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Is any way (opcode or memory add) to control IPL objects like this opcode

 

0929: init_external_script_trigger 15 (BASKETB) with_object_model #VGSXREFBBALLNET2 priority 100 radius 70.0 type -1 

 

BTW Does anyone knows what is -1

 

May it is related with this(-1):

 

946, bskball_lax, 0, 2316.94, -1541.61, 26.5, 0, 0, 0, 1, -1 

 

Edited by BnB
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0929: is not possible in cleo

 

possible is to change the model of some ipls with opcode 03B6:

for example I change the 16663, a51_jetpstuff with 1386, ContainerCrane and back for my ufo mod

 

 

 

03B6: replace_model_at 269.008 1882.42 -26.8906 radius 20.0 from 16663 to 1386

 

 

some ipl objects means you must find out by trail and error which is possible to change in a stable way and which cause crashes.

Edited by ZAZ
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I believe that 0AE3 CLEO4 opcode can handle map objects.

 

 

0AE3: $object = random_object_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 //IF and SET

 

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Worked well for me, but only with smaller objects like lamps or fences...

 

 

{$CLEO}0000: NOPwhile true   wait 250   if       0AB0:  key_pressed 0x2E // Delete   then       04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 25.0 0.0        if           0AE3: 0@ = random_object_near_point 1@ 2@ 3@ in_radius 50.0 find_next 0 //IF and SET       then           0108: destroy_object 0@        end   endend

 

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I was wondering how that traffic light mod could have possibly worked tounge.gif

 

I'm assuming this opcode works on the same kind of models that opcode 088D does... I tried to be rid of the annoyances of crashing into lamp posts, but it only worked on ones defined in dynamic.ide or w/e... Not the cross-referenced objects.

 

It's clear that the game engine must treat them much differently.

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