Diegoti Posted June 18, 2018 Share Posted June 18, 2018 How can a make that? Ex: Car X collided Please help Link to comment Share on other sites More sharing options...
Tut98 Posted June 19, 2018 Share Posted June 19, 2018 @Diegoti what exactly are you asking? Link to comment Share on other sites More sharing options...
Diegoti Posted June 19, 2018 Author Share Posted June 19, 2018 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. Link to comment Share on other sites More sharing options...
Diegoti Posted June 21, 2018 Author Share Posted June 21, 2018 On 6/19/2018 at 3:06 AM, Tut Greco said: @Diegoti what exactly are you asking? ? Link to comment Share on other sites More sharing options...
Tut98 Posted June 21, 2018 Share Posted June 21, 2018 I don't have any experience with GTA scripting, only a slight with MTA, I'm sorry Link to comment Share on other sites More sharing options...
Diegoti Posted June 23, 2018 Author Share Posted June 23, 2018 BUMP Pls help, i will try to create a "dmg when collide" and "break engine when collide" but i just need this. Link to comment Share on other sites More sharing options...
Another GTA Fan Posted June 23, 2018 Share Posted June 23, 2018 (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 June 23, 2018 by Recommended Link to comment Share on other sites More sharing options...
Diegoti Posted June 24, 2018 Author Share Posted June 24, 2018 What about shots? Link to comment Share on other sites More sharing options...
GuruGuru Posted June 24, 2018 Share Posted June 24, 2018 IIRC, there was an opcode in NewOpcodes that checked if an entity has collided. https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/ Link to comment Share on other sites More sharing options...
Diegoti Posted June 24, 2018 Author Share Posted June 24, 2018 2 hours ago, guru_guru said: IIRC, there was an opcode in NewOpcodes that checked if an entity has collided. https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/ But, i must download other mod? i dont want to do that :(, i want to do it with cleo. Link to comment Share on other sites More sharing options...
Another GTA Fan Posted June 24, 2018 Share Posted June 24, 2018 (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 June 24, 2018 by Recommended Link to comment Share on other sites More sharing options...
Diegoti Posted June 25, 2018 Author Share Posted June 25, 2018 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 Link to comment Share on other sites More sharing options...
Another GTA Fan Posted June 25, 2018 Share Posted June 25, 2018 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. Link to comment Share on other sites More sharing options...
Diegoti Posted June 27, 2018 Author Share Posted June 27, 2018 Forget all about fireguns :D. Please talk me more about that expansion. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now