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Object Placement Part 2


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Springfield

@ZAZ

{$CLEO .cs}thread 'AOBJPOS':Activationwait 0if  Player.Defined($PLAYER_CHAR)else_jump @Activationif   0ADC:   test_cheat "SPRUNK"else_jump @Activationwait 0Model.Load(1775):Processwait 0if  Model.Available(1775)else_jump @Process01B4: set_player $PLAYER_CHAR can_move 00173: set_actor $PLAYER_ACTOR Z_angle_to 0.00373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset  0.0 5.0  0.00107: 0@ = create_object 1775 at  1@ 2@ 3@//0906: set_object 0@ mass_to 300.0 // float//0908: set_object 0@ turn_mass_to 300//04D9: object 0@ set_scripted_collision_check  1//0382: set_object 0@ collision_detection  00ACC: show_text_lowpriority "~y~COMP~w~: Adjust the Object Position. After you're done then Press 'Enter." time 4000:Object_Physicswait 0if  Player.Defined($PLAYER_CHAR)else_jump @CLEANUPif  0AB0:   key_pressed 38//--------  up arrow keyelse_jump @Object_Physics_23@ += 0.1:Object_Physics_2if  0AB0:   key_pressed 40// --------- down arrow keyelse_jump @Object_Physics_33@ -= 0.1:Object_Physics_3if  0AB0:   key_pressed 37// ---------  left arrow keyelse_jump @Object_Physics_42@ += 0.1:Object_Physics_4wait 0if  0AB0:   key_pressed 39// --------- right arrow keyelse_jump @Object_Physics_52@ -= 0.1 :Object_Physics_5if  0AB0:   key_pressed 104// ---------  numeric keypad 8 keyelse_jump @Object_Physics_61@ += 0.1:Object_Physics_6if  0AB0:   key_pressed 98// ---------  numeric keypad 2 keyelse_jump @Object_Physics_71@ -= 0.1 :Object_Physics_701BC: put_object 0@ at 1@ 2@ 3@if  0ADC:   test_cheat "DONE"else_jump @Object_Physics01B4: set_player $PLAYER_CHAR can_move 100A0: store_actor $PLAYER_ACTOR position_to 8@ 9@ 10@:ActionLoopwait 0if  Player.Defined($PLAYER_CHAR)else_jump @CLEANUP00A0: store_actor $PLAYER_ACTOR position_to 11@ 12@ 13@0063: 11@ -= 8@ // (float) 0063: 12@ -= 9@ // (float)                    0063: 13@ -= 10@ // (float)005B: 1@ += 11@ // (float) 005B: 2@ += 12@ // (float) 005B: 3@ += 13@ // (float)01BC: put_object 0@ at 1@ 2@ 3@00A0: store_actor $PLAYER_ACTOR position_to 8@ 9@ 10@if   0AB0:   key_pressed 8 // press Backspaceelse_jump @ActionLoop:CLEANUP0108: destroy_object 0@00BA: show_text_styled GXT 'FEM_OFF' time 1000 style 4wait 2000jump @Activation

ZAZ, can you help me in something. I want to add a feature which allow me to add more sprunk with same method and when i press "Backpack" then all of the sprunk will be deleted. I can't figure out how i can do that. Please help me.

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