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trickstar34

Putting actors in cars

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trickstar34

I'm trying to make it when the mission starts, I go outside, and my allies are in the car as a part of the players gang, but they dont go to the car, they just follow CJ, whats wrong? (Note: this is a mission I have just started, also the mission start sphere is in the front door at Madd Dogg's).

 

 

thread "MADD":RESTARTwait 0 if  $RIOT_TOTAL_PASSED_MISSIONS == 5 jf @RESTART jump @SPHERE:SPHERE0001: wait 0 ms  00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 1266.5447 -785.8429 1091.9062 radius 2.0 2.0 2.0 on_foot 004D: jump_if_false @SPHEREjump @MODEL_LOAD :MODEL_LOADwait 0023C: load_special_actor 'MADDOGG' as 1 023C: load_special_actor 'OGLOC' as 2Model.Load(#M4)Model.Load(#SAVANNA)Model.Load(#FAM1)Model.Load(#FAM2)Model.Load(#M4)Model.Load(#AK47)wait 0 if and023D:   special_actor 1 loaded 023D:   special_actor 2 loaded  Model.Available(#M4)  Model.Available(#SAVANNA)  Model.Available(#FAM1)  Model.Available(#FAM2)  Model.Available(#M4)  Model.Available(#AK47)thenjump @STARTendjump @MODEL_LOAD:START 018A: [email protected] = create_checkpoint_at 1245.7166 -778.4625 90.9481repeatwait 0until 00ED:   actor $PLAYER_ACTOR 0 near_point 1245.7166 -778.4625 radius 15.0 15.0 on_footMarker.Disable([email protected])  [email protected] = Actor.Create(Gang2, #SPECIAL01, 1249.5686, -777.2181, 91.0702)Actor.Armour([email protected]) = 1000Actor.Health([email protected]) = 10000446: set_actor [email protected] immune_to_headshots 1054A: set_actor [email protected] immune_to_car_headshots 101B2: give_actor [email protected] weapon 31 ammo 9999  [email protected] = Actor.Create(Gang2, #FAM1, 1249.5686, -777.2181, 91.0702) 0446: set_actor [email protected] immune_to_headshots 1 054A: set_actor [email protected] immune_to_car_headshots 1 01B2: give_actor [email protected] weapon 30 ammo 9999 [email protected] = Actor.Create(Gang2, #FAM2, 1249.5686, -777.2181, 91.0702) 0446: set_actor [email protected] immune_to_headshots 1 054A: set_actor [email protected] immune_to_car_headshots 1 01B2: give_actor [email protected] weapon 30 ammo 9999 [email protected] = Car.Create(#SAVANNA, 1245.7166, -778.4625, 90.9481)Car.Angle([email protected]) = 3.052207AF: $GANG = player $PLAYER_CHAR group 0630: put_actor $PLAYER_ACTOR in_group $GANG as_leader 0430: put_actor [email protected] into_car [email protected] passenger_seat 00526: set_actor [email protected] stay_in_car 1 0430: put_actor [email protected] into_car [email protected] passenger_seat 10526: set_actor [email protected] stay_in_car 1 0430: put_actor [email protected] into_car [email protected] passenger_seat 20526: set_actor [email protected] stay_in_car 1 0631: put_actor [email protected] in_group $GANG0631: put_actor [email protected] in_group $GANG0631: put_actor [email protected] in_group $GANG [email protected] = Marker.CreateAboveCar([email protected])Marker.SetColor([email protected], 2)repeatwait 0until Actor.InCar($PLAYER_ACTOR, [email protected])Marker.Disable([email protected])00BB: show_text_lowpriority GXT 'goClub' time 3000 flag 1018A: [email protected] = create_checkpoint_at 1819.0188 -1682.7975 13.3828repeatwait 0                 until 00FE:   actor $PLAYER_ACTOR sphere 1 in_sphere 1819.0188 -1682.7975 13.3828 radius 6.0 6.0 6.0Marker.Disable([email protected])00BB: show_text_lowpriority GXT 'dmgCert' time 3000 flag 1repeatwait 0until 00ED:   actor $PLAYER_ACTOR 0 near_point 493.7925 -21.4252 radius 15.0 15.0 on_foot [email protected] = Actor.Create(CIVMALE, #SPECIAL02, 1249.5686, -777.2181, 91.0702)

 

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spaceeinstein

Release your gang members from the group if you don't want them following you. You have to place them in the group again if you want them to follow again.

