gtaragemachine Posted March 31, 2010 Share Posted March 31, 2010 (edited) Below is a CLEO3 script I wrote that ejects the person in passenger seat 0. If it's CJ in the passenger seat he ejects and the car burns and then blows up. If it's a ped, they are ejected, start bleeding, then die in a ball of flames. Silly, I know but it it makes me lol. The oddity of the script is that if CJ is driving and the car is flying in the air (like from a rocket boost), without the following in the script it crashes: if8818: NOT actor [email protected] in_airjf @EjectPass_6 What is odd about it is that the way I wrote it, if the player is in the air when ejected, then it should just end the script after they are ejected. But, for some reason the vehicle stops moving forward (in the air) and when the ped lands (from being ejected) they are on fire. The 8818 code solved the crashing but it didn't end the script like it should. Anyone know why. I'm more than happy with how it works now, but it doesn't seem to make sense to me lol. {$CLEO .cs}thread 'EjectPass':EjectPass_1wait 0if0256: player $PLAYER_CHAR definedjf @EjectPass_1if00DF: actor $PLAYER_ACTOR drivingjf @EjectPass_103C0: [email protected] = actor $PLAYER_ACTOR car:EjectPass_2if0431: car [email protected] passenger_seat_free 0jf @EjectPass_301C3: remove_references_to_car [email protected] @EjectPass_1:EjectPass_30432: [email protected] = get_actor_handle_from_car [email protected] passenger_seat 0089F: get_actor [email protected] pedtype_to [email protected]@ == 8jf @EjectPass_5:EjectPass_4wait 0if 80DF: NOT actor $PLAYER_ACTOR drivingjf @EjectPass_401C3: remove_references_to_car [email protected] @EjectPass_1:EjectPass_5wait 0if and8741: NOT actor $PLAYER_ACTOR busted 8118: NOT actor $PLAYER_ACTOR dead 00DF: actor $PLAYER_ACTOR driving8431: NOT car [email protected] passenger_seat_free 0jf @EjectPass_60432: [email protected] = get_actor_handle_from_car [email protected] passenger_seat 0if and00E1: key_pressed 0 400E1: key_pressed 0 6jf @EjectPass_5089F: get_actor [email protected] pedtype_to [email protected] [email protected] == 0jf @EjectPass_70407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 5.0 1.00362: remove_actor [email protected] from_car_and_place_at [email protected] [email protected] [email protected]: NOT actor [email protected] in_airjf @EjectPass_604BA: set_car [email protected] speed_to 0.00332: set_actor [email protected] bleeding 105DA: AS_actor [email protected] run_away_in_panic_from [email protected] [email protected] [email protected] away_radius 100.0 timelimit 5000wait 50000326: [email protected] = create_actor [email protected] fire0321: kill_actor [email protected]:EjectPass_6Actor.RemoveReferences([email protected])01C3: remove_references_to_car [email protected] @EjectPass_1:EjectPass_70407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 -5.0 1.00362: remove_actor [email protected] from_car_and_place_at [email protected] [email protected] [email protected]: [email protected] = create_car [email protected] fire0224: set_car [email protected] health_to 500wait 2000020B: explode_car [email protected] // versionA 01C3: remove_references_to_car [email protected] @EjectPass_1 Edited April 1, 2010 by gtaragemachine Link to comment Share on other sites More sharing options...
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