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Cleo questions!


RnBoy15

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If you can answer, please do so...im a real begginner with scripts..

 

 

 

1.Can you write me a condition, to check if my car 1@ has collided with an unknown object, or with an other unknown car? and then explode my car

 

 

2.How can I make a car locked, but the same time to make it dissapear if im far away from it?

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if unknown means any object or any car

then sorry, i can't do

otherwise

 

:0wait 0if or0897:   car 1@ collided_with_object 282@(42@,10i)   //282@ = Object09CB:   vehicle 1@ colliding_with_vehicle 274@        //274 = other Vehicle jf @0070C: explode_car 1@

 

 

Door one

 

020A: set_car 1@ door_status_to 0@   //0@ = it may be 0,1,2,3,4. according to your need0407: store_coords_to 2@ 3@ 4@ from_car 1@ with_offset 0.0 0.0 0.0 :1wait 0if 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere  2@ 3@ 4@ radius 15.0 15.0 15.0 jf @100A6: destroy_car 22@ 

 

 

if you don't understand please tell us what you exactly want!

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To check if the car has collided with any entity:

 

if   00DF:   actor $PLAYER_ACTOR drivingthen   03C0: 0@ = actor $PLAYER_ACTOR car   0A97: 1@ = car 0@ struct   1@ += 0xBC   for 3@ = 0 to 6       0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0       2@ == 0       jf break       1@ += 4   end   if       not 2@ == 0   then       // the car has collided with any entity   endend

 

 

This one is object specific, but may only work with 1.0 US exe's:

 

if   00DF:   actor $PLAYER_ACTOR drivingthen   03C0: 0@ = actor $PLAYER_ACTOR car   0A97: 1@ = car 0@ struct   1@ += 0xBC   for 3@ = 0 to 6       0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0       if           not 2@ == 0       then           0A8D: 4@ = read_memory 2@ size 4 virtual_protect 0           if 4@ == 0x866F60           then break           end           4@ = 0       end       1@ += 4   end   if       4@ == 0x866F60   then       // the car has collided with any object   endend

 

 

There is be a better way to test if the entity is an object, but I can't recall how to do it right now.

 

An unspecific list of car door state ID's:

1 = unlocked

2 = locked

3 = unlocked for NPC's

4 = locked

5 = locked (cop car doors)

6 = unlocked, doors stay on car

7 = locked, doors can fall off

8 = locked

 

All code untested. Tell me if there's any problems.

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