Fenton Posted January 15, 2016 Share Posted January 15, 2016 (edited) Hello guys, I was creating a script which is add and opens the door on the National Guard depot in the mission "Robbing Uncle Sam", I am successfully creating the script and the door moving correctly as intended, however, How do I make the door restricted by default? So the door cannot be opened and the door is opening only with Barracks or Patriot, Also how do I make the door doesn't appear in the mission? I've taken the script from GTAModding for example, Any help would be appreciated. {$CLEO}thread 'GATEO' // set constants const OBJECT = 3037 // you can use any object you want but make sure it's valid // use object's IDE number in CLEO instead INITI_X = 2774.31 // initial x position INITI_Y = -2494.0 // initial y position INITI_Z = 14.8328 // initial z position ANGLE = 0.0 // angle of your gate FINAL_X = 2774.31 // final x position FINAL_Y = -2494.0 // final y position FINAL_Z = 18.76 // final z position gate_sfx1 = [email protected] not_clunked_yet = [email protected] gate_sfx2 = [email protected] objectx = [email protected] objecty = [email protected] objectz = [email protected] end // create gate object 029B: [email protected] = init_object OBJECT at INITI_X INITI_Y INITI_Z 01C7: remove_object_from_mission_cleanup_list [email protected] 0177: set_object [email protected] z_angle_to ANGLE while true wait 250 ms if 0256: player $PLAYER_CHAR defined then if // use other area check opcodes for more precision and options 00FE: actor $PLAYER_ACTOR in_sphere 0 near_point INITI_X INITI_Y INITI_Z radius 10.0 10.0 5.0 then if gate_sfx1 == 0 then //018C: play_sound 92 at INITI_X INITI_Y INITI_Z // uncomment for III //018C: play_sound 3 at INITI_X INITI_Y INITI_Z // uncomment for VC 097B: play_audio_at_object [email protected] event 1035 // uncomment for SA gate_sfx1 = 1 end while if 834E: not move_object [email protected] to FINAL_X FINAL_Y FINAL_Z speed 0.1 0.1 0.1 flag 0 wait 0 ms end if not_clunked_yet == 1 then gate_sfx2 = 0 not_clunked_yet = 0 end if gate_sfx2 == 0 then //018C: play_sound 93 at FINAL_X FINAL_Y FINAL_Z // uncomment for III //018C: play_sound 3 at FINAL_X FINAL_Y FINAL_Z // uncomment for VC 097B: play_audio_at_object [email protected] event 1036 // uncomment for SA gate_sfx2 = 1 end else if gate_sfx1 == 1 then //018C: play_sound 92 at FINAL_X FINAL_Y FINAL_Z // uncomment for III //018C: play_sound 3 at FINAL_X FINAL_Y FINAL_Z // uncomment for VC 097B: play_audio_at_object [email protected] event 1035 // uncomment for SA end while if 834E: not move_object [email protected] to INITI_X INITI_Y INITI_Z speed 0.1 0.1 0.1 flag 1 wait 0 ms end 01BB: store_object [email protected] position_to objectx objecty objectz if gate_sfx2 == 1 then not_clunked_yet = 1 if and objectx == INITI_X objecty == INITI_Y objectz == INITI_Z then //018C: play_sound 93 at INITI_X INITI_Y INITI_Z // uncomment for III //018C: play_sound 3 at INITI_X INITI_Y INITI_Z // uncomment for VC 097B: play_audio_at_object [email protected] event 1036 // uncomment for SA gate_sfx2 = 0 not_clunked_yet = 0 end gate_sfx1 = 0 end end end end Edited January 15, 2016 by Fenton Link to comment Share on other sites More sharing options...
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