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Remove car restrictions


Nesthor
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Hello everyone

this time I'm working on a code to create a car, a driver, and passengers, this car reaches a point, stops and moves to another, and at this point everyone gets off the car, in this case I'm using a bus , since it is a service station and I want to simulate that they come down to rest.

 

The problem is that there are 4 passengers, and joins well on the bus, but I have other bus dff for example in the benson and this only admits passenger and the others appear but stay at the point where the car was created

How to remove these passenger restrictions on cars?

 

This is my code (it's still under construction but it works) I need to put animations and some details like suitcases in the hand of passengers

 

{$CLEO .cs}

//-------------MAIN---------------
0000: NOP 
thread "STATION_LIVE_BY_NESTHOR" 
jump @START 

:START
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1354.3126 475.2162 20.159 radius 150.0 150.0 150.0 
jf @START
Model.Load(#BUS)
Model.Load(#WMYCH)
04ED: load_animation "GANGS"
038B: load_requested_models 
wait 0
[email protected] = Car.Create(#BUS, 1433.1088, 420.4609, 19.5043)
Car.Angle([email protected]) = 64.9809
[email protected] = Actor.Create(CivMale, #WMYCH, 0.0, 0.0, 0.0)
Actor.Angle([email protected]) = 0.0
0376: [email protected] = create_random_actor_at 0.0 0.0 0.0
Actor.Angle([email protected]) = 0.0
0376: [email protected] = create_random_actor_at 0.0 0.0 0.0
Actor.Angle([email protected]) = 0.0
0376: [email protected] = create_random_actor_at 0.0 0.0 0.0
Actor.Angle([email protected]) = 0.0
0376: [email protected] = create_random_actor_at 0.0 0.0 0.0
Actor.Angle([email protected]) = 0.0
072A: put_actor [email protected] into_car [email protected] driverseat
072B: put_actor [email protected] into_car [email protected] passengerseat -1
072B: put_actor [email protected] into_car [email protected] passengerseat -1
072B: put_actor [email protected] into_car [email protected] passengerseat -1
072B: put_actor [email protected] into_car [email protected] passengerseat -1
05D1: AS_actor [email protected] drive_car [email protected] to 1353.0725 460.7376 19.8828 speed 15.0 0 model #NULL 0
Jump @PARADA

:PARADA
wait 0 
if and
01B0:   car [email protected] sphere 0 in_sphere 1353.0725 460.7376 19.8828 radius 1.0 1.0 1.0 stopped
WAIT 9500
05D1: AS_actor [email protected] drive_car [email protected] to 1355.7838 478.1966 20.6497 speed 15.0 0 model #NULL 0
JUMP @BAJADA

:BAJADA
wait 1000 
if and
01B0:   car [email protected] sphere 0 in_sphere 1355.7838 478.1966 20.6497 radius 1.0 1.0 1.0 stopped
WAIT 1000
0633: AS_actor [email protected] exit_car
07CD: AS_actor [email protected] walk_to 1370.014 474.0732 20.1252 stop_with_angle 205.8104 within_radius 1.0
0633: AS_actor [email protected] exit_car
07CD: AS_actor [email protected] walk_to 1364.8312 472.8913 20.2045 stop_with_angle 117.5122 within_radius 1.0
0633: AS_actor [email protected] exit_car
07CD: AS_actor [email protected] walk_to 1368.6318 471.158 20.2034 stop_with_angle 60.3962 within_radius 1.0
0633: AS_actor [email protected] exit_car
07CD: AS_actor [email protected] walk_to 1366.0138 470.0963 20.1633 stop_with_angle 307.8711 within_radius 1.0
0633: AS_actor [email protected] exit_car
07CD: AS_actor [email protected] walk_to 1371.4766 473.3182 20.127 stop_with_angle 27.2574 within_radius 1.0
0657: car [email protected] open_door 3
JUMP @ANIMACIONES

:ANIMACIONES
wait 1000 
if and
00FE:   actor [email protected] sphere 0 in_sphere 1370.014 474.0732 20.1252 radius 0.5 0.5 0.5
0812: AS_actor [email protected] perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 72000 // versionB



jump @END 

:END
wait 4000 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1356.5962 475.654 20.1783 radius 190.0 190.0 190.0 
jf @END 
Car.Destroy([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
04EF: release_animation "GANGS"
wait 10000
jump @START

 

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There isn't a restriction, but it's a special hardcoded feature that the bus can take more passenger than the other vehicles.

