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Sagari12

What am I doing wrong?

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Sagari12

Yes.

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TheSiggi

André is russian. Tenpenny tells CJ that the Kilo Ballas have a deal with some russians in the area around Ocean Docks.....its a continuance of Just Buissnes.

 

 

EDIT://

I'm nearly finished.....but have fixx some small things which still appear...but it's almost done....ähm.:

 

do you want the ? appear always or just when you are near to it?

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Sagari12
do you want the ? appear always or just when you are near to it?

In the specific time from 22.00- 4.00

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james227uk

Do you need the code?

 

 

:TIME_100BF: [email protected] = current_time_hours, [email protected] = current_time_minutes:TIME_2wait 0if or   [email protected] == 22   [email protected] == 23   [email protected] == 0   [email protected] == 1   [email protected] == 2   [email protected] == 3   [email protected] == 4jf @TIME_1

 

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TheSiggi

Oh thanx james....I tried to use

 

00BF: $TEMP_HOURS = current_time_hours, $TEAMP_MINUTES  = current_time_minutes...if$TEMP_HOURS < 22

 

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james227uk

It can be used that way too, but I prefer the == method. While alot longer it's alot easier to understand.

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TheSiggi

Indeed it is.....I needed many, many trys to figure out how to use the if; >/< sturcture in this context correct and it still wasn't 100% correct

So I'll use your structure to rebuild the script finaly happy.gif

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Sagari12

Whats the progress?

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TheSiggi

I'm on it.....btw:

 

whts the animation for 'getting shot in the tummy'???

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Mitorafer

I Saw that so much peoples tryin to help you i didn't get what are you doin in the end with this script try this(i rewrote the whole script with some of your opcodes From the main post):

 

// 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 'GHOST' :GHOST_11wait 0 Model.Load(#GLENsh*t)04ED: load_animation "PARK" 038B: load_requested_models jump @GHOST_37 :GHOST_37wait 0 if and  Model.Available(#GLENsh*t)04EE:   animation "PARK" loaded else_jump @GHOST_37 02A8: [email protected] = create_marker 37 at 472.5948 2577.616 54.7128 [email protected] = Car.Create(#GLENsh*t, 472.5948, 2577.616, 54.7128)Car.Angle([email protected]) = [email protected] = Actor.Create(Gang6, #MALE01, 477.5941, 2533.616, 57.7128)036A: put_actor [email protected] in_car [email protected] if   Actor.InCar([email protected], [email protected])else_jump @GHOST_37 081D: set_car [email protected] engine_operation 0 jump @GHOST_185 :GHOST_185wait 0 if and00E1:   player 0 pressed_key 15 0206:   actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 3.0 flag 0 on_foot else_jump @GHOST_185 0812: AS_actor $PLAYER_ACTOR perform_animation "TAI_CHI_IN" IFP_file "PARK" 1.0 loopA 1 lockX 1 lockY 1 lockF 1 time -2 // versionB 04EF: release_animation "PARK" 0792: disembark_instantly_actor $PLAYER_ACTOR if 0AB0:   key_pressed 123 else_jump @GHOST_185 wait 0 jump @GHOST_308 :GHOST_308wait 0 Model.Destroy(#GLENsh*t)Actor.DestroyInstantly([email protected])if 0AB0:   key_pressed 123 else_jump @GHOST_308 wait 0 jump @GHOST_11

 

 

*NOTE GTA Forums Call this glensh*t there is no "*" there is "i" instead

**Press F12 after you pressed enter in the location to end the script

***press F12 again to restart it

Edited by matanyehoshua1

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Sagari12

I dont want to have any buttons.

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ZAZ
I dont want to have any buttons.

what do you mean?

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Sagari12

I want the script to be activated all time without pressing any buttons ingame to start.

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Mitorafer
I want the script to be activated all time without pressing any buttons ingame to start.

this is check did it work cause i didn't test it smile.gif

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TheSiggi

just changed the checks:

 

-----

 

but....wzf!?!??!?!