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ZAZ

gangmembers exits the car if player is not in the car

put them in groupe when player is in the car

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trickstar34

it crashes when I get into the club, why?

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trickstar34

How do I check if Robbing the Bank at Caligula's, Black Project, and If the player has dated a girlfriend to %100? What I got from the main wont work, so I am asking here.

 

Robbing Caligula's

 

$HEIST_TOTAL_PASSED_MISSIONS == 9

 

 

Black Project

 

$TORENO_TOTAL_PASSED_MISSIONS == 7

 

Edited by trickstar34

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ZAZ

 

How do I check if Robbing the Bank at Caligula's, Black Project, and If the player has dated a girlfriend to %100? What I got from the main wont work, so I am asking here.

 

 

look for statistics in sanny help and here

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trickstar34

It doesnt say anything about girlfriend progress.

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ZAZ
It doesnt say anything about girlfriend progress.

shure it does

 

{$CLEO .cs}:testthread 'test':test1wait 00652: [email protected] = integer_stat 252 0652: [email protected] = integer_stat 2530652: [email protected] = integer_stat 2540652: [email protected] = integer_stat 2550652: [email protected] = integer_stat 2560652: [email protected] = integer_stat 25703F0: enable_text_draw 1045A: text_draw_1number  250.0  45.0 'NUMBER' [email protected]    // value045A: text_draw_1number  250.0  55.0 'NUMBER' [email protected]: text_draw_1number  250.0  65.0 'NUMBER' [email protected]: text_draw_1number  250.0  75.0 'NUMBER' [email protected]: text_draw_1number  250.0  85.0 'NUMBER' [email protected]: text_draw_1number  250.0  95.0 'NUMBER' [email protected] 500jump @test1

 

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trickstar34

I guess I took the wrong method, how do I check if the police uniform is obtained?

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herbie49

I think you mean this

 

 

00D6: if 0500:   player $PLAYER_CHAR skin == "POLICETR" on_bodypart 17 004D: jump_if_false @POLICE_82

 

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trickstar34

you are right.

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trickstar34

How come whenever I spawn a police vehicle thier always locked? This is getting away of my mod developments. How can I get rid of this problem?

Edited by trickstar34

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ZAZ

 

How come whenever I spawn a police vehicle thier always locked? This is getting away of my mod developments. How can I get rid of this problem?

same with rhino, must be execoded settings

set doorlock to open after spawning

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trickstar34

 

must be execoded settings

 

No, I think its a data file, I was looking through them and I thought I saw something in a vehicle one about "class copcar is locked", but yea I'm making CLEO so I want as less complex to install as possible. (This adds to success of my mods)

 

This is my code and it still doesnt work.

 

 

[email protected] = Car.Create(#COPCARLA, 1534.7372, -1675.2802, 12.9154)Car.Angle([email protected]) = 0.64430519: set_car [email protected] locked 0 

 

Edited by trickstar34

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PatrickW
This is my code and it still doesnt work.

 

 

[email protected] = Car.Create(#COPCARLA, 1534.7372, -1675.2802, 12.9154)Car.Angle([email protected]) = 0.64430519: set_car [email protected] locked 0 

 

try this: cool.gif

 

[email protected] = Car.Create(#COPCARLA, 1534.7372, -1675.2802, 12.9154)Car.Angle([email protected]) = 0.6443    Car.DoorStatus([email protected]) = 1  

 

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trickstar34

is it supposed to be 0 or 1 to work?

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PatrickW

It's a different opcode..

Opcode 0519 is used to lock a car at a specific location, it does not lock doors.

 

Car.DoorStatus([email protected]) = 1 unlocks the doors of a vehicle.

You can also use this, which is exactly the same, just another notation:

 

020A: set_car [email protected] door_status_to 1

 

 

Changing 1 to 4 will lock the doors instead of unlocking.

Edited by PatrickW

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trickstar34

OK, why isnt the marker showing above the car?

 

FXT Code:

 

copUni You must have a Police uniform to start this mission.outside Go outside.weapons There are plenty of weapons and body armour in this facility, go get them if you need it.

