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SomeGuy86

CLEO Coding for GTA3

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SomeGuy86

I have a very simple question... Is spawning parked cars via CLEO even possible for GTA3? Because I tried using several commands, even basic templates for San Andreas & nothing seemed to work. Normally I would decompile someone else's mod & use it as a template to create mine, but from what I can tell there is no CLEO scripts of that kind, which makes me believe this is hopeless.

 

 

014B: $575 = init_parked_car_generator #DELOREAN -1 -1 0 alarm 10 door_lock 0 0 10000 at 644,258 -34,962 25.562 angle 18,42 014C: set_parked_car_generator $575 cars_to_generate_to 101

 

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MW_29
I have a very simple question... Is spawning parked cars via CLEO even possible for GTA3? Because I tried using several commands, even basic templates for San Andreas & nothing seemed to work. Normally I would decompile someone else's mod & use it as a template to create mine, but from what I can tell there is no CLEO scripts of that kind, which makes me believe this is hopeless.

 

 

014B: $575 = init_parked_car_generator #DELOREAN -1 -1 0 alarm 10 door_lock 0 0 10000 at 644,258 -34,962 25.562 angle 18,42 014C: set_parked_car_generator $575 cars_to_generate_to 101

 

Should be possible, therefore gta3 has very similar and many the same opcodes as Vice City. BUT! The thing you must know is that making weapon/cars generators in cleo mod, then saving your game, automatically corrupts your savefile, it is clearly visible when open it by editor, ...effect? Plenty of the same generators in the sam place tounge.gif So i'd recommend not to use ANY generators in CLEO mods wink.gif

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DK22Pac

Actually, before creating new generator, you can check if generator with same coords is exist.

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SomeGuy86
Actually, before creating new generator, you can check if generator with same coords is exist.

You mean, if there is some other, duplicate entry within Main.SCM? Nope, I made this one myself, it was supposed to spawn Delorean in front of the Shore Side Vale safe house... (Delorean is custom-added car, not replaced)

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Jack

How did you manage to compile the code in the first place? SB reports error in the opcode 014B:

 

644,258 -34,962 25.562 angle 18,42

 

You can't use comma, use point:

 

644.258 -34.962 25.562 angle 18.42

 

And it's better not to use global variable ($575) in CLEO. Also use:

 

05DC: end_custom_thread

 

to end the code.

Edited by JACK JONES

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Silent
Actually, before creating new generator, you can check if generator with same coords is exist.

Actually, IMO the best idea is to emulate a car generator if you want to spawn cars through CLEO. The only downside would be lack of alarm.

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MW_29
Actually, before creating new generator, you can check if generator with same coords is exist.

Actually, IMO the best idea is to emulate a car generator if you want to spawn cars through CLEO. The only downside would be lack of alarm.

Sure. I have just told, that using car generators in cleo mod, then save game , make not neccesary redundance (plenty of THE SAME car gen. entries, that could be seen via any savegame editor just to notice that fact) into save file and final effect is that the savegame file gets corrupted, and high probability of some missions crashing either on stock and modded game with this one savefile. I just got this issue 2 days ago and i know what i m talking about wink.gif

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Silent
I just got this issue 2 days ago and i know what i m talking about wink.gif

SA has this too, I've already fixed plenty of corrupted savegames (people not calling, mission starters not appearing) due to CLEOs, mostly due to car generators.

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MW_29
I just got this issue 2 days ago and i know what i m talking about wink.gif

SA has this too, I've already fixed plenty of corrupted savegames (people not calling, mission starters not appearing) due to CLEOs, mostly due to car generators.

Fixed? How if so? Maybe you can look into my savegame? And is this just redundancy of car/weapongenerators or too much spheres, causing such problems?

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SomeGuy86

Oookay then, I'll remove global variable ($575) and see what happens... Thanks guys

 

About that saving issue, what about saving thread? I remember it from SA scripts, would something like that also work for GTA3?

 

EDIT

Nevermind about that last one, I'll go try with end_custom_thread.

 

EDIT2

Nvm, I give up. Apparently the script can be compiled, but it doesn't work, it's not even being loaded.