 

matanyehoshua1's script is much shorter than mine mercie_blink.gif

Edited by The_Siggi

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Mitorafer

So did it works without crashin the game??? (i put the buttons for checks)

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TheSiggi

haven't tested it but this won't work....

 

 

// 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 'GHOST':GHOST_11wait 0Model.Load(#GLENsh*t)04ED: load_animation "PARK"038B: load_requested_modelsjump @GHOST_37:GHOST_37wait 0if and Model.Available(#GLENsh*t)04EE:   animation "PARK" loadedelse_jump @GHOST_3702A8: [email protected] = create_marker 37 at 472.5948 2577.616 [email protected] = Car.Create(#GLENsh*t, 472.5948, 2577.616, 54.7128)Car.Angle([email protected]) = [email protected] = Actor.Create(Gang6, #MALE01, 477.5941, 2533.616, 57.7128)036A: put_actor [email protected] in_car [email protected] Actor.InCar([email protected], [email protected])else_jump @GHOST_37081D: set_car [email protected] engine_operation 0jump @GHOST_185:GHOST_185wait 000D6: if and00E1:   player 0 pressed_key 150206:   actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 3.0 flag 0 on_footelse_jump @GHOST_1850812: AS_actor $PLAYER_ACTOR perform_animation "TAI_CHI_IN" IFP_file "PARK" 1.0 loopA 1 lockX 1 lockY 1 lockF 1 time -2 // versionB04EF: release_animation "PARK"0792: disembark_instantly_actor $PLAYER_ACTORwait 0jump @GHOST_308:GHOST_308wait 0Model.Destroy(#GLENsh*t)Actor.DestroyInstantly([email protected])wait 0jump @GHOST_11

 

 

 

but there is no if actor/car = dead/ wrecked check......your script needs the key-pressed part because otherwise the car won't appear again or am I blind?????? mercie_blink.gifmercie_blink.gifmercie_blink.gif

Edited by The_Siggi

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Mitorafer

siggi look at page 2>last post there is a Keypress checks

 

and it doesen't work the game dosen't crash the car just dosen't move thats not suprising me cause i dunno whant he is trying to achive in his mod

 

anyway some pics:

 

user posted image

 

@Sagari12: I dunno what are tryin to do in the end (animation???) if you changed this please tell me

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TheSiggi

he just want to check whether CJ wants to enter the car....you don't even need a if key_pressed check to spwan th car

 

and the thing with the gutshot is easy....make him perform the animation; fading and set time to 8 and then set the player moveable again

 

 

