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GTASA-Need to respawn right where I died....


DoubleVision
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DoubleVision

I'm trying to have Cj player change model to a ped model when Player dies at the very same spot. Right where I die I want Player to change into model and keep model and continue moving. I tried the following, but I can't move.

 

004F: create_thread @RESPAWN_13

:RESPAWN
03A4: name_thread 'RESPAWN'
0A95: enable_thread_saving

:RESPAWN_13
0001: wait 1000 ms
0247: load_model #VWFYWA2
00D6: if and
0248: model #VWFYWA2 available
0118: actor $PLAYER_ACTOR dead
004D: jump_if_false @RESPAWN_13
09C7: change_player $PLAYER_CHAR model_to #VWFYWA2
01B4: set_player $PLAYER_CHAR can_move 1
055E: set_player $PLAYER_CHAR max_health += 150
055F: set_player $PLAYER_CHAR max_armour += 150
0223: set_actor $PLAYER_ACTOR health_to 250
0256: player $PLAYER_CHAR defined
03EE: player $PLAYER_CHAR controllable
0249: release_model #VWFYWA2
0002: jump @RESPAWN_13

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(http://gtag.gtagaming.com/opcode-database/opcode/0AE1/

 

http://gtag.gtagaming.com/opcode-database/opcode/0665/ ) - just an idea

 

 

you could also just chnage the 016c to the current position. and change the model afterwards.

maybe you should put 01b4 after 03ee ?

 

and the ped change works? you just can't move?

 

some other tips:

- do not load the model everytime in your loop.

- why do you load the model before you know that it is even needed atm?

- the wait is absolutely not needed, change it to wait 0.

Edited by miclin
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DoubleVision

Sorry, I couldn't get back to this thread sooner... Thanks a lot for responding. I tried fixing it like you said and have it like this.

///cj player's model changes after he dies
///he keeps respawning as the new model...
///player can gain control of cj's new model

///Problem is that later C.J's skin goes to default cj skin model and is glitchy. I couldn't get it to be the specific ped model I chose forever.

 

004F: create_thread @RESPAWN_13

:RESPAWN
03A4: name_thread 'RESPAWN'
0A95: enable_thread_saving

:RESPAWN_13
0001: wait 0 ms
00D6: if
0118: actor $PLAYER_ACTOR dead
004D: jump_if_false @RESPAWN_13
0002: jump @RESPAWN_14

:RESPAWN_14
0001: wait 1000 ms ///I have another script installed before this to work with this one
0247: load_model #VWFYWA2
00D6: if
0248: model #VWFYWA2 available
004D: jump_if_false @RESPAWN_14
09C7: change_player $PLAYER_CHAR model_to #VWFYWA2
055E: set_player $PLAYER_CHAR max_health += 150
055F: set_player $PLAYER_CHAR max_armour += 150
0223: set_actor $PLAYER_ACTOR health_to 250
0256: player $PLAYER_CHAR defined
03EE: player $PLAYER_CHAR controllable
01B4: set_player $PLAYER_CHAR can_move 1
0249: release_model #VWFYWA2
004E: end_thread

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These are not the opcodes you are looking for:

055E: set_player $PLAYER_CHAR max_health += 150055F: set_player $PLAYER_CHAR max_armour += 150

For starters, I don't think you intended to run max health and max armor up that much every time change skins, but also because these values are stored in bytes; 255 is the maximum possible value. Add anything more and it rolls over through zero. I think you'll be happier with some of these "actor" codes.

// New Game Start with +100 max armor.055F: set_player $PLAYER_CHAR max_armor += 100  // vigilante will add another 50035F: actor $PLAYER_ACTOR armor += -200         // reset armor (optional)062A: change_float_stat 24 to 1000.0 // max health// After death0001: wait 0 ms   // needed between stat change & health change 0223: set_actor $PLAYER_ACTOR health_to 176 (full with 1000.0 max)035F: actor $PLAYER_ACTOR armor += 250 // restore armor
Edited by OrionSR
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DoubleVision

Thanks a lot for the response OrionSR. Sorry for my late response. Thanks for helping me with your script code.

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