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How I can use downloaded models on Sanny Builder?


.:EmZ04:.
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Hi, I want to know how'd I can use downloaded models from a mods page for then use it to make some mods? I asked this 'cuz when I install the model (In this case an Xenomorph from the movie Alien: The 8th Passenger) and load it the SB like an special actor (023C: load_special_actor "XENOMORPH" as 1 // models 290-299) and I open the game, the game doesn't start and I don't know why exactly this happens, because I install the model correctly but even so still without open.

 

So, how the hell I can load downloaded models in Sanny Builder?

 

Here's the code:

{$CLEO .cs}0000::XEN00D7: create_thread @[email protected] = 0:XEN_0005wait 0if0256:   player $PLAYER_CHAR definedelse_jump @[email protected] == 0else_jump @XEN_000504ED: load_animation "PED"023C: load_special_actor "XENOMORPH" as 1 // models 290-2990247: load_model #BFYST0247: load_model #BMYSTjump @XEN_0011:XEN_0011wait 0if and04EE:   animation "PED" loaded023D:   special_actor 1 loaded0248:   model #BFYST available0248:   model #BMYST availableelse_jump @[email protected] = 102A8: [email protected] = create_marker 23 at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE//UNFINISHED
Edited by .:EmZ04:.
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There is a limit of 6 characters for the model name.

Cut "XENOMORPH" to "XENOMO" or whatever you prefer (in dff/txd names).

 

Also, spawning it is similar to spawn any special actor.

Edited by Sloth-
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The game still not opening, what the fuuuuuuuuuuuuuuck!?!?!?!?!?!?

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{$CLEO .cs}

0000:

:XEN
00D7: create_thread @XEN

[email protected] = 0

:XEN_0005
wait 0
if
0256: player $PLAYER_CHAR defined
else_jump @XEN_0005
if
[email protected] == 0
else_jump @XEN_0005
04ED: load_animation "PED"
023C: load_special_actor "XENOMO" as 1 // models 290-299
jump @XEN_0011

:XEN_0011
wait 0
if and
04EE: animation "PED" loaded
023D: special_actor 1 loaded
else_jump @XEN_0011
[email protected] = 1
02A8: [email protected] = create_marker 23 at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE

0296: unload_special_actor 1

 

Edited by .:EmZ04:.
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Ok.

 

Various things:

 

First:

You don't need this line and is causing trouble:

00D7: create_thread @XEN

The thread "XEN" is created automatically when cleo executes your code (*.cs), and if you add that line you are creating the process again, causing undesired results.

Maybe what you really wanted to do is:

03A4: name_thread 'XEN'

But is not necessary.

 

Second:

You need to add at the end of your code the instruction:

0A93: end_custom_thread

I don't know what exactly does a SCM code if it reaches an end, but in this case is best to end the process once you did everything you wanted.

Or maybe you really didn't want to kill the thread, but instead make a loop? In that case you could add at the end:

jump @XEN_0005

Third:

You are loading an animation, but you forgot to release it. Besides, you are loading it but you are not using it at all, so those lines are causing crashes (to me at least).

 

I really don't know and i'm not sure if you need to load the "PED" animation or the game has it loaded all the time.

I sugest you to remove those lines and add them only when you are ready to assign your desired animation to your actor. Be careful and test if you really need to load the "PED" anim or not.

 

Fourth:

You are using:

02A8: [email protected] = create_marker 23 at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE

No problem here but don't forget to initialize your $X_JOHNSON_HOUSE, $Y_JOHNSON_HOUSE and $Z_JOHNSON_HOUSE variables. ;)

 

 

 

 

And a last advice:

 

Is best to work on high level programming, it's easiest to understand, and easiest code to understand is easiest code to fix.

For example:

 

You can replace:

jump @XEN_0011:XEN_0011wait 0if and04EE:   animation "PED" loaded023D:   special_actor 1 loadedelse_jump @XEN_0011

by the following:

repeatwait 0until 04EE: animation "PED" loaded and 023D: special_actor 1 loaded

See how beautiful it becomes? :)

 

 

 

Another example:

 

Replace:

:XEN_0005wait 0if0256:   player $PLAYER_CHAR definedelse_jump @[email protected] == 0else_jump @XEN_0005

by:

:XEN_0005wait 0if 8256:   not player $PLAYER_CHAR definedthen jump @XEN_0005endif not [email protected] == 0then jump @XEN_0005end

Remember the if ... then ... end sequence. I think is easiest to manage than the if ... else_jump. ;)

 

You even could replace the above by:

:XEN_0005repeatwait 0until if 0256:   player $PLAYER_CHAR defined and [email protected] == 0

But what to use will depends on your needs (and your preferences).

 

You can read more about high level stuff in Sanny Builder Help section.

 

 

 

Sorry if i mistaked on something. Hope it helps. :^:

Edited by Sloth-
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You also need to modify the peds.ide file if you replaced a special actor model in gta3.img

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You also need to modify the peds.ide file if you replaced a special actor model in gta3.img

 

What? what happend to you?

 

How is the game supposed to know what "XENOMO" means? he needs to refer it in the peds.ide file

023C: load_special_actor "XENOMO" as 1 // models 290-299

This line won't work if the word XENOMO does not exist in the peds.ide file at the Special actors section ...

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Find ID's at very end of peds.ide

 

# special character slots
290, special01, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9,9, PED_TYPE_SPC,0 ,0
291, special02, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9,9, PED_TYPE_SPC,0 ,0
292, special03, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9,9, PED_TYPE_SPC,0 ,0
293, special04, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9,9, PED_TYPE_SPC,0 ,0
294, special05, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9,9, PED_TYPE_SPC,0 ,0
295, special06, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9,9, PED_TYPE_SPC,0 ,0
296, special07, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9,9, PED_TYPE_SPC,0 ,0
297, special08, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9,9, PED_TYPE_SPC,0 ,0
298, special09, generic, CIVMALE, STAT_STD_MISSION, man, 1FFF, 0, null, 9,9, PED_TYPE_SPC,0 ,0
299, special10, generic, CIVMALE, STAT_STD_MISSION, fatman, 1FFF, 0, null, 9,9, PED_TYPE_SPC,0 ,0
end

 

A lot of mods are out which adds charackter models with new name, also coming in extra img files (zombie mod and gfxxx made by me, skin mod by Ryosuke)

The new names may have max. 7 charackter then they'll work.

You also can use the id number 290 - 299 for the create code, but it needs to load the model by name

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The rumours going spread over themselves... :whistle:

 

What does it mean?

 

PD: Bienvenidos sean las personas que hablan español! Salu2 a to2!

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The rumours going spread over themselves... :whistle:

 

What does it mean?

 

PD: Bienvenidos sean las personas que hablan español! Salu2 a to2!

 

Nu, forges de cxiujn! Mi ne scias subite ĝi estis skribita. Tiu estas ankaŭ de la google tradukka! ajna salute tro!

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The rumours going spread over themselves... :whistle:

 

What does it mean?

 

PD: Bienvenidos sean las personas que hablan español! Salu2 a to2!

 

Nu, forges de cxiujn! Mi ne scias subite ĝi estis skribita. Tiu estas ankaŭ de la google tradukka! ajna salute tro!

 

Neniu problemo, sinjoro! :^:

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