 

 

CLEO Code:

 

{$VERSION 3.1.0027}{$CLEO .cs}thread "Cop":RESTARTwait 0jump @SPHERE:SPHEREwait 0 00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 253.0848 67.4299 1003.6406 radius 2.0 2.0 2.0 on_foot jf @SPHERE00D6: if0500:   player $PLAYER_CHAR skin == "POLICETR" on_bodypart 17then jump @MODEL_LOADend00BB: show_text_lowpriority GXT 'copUni' time 3000 flag 1jump @RESTART:MODEL_LOADwait 0// Model.Load()Model.Load(#COPCARRU)Model.Load(#ROCKETLA) // 35Model.Load(#DESERT_EAGLE) // 24Model.Load(#MICRO_UZI) // 28Model.Load(#IRGOGGLES) // 45Model.Load(#SNIPER) // 34Model.Load(#TEARGAS) // 17Model.Load(#COLT45) // 22Model.Load(#MP5LNG) // 29Model.Load(#AK47)   // 30Model.Load(#M4)     // 31Model.Load(#SHOTGSPA) // 27Model.Load(#CHROMEGUN) // 25Model.Load(#LVPD1)Model.Load(#SFPD1)Model.Load(#LAPD1)Model.Load(#COPCARLA)Model.Load(#COPCARSF)Model.Load(#COPCARVG)Model.Load(#COPBIKE)Model.Load(#SWAT)Model.Load(#MAFBOSS)Model.Load(#CHEETAH)Model.Load(#ENFORCER)06E9: load_car_component #NTO_B_TW 038B: load_requested_modelsjump @MODEL_LOAD2 :MODEL_LOAD2wait 0if or  not Model.Available(#COLT45)  not Model.Available(#COPCARSF)  not Model.Available(#COPCARLA)  not Model.Available(#CHEETAH)  not Model.Available(#MAFBOSS)  not Model.Available(#AK47)  not Model.Available(#M4)  not Model.Available(#SHOTGSPA)then jump @MODEL_LOADendjump @MODEL_LOAD3:MODEL_LOAD3wait 0if or  not Model.Available(#SFPD1)  not Model.Available(#LAPD1)  not Model.Available(#COPCARVG)  not Model.Available(#COPBIKE)  not Model.Available(#SWAT)  not Model.Available(#ENFORCER)  not Model.Available(#SFPD1)86EA:   not car_component #NTO_B_TW available then jump @MODEL_LOADendjump @MODEL_LOAD4:MODEL_LOAD4wait 0if or  not Model.Available(#SNIPER)  not Model.Available(#IRGOGGLES)  not Model.Available(#MP5LNG)  not Model.Available(#CHROMEGUN)  not Model.Available(#TEARGAS)  not Model.Available(#MICRO_UZI)  not Model.Available(#DESERT_EAGLE)   not Model.Available(#ROCKETLA)then jump @MODEL_LOADendjump @MODEL_LOAD5:MODEL_LOAD5wait 0if // or  not Model.Available(#COPCARRU)//   not Model.Available()then jump @MODEL_LOADendjump @MISSION:MISSION01F0: set_max_wanted_level_to [email protected] = 1// 0209: [email protected] = random_int_in_ranges 1 300BB: show_text_lowpriority GXT 'weapons' time 6000 flag 1wait 500 ms00BB: show_text_lowpriority GXT 'outside' time 3000 flag [email protected] == 1then gosub @SCENE1end// if// [email protected] == 2// then gosub @SCENE2// end// if// [email protected] == 3// then gosub @SCENE3// end0652: [email protected] = integer_stat  3380652: [email protected] = integer_stat  325000A: [email protected] += [email protected]  if [email protected] == 0then 01F0: set_max_wanted_level_to 4endif [email protected] == 1then 01F0: set_max_wanted_level_to 5endif [email protected] == 2then 01F0: set_max_wanted_level_to 6endjump @RESTART:SCENE1018A: [email protected] = create_checkpoint_at 1552.9596 -1675.8182 16.1953 :LEAVE1wait 0if 00ED:   actor $PLAYER_ACTOR 0 near_point 1552.9596 -1675.8182 radius 15.0 15.0 on_foot then jump @CHECK1endjump @LEAVE1:CHECK1Marker.Disable([email protected])0674: set_car_model #COPCARLA numberplate "CORRUPT"[email protected] = Car.Create(#COPCARLA, 1534.7372, -1675.2802, 12.9154)Car.Angle([email protected]) = 0.6443    Car.DoorStatus([email protected]) = [email protected] = Marker.CreateAboveCar([email protected])Marker.SetColor([email protected], 2)repeatwait 0until Actor.InCar($PLAYER_ACTOR, [email protected])Marker.Disable([email protected])06E7: [email protected] = add_car_component #NTO_B_TW to_car [email protected]:END0A93: end_custom_thread

 

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ZAZ

 

OK, why isnt the marker showing above the car?