 

 

{$CLEO .cs}014B: $CARPARK = init_parked_car_generator #DELOREAN color -1 -1 0 alarm 0 door_lock 0 0 10000 at 644.258 -34.962 25.562 angle 18.42014C: set_parked_car_generator $CARPARK cars_to_generate_to 101 05DC: end_custom_thread

 

 

EDIT3

Would it be possible to use scripting system from Vice in GTA3? To place parked vehicles via CLEO that would actually work... Just an idea whatsthat.gif

Edited by SomeGuy86

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Jack

Hey man wrong coordinates - I checked. When I puted player on that place he was in water. Download GTA3 Mission Builder from "thegtaplace" and start GTA3CodeCreator to read the coordinates of a car place.

 

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SomeGuy86
Hey man wrong coordinates - I checked. When I puted player on that place he was in water. Download GTA3 Mission Builder from "thegtaplace" and start GTA3CodeCreator to read the coordinates of a car place.

Strange... I used GTA3 trainer to read the coordinates, then I copy/pasted them into Sanny Builder.

 

But even if that's the case, the game still doesn't even recognize the CLEO file, it's not being loaded into the system for some reason.

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Jack

That trainer isn't good - proof:

 

{$CLEO .cs}03A4: name_thread 'Jack' :0wait 250if00E1:   key_pressed 0 17jf @000A1: put_actor $PLAYER_ACTOR at 644.258 -34.962 25.562jump @0

 

Press and hold fire to see where is your car.

Do you have CLEO.asi, gta3.exe and CLEO folder in the same place (I mean "C:\Program Files\Rockstar Games\GTAIII\")? Because I think that they have to be in the same folder. Also why not just put those two "car spawn" opcodes in the main.scm file so you don't have to waste time.

 

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SomeGuy86

 

That trainer isn't good - proof:

 

{$CLEO .cs}03A4: name_thread 'Jack' :0wait 250if00E1:   key_pressed 0 17jf @000A1: put_actor $PLAYER_ACTOR at 644.258 -34.962 25.562jump @0

 

Press and hold fire to see where is your car.

Do you have CLEO.asi, gta3.exe and CLEO folder in the same place (I mean "C:\Program Files\Rockstar Games\GTAIII\")? Because I think that they have to be in the same folder. Also why not just put those two "car spawn" opcodes in the main.scm file so you don't have to waste time.

Because I'm really not in the mood to start the game all over again lol. And yeah, CLEO works just fine, in fact I have "Save Everywhere" mod that seems to be working just OK.

 

I'll give it another go with BW's Mission builder, but since the script is not even being recognized by the game, I don't have much hope.

 

EDIT

Nope, still nothing. Seems it really is impossible... Too bad actually, because I can't think of any other good use for CLEO in GTA3 *shrug*

Edited by SomeGuy86

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fireguy109

Get some decent coordinates and it'll work fine. This is basic 2-seconds-in-MEd sh*t here. You're in the water south of the Porter Tunnel right now. Let's say you did it like this.

 

 

{$CLEO .cs}03A4: name_thread 'S' :S_10001: wait 0 ms00A5: [email protected] = create_car #BOBCAT at 765.258 -24.962 15.00175: set_car [email protected] z_angle_to 18.42:S_20001: wait 0 ms00D6: if80E3:   not player $PLAYER_CHAR 0 765.258 -24.962 radius 100.0 100.0 004D: jump_if_false @S_201C3: remove_references_to_car [email protected]: jump @S_1

 

 

This will stick it on the sidewalk on the northwest side of Portland, straight west from Borgnine.

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Jack

 

I'll give it another go with BW's Mission builder, but since the script is not even being recognized by the game, I don't have much hope.

BW's Mission builder is for Vice. You need "GTA3 Mission Builder". After you download it open the archive and find code creater - double click on it, start the game and go to car place, then minimize the game and code creator will show you the right coordinates of that place.

 

 

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TheGodfather.
I'll give it another go with BW's Mission builder, but since the script is not even being recognized by the game, I don't have much hope.

