l911 Posted September 1, 2010 Share Posted September 1, 2010 I want to remove those 2 things i know lamps can be removed using Map Editor but its colision not (it will be invisible wall) . Can somone give me code that make this objects appears? Link to comment https://gtaforums.com/topic/458311-removing-obiects/ Share on other sites More sharing options...
james227uk Posted September 1, 2010 Share Posted September 1, 2010 (edited) - get it now - Edited September 1, 2010 by james227uk Link to comment https://gtaforums.com/topic/458311-removing-obiects/#findComment-1060108869 Share on other sites More sharing options...
Deji Posted September 1, 2010 Share Posted September 1, 2010 Uhh.. I don't understand the question. I think there's a way to do it via the main.scm, but for CLEO, the closest thing is: 088D: set_objects_in_sphere 0.0 0.0 0.0 radius 50.0 with_model #MODEL collision_detection 0 Well.. maybe you were asking to remove the objects collision? Link to comment https://gtaforums.com/topic/458311-removing-obiects/#findComment-1060109077 Share on other sites More sharing options...
ZAZ Posted September 2, 2010 Share Posted September 2, 2010 (edited) interessting theme Uhh.. I don't understand the question. I think there's a way to do it via the main.scm, but for CLEO, the closest thing is: 088D: set_objects_in_sphere 0.0 0.0 0.0 radius 50.0 with_model #MODEL collision_detection 0 Well.. maybe you were asking to remove the objects collision? nice code, never saw it before i know lamps can be removed using Map Editor but its colision not (it will be invisible wall) . yes of course will the col also be removed it needs to remove both from sfse_stream5.ipl 3864, WS_floodlight and 3872, WS_floodbeams WS_floodbeams is the light and seems to have the same col as the rack WS_floodlight To remove the cranes or put it to another place needs to edit the main.scm and start a new game. It's also possible by cleo script but it's risky because the script must use global vars from main.scm which is not absolutely supported by cleo It can cause crashes or bugs and requires to play with original main.scm or main mods which contains the indentical object instances. Try the script below {$CLEO .cs}:RemoveCranethread 'REMCRAN' wait 1000 13@ = 0 14@ = 0 15@ = 0 16@ = 0 17@ = 0 :REMCRAN_51wait 0 if Player.Defined($PLAYER_CHAR)jf @REMCRAN_51 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -2080.441 256.015 40.5 radius 95.0 95.0 95.0 jf @REMCRAN_51 if 13@ == 0 jf @REMCRAN_203 wait 50 if Object.Exists($2724)jf @REMCRAN_203 if Object.Model($2724) == 1385jf @REMCRAN_203 Object.PutAt($2724, -2950.441, 2960.46, 902.861)13@ = 1 wait 1000:REMCRAN_203if 14@ == 0 jf @REMCRAN_283 if Object.Exists($2723)jf @REMCRAN_283 if Object.Model($2723) == 1384jf @REMCRAN_283 Object.PutAt($2723, -2900.5, 2900.007, 899.408)14@ = 1 :REMCRAN_283if 15@ == 0 jf @REMCRAN_368 if Object.Exists($2722)jf @REMCRAN_368 if Object.Model($2722) == 1383jf @REMCRAN_368 Object.PutAt($2722, -2900.5, 2900.015, 866.869)15@ = 1 :REMCRAN_368if 16@ == 0 jf @REMCRAN_448 if Object.Exists($2725)jf @REMCRAN_448 if Object.Model($2725) == 1404jf @REMCRAN_448 Object.PutAt($2725, -2900.5, 2900.015, 866.869)16@ = 1 :REMCRAN_448if 17@ == 0 jf @REMCRAN_51 if Object.Exists($2726)jf @REMCRAN_51 if Object.Model($2726) == 1403jf @REMCRAN_51 Object.PutAt($2726, -2900.5, 2900.007, 899.408)17@ = 1 jump @REMCRAN_51 Edited September 2, 2010 by ZAZ Link to comment https://gtaforums.com/topic/458311-removing-obiects/#findComment-1060109802 Share on other sites More sharing options...
l911 Posted September 2, 2010 Author Share Posted September 2, 2010 Thanks ZAZ! Link to comment https://gtaforums.com/topic/458311-removing-obiects/#findComment-1060110309 Share on other sites More sharing options...
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