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Set car heading (Z angle) without X and Y angle changing?


Gandrak
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I'm trying to make a mod to drive only with W + Mouse, making the car lock the Z angle to the camera pointing angle, but when I use "0175: set_car_heading [email protected] to [email protected]" it changes the X and Y angles.

 

How can I make it different?

//-------------MAIN---------------thread "CARSTEER" :ATO33wait 0 if    Player.Defined($PLAYER_ACTOR)else_jump @ATO33if    Actor.Driving($PLAYER_ACTOR)else_jump @ATO33 if0AB0:   key_pressed 67else_jump @ATO33 [email protected] = Actor.CurrentCar($PLAYER_ACTOR):ATO98wait 0 if    not Actor.Dead($PLAYER_ACTOR)else_jump @ATO396if 056E:   car [email protected] defined else_jump @ATO396 if    Actor.InCar($PLAYER_ACTOR, [email protected])else_jump @ATO396 046C: [email protected] = car [email protected] driver  068D: get_camera_position_to [email protected] [email protected] [email protected] 068E: get_camera_target_point_to [email protected] [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected]: set_car_heading [email protected] to [email protected]:ATO396wait 0 [email protected] = -1 jump @ATO33 

Thanks for helping

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Another idea: use memory editing to change the Z-rotation. This will leave the X and Y angles unaffected.

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I'm very noob, so I don't know how to use both methods exactly, can any of you guys help me with it?

 

I think I can find the address with Cheat Engine, but NO IDEA in how to change it in cleo

 

Sorry for the crappy english

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I'm trying to make a mod to drive only with W + Mouse, making the car lock the Z angle to the camera pointing angle, but when I use "0175: set_car_heading [email protected] to [email protected]" it changes the X and Y angles.

 

How can I make it different?

//-------------MAIN---------------thread "CARSTEER" :ATO33wait 0 if    Player.Defined($PLAYER_ACTOR)else_jump @ATO33if    Actor.Driving($PLAYER_ACTOR)else_jump @ATO33 if0AB0:   key_pressed 67else_jump @ATO33 [email protected] = Actor.CurrentCar($PLAYER_ACTOR):ATO98wait 0 if    not Actor.Dead($PLAYER_ACTOR)else_jump @ATO396if 056E:   car [email protected] defined else_jump @ATO396 if    Actor.InCar($PLAYER_ACTOR, [email protected])else_jump @ATO396 046C: [email protected] = car [email protected] driver  068D: get_camera_position_to [email protected] [email protected] [email protected] 068E: get_camera_target_point_to [email protected] [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected]: set_car_heading [email protected] to [email protected]:ATO396wait 0 [email protected] = -1 jump @ATO33 
Thanks for helping

 

you should add a jump to second loop adress and add a check for wrecked car

 

[email protected] = Actor.CurrentCar($PLAYER_ACTOR)046C: [email protected] = car [email protected] driver:ATO98wait 0 if    not Actor.Dead($PLAYER_ACTOR)else_jump @ATO396if and8119:  not car [email protected] wrecked    Actor.InCar($PLAYER_ACTOR, [email protected])else_jump @ATO396   068D: get_camera_position_to [email protected] [email protected] [email protected] 068E: get_camera_target_point_to [email protected] [email protected] [email protected] 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected]: set_car_heading [email protected] to [email protected] @ATO98//  <-- add
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