BW's Mission builder is for Vice. You need "GTA3 Mission Builder". After you download it open the archive and find code creater - double click on it, start the game and go to car place, then minimize the game and code creator will show you the right coordinates of that place.

Is it possible by Sanny builder if I use GTA 3 opcodes ??

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Frank.s

One of the reasons that it won't spawn the Delorean is because it's an added car. From personal experience the only way to spawn added cars is to use the id number instead of the #model name. This fixes the problem on VC and i'm guessing III shares this problem.

Spawn the car using the default ide id number of the car and i bet it will spawn. icon14.gif

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SomeGuy86

 

I'll give it another go with BW's Mission builder, but since the script is not even being recognized by the game, I don't have much hope.

BW's Mission builder is for Vice. You need "GTA3 Mission Builder". After you download it open the archive and find code creater - double click on it, start the game and go to car place, then minimize the game and code creator will show you the right coordinates of that place.

Actually, it's not... I'm using "BW's GTA 3 Mission Builder version v5.0", I still remember his software from way back, when Mission Builder was the only tool to mess around with SCM files wink.gif But you are still half-right, as BW released another tool, Vice Mission builder, for Vice City obviously.

 

@fireguy109 thanks, I'll give it a go!

 

@arijitsen Sanny Yes, Sanny Builder supports all GTA trilogy games (III, Vice & San Andreas) Unless I'm mistaking, it also supports PS2 Liberty City & Vice City stories

 

@Frank.s At one point, I tried spawning Kuruma, just to see what happens. And nothing, I got the same result as with Delorean... Will give it another go with the script from fireguy109, hopefully it'll work! smile.gif

 

EDIT

Once again, nothing... In fact, the game crashed back to desktop, once the load bar reached 100%

 

Just a thought, could this be somehow related to EXE I'm using? Because I'm running 1.1 update, perhaps I should try again with 1.0? It's worth to try I suppose.

Edited by SomeGuy86

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TheGodfather.

 

I'll give it another go with BW's Mission builder, but since the script is not even being recognized by the game, I don't have much hope.

BW's Mission builder is for Vice. You need "GTA3 Mission Builder". After you download it open the archive and find code creater - double click on it, start the game and go to car place, then minimize the game and code creator will show you the right coordinates of that place.

Actually, it's not... I'm using "BW's GTA 3 Mission Builder version v5.0", I still remember his software from way back, when Mission Builder was the only tool to mess around with SCM files wink.gif But you are still half-right, as BW released another tool, Vice Mission builder, for Vice City obviously.

 

@fireguy109 thanks, I'll give it a go!

 

@arijitsen Sanny Yes, Sanny Builder supports all GTA trilogy games (III, Vice & San Andreas) Unless I'm mistaking, it also supports PS2 Liberty City & Vice City stories

 

@Frank.s At one point, I tried spawning Kuruma, just to see what happens. And nothing, I got the same result as with Delorean... Will give it another go with the script from fireguy109, hopefully it'll work! smile.gif

BEST of LUCK for that

icon14.gif

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Jack

Put this in a text document, place it in the CLEO folder of gta3 and compile it with the SB:

 

{$CLEO .cs}014B: [email protected] = init_parked_car_generator 111 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 765.258 -24.962 15.0 angle 18.42014C: set_parked_car_generator [email protected] cars_to_generate_to 1010167: [email protected] = create_marker_at 765.258 -24.962 15.0 1 3  05DC: end_custom_thread

 

I tested it and the KURUMA is spawning at that coordinates (ID from default.ide). You have a green marker on the map too and you can telerport yourself to that coordinates with the first code I gave you (just put the same coordinates from this code then press and hold fire while in game). Also the car will not spawn right away - you have to drive far away and then come back to green marker.