{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------0000: NOP03A4: name_thread 'GCAR':TIME_1            // I took this over from james227UK....I was to lazy to write this for my own 00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes:TIME_2wait 0if or  [email protected] == 22  [email protected] == 23  [email protected] == 0  [email protected] == 1  [email protected] == 2  [email protected] == 3  [email protected] == 4jf @TIME_10570: [email protected] = create_asset_radar_marker_with_icon 37 at 472.5948 2577.616 54.7128  //marker = [email protected]  // marker isn't visible the whole time// if you want to make it visible the whole time use the following code // 02A8: [email protected] = create_marker 37 at 472.5948 2577.616 54.7128 // :GCAR_62wait 000D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @GCAR_6200D6: if03EE:   player $PLAYER_CHAR controllable004D: jump_if_false @GCAR_6200D6: if0038:   $ONMISSION == 0004D: jump_if_false @GCAR_6200D6: if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 472.5948 2577.616 54.7128 radius 100.0 100.0 100.0004D: jump_if_false @GCAR_620247: load_model #GLENsh*t023C: load_special_actor 'ANDRE' as 1 // models 290-299 04ED: load_animation "PARK"038B: load_requested_models:GCAR_1950001: wait 0 ms00D6: if and0248:   model #GLENsh*t available023D:   special_actor 1 loaded 004D: jump_if_false @GCAR_1950002: jump @GCAR_234:GCAR_234wait 000D6: if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 472.5948 2577.616 54.7128 radius 100.0 100.0 100.0004D: jump_if_false @GCAR_23400A5: [email protected] = create_car #GLENsh*t at 472.5948 2577.616 54.71280175: set_car [email protected] Z_angle_to 144.563600AD: set_car [email protected] max_speed_to 10.00129: [email protected] = create_actor_pedtype 12 model #GLENsh*t in_car [email protected] driverseat0249: release_model #GLENsh*t0296: unload_special_actor  102D4: car [email protected] turn_off_engine:GCAR_3500001: wait 10 ms00D6: if0256:   player $PLAYER_CHAR defined004D: jump_if_false @GCAR_54000D6: if03EE:   player $PLAYER_CHAR controllable004D: jump_if_false @GCAR_54000D6: if0038:   $ONMISSION == 0004D: jump_if_false @GCAR_54000D6: if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 472.5948 2577.616 54.7128 radius 125.0 125.0 125.0004D: jump_if_false @GCAR_54000D6: if and8118:   not actor [email protected] dead8119:   not car [email protected] wrecked004D: jump_if_false @GCAR_35000D6: if and00E1:   player 0 pressed_key 150206:   actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 3.0 flag 0 on_foot004D: jump_if_false @GCAR_3500812: AS_actor $PLAYER_ACTOR perform_animation "TAI_CHI_IN" IFP_file "PARK" 1.0 loopA 1 lockX 1 lockY 1 lockF 1 time -2 // versionB04EF: release_animation "PARK"0792: disembark_instantly_actor $PLAYER_ACTORwait 00002: jump @GCAR_492:GCAR_4920001: wait 0 msif and8118:   not actor [email protected] dead8119:   not car [email protected] wreckedjf @GCAR_540wait 0jump @GCAR_350:GCAR_540wait 00164: disable_marker [email protected](#GLENsh*t)Actor.DestroyInstantly([email protected])wait 0jump @TIME_1

 

Edited by The_Siggi

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Mitorafer

in your script there is time and many checks you can remove some of them cause there some usless ones try:(shorter that usess LESS room)

 

{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'GCAR' //already saved :D//:TIME_100BF: [email protected] = current_time_hours, [email protected] = current_time_minutes:TIME_2wait 0if or [email protected] == 22 [email protected] == 23 [email protected] == 0 [email protected] == 1 [email protected] == 2 [email protected] == 3 [email protected] == 4jf @TIME_10570: [email protected] = create_asset_radar_marker_with_icon 37 at 472.5948 2577.616 54.7128:GCAR_62wait 000D6: if and0256:   player $PLAYER_CHAR defined03EE:   player $PLAYER_CHAR controllable0038:   $ONMISSION == 000FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 472.5948 2577.616 54.7128 radius 100.0 100.0 100.0004D: jump_if_false @GCAR_62 //saves allot IF AND0247: load_model #GLENsh*t023C: load_special_actor 'ANDRE' as 1 // models 290-299 04ED: load_animation "PARK"038B: load_requested_models:GCAR_1950001: wait 0 ms00D6: if and0248:   model #GLENsh*t available023D:   special_actor 1 loaded 004D: jump_if_false @GCAR_1950002: jump @GCAR_234:GCAR_234wait 000D6: if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 472.5948 2577.616 54.7128 radius 100.0 100.0 100.0004D: jump_if_false @GCAR_23400A5: [email protected] = create_car #GLENsh*t at 472.5948 2577.616 54.71280175: set_car [email protected] Z_angle_to 144.563600AD: set_car [email protected] max_speed_to 10.00129: [email protected] = create_actor_pedtype 12 model #GLENsh*t in_car [email protected] driverseat0249: release_model #GLENsh*t0296: unload_special_actor  102D4: car [email protected] turn_off_engine:GCAR_3500001: wait 1000D6: if and0256:   player $PLAYER_CHAR defined03EE:   player $PLAYER_CHAR controllable0038:   $ONMISSION == 000FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 472.5948 2577.616 54.7128 radius 125.0 125.0 125.0 // agian...004D: jump_if_false @GCAR_54000D6: if and8118:   not actor [email protected] dead8119:   not car [email protected] wrecked004D: jump_if_false @GCAR_35000D6: if and00E1:   player 0 pressed_key 150206:   actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 3.0 flag 0 on_foot004D: jump_if_false @GCAR_3500812: AS_actor $PLAYER_ACTOR perform_animation "TAI_CHI_IN" IFP_file "PARK" 1.0 loopA 1 lockX 1 lockY 1 lockF 1 time -2 // versionB04EF: release_animation "PARK"0792: disembark_instantly_actor $PLAYER_ACTORwait 00002: jump @GCAR_492:GCAR_4920001: wait 0 msif and8118:   not actor [email protected] dead8119:   not car [email protected] wreckedjf @GCAR_540wait 0jump @GCAR_350:GCAR_540wait 00164: disable_marker [email protected](#GLENsh*t)Actor.DestroyInstantly([email protected])wait 0jump @TIME_1

