Jump to content

Trailer control


Erwest

Recommended Posts

Hi All!

 

Is it possible to add in the trailer control cleo script truck and trailer new vehicles lines (ADDED VEHICLES) without game crashes?

 

Following, my modded script, but doesn't run. (in red new lines)

TNX!

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

 

{$VERSION 3.1.0027}

{$CLEO .cs}

 

//-------------MAIN---------------

0000: NOP

thread 'TRAIL_X'

 

:TRAIL_X_13

wait 0

if

Player.Defined($PLAYER_CHAR)

else_jump @TRAIL_X_13

if

$ONMISSION == 0

else_jump @TRAIL_X_13

if and

not Actor.Driving($PLAYER_ACTOR)

84A7: not actor $PLAYER_ACTOR driving_boat

84A9: not actor $PLAYER_ACTOR driving_heli

not Actor.DrivingPlane($PLAYER_ACTOR)

84C8: not actor $PLAYER_ACTOR driving_flying_vehicle

89AE: not actor $PLAYER_ACTOR driving_train

else_jump @TRAIL_X_13

jump @TRAIL_X_99

 

:TRAIL_X_99

wait 0

0@ = -1

04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset -20.0 20.0 0.0

04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset 20.0 20.0 0.0

053E: 0@ = get_random_car_with_model -1 in_rectangle_cornerA 11@ 12@ cornerB 14@ 15@

if

not 0@ == -1

else_jump @TRAIL_X_13

02E3: 1@ = car 0@ speed

if

not 1@ > 0.0

else_jump @TRAIL_X_695

if and

not Car.Model(0@) == #ARTICT1

not Car.Model(0@) == #ARTICT2

not Car.Model(0@) == #ARTICT3

not Car.Model(0@) == #PETROTR

not Car.Model(0@) == #ARTICT4

not Car.Model(0@) == #ARTICT5

not Car.Model(0@) == #ARTICT6

not Car.Model(0@) == #ARTICT7

not Car.Model(0@) == #ARTICT8

else_jump @TRAIL_X_343

if and

8AB0: not key_pressed 68

8AB0: not key_pressed 84

else_jump @TRAIL_X_13

jump @TRAIL_X_695

 

:TRAIL_X_343

wait 0

if

0205: actor $PLAYER_ACTOR near_car 0@ radius 250.0 250.0 250.0 flag 0

else_jump @TRAIL_X_695

if and

8AB0: not key_pressed 68

8AB0: not key_pressed 84

else_jump @TRAIL_X_695

if and

not Actor.Dead($PLAYER_ACTOR)

not Car.Wrecked(0@)

not wasted_or_busted

else_jump @TRAIL_X_695

067F: set_car 0@ lights 2

wait 2000

067F: set_car 0@ lights 0

wait 1000

if

Actor.Driving($PLAYER_ACTOR)

else_jump @TRAIL_X_343

jump @TRAIL_X_472

 

:TRAIL_X_472

wait 0

if and

not Actor.Dead($PLAYER_ACTOR)

not Car.Wrecked(0@)

not wasted_or_busted

else_jump @TRAIL_X_695

if

Actor.Driving($PLAYER_ACTOR)

else_jump @TRAIL_X_695

03C0: 2@ = actor $PLAYER_ACTOR car

if or

Car.Model(2@) == #RDTRAIN

Car.Model(2@) == #LINERUN

Car.Model(2@) == #PETRO

Car.Model(2@) == #ACTROS

Car.Model(2@) == #KENAEROD

Car.Model(2@) == #KENWORT

Car.Model(2@) == #MACKR

Car.Model(2@) == #PETERB

Car.Model(2@) == #PETERBA

else_jump @TRAIL_X_695

if

0207: actor $PLAYER_ACTOR near_car 0@ radius 250.0 250.0 250.0 flag 0 in_car

else_jump @TRAIL_X_695

if

07AB: trailer 0@ attached_to_cab 2@

else_jump @TRAIL_X_472

if and

0AB0: key_pressed 68

0AB0: key_pressed 84

else_jump @TRAIL_X_472

07AC: detach_trailer 0@ from_cab 2@

jump @TRAIL_X_695

 

:TRAIL_X_695

wait 100

Object.RemoveReferences(0@)

Object.RemoveReferences(2@)

0@ = -1

wait 1000

jump @TRAIL_X_13

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.