 

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SomeGuy86

 

Put this in a text document, place it in the CLEO folder of gta3 and compile it with the SB:

 

{$CLEO .cs}014B: [email protected] = init_parked_car_generator 111 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 765.258 -24.962 15.0 angle 18.42014C: set_parked_car_generator [email protected] cars_to_generate_to 1010167: [email protected] = create_marker_at 765.258 -24.962 15.0 1 3  05DC: end_custom_thread

 

I tested it and the KURUMA is spawning at that coordinates (ID from default.ide). You have a green marker on the map too and you can telerport yourself to that coordinates with the first code I gave you (just put the same coordinates from this code then press and hold fire while in game). Also the car will not spawn right away - you have to drive far away and then come back to green marker.

This is interesting...

Apparently CLEO still reports "1 script loaded" (save Everywhere), and just when I was about to get back here & tell it didn't work out, I saw that small blimp on the radar. And yes, I ended up in Portland, with the Kuruma actually spawned close to the safehouse!

 

Thank you so much, so it really is possible! I only wonder why it didn't work earlier? I'll try to experiment, will also remove that blimp thingy.

 

EDIT

OK, I see what you did here, you used 111 instead of #Kuruma. Perhaps all the problems were related to Model/ID issue, just like Frank.s said in his post?

 

EDIT2

Yes, it's finally working... Here's the script I made for Odie's Stunt Park, it spawns all the cars as he originally intended them to smile.gif

 

{$CLEO .cs}014B: $STUNT_PARK1 = init_parked_car_generator 105 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1034.855 240.374 9.5829 angle 180.0014C: set_parked_car_generator $STUNT_PARK1 cars_to_generate_to 101014B: $STUNT_PARK2 = init_parked_car_generator 101 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1025.55 240.3823 9.6393 angle 180.0014C: set_parked_car_generator $STUNT_PARK2 cars_to_generate_to 101014B: $STUNT_PARK3 = init_parked_car_generator 119 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1024.634 265.1858 9.6561 angle 0.0014C: set_parked_car_generator $STUNT_PARK3 cars_to_generate_to 101014B: $STUNT_PARK4 = init_parked_car_generator 134 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1033.898 265.9774 9.7191 angle 358.0014C: set_parked_car_generator $STUNT_PARK4 cars_to_generate_to 101014B: $STUNT_PARK5 = init_parked_car_generator 133 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1038.279 300.4653 10.2978 angle 269.0014C: set_parked_car_generator $STUNT_PARK5 cars_to_generate_to 101014B: $STUNT_PARK6 = init_parked_car_generator 116 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1127.662 346.7969 9.8653 angle 0.0014C: set_parked_car_generator $STUNT_PARK6 cars_to_generate_to 101014B: $STUNT_PARK7 = init_parked_car_generator 96 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1149.496 347.0167 10.2695 angle 0.0014C: set_parked_car_generator $STUNT_PARK7 cars_to_generate_to 101014B: $STUNT_PARK8 = init_parked_car_generator 137 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1174.654 274.9793 10.138 angle 269.0014C: set_parked_car_generator $STUNT_PARK8 cars_to_generate_to 101014B: $STUNT_PARK9 = init_parked_car_generator 110 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1219.026 294.213 9.8295 angle 269.0014C: set_parked_car_generator $STUNT_PARK9 cars_to_generate_to 101014B: $STUNT_PARK10 = init_parked_car_generator 112 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1219.253 239.738 10.01 angle 269.0014C: set_parked_car_generator $STUNT_PARK10 cars_to_generate_to 101014B: $STUNT_PARK11 = init_parked_car_generator 92 color -1 -1 0 alarm 0 door_lock 0 0 10000 at 1299.508 277.9702 9.7475 angle 179.0014C: set_parked_car_generator $STUNT_PARK11 cars_to_generate_to 10105DC: end_custom_thread

 

 

The only problem with this script is that somehow prevents you from starting the new game. I have no idea why, or how, but I'm assuming it has to do with flooding the memory with script data, coordinates.

Edited by SomeGuy86

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fireguy109

Ah f*cknuggets, forgot to load the model first.