 

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Mitorafer

this will cause the game to react faster to the script and save some space (dosen't really matter) anyway if this dosen't work the script is more likely to die

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TheSiggi

Do you try to teach me how I have to code and write my scripts?????

 

 

 

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Mitorafer

hell no do what you want im just sain there some junkies wink.gif in this

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TheSiggi

junkies??

 

you just deleted the comments

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Sagari12

So is it finished or not?

Siggi please continue making the script if you didnt finished it.

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ZAZ

 

So is it finished or not?

Siggi please continue making the script if you didnt finished it.

Did you do anything to solve it by yourself?

Did you read Tutorial?

Anyway, I like you Ghostcar idea but normaly it's for the request topic unless you're working fourthermore on your script.

 

Don't spawn the car immediately by gameload.

Beginn your script allways with a Loop in defaulft state including a check to activate the mod action.

So your car should spawn if the player is near the render area, maybe 80.0 till 100.0 units

After player arrived at that place and the car appeared should the code run again in a Loop to check if the player left the spawn area.

This area check should have a bigger radius

And additional the checks for the gametime

 

 

{$CLEO .cs}//-------------MAIN---------------thread 'GHOSTC':GhostCar_1wait 0if Player.Defined($PLAYER_CHAR)jf @GhostCar_1if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 472.5948 2577.6165 54.71 radius 80.0 80.0 50.0jf @GhostCar_100BF: [email protected] = current_time_hours, [email protected] = current_time_minutes if or [email protected] >= 22  5 > [email protected] @GhostCar_1Model.Load(#GLENsh*t)Model.Load(#MALE01):GhostCar_5wait 0if and Model.Available(#GLENsh*t) Model.Available(#MALE01)jf @[email protected] = Car.Create(#GLENsh*t, 472.5948, 2577.6165, 54.71)Car.Angle([email protected]) = 144.5602AC: set_car [email protected] immunities  1  1  1  1  1020A: set_car  [email protected] door_status_to 40129: [email protected] = create_actor  4 #MALE01 in_car [email protected] driverseatModel.Destroy(#GLENsh*t)Model.Destroy(#MALE01)wait 10000519: lock_vehicle [email protected] in_current_position  0:GhostCar_9wait 0if Player.Defined($PLAYER_CHAR)jf @GhostCar_27if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 472.5948 2577.6165 54.71 radius 150.0 150.0 150.0jf @GhostCar_2700BF: [email protected] = current_time_hours, [email protected] = current_time_minutes if or [email protected] >= 22  5 > [email protected] @GhostCar_27if0202:   actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 flag 0jf @GhostCar_9if  or0611:   actor $PLAYER_ACTOR performing_animation "CAR_doorlocked_LHS"0611:   actor $PLAYER_ACTOR performing_animation "CAR_doorlocked_RHS"jf @GhostCar_90812: AS_actor $PLAYER_ACTOR perform_animation "KO_shot_stom" IFP_file "PED" 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionBwait 5000016A: fade 0 time 1000 wait 3000009B: destroy_actor [email protected] 00A6: destroy_car [email protected]: set_current_time_hours_to 6 minutes_to 0016A: fade 1 time 1000wait 10000812: AS_actor $PLAYER_ACTOR perform_animation "getup_front" IFP_file "PED" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -200BC: show_text_highpriority GXT 'fem_ok' time 5000 flag 1//---text: "WHAT THE HELL WAS THAT?"jump @GhostCar_1:GhostCar_27009B: destroy_actor [email protected] 00A6: destroy_car [email protected] @GhostCar_1

 

 

At moment it's without marker because I don't know why and when a marker should be shown

and if it should be an icon marker or if it also can be a simple red blip on radar

 

 

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Sagari12

This: ? marker on radar from 22-5.00.

