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Ocean Docks Garage door


Fenton
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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 by Fenton
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