 

{$CLEO .cs}03A4: name_thread 'S' 0247: request_model 127:S_10001: wait 0 ms00D6: if and00E3:   player $PLAYER_CHAR 0 765.258 -24.962 radius 100.0 100.0 0248:   model 127 available004D: jump_if_false @S_100A5: [email protected] = create_car 127 at 765.258 -24.962 15.00175: set_car [email protected] z_angle_to 18.420249: release_model 127:S_20001: wait 0 ms00D6: if80E3:   not player $PLAYER_CHAR 0 765.258 -24.962 radius 100.0 100.0 004D: jump_if_false @S_201C3: remove_references_to_car [email protected]: request_model 1270002: jump @S_1

 

With this type of script, you can just leave it in your CLEO folder and not have to delete it after you save the game, because it doesn't make a generator it only spawns a car. You can also customize color/bulletproofing wink.gif

 

Also, you should really use SB with CLEO scripts. BW's builder is nice, but SB is better because of the opcode search and all that cool stuff. smile.gif

Edited by fireguy109

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SomeGuy86

 

Ah f*cknuggets, forgot to load the model first.

 

{$CLEO .cs}03A4: name_thread 'S' 0247: request_model 127:S_10001: wait 0 ms00D6: if and00E3:   player $PLAYER_CHAR 0 765.258 -24.962 radius 100.0 100.0 0248:   model 127 available004D: jump_if_false @S_100A5: [email protected] = create_car 127 at 765.258 -24.962 15.00175: set_car [email protected] z_angle_to 18.420249: release_model 127:S_20001: wait 0 ms00D6: if80E3:   not player $PLAYER_CHAR 0 765.258 -24.962 radius 100.0 100.0 004D: jump_if_false @S_201C3: remove_references_to_car [email protected]: request_model 1270002: jump @S_1

 

With this type of script, you can just leave it in your CLEO folder and not have to delete it after you save the game, because it doesn't make a generator it only spawns a car. You can also customize color/bulletproofing wink.gif

 

Also, you should really use SB with CLEO scripts. BW's builder is nice, but SB is better because of the opcode search and all that cool stuff. smile.gif

Very nice! Even though I finally got it working, I'll definitely go check it out icon14.gif

 

EDIT

That coach almost dropped right onto my head lol, but yes it does work smile.gif This may sound a bit noobish, but would your script work with multiple vehicles, like the one I made in previous post, for Stunt Park? Or do I have to write separate CLEO scripts for each vehicle?

Edited by SomeGuy86

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Jack

If you want to have plenty of parked cars then put the opcodes 014B and 014C in the main.scm file - that's the easiest way. I do that in vice City all the time and there were no game crashing, freezing or anything like that plus you can use global variables too.

 

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SomeGuy86
If you want to have plenty of parked cars then put the opcodes 014B and 014C in the main.scm file - that's the easiest way. I do that in vice City all the time and there were no game crashing, freezing or anything like that plus you can use global variables too.

I know, but I'd also have to start the new game, right? Think I'll stick to this solution for now, or the other one, from fireguy109

The game seems to be working just fine, no crashing or any other problems, other than not being able to start the new game.

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fireguy109

If they're all in the same general radius, say 25 units, you could just use the central point in the checks (00E3). Say it was 2.0 2.0 and 4.0 4.0, you'd use 3.0 3.0 in your checks. Then when you loaded the models you would have to make sure to load each new model, but yeah you could spawn them all at once. Just remember to give each car a new name.

 

{$CLEO .cs}03A4: name_thread 'S' 0247: request_model 1270247: request_model 126:S_10001: wait 0 ms00D6: if and00E3:   player $PLAYER_CHAR 0 765.0 -22.5 radius 100.0 100.0 0248:   model 127 available0248:   model 126 available004D: jump_if_false @S_100A5: [email protected] = create_car 127 at 765.0 -25.0 15.00175: set_car [email protected] z_angle_to 18.420249: release_model 12700A5: [email protected] = create_car 126 at 765.0 -20.0 15.00175: set_car [email protected] z_angle_to 18.420249: release_model 126:S_20001: wait 0 ms00D6: if80E3:   not player $PLAYER_CHAR 0 765.0 -22.5 radius 100.0 100.0004D: jump_if_false @S_201C3: remove_references_to_car [email protected]: remove_references_to_car [email protected]: request_model 1260247: request_model 1270002: jump @S_1

 

Note - I'm not sure what 126 is, if it's the train or something you'll get a crash so you might want to check that turn.gif

 

Alternatively, you could build a number of these loops in the same script if you were spawning the cars on different islands or something, although the script would get pretty bogged down after a while and it would be a pain to work out. The easiest thing would be to make multiple CLEO scripts.

