Dr. John Posted April 29, 2012 Share Posted April 29, 2012 The download link was broken so I thought I would make one myself. So, what opcode has been used here? Link to comment Share on other sites More sharing options...
Link2012 Posted April 29, 2012 Share Posted April 29, 2012 Haha, I lol'd, very funny. Search for TRAIN in opcode search tool and you will found the necesary opcodes. Basically is: If player is at crazy train location, destroy all trains and disable train traffic then spawn two trains, when the trains arrive a point destroy it and respawn. If the player go out of crazy trains point, destroy it and reenable train traffic. Have fun Link to comment Share on other sites More sharing options...
ZAZ Posted April 29, 2012 Share Posted April 29, 2012 The download link was broken so I thought I would make one myself. So, what opcode has been used here? try this {$CLEO .cs}:TRAIN_crash03A4: name_thread 'TRAIN' 0006: [email protected] = 0 0006: [email protected] = 0 :TRAIN_250001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TRAIN_25 if00FE: actor $PLAYER_ACTOR 0 (in-sphere)near_point -1982.1246 -594.5937 25.7206 radius 100.5 100.5 50.5 004D: jump_if_false @TRAIN_136 00D6: if 0039: [email protected] == 0 004D: jump_if_false @TRAIN_222 0006: [email protected] = 1 //00BC: show_text_highpriority GXT 'FEM_ON' time 3000 flag 1 // ON06D7: enable_train_traffic 0 0002: jump @TRAIN_248 :TRAIN_13600D6: if 0039: [email protected] == 1 004D: jump_if_false @TRAIN_25 0006: [email protected] = 0 //00BC: show_text_highpriority GXT 'FEM_OFF' time 3000 flag 1 // OFF06D7: enable_train_traffic 0 07BE: remove_references_to_train [email protected] 07BE: remove_references_to_train [email protected] 0001: wait 1000 ms0002: jump @TRAIN_25 :TRAIN_22200D6: if and0039: [email protected] == 1 0019: [email protected] > 7000 004D: jump_if_false @TRAIN_25 06D7: enable_train_traffic 0 07BE: remove_references_to_train [email protected] 07BE: remove_references_to_train [email protected] 0006: [email protected] = 00001: wait 1000 ms 0002: jump @TRAIN_25:TRAIN_2480247: load_model #FREIGHT 0247: load_model #FREIFLAT 0247: load_model #STREAK 0247: load_model #STREAKC 0001: wait 0 ms 00D6: if or8248: not model #FREIGHT available 8248: not model #FREIFLAT available 8248: not model #STREAK available 8248: not model #STREAKC available 004D: jump_if_false @TRAIN_310 0002: jump @TRAIN_248 :TRAIN_31006D8: [email protected] = create_train_at -1981.207 -474.4401 25.7109 type 12 direction 0 06DC: set_train [email protected] acc 60.0 06DD: set_train [email protected] speed 70.00001: wait 1000 ms06D7: enable_train_traffic 0 06D8: [email protected] = create_train_at -1979.603 -678.1725 27.759 type 12 direction 1 06DC: set_train [email protected] acc 60.0 06DD: set_train [email protected] speed 70.0 0006: [email protected] = 0 0249: release_model #FREIGHT 0249: release_model #FREIFLAT 0249: release_model #STREAK 0249: release_model #STREAKC0002: jump @TRAIN_25 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Dr. John Posted April 29, 2012 Author Share Posted April 29, 2012 (edited) I can see that XYZ Cods are of that tunnel. In that case, If I add cods of other areas then will this be the output? Thank you ZAZ. Edited April 29, 2012 by Dr. John13 Link to comment Share on other sites More sharing options...
Dr. John Posted April 29, 2012 Author Share Posted April 29, 2012 Sorry for Double Post. Tested it and found that the swamping rate is low. Which opcode should be edited for good swamping rate? Link to comment Share on other sites More sharing options...
