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Diegoti

Car has just collide? SA

Recommended Posts

Diegoti

How can a make that?

Ex:

Car X collided

 

Please help

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Tut Greco

@Diegoti what exactly are you asking?

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Diegoti

Im asking that how can i make something like this.

 

IF -> Car [email protected] collided

THEN -> x

END

 

Something like this opcode 04DA:   has_object [email protected] collided but with a car, like 04DA:   has_car [email protected] collided.
 

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Diegoti
On 6/19/2018 at 3:06 AM, Tut Greco said:

@Diegoti what exactly are you asking?

?

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Tut Greco

I don't have any experience with GTA scripting, only a slight with MTA, I'm sorry

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Diegoti

BUMP

Pls help, i will try to create a "dmg when collide" and "break engine when collide" but i just need this.

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Recommended
Posted (edited)

hmm, I don't think there is a 'collide' check for vehicles, but there is a work around for what you want. Use this:

 

[email protected] = Car.Health([email protected])
if
   not [email protected] > 999

 

If I'm not mistaken, the max vehicle health is 1000, so all you have to do is check the health of the vehicle, and set your codes accordingly. The code above will check if the car's health is not at max health. See what you can do with this.
 

I've used the above code for vehicle regeneration, so it can also work for what you're after.

Edited by Recommended

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Diegoti

What about shots?

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Recommended
Posted (edited)

The new OpCodes simply add new cleo codes. It's more or an expansion for cleo scripting than a mod.

 

Quote

What about shots?

Also, what exactly are you asking here?

Edited by Recommended

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Diegoti
8 hours ago, Recommended said:

The new OpCodes simply add new cleo codes. It's more or an expansion for cleo scripting than a mod.

 

Also, what exactly are you asking here?

1- Talk me about that please.

2- What about fireguns/melee attacks.

 

My english isn't the best :D 

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Recommended

Just download and install the new opcodes as it explains in the readme. You'll be able to use the new opcodes in your scripts when you do. Nothing more I can add.

 

As for the gunfire, you want to check if the vehicle has been hit with either a firearm or melee attack? I'm not entirely sure there's anything that can make those checks, though if you use a health check for a vehicle, you can make it do what you need if it gets too damage, such as disabling the engine as you mentioned.

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Diegoti

Forget all about fireguns :D. Please talk me more about that expansion.

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