Yes i tried to solve it myself.

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TheSiggi

Thanks ZAZ....I went crazy while trying to fix a bug which occoured in my script....I adjusted a jf wrong which occours a crash.... sarcasm.gifmoto_whistle.gifmoto_whistle.gif

 

put in the marker now....

 

 

{$CLEO .cs}//-------------MAIN---------------thread 'GHOSTC':GhostCar_1wait 0ifPlayer.Defined($PLAYER_CHAR)jf @GhostCar_1if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 472.5948 2577.6165 54.71 radius 80.0 80.0 50.0jf @GhostCar_100BF: [email protected] = current_time_hours, [email protected] = current_time_minutesif [email protected] >= 225 > [email protected] @GhostCar_1Model.Load(#GLENsh*t)Model.Load(#MALE01)0570: [email protected] = create_asset_radar_marker_with_icon 37 at 472.5948 2577.616 54.7128:GhostCar_5wait 0if andModel.Available(#GLENsh*t)Model.Available(#MALE01)jf @[email protected] = Car.Create(#GLENsh*t, 472.5948, 2577.6165, 54.71)Car.Angle([email protected]) = 144.5602AC: set_car [email protected] immunities  1  1  1  1  1020A: set_car  [email protected] door_status_to 40129: [email protected] = create_actor  4 #MALE01 in_car [email protected] driverseatModel.Destroy(#GLENsh*t)Model.Destroy(#MALE01)wait 10000519: lock_vehicle [email protected] in_current_position  0:GhostCar_9wait 0ifPlayer.Defined($PLAYER_CHAR)jf @GhostCar_27if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 472.5948 2577.6165 54.71 radius 150.0 150.0 150.0jf @GhostCar_2700BF: [email protected] = current_time_hours, [email protected] = current_time_minutesif [email protected] >= 225 > [email protected] @GhostCar_27if0202:   actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 flag 0jf @GhostCar_9if  or0611:   actor $PLAYER_ACTOR performing_animation "CAR_doorlocked_LHS"0611:   actor $PLAYER_ACTOR performing_animation "CAR_doorlocked_RHS"jf @GhostCar_90812: AS_actor $PLAYER_ACTOR perform_animation "KO_shot_stom" IFP_file "PED" 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionBwait 5000016A: fade 0 time 1000wait 3000009B: destroy_actor [email protected]: destroy_car [email protected]: disable_marker [email protected]: set_current_time_hours_to 6 minutes_to 0016A: fade 1 time 1000wait 10000812: AS_actor $PLAYER_ACTOR perform_animation "getup_front" IFP_file "PED" 8.0 loopA 0 lockX 0 lockY 0 lockF 0 time -200BC: show_text_highpriority GXT 'fem_ok' time 5000 flag 1//---text: "WHAT THE HELL WAS THAT?"jump @GhostCar_1:GhostCar_27009B: destroy_actor [email protected]: destroy_car [email protected] @GhostCar_1

 

 

 

Have I ever mentioned that you are a genius, ZAZ?

If not I'm afraid....I made some cookies for you

cookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

they will give you strenght to keep you being a genius =)

 

Edited by The_Siggi

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ZAZ

If not I'm afraid....I made some cookies for you

cookie.gifcookie.gifcookie.gifcookie.gifcookie.gif

 

thx for cookies but the delete_marker must also be set in the last part

 

 

:GhostCar_27009B: destroy_actor [email protected]: destroy_car [email protected]: disable_marker [email protected] @GhostCar_1

 

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TheSiggi

I tried both possibilities and it works wonderful....because the marker will disappear if CJ tries to open the door....

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