ZAZ Posted April 29, 2012 Share Posted April 29, 2012 Sorry for Double Post. Tested it and found that the swamping rate is low. Which opcode should be edited for good swamping rate? this 0019: [email protected] > 7000 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Dr. John Posted April 29, 2012 Author Share Posted April 29, 2012 (edited) I tried to add this opcode in the :tag 237 00AE: set_car [email protected] traffic_behaviour_to 3 But, whenever I go to the tunnel, it crashes. I wanted to make the drivers aggressive and not to follow the red signal but in vain. What to do? Here's the whole structure: // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'TRAIN' [email protected] = 0 [email protected] = 0 :TRAIN_25wait 0 if Player.Defined($PLAYER_CHAR)else_jump @TRAIN_25 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere -1982.125 -594.5937 25.7206 radius 100.5 100.5 50.5 else_jump @TRAIN_129 if [email protected] == 0 else_jump @TRAIN_179 [email protected] = 1 06D7: enable_train_traffic 0 jump @TRAIN_237 :TRAIN_129if [email protected] == 1 else_jump @TRAIN_25 [email protected] = 0 06D7: enable_train_traffic 0 07BE: remove_references_to_train [email protected] 07BE: remove_references_to_train [email protected] wait 0 jump @TRAIN_25 :TRAIN_179if and [email protected] == 1 [email protected] > 5200 else_jump @TRAIN_25 06D7: enable_train_traffic 0 07BE: remove_references_to_train [email protected] 07BE: remove_references_to_train [email protected] [email protected] = 0 wait 0 jump @TRAIN_25 :TRAIN_23700AE: set_car [email protected] traffic_behaviour_to 3 Model.Load(#FREIGHT)Model.Load(#FREIFLAT)Model.Load(#STREAK)Model.Load(#STREAKC)wait 0 if or not Model.Available(#FREIGHT) not Model.Available(#FREIFLAT) not Model.Available(#STREAK) not Model.Available(#STREAKC)else_jump @TRAIN_306 jump @TRAIN_237 :TRAIN_30606D8: [email protected] = create_train_at -1981.207 -474.4401 25.7109 type 12 direction 0 06DC: set_train [email protected] acc 60.0 06DD: set_train [email protected] speed 70.0 wait 0 06D7: enable_train_traffic 0 06D8: [email protected] = create_train_at -1979.603 -678.1725 27.759 type 12 direction 1 06DC: set_train [email protected] acc 60.0 06DD: set_train [email protected] speed 70.0 [email protected] = 0 Model.Destroy(#FREIGHT)Model.Destroy(#FREIFLAT)Model.Destroy(#STREAK)Model.Destroy(#STREAKC)jump @TRAIN_25 Edited April 29, 2012 by Dr. John13 Link to comment Share on other sites More sharing options...
Deji Posted April 29, 2012 Share Posted April 29, 2012 00AE: set_car [email protected] traffic_behaviour_to 3 There is no handle stored in [email protected] Link to comment Share on other sites More sharing options...
Dr. John Posted April 29, 2012 Author Share Posted April 29, 2012 Yes, I know. The actual was [email protected] but I got a error saying that 33 is the maximum. What should I do? Link to comment Share on other sites More sharing options...
Deji Posted April 29, 2012 Share Posted April 29, 2012 But [email protected] also has no handle. You should learn a bit more about coding. The parser needs to know which vehicle to operate on. Link to comment Share on other sites More sharing options...
Dr. John Posted April 29, 2012 Author Share Posted April 29, 2012 I want all the vehicles who are around the sphere to be aggressive and not a specific. I see that 33 here represents train. Now I can't find parser for each vehicle. Link to comment Share on other sites More sharing options...
ZAZ Posted April 29, 2012 Share Posted April 29, 2012 (edited) I want all the vehicles who are around the sphere to be aggressive and not a specific. I see that 33 here represents train. Now I can't find parser for each vehicle. i thought you want that the trains pass more often, therefor the timecheck [email protected] > 7000 but if i understand you right, you want to increase the traffic density remove that: 00AE: set_car [email protected] traffic_behaviour_to 3 you need to check for random cars Edited April 29, 2012 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Dr. John Posted April 29, 2012 Author Share Posted April 29, 2012 In which tag should I put that opcode. Atleast there will be more hits when a car passes from the tracks. Link to comment Share on other sites More sharing options...
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