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Remove & create mission icon and add title mission


Gian_Yagami
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can you help me ? confused.gif

 

1.I'm create mission, and I don't know how to create it.

 

example : in mission big smoke, if CJ go to mark, there is a big yellow write "big smoke"

 

how to do it ? what the code ?

 

2. how to remove other mission icon if we play our mission ?

in my mission, CJ mark can't removed if I play my mission

 

3. how to $PLAYER_CHAR hitchhike with $PLAYER_ACTOR as Rider and $PLAYER_CHAR "Drive by" and vice versa ?

 

 

4. why the camera is can't back to @PLAYER_CHAR ?

user posted image

why that ?

 

ok, I'll waiting for The Answer , thanks smile.gif

Edited by Gian_Yagami
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When cj steps into "Big smoke" marker, the game fades using:

 

 

fade 0 500

 

 

Fade 0 - executes the fade

500 - This is how long it will fade for, 1000 = 1 second

 

To fade out use:

 

 

Fade 1 500

 

Dont forget to add a wait after the first fade, it works better

 

As for the "Big smoke" text shown after fade this is executed using

 

 

00BA: show_text_styled GXT 'BEEFY' time 1000 style 2  // Beefy Baron

 

 

'BEEFY' - This is the name of the GXT shown when the code hits this line

time 1000 - This is how long the text appears for

Style 2 - Style 2 is the style of mission names

 

 

how to remove other mission icon if we play our mission

 

 

$ONMISSION = 1

 

 

 

why the camera is can't back to @PLAYER_CHAR ?

 

use:

 

 

015A: restore_camera 

 

or

 

 

0373: set_camera_directly_behind_player 

 

 

 

Edited by The_Sorrow
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02EB: restore_camera_with_jumpcut

 

That works better than simply using "restore camera". wink.gif

pkmTc.gif

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3. how to $PLAYER_CHAR hitchhike with $PLAYER_ACTOR as Rider and $PLAYER_CHAR "Drive by" and vice versa ?

can you tell how to do it ?

 

in normal mission's, Actor can follow Char. examples:

 

#.Ryder follow CJ in he mission

 

#.big smoke follow CJ in mission Tagging Up Turf

 

sorry guys, i am talking same question, i am can't check it in main.scm

 

i'm using code:

 

0850: AS_actor [email protected] follow_actor $PLAYER_CHAR07A3: AS_actor $10516([email protected],8i) run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 5.0 and 10.0 

 

Edited by Gian_Yagami
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You need to define the actor first so, you spawn him using this code:

 

 

009A: [email protected] = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 

 

 

[email protected] = The variable used to define the actor, your better changing this to $Actor1 or something

 

Then use:

 

 

0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 

 

 

To get the actor to follow cj, @95 should be changed to the same as what you used in the spawning opcode, so i chose $Actor1, the two codes together look like this:

 

009A: $Actor1 = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0

0850: AS_actor $Actor 1 follow_actor $PLAYER_ACTOR

 

The bits in bold both need to be the same

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It's inadvisable to use new global variables in CLEO scripts/missions.

 

It's also inadvisable to use new global variables in the SCM, without correctly configuring CustomVariables.ini in the Sanny Builder data folder.

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thanks all.

I'll try

 

one more, how to install and set CLEO in GTA sa Ps2 ?

What data is the same as in the Pc ?

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the actor can't follow CJ, while CJ in car dontgetit.gif , and...

 

how to CJ "drive by" like mission end of the line (3) ?

 

CJ shooting enemy in fps camera

 

and, how to create mission parameter Actor death and mission failed ?

Edited by Gian_Yagami
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07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP

 

 

Replace $ACTOR_RYDER with the variable of the actor you want to follow you.

 

 

0713: actor [email protected] driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90

 

 

Use this for third person drive-bys.

 

 

06A7: put_actor $PLAYER_ACTOR into_turret_on_car [email protected] at_car_offset -0.2 0.5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 43

 

 

Use this for first person drive-bys.

 

 

:IsActorDeadwait 0ifactor.Dead([email protected])jf @NotDeadjump @MissionFailed

 

 

Replace the [email protected] with the actor's handle.

user posted image
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$PLAYER_ACTOR ; $PLAYER_CHAR ; $PLAYER_RYDER ; $PLAYER_SWEET, and etc... what difference confused.gif ?

 

Anyone know how to install CLEO and mod to the PS2?

confused.gif

 

and,,,

now what do you think my skills?

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You can't install CLEO to PS2.

 

But SCM mods works 100% using ps2 game. icon14.gif

 

Click here to know how to mod PS2 San Andreas game.

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$PLAYER_ACTOR ; $PLAYER_CHAR ; $PLAYER_RYDER ; $PLAYER_SWEET, and etc... what difference confused.gif ?

$PLAYER_ACTOR is used in opcodes that reference an actor, such as the following:

 

 

00A1: put_actor $PLAYER_ACTOR at 345.5621 306.2212 998.4484 00DF:   actor $PLAYER_ACTOR driving

 

 

$PLAYER_CHAR is used when the opcode references a player, like so:

 

 

0109: player $PLAYER_CHAR money += 1000000 010F:   player $PLAYER_CHAR wanted_level > 0

 

 

The other two (I'm assuming you mean $ACTOR_RYDER and $ACTOR_SWEET) are global variables used in the main.scm file when Ryder or Sweet appear in a mission. You don't need to worry about them.

user posted image
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$PLAYER_CHAR always contains the value 0, as this is the first player. In the PS2 version, the second players var would contain the value 1. The size of the player data array is only enough to handle 2 players. So the handles are always the same. So you can basically use 0 instead of $PLAYER_CHAR for optimisation.

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  • 1 year later...
Gian_Yagami
Hey thats my mission I uploaded on GTAGarage colgate.gif 'Kill the smoke'

I am Very sorry, I did not mean to stealing your mission mod. Just for Examples sad.gif

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TheGodfather.

Gosh that was a useless BUMP dude

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