BnB Posted November 8, 2010 Share Posted November 8, 2010 (edited) 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 November 8, 2010 by BnB Link to comment https://gtaforums.com/topic/462737-ipl-objects/ Share on other sites More sharing options...
ZAZ Posted November 8, 2010 Share Posted November 8, 2010 (edited) 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 November 8, 2010 by ZAZ Link to comment https://gtaforums.com/topic/462737-ipl-objects/#findComment-1060196188 Share on other sites More sharing options...
BnB Posted November 8, 2010 Author Share Posted November 8, 2010 0929: is not possible in cleo I want to handle into a var then a map object that's my exact point! Link to comment https://gtaforums.com/topic/462737-ipl-objects/#findComment-1060196194 Share on other sites More sharing options...
Silent Posted November 8, 2010 Share Posted November 8, 2010 I believe that 0AE3 CLEO4 opcode can handle map objects. 0AE3: $object = random_object_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 //IF and SET Link to comment https://gtaforums.com/topic/462737-ipl-objects/#findComment-1060196209 Share on other sites More sharing options...
BnB Posted November 8, 2010 Author Share Posted November 8, 2010 Tested! Nope! Link to comment https://gtaforums.com/topic/462737-ipl-objects/#findComment-1060196215 Share on other sites More sharing options...
Silent Posted November 8, 2010 Share Posted November 8, 2010 Worked well for me, but only with smaller objects like lamps or fences... {$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 Link to comment https://gtaforums.com/topic/462737-ipl-objects/#findComment-1060196270 Share on other sites More sharing options...
Deji Posted November 8, 2010 Share Posted November 8, 2010 I was wondering how that traffic light mod could have possibly worked 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. Link to comment https://gtaforums.com/topic/462737-ipl-objects/#findComment-1060196314 Share on other sites More sharing options...
BnB Posted November 9, 2010 Author Share Posted November 9, 2010 Thanks I was using 09CC Link to comment https://gtaforums.com/topic/462737-ipl-objects/#findComment-1060196916 Share on other sites More sharing options...
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