gtafan113 Posted March 13, 2010 Share Posted March 13, 2010 (edited) 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 March 13, 2010 by gtafan113 Link to comment Share on other sites More sharing options...
ZAZ Posted March 13, 2010 Share Posted March 13, 2010 (edited) 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 $PLAYER_CHAR frozen_state 1 (unfrozen)0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcutwait 1000Jump @SFGrgINT_1 close the door with 0361: close_garage 'HBGDSFS' you can change it also into a Pay'n spray garage with this line: 02FA: set_garage 'HBGDSFS' type 5 Edited March 13, 2010 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
gtafan113 Posted March 13, 2010 Author Share Posted March 13, 2010 Thank you ZAZ, that worked, but the object (car lift thingy) I was planning to implement isn't even solid, and I don't know how I would get a car in there...I could just have CJ fix it outside I guess, but thank you so much because that did work. EDIT: Also, how would I check if a car is attached to a towtruck or not? And how would I make a cars doors and hood banged up? Link to comment Share on other sites More sharing options...
ZAZ Posted March 14, 2010 Share Posted March 14, 2010 Thank you ZAZ, that worked, but the object (car lift thingy) I was planning to implement isn't even solid, and I don't know how I would get a car in there...I could just have CJ fix it outside I guess, but thank you so much because that did work. EDIT: Also, how would I check if a car is attached to a towtruck or not? And how would I make a cars doors and hood banged up? you mean a "lift-ramp", it doesn't have a correct col? you need to get the handle of the truck and of the trailer 00D6: if 07AB: trailer [email protected] attached_to_cab [email protected] 004D: jump_if_false @NONAME_5 for the hood, test opcode 095E:, 0730: and 073C: {$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 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
gtafan113 Posted March 14, 2010 Author Share Posted March 14, 2010 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! Link to comment Share on other sites More sharing options...
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