the selection up and down CJ moves, is there anyway to make CJ stay put when I make a selection on the menu and when I press quit he can move normally.

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Dutchy3010

Yeah, quit easy:

 

Player.CanMove($PLAYER_CHAR) = FalsePlayer.CanMove($PLAYER_CHAR) = True

 

 

The first opcode means that the player can't move any more. The second is to undo the first, because else the player can't play any more.

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tysman

Thank you and where would I put these in this code:

 

 

thread 'ICEFISHING':FIRSTHOLEwait 100if and00EC:   actor $PLAYER_ACTOR 0 near_point -1520.5616 -2253.4255 radius 5.0 5.000E1:   player 0 pressed_key 11else_jump @FIRSTHOLEgosub @ICEFISHING_10:SECONDHOLEwait 100if and00EC:   actor $PLAYER_ACTOR 0 near_point -1526.8057 -2273.7209 radius 5.0 5.000E1:   player 0 pressed_key 11else_jump @SECONDHOLEgosub @ICEFISHING_10jump @FIRSTHOLE:ICEFISHING_100512:  show_permanent_text_box 'CLOTHA'08D4: $MENU = create_panel_with_title 'ICEF' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 108DB:  set_panel $MENU column 0 header 'ICEF' data 'FISH' 'CTRLS' 'QUIT'  'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'repeatwait  0 msif 00E1:   player 0 pressed_key 15then  08DA: remove_panel $MENU  03E6: remove text box  jump @RETURNenduntil 00E1: player 0 pressed_key 1608D7: $choice = panel $MENU active_row08DA: remove_panel $MENU03E6: remove text boxif $choice == 0then//here comes the codes for action "fish"endif $choice == 1then//here come the code for action "controls"endif $choice == 2then//do nothing if quit was selectedend:RETURNReturn

 

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Dutchy3010

False:

 

:ICEFISHING_10Player.CanMove($PLAYER_CHAR) = False0512:  show_permanent_text_box 'CLOTHA'08D4: $MENU = create_panel_with_title 'ICEF' position 29.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 1

 

 

True:

 

:RETURNPlayer.CanMove($PLAYER_CHAR) = TrueReturn

 

 

Also when you have selected something, the player must be controllable. So when you quit the menu AND when you leave the menu by selecting something.

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tysman

Thank you again it works, now there is only one thing I am really confused about and here is the code:

 

 

if $choice == 0then//here comes the codes for action "Fish"endif $choice == 1then//here comes the codes for action "Controls"endif $choice == 2then//do nothing if quit was selectedend

 

 

What do I type after the word then in all of these choices.

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Dutchy3010

You create a menu with a purpose, don't you? So when someone selects "FISH", there has to happen something. You have to code what must happen after the then. For example: when someone selects fish, I want to give him a wanted level of 3 and 10000 cash. Then it will look like:

 

if $choice == 0then0109: player $PLAYER_CHAR money += 10000 010D: set_player $PLAYER_CHAR wanted_level_to 3end

 

 

Every "choice" in the menu has to get a code like above. Else you can select it, will the menu disappear, but won't happen anything else. You said "quit" as a choice from the menu, but you can quit this menu by pressing F/Enter. But you can make a quit if you want to. wink.gif

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tysman

Oh OK now I get it, so what I want it to do is when I select 'Fish' I want my abject called (tipup.dff) to appear and when I select quit the object will disappear till I go to the next hole. So would I use a "object.create (TIPUP) X,Y,Z" or something.

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tysman

I just want to thank you guys for getting me this far but I kinda decided to quit on this mod because I can't use more than 2 map mods. So thanks for all the help have 10 cookie.gif. But I still need help with my bigfoot mod check out my last post on "Still Need help with Bigfoot Mod" plz.

Edited by tysman

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