Ify24 Posted August 12, 2014 Share Posted August 12, 2014 So when I make a simple script just to create an actor, and if for example I put it anywhere in the interior 0 and if I CJ is not in interior 0 actor isn't in place where i putted him, but somewhere near, and when I spawn CJ in interior 0 then everything is ok and actor is at that coordinates. How can I make an actor stay there even if i load a game where CJ is not in the same interior ? Link to comment Share on other sites More sharing options...
ZAZ Posted August 12, 2014 Share Posted August 12, 2014 post your script, please CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Ify24 Posted August 13, 2014 Author Share Posted August 13, 2014 (edited) post your script, please a simple script like: {$CLEO .cs}thread 'Actor':STARTModel.Load(#dsfasdxcv)load requested models opcode:Check1wait 0 msifmodel.available(#dfgavbghvbnd)jf @Check1Actor.Create(ped type,model,cords, bla bla)wait 10000 msModel.Destroy(#dsvdsagvfbcvhgsfh)0a93 and when i exist CJ house actor is not there at cords i putted him but somewhere near, but if i spawn CJ in grove street (interior==0) then actor is at that coordinates EDIT:those model names like#dsdafdvcxva are all #WMYDRUG or any other normal ped #ARMY idk, it doesn't matter Edited August 13, 2014 by Ify24 Link to comment Share on other sites More sharing options...
ZAZ Posted August 13, 2014 Share Posted August 13, 2014 it needs to link the actor to the interior same for the player if you teleport him from one to another interior 0860: link_actor $PLAYER_ACTOR to_interior 6if you wanna spawn an actor to a variable interior where the player visits, then get first the interior number with 077E constbla = [email protected]: get_active_interior_to [email protected]: link_actor bla to_interior [email protected] CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Ify24 Posted August 13, 2014 Author Share Posted August 13, 2014 (edited) {$CLEO .cs}thread 'Actor':STARTModel.Load(#WMYDRUG)038B: load_requested_models:Check1wait 0 msifModel.available(#WMYDRUG)jf @Check1Actor.Create([email protected], Dealer, #WMYDRUG, 2493.2856, -1676.9971, 13.3375)Actor.Angle([email protected]) = 180.00860: link_actor [email protected] to_interior 00A93: end_custom_thread {$CLEO .cs}thread 'Actor':STARTModel.Load(#WMYDRUG)038B: load_requested_models:Check1wait 0 msifModel.available(#WMYDRUG)jf @Check1Actor.Create([email protected], Dealer, #WMYDRUG, 2493.2856, -1676.9971, 13.3375)Actor.Angle([email protected]) = 180.0:Check2wait 0 ms077E: get_active_interior_to [email protected]: link_actor [email protected] to_interior [email protected] @Check2 Actor still spawns at different coords He spawns near CJ house, bur really near like near the door, but those coords I wrote are farther 2-3 ingame car lenghts than coords where actor is putted. Edited August 13, 2014 by Ify24 Link to comment Share on other sites More sharing options...
ZAZ Posted August 14, 2014 Share Posted August 14, 2014 don't spawn the actor immediately at gamestart without any condition make shure that the player is present at the loction where the actor should spawn, otherwise the map collision isn't loaded and the actor falls down to underground CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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