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Removing Door


gtafan113
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I want to remove the garage door to the Doherty garage so you can go inside of it for a certain mission. I would remove the door so you would put a car in there, and then I would put the door back after the mission. I could probably use a remove object code or something, but what is that garage door called? The one all the way on the right?

 

EDIT: Also, how would I check if a car is attached to a towtruck or not? And how would I make a cars doors and hood banged up?

Edited by gtafan113
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I want to remove the garage door to the Doherty garage so you can go inside of it for a certain mission. I would remove the door so you would put a car in there, and then I would put the door back after the mission. I could probably use a remove object code or something, but what is that garage door called? The one all the way on the right?

just put following line in a cleo script to look in the garage

 

0360: open_garage 'HBGDSFS'

 

you will see then nothing because the garage interior is an interior and you need to teleport into interior 1

try the script below

go outside and press backspace

 

{$CLEO .cs}thread 'SFGrgINT'wait 10000360: open_garage 'HBGDSFS':SFGrgINT_1wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @SFGrgINT_1 if  and  not Actor.Driving($PLAYER_ACTOR)0AB0:    key_pressed 8//---------------------- key_press Backspace else_jump @SFGrgINT_10169: set_fade_color  0  0  0016A: fade  0 ()  500 ms0001: wait  500 ms01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)04BB: select_interior  1  // select render area04F9: interior_colors  1  0057E: make_radar_grey  104E4: unknown_refresh_game_renderer_at  -2042.42 178.5903CB: set_camera  -2042.42 178.59 28.840860: link_actor $PLAYER_ACTOR to_interior  1 00A1: put_actor $PLAYER_ACTOR at  -2042.42 178.59 28.840173: set_actor $PLAYER_ACTOR z_angle_to  263.5:SFGrgINT_2if0256:   player $PLAYER_CHAR defined004D: jump_if_false @SFGrgINT_20001: wait  2000 ms016A: fade  1 (back)  5000 ms01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcutwait 1000Jump @SFGrgINT_1

 

 

close the door with

 

0361: close_garage 'HBGDSFS'

 

 

you can change it also into a Pay'n spray garage with this line:

 

02FA: set_garage 'HBGDSFS' type 5

 

Edited by ZAZ
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Thank you ZAZ, that worked, but the object (car lift thingy) I was planning to implement isn't even solid, and I don't know how I would get a car in there...I could just have CJ fix it outside I guess, but thank you so much because that did work. smile.gif

 

EDIT: Also, how would I check if a car is attached to a towtruck or not? And how would I make a cars doors and hood banged up?

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Thank you ZAZ, that worked, but the object (car lift thingy) I was planning to implement isn't even solid, and I don't know how I would get a car in there...I could just have CJ fix it outside I guess, but thank you so much because that did work. smile.gif

 

EDIT: Also, how would I check if a car is attached to a towtruck or not? And how would I make a cars doors and hood banged up?

you mean a "lift-ramp", it doesn't have a correct col?

 

you need to get the handle of the truck and of the trailer

00D6: if

07AB: trailer [email protected] attached_to_cab [email protected]

004D: jump_if_false @NONAME_5

 

 

for the hood, test opcode 095E:, 0730: and 073C:

 

{$CLEO .cs}:CarDam03A4: name_thread 'CARDAMG' :CarDam_110001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @CarDam_11 00D6: if 00DF:   actor $PLAYER_ACTOR driving 004D: jump_if_false @CarDam_11 03C0: [email protected] = actor $PLAYER_ACTOR car 095E: set_car [email protected] componentA 3 manipulation 1 value 110.0095E: set_car [email protected] componentA 0 manipulation 4 value 350.0095E: set_car [email protected] componentA 2 manipulation 4 value 350.00730: car [email protected] damage_component 0//LICHT LINKS073C: car [email protected] damage_component 1073C: car [email protected] damage_component 4073C: car [email protected] damage_component 5073C: car [email protected] damage_component 10073C: car [email protected] damage_component 11073C: car [email protected] damage_component 1204FE: deflate_tire 0 on_car [email protected] 04FE: deflate_tire 3 on_car [email protected]: [email protected] = attach_particle "overheat_car_electric" to_car [email protected] with_offset -0.2 1.85 0.35 flag 1  064C: make_particle [email protected] visible//095E: set_car [email protected] componentA 3 manipulation 1 value 110.0//095E: set_car [email protected] componentA 0 manipulation 4 value 350.0//095E: set_car [email protected] componentA 1 manipulation 4 value 0.0//095E: set_car [email protected] componentA 2 manipulation 4 value 350.0//095E: set_car [email protected] componentA 3 manipulation 4 value 0.0//095E: set_car [email protected] componentA 4 manipulation 4 value 0.0//095E: set_car [email protected] componentA 5 manipulation 4 value 0.0//095E: set_car [email protected] componentA 6 manipulation 4 value 0.0//095E: set_car [email protected] componentA 7 manipulation 4 value 0.0//095E: set_car [email protected] componentA 8 manipulation 4 value 0.0//095E: set_car [email protected] componentA 9 manipulation 4 value 0.0//095E: set_car [email protected] componentA 10 manipulation 4 value 0.0 //095E: set_car [email protected] componentA 11 manipulation 4 value 90.0 //095E: set_car [email protected] componentA 12 manipulation 4 value 0.0////095E: set_car [email protected] componentA 1 manipulation 4 value 0.0 //0730: car [email protected] damage_component 0//LICHT LINKS//0730: car [email protected] damage_component 1//LICHT RECHTS//0730: car [email protected] damage_component 2//0730: car [email protected] damage_component 3//0730: car [email protected] damage_component 4//0730: car [email protected] damage_component 5//0730: car [email protected] damage_component 6//0730: car [email protected] damage_component 7//0730: car [email protected] damage_component 8//0730: car [email protected] damage_component 9//0730: car [email protected] damage_component 10//0730: car [email protected] damage_component 11//0730: car [email protected] damage_component 12//073C: car [email protected] damage_component 1//073C: car [email protected] damage_component 2//073C: car [email protected] damage_component 3//073C: car [email protected] damage_component 4//073C: car [email protected] damage_component 5//073C: car [email protected] damage_component 6//073C: car [email protected] damage_component 7//073C: car [email protected] damage_component 8//073C: car [email protected] damage_component 9//073C: car [email protected] damage_component 10//073C: car [email protected] damage_component 11//073C: car [email protected] damage_component 12//073C: car [email protected] damage_component 13//073C: car [email protected] damage_component 10:CarDam_2120001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @CarDam_885 00D6: if and00DF:   actor $PLAYER_ACTOR driving 8119:   not car [email protected] wrecked 004D: jump_if_false @CarDam_885  0002: jump @CarDam_212 :CarDam_8850976: destroy_particle [email protected] 01C3: remove_references_to_car [email protected] // Like turning a car into any random car 0001: wait 1000 ms 0002: jump @CarDam_11

 

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Yeah, the col files aren't correct I think...because I can walk right through the lifts and my plan was to drive the tow truck into the garage, then drive the car up onto the lift, then use a car repair mod I have where CJ goes under the car and fixes it up. But yeah I just go right through the lift...

 

The opcodes seem to work so far by the way, thanks again!

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