The marker above car is shown by me and you may inform us that the sphere/location check is in the police departement

 

Edited by ZAZ

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trickstar34

 

OK, why isnt the marker showing above the car?

The marker above car is shown by me and you may inform us that the sphere/location check is in the police departement

I forgot, anyway, it still wont show above it, it only shows it on the radar, any explainations for this? I have used this in almost all my mods and it worked just fine, yes its in the office of LSPD but you have to be wearing police uniform, so I have no idea why its not working.

Edited by trickstar34

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ZAZ
anyway, it still wont show above it, it only shows it on the radar, any explainations for this?

which gameversion do you have?(Have I allready asked this in the past?)

do you have other mods installed?

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trickstar34

v1.0 (v2 disk, but v1 exe), I only have my own mods installed.

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ZAZ

 

v1.0 (v2 disk, but v1 exe), I only have my own mods installed.

maybe a handicap of 2.edition

your mods means cleo scripts?

did you removed all cleo scripts to test only the thread "Cop" ?

does it work without colorsetting?

 

0186: [email protected] = create_marker_above_car [email protected] //0165: set_marker [email protected] color_to 2

 

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trickstar34

this is weird, I added other things to the thread and now it works, but my text for when you enter the car doesnt work.

Edited by trickstar34

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james227uk

Weird. used to happen to me too. I started using the text_highpriority opcode and I haven't have any problems since (Search mtime3 into the opcode search)

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trickstar34

I'll try that.

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trickstar34

It didnt work.

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trickstar34

How come when I enter the building I can hear the shooting but they arent where I put them?

Edited by trickstar34

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ZAZ
How come when I enter the building I can hear the shooting but they arent where I put them?

 

 

The policecar is available and the marker above car is shown, actor [email protected] and [email protected] are sitting inthere.

checkpoint appears after entering car, driving there and stop in the sphere then 4 mafioso appears on terrace of Atrium building

to kill player

Now the critical parts starts:

To check if [email protected] == 4 wont works because [email protected] will be reset to 0 by each loop

 

:COUNT1

wait 0

[email protected] = 0

if Actor.Dead([email protected])

then

[email protected] += 1

end

 

set [email protected] to 0 before the loop beginns:

 

[email protected] = 0:COUNT1wait 0if Actor.Dead([email protected])[email protected] += 1end

 

 

but thats not all because there will be added 1 to [email protected] by each loop just if one actor is dead

nevertheless, [email protected] gets 4 and the check if [email protected] == 4 will be passed

and jumps to the next checkpoint creation

after that it crashs becuse in the following loop is missing a wait code

 

If that is corrected the next checkpoint appears but disappears then if player is on the terrace to kill the mafioso

because the range of the location check have a radius of 15.0

 

anyway, I changed the codes to that:

 

[email protected] = 0:COUNT1wait 003F0: enable_text_draw 1045A: text_draw_1number  250.0  40.0 'NUMBER' [email protected] Actor.Dead([email protected])[email protected] += 1endif Actor.Dead([email protected])[email protected] += 1endif Actor.Dead([email protected])[email protected] += 1endif Actor.Dead([email protected])[email protected] += 1endif [email protected] == 4then 00BC: show_text_highpriority GXT 'buildin' time 3000 flag 1jump @NEXT1_1endif [email protected] == 2then 00BC: show_text_highpriority GXT 'mafiaIn' time 6000 flag 1endwait 1000 ms//jump @COUNT1:NEXT1_1if  andActor.Dead([email protected])Actor.Dead([email protected])Actor.Dead([email protected])Actor.Dead([email protected])jf @COUNT1018A: [email protected] = create_checkpoint_at 1726.1204 -1638.2102 20.2231:CHECK1_10001: wait 0 msif 00ED:   actor $PLAYER_ACTOR 0 near_point 1726.1204 -1638.2102 radius 5.0 5.0 on_footthen jump @DONE1endjump @CHECK1_1:DONE1

 

 

Now the swat appears but can not find them without marker

One at the left side, one and a mafioso at the right side and one at the backside stucking in the stairways

then the script end but doesnt have a valid end with removing the instances of the created stuff

and if player dies the code keeps looping in the subroutine

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trickstar34

the not checking if player is alive is not a mistake, I make the simple parts of the mission (driving and condition checks), then combat, then check if player alive, then if needed timer, I like to write my code and check if it works as I go, this is working because this and the marker above car are my only bugs so far (now repaired).

 

Thanks for the help icon14.gif

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