Your tricky method to let take them place by seat number -1 is luck that it works and don't crash.

 

Basicly the models have seat dummies to define the place for the driver and passenger

One frontseat dummy for driver and front passenger, cars with 4 doors have also one backseat dummy for 2 passenger

If seat dummy is in center, than it can take only one actor, the forklift for example only a driver

The Sanchez have one frontseat dummy and one backseat dummy, one for driver, one for passenger, because the dummies are centered

 

The unmodded bus have one frontseat dummy and one backseat dummy at nearly the same place, there where the front passenger have to sit.

That's strange and i think it's part of this special hardcoded feature.

When you observe with a special cam, what happens while your script is running, you can see only the driver and the front passenger inside the bus

The other actors are only assigned by a hardcoded method.

And when they exit the bus, then the other actors appear one by one at the front passenger seat and leave the bus.

Maybe that won't work with another model in case you have a mod for the bus.

 

To your script: There're big mistakes

 

This isn't a valid conditional check because the else_jump is missing:

:PARADA
wait 0 
if and
01B0:   car 1@ sphere 0 in_sphere 1353.0725 460.7376 19.8828 radius 1.0 1.0 1.0 stopped
WAIT 9500
05D1: AS_actor 2@ drive_car 1@ to 1355.7838 478.1966 20.6497 speed 15.0 0 model #NULL 0
JUMP @BAJADA

and this isn't a conditional code:

05D1: AS_actor 2@ drive_car 1@ to 1355.7838 478.1966 20.6497 speed 15.0 0 model #NULL 0

 

same mistakes here, this isn't a valid conditional check because the else_jump is missing:

:BAJADA
wait 1000 
if and
01B0:   car 1@ sphere 0 in_sphere 1355.7838 478.1966 20.6497 radius 1.0 1.0 1.0 stopped
WAIT 1000

and this isn't a conditional code:

WAIT 1000

 

same mistakes here, this isn't a valid conditional check because the else_jump is missing:

:ANIMACIONES
wait 1000 
if and
00FE:   actor 2@ sphere 0 in_sphere 1370.014 474.0732 20.1252 radius 0.5 0.5 0.5
0812: AS_actor 2@ perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 72000 // versionB

and this isn't a conditional code:

0812: AS_actor 2@ perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 72000 // versionB

 

read here about conditional check

 

 

 

Your first conditional check

:START
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1354.3126 475.2162 20.159 radius 150.0 150.0 150.0 
jf @START

To check Player.Defined($PLAYER_CHAR) is right but you should not check it together with 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere

 

The check if Player.Defined should check if the users PLAYER_CHAR is present, ready for playing, not dead, not in cutscene, before using codes to him,

TO AVOID CRASHES in case that he isn't present or not ready for playing, or dead, or in cutscene,

 

So it needs first to check if player is ok, then check if actor $PLAYER_ACTOR is in sphere

:START
wait 0 
if
   Player.Defined($PLAYER_CHAR)
jf @START
if
    00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1354.3126 475.2162 20.159 radius 150.0 150.0 150.0 
jf @START

 

Furthermore does it needs to check if the vehicle isn't wrecked and if the actor isn't dead before using codes to these

Ckeck out the script below

{$CLEO .cs}
thread 'STATION'

:START
wait 0 
if
   Player.Defined($PLAYER_CHAR)
jf @START
if
    00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1354.3126 475.2162 20.159 radius 150.0 150.0 150.0 
jf @START

