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Here is My Finished Actor Driving Code


ThePlague1988
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ThePlague1988

 

{$CLEO .cs}thread 'CAR_DRIVE':PLAYER_TESTERwait 0if0256: player $PLAYER_CHAR definedelse_jump @PLAYER_TESTER0247: load_model #COPCARSF0247: load_model #BFYST038B: load_requested_models:MODEL_TESTERwait 0if and0248: model #COPCARSF available0248: model #BFYST availableelse_jump @MODEL_TESTER00A5: [email protected] = create_car #COPCARSF at 2494.0989 -1677.8737 13.33690129: [email protected] = create_actor_pedtype 4 model #BFYST in_car [email protected] driverseatCar.DoorStatus([email protected], 1)gosub @PLAYER_CLOSE_TO_CAR 05CA: AS_actor $PLAYER_ACTOR enter_car [email protected] passenger_seat 0 10000 ms0526: set_actor [email protected] stay_in_car 1 gosub @PLAYER_IN_CAR05D1: AS_actor [email protected] drive_car [email protected] to 2307.6448 -1655.9983 14.3567 speed 35.0 0 model #NULL 0:ACTOR_NEAR_POINTwait 0if00EE:   actor $PLAYER_ACTOR 0 near_point 2307.6448 -1655.9983 radius 5.0 5.0 in_car else_jump @ACTOR_NEAR_POINT05CD: AS_actor [email protected] exit_car [email protected] @DESTROY_ACTOR009B: destroy_actor [email protected]_thread // 0A93: end_custom_thread:PLAYER_IN_CARwait 0if00DB: actor $PLAYER_ACTOR in_car [email protected]_jump @PLAYER_IN_CARreturn:PLAYER_CLOSE_TO_CARwait 0if and0203:   actor $PLAYER_ACTOR near_car [email protected] radius 5.0 5.0 flag 0 on_foot 00DB:   actor [email protected] in_car [email protected] else_jump @PLAYER_CLOSE_TO_CARreturn:DESTROY_ACTORwait 0if80DB: not actor [email protected] in_car [email protected]_jump @DESTROY_ACTORreturn

 

 

It works perfectly.

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What about scrolling a little bit higher? There´s written in bold print:

"Please post mod releases in the Mod Showroom"

Ask an mod for moving your thread there wink.gif

 

Nice animation by the way biggrin.gif

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I rather think he didn't manage to repply to the old topic...

 

I have to test this btw....I call it failpalm tounge.gif

user posted image

Edited by The_Siggi
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