tysman Posted November 2, 2009 Share Posted November 2, 2009 Basically I have this fire mod and what it does is you push the key SHIFT + the key F and then a fire would appear with logs and also a fire extinguisher near by. what I sorta want it to do is when CJ puts the fire out the logs go away. And then CJ can place another fire. Here is my full code: // 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---------------0000: NOP :NONAME_2wait 0 if Player.Defined($PLAYER_CHAR)else_jump @NONAME_2 Model.Load(#FIRE_EX)Model.Load(1463)04ED: load_animation "BOMBER" 038B: load_requested_models jump @NONAME_51 :NONAME_51wait 0 if and Model.Available(1463) Model.Available(#FIRE_EX)04EE: animation "BOMBER" loaded else_jump @NONAME_51 jump @NONAME_93 :NONAME_93wait 0 if and not Actor.Driving($PLAYER_ACTOR)8449: not actor $PLAYER_ACTOR in_a_car else_jump @NONAME_93 jump @NONAME_125 :NONAME_125wait 0 if and0AB0: key_pressed 16 0AB0: key_pressed 70 else_jump @NONAME_93 jump @NONAME_155 :NONAME_155wait 0 $ONMISSION = 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_IN" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time -1 // versionA 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -0.2 -2.0 0.0 wait 200 02CF: [email protected] = create_fire_at [email protected] [email protected] [email protected] propagation 0 size 1 [email protected] = Object.Init(1463, [email protected], [email protected], [email protected])032B: [email protected] = create_weapon_pickup #FIRE_EX group 3 ammo 1000 at [email protected] [email protected] [email protected] jump @NONAME_335 :NONAME_335wait 0 if 80EC: not actor $PLAYER_ACTOR 0 near_point [email protected] [email protected] radius 100.0 100.0 else_jump @NONAME_397 Object.RemoveReferences([email protected])02D1: remove_fire [email protected] $ONMISSION = 0 jump @NONAME_93 :NONAME_397wait 0 if and0AB0: key_pressed 16 0AB0: key_pressed 70 else_jump @NONAME_335 Object.RemoveReferences([email protected])$ONMISSION = 0 jump @NONAME_439 :NONAME_439wait 0 if and not Actor.Driving($PLAYER_ACTOR)8449: not actor $PLAYER_ACTOR in_a_car else_jump @NONAME_439 jump @NONAME_155 Link to comment Share on other sites More sharing options...
archey Posted November 2, 2009 Share Posted November 2, 2009 Would you not terminat the log model after the fire is put out? Link to comment Share on other sites More sharing options...
tysman Posted November 2, 2009 Author Share Posted November 2, 2009 (edited) Yes I want to terminate the logs when the fire is put out, then if i press those keys again it do the script all over again. Edited November 2, 2009 by tysman Link to comment Share on other sites More sharing options...
Wesser Posted November 2, 2009 Share Posted November 2, 2009 You have to check if the fire is extinguished, then you can pick the logs to remove them. Your script creates the logs again if you've already placed ones. In this case, you have to use arrays instead of the simple var but it would look weird, because you'll be able to put as many logs you want all over the world. So I made this script. {$CLEO .cs}0000: NOP :NONAME_2wait 0 if Player.Defined($PLAYER_CHAR)else_jump @NONAME_2 Model.Load(#FIRE_EX)Model.Load(1463)04ED: load_animation "BOMBER" 038B: load_requested_models :NONAME_51if and not Model.Available(1463) not Model.Available(#FIRE_EX)04EE: animation "BOMBER" loaded else_jump @NONAME_93 wait 0 jump @NONAME_51 :NONAME_93wait 0 if not Actor.Driving($PLAYER_ACTOR)else_jump @NONAME_93 if and0AB0: key_pressed 16 0AB0: key_pressed 70 else_jump @NONAME_93 $ONMISSION = 1 0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_IN" IFP_file "BOMBER" 4.0 loop 0 0 0 0 time -1 // versionA:NONAME_125wait 0 if Actor.Animation($PLAYER_ACTOR) == "BOM_PLANT_IN"jf @NONAME_125 0613: [email protected] = actor $PLAYER_ACTOR animation "BOM_PLANT_IN" time if [email protected] > 0.80 else_jump @NONAME_125 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -0.2 -2.0 0.0 [email protected] = Object.Init(1463, [email protected], [email protected], [email protected])02CF: [email protected] = create_fire_at [email protected] [email protected] [email protected] propagation 0 size 1 032B: [email protected] = create_weapon_pickup #FIRE_EX group 3 ammo 1000 at [email protected] [email protected] [email protected] :NONAME_335wait 0 if or02D0: fire [email protected] extinguished80EC: not actor $PLAYER_ACTOR 0 near_point [email protected] [email protected] radius 50.0 50.0 else_jump @NONAME_335 Model.Destroy(#FIRE_EX)Model.Destroy(1463)04EF: release_animation "BOMBER" Object.Destroy([email protected])02D1: remove_fire [email protected] $ONMISSION = 0 if not Pickup.Picked_up([email protected])else_jump @NONAME_397 Pickup.Destroy([email protected]):NONAME_397jump @NONAME_2 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
tysman Posted November 2, 2009 Author Share Posted November 2, 2009 Thank you that worked 100% have some The last thing I would like to do is make a campfire ring with logs in it, so it's just like camping. Do you know if those logs are being used somewhere on the map or should I just make one from scratch Link to comment Share on other sites More sharing options...
Wesser Posted November 2, 2009 Share Posted November 2, 2009 As I remember, I haven't ever seen one. Maybe someone has already found it. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
tysman Posted November 2, 2009 Author Share Posted November 2, 2009 Ok no problem one last question is, do you know or do you know somebody that knows about merging a COLL file with a DFF file Link to comment Share on other sites More sharing options...
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