Model.Load(#BUS)
Model.Load(#WMYCH)
04ED: load_animation "GANGS"
038B: load_requested_models 
wait 0
1@ = Car.Create(#BUS, 1433.1088, 420.4609, 19.5043)
Car.Angle(1@) = 64.9809
2@ = Actor.Create(CivMale, #WMYCH, 0.0, 0.0, 0.0)
Actor.Angle(2@) = 0.0
0376: 3@ = create_random_actor_at 0.0 0.0 0.0
Actor.Angle(3@) = 0.0
0376: 4@ = create_random_actor_at 0.0 0.0 0.0
Actor.Angle(4@) = 0.0
0376: 5@ = create_random_actor_at 0.0 0.0 0.0
Actor.Angle(5@) = 0.0
0376: 6@ = create_random_actor_at 0.0 0.0 0.0
Actor.Angle(6@) = 0.0
072A: put_actor 2@ into_car 1@ driverseat
072B: put_actor 3@ into_car 1@ passengerseat -1
072B: put_actor 4@ into_car 1@ passengerseat -1
072B: put_actor 5@ into_car 1@ passengerseat -1
072B: put_actor 6@ into_car 1@ passengerseat -1
05D1: AS_actor 2@ drive_car 1@ to 1353.0725 460.7376 19.8828 speed 15.0 0 model #NULL 0

:PARADA
wait 0
if
   Player.Defined($PLAYER_CHAR)
jf @cleanup
if and
8119: not  car 1@ wrecked
8118: not  actor 2@ dead
jf @cleanup 
if
01B0:   car 1@ sphere 0 in_sphere 1353.0725 460.7376 19.8828 radius 5.0 5.0 5.0 stopped
jf @PARADA
WAIT 1000
05D1: AS_actor 2@ drive_car 1@ to 1355.7838 478.1966 20.6497 speed 15.0 0 model #NULL 0


:BAJADA
wait 0
if
   Player.Defined($PLAYER_CHAR)
jf @cleanup
if and
8119: not  car 1@ wrecked
8118: not  actor 2@ dead
jf @cleanup 
if
01B0:   car 1@ sphere 0 in_sphere 1355.7838 478.1966 20.6497 radius 5.0 5.0 5.0 stopped
jf @BAJADA
WAIT 1000
0633: AS_actor 2@ exit_car
07CD: AS_actor 2@ walk_to 1370.014 474.0732 20.1252 stop_with_angle 205.8104 within_radius 1.0
0633: AS_actor 3@ exit_car
07CD: AS_actor 3@ walk_to 1364.8312 472.8913 20.2045 stop_with_angle 117.5122 within_radius 1.0
0633: AS_actor 4@ exit_car
07CD: AS_actor 4@ walk_to 1368.6318 471.158 20.2034 stop_with_angle 60.3962 within_radius 1.0
0633: AS_actor 5@ exit_car
07CD: AS_actor 5@ walk_to 1366.0138 470.0963 20.1633 stop_with_angle 307.8711 within_radius 1.0
0633: AS_actor 6@ exit_car
07CD: AS_actor 6@ walk_to 1371.4766 473.3182 20.127 stop_with_angle 27.2574 within_radius 1.0
0657: car 1@ open_door 3


:ANIMACIONES
wait 0
if
   Player.Defined($PLAYER_CHAR)
jf @cleanup
if and
8119: not  car 1@ wrecked
8118: not  actor 2@ dead
jf @cleanup  
if
00FE:   actor 2@ sphere 0 in_sphere 1370.014 474.0732 20.1252 radius 0.5 0.5 0.5
jf @ANIMACIONES

0812: AS_actor 2@ perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 72000 // versionB
wait 4000 

:END
wait 0
if
   Player.Defined($PLAYER_CHAR)
jf @cleanup 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1356.5962 475.654 20.1783 radius 190.0 190.0 190.0 
jf @END 




:cleanup
Car.Destroy(1@)
Actor.DestroyInstantly(2@)
Actor.DestroyInstantly(3@)
Actor.DestroyInstantly(4@)
Actor.DestroyInstantly(5@)
Actor.DestroyInstantly(6@)
04EF: release_animation "GANGS"
wait 10000
jump @START

 

 

 

 

 

 

 

Edited by ZAZ
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Thank you very much, I'll read more about the jumps, they're my first Cleo.

 

So there is no way to omit the maximum passenger characteristics in vehicles? I would like to use other models besides the coach and bus for this type of Cleos.

 

My intention is to create small scenes on the roads around the city similar to this.

 

Thanks for the explanation

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On 9/22/2018 at 8:50 PM, Nesthor said:

So there is no way to omit the maximum passenger characteristics in vehicles? I would like to use other models besides the coach and bus for this type of Cleos.

No.

Attach other actors by opcode 04F4: and let them do sit animation

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