Edited by fireguy109

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SomeGuy86

Thanks! icon14.gif

 

I'll have to give it some time & check out the possible uses for this script, will let you know if I make any more progress smile.gif

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SomeGuy86

I tried to make 2 separate loops for this script, just to see does it work or not. For some reason, 1st car (114) Always spawns, while the other one, (122) doesn't. I'm sure there's an explanation for this issue, as I'm probably doing something wrong, again whatsthat.gif

 

{$CLEO .cs}03A4: name_thread 'ILL1' 0247: request_model 114:ILL1_10001: wait 0 ms00D6: if and00E3:   player $PLAYER_CHAR 0 921.8088 -1463.761 radius 100.0 100.0 0248:   model 114 available004D: jump_if_false @ILL1_100A5: [email protected] = create_car 114 at 921.8088 -1463.761 13.05040175: set_car [email protected] z_angle_to 82.00249: release_model 114:ILL1_20001: wait 0 ms00D6: if80E3:   not player $PLAYER_CHAR 0 921.8088 -1463.761 radius 100.0 100.0 004D: jump_if_false @ILL1_201C3: remove_references_to_car [email protected]: request_model 1140002: jump @ILL1_103A4: name_thread 'ILL2' 0247: request_model 122:ILL2_10001: wait 0 ms00D6: if and00E3:   player $PLAYER_CHAR 0 874.4673 -1388.943 radius 100.0 100.0 0248:   model 122 available004D: jump_if_false @ILL2_100A5: [email protected] = create_car 122 at 874.4673 -1388.943 13.91620175: set_car [email protected] z_angle_to 0.00249: release_model 122:ILL2_20001: wait 0 ms00D6: if80E3:   not player $PLAYER_CHAR 0 874.4673 -1388.943 radius 100.0 100.0 004D: jump_if_false @ILL2_201C3: remove_references_to_car [email protected]: request_model 1220002: jump @ILL2_1

 

I even tried using

05DC: end_custom_thread

between the 2 fragments, 2 vehicles and it didn't work either.

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Silent

2nd loop is never launched. It's the best to have it like that (high-level code again, sorry, I'm too used to it):

 

 

{$CLEO}0000: SPAWNERwhile true   0001: wait 125 ms   // No need to check these THAT often, I think   if       00E3:   player $PLAYER_CHAR 0 921.8088 -1463.761 radius 100.0 100.0    then       if           0039:   [email protected] == 0       then           0247: request_model 114                      while 8248:   not model 114 available               0001: wait 0 ms           end                      00A5: [email protected] = create_car 114 at 921.8088 -1463.761 13.0504           0175: set_car [email protected] z_angle_to 82.0           01C3: remove_references_to_car [email protected]           0249: release_model 114           0006: [email protected] = 1        // Car 1 created flag       end   else       if           0039:   [email protected] == 1       then//            00A6: destroy_car [email protected]        // YES, this IS valid           0006: [email protected] = 0       end   end   if       00E3:   player $PLAYER_CHAR 0 874.4673 -1388.943 radius 100.0 100.0    then       if           0039:   [email protected] == 0       then           0247: request_model 122                      while 8248:   not model 122 available               0001: wait 0 ms           end                      00A5: [email protected] = create_car 122 at 874.4673 -1388.943 13.9162           0175: set_car [email protected] z_angle_to 82.0           01C3: remove_references_to_car [email protected]           0249: release_model 122           0006: [email protected] = 1        // Car 1 created flag       end   else       if           0039:   [email protected] == 1       then//            00A6: destroy_car [email protected]           0006: [email protected] = 0       end   endend

 

 

If multiple vehicles will appear when you'll get to the areas many times, uncomment 00A6 lines.

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