RnBoy15 Posted January 17, 2012 Share Posted January 17, 2012 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 [email protected] 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? Link to comment Share on other sites More sharing options...
Ashwin.Star Posted January 21, 2012 Share Posted January 21, 2012 if unknown means any object or any car then sorry, i can't do otherwise :0wait 0if or0897: car [email protected] collided_with_object [email protected]([email protected],10i) //[email protected] = Object09CB: vehicle [email protected] colliding_with_vehicle [email protected] //274 = other Vehicle jf @0070C: explode_car [email protected] Door one 020A: set_car [email protected] door_status_to [email protected] //[email protected] = it may be 0,1,2,3,4. according to your need0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 0.0 :1wait 0if 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 15.0 15.0 15.0 jf @100A6: destroy_car [email protected] if you don't understand please tell us what you exactly want! Link to comment Share on other sites More sharing options...
Deji Posted January 21, 2012 Share Posted January 21, 2012 To check if the car has collided with any entity: if 00DF: actor $PLAYER_ACTOR drivingthen 03C0: [email protected] = actor $PLAYER_ACTOR car 0A97: [email protected] = car [email protected] struct [email protected] += 0xBC for [email protected] = 0 to 6 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 [email protected] == 0 jf break [email protected] += 4 end if not [email protected] == 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: [email protected] = actor $PLAYER_ACTOR car 0A97: [email protected] = car [email protected] struct [email protected] += 0xBC for [email protected] = 0 to 6 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 if not [email protected] == 0 then 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 if [email protected] == 0x866F60 then break end [email protected] = 0 end [email protected] += 4 end if [email protected] == 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. Link to comment Share on other sites More sharing options...
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