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CLEO Vehicle spawning issue.Help !


MMark95
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Hi guys, today i was trying to make an enchacement mod for RS Haul, and all good till i ran in to a problem and  "I has none ideea" how to fix it.

 

Here is made by the " [email protected] = Car.Create.... " method but the trucks cannot be used cause they would dissapear when exiting the scene area.

Here is a part of the code:

Spoiler

[email protected] = Car.Create(#RDTRAIN, -60.7892, -1143.7949, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#RDTRAIN, -56.3199, -1145.8971, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#PETRO, -52.2641, -1147.9142, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#PETRO, -48.3581, -1149.816, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#LINERUN, -44.659, -1151.6008, 1.0781)
Car.Angle([email protected]) = 335.3026

 

Here is the image.This is how it should look:

Spoiler

hXODe4V.jpg

 

Here is made by the " 014B: $CAR1  = init_parked_car_generator #RDTRAIN color..... " method but the trucks do not spawn one next to other ( it should be spawning 6 trucks and there are spawning only 2)

I think has something to do with the spawning area but i cannot understand, here i need help.

Here is a part of the code for this method:

Spoiler

014B: $TRUCK1  = init_parked_car_generator #RDTRAIN color -1 -1 1 alarm 0 door_lock 0 0 10000 at -65.1251 -1142.0828 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK1 cars_to_generate_to 101  
014B: $TRUCK2 = init_parked_car_generator #RDTRAIN color -1 -1 1 alarm 0 door_lock 0 0 10000 at -60.7892 -1143.7949 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK2 cars_to_generate_to 101 
014B: $TRUCK3 = init_parked_car_generator #RDTRAIN color -1 -1 1 alarm 0 door_lock 0 0 10000 at -56.3199 -1145.8971 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK3 cars_to_generate_to 101  
014B: $TRUCK4 = init_parked_car_generator #PETRO color -1 -1 1 alarm 0 door_lock 0 0 10000 at -52.2641 -1147.9142 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK4 cars_to_generate_to 101  
014B: $TRUCK5 = init_parked_car_generator #PETRO color -1 -1 1 alarm 0 door_lock 0 0 10000 at -48.3581 -1149.816 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK5 cars_to_generate_to 101  
014B: $TRUCK6 = init_parked_car_generator #LINERUN color -1 -1 1 alarm 0 door_lock 0 0 10000 at -44.659 -1151.6008 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK6 cars_to_generate_to 101  

 

Here is the image of the non spawning trucks by this method:

Spoiler

kLYKRZx.jpg

 

If someone knows how to make them spawn next to each other at small distances it would be awsome.

But any info is for use.Thanks!

Edited by MMark95
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1 hour ago, MMark95 said:

Here is a part of the code:

  Reveal hidden contents

[email protected] = Car.Create(#RDTRAIN, -60.7892, -1143.7949, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#RDTRAIN, -56.3199, -1145.8971, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#PETRO, -52.2641, -1147.9142, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#PETRO, -48.3581, -1149.816, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#LINERUN, -44.659, -1151.6008, 1.0781)
Car.Angle([email protected]) = 335.3026

 

 

Post the full script

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OK sir @ZAZ.

 

The thing is that at the moment i did it by the scene-like method where if you enter/exit the RS Haul's area will apear/dissapear people and vehicles as a "revival".

But the problem here is that i want to be able to leave the area with the vehicles found there, and by this method if you leave the area with any of the vehicles from there you will die, cause they should despawn at the moment when you exit the area.

And i want to do it an other way, to be able to use them and not to die.

So i used the "car generator" way but it spawns maximum 3 trucks, beacouse of some area inconvenience or something 

 

This is the script for the mod (scene based):

Spoiler

//-------------MAIN---------------
0000: NOP 
thread "RS_MMARK" 
jump @RS_MMARK_12

:RS_MMARK_12
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -93.2253 -1172.088 1.8857 radius 150.0 150.0 150.0
else_jump @RS_MMARK_12 
Model.Load(#BMYBU)           //Model.load(#) loads vehicles from gta3img to script 
Model.Load(#WMYCON)
Model.Load(#DNMYLC)
Model.Load(#DNMOLC2)
Model.Load(#DWMYLC2)
Model.Load(#WMYMECH)
Model.Load(#QUAD)
Model.Load(#PONY)                       
Model.Load(#YANKEE)
Model.Load(#BOXVILLE)
Model.Load(#YOSEMITE)
Model.Load(#LINERUN)
Model.Load(#RDTRAIN)
Model.Load(#PETRO)
Model.Load(#PETROTR)
Model.Load(#ARTICT1)
Model.Load(#ARTICT2)
Model.Load(#ARTICT3)
04ED: load_animation "COP_AMBIENT"
04ED: load_animation "GANGS" 
04ED: load_animation "SMOKING" 
04ED: load_animation "INT_SHOP" 
038B: load_requested_models  
wait 500 
[email protected] = Car.Create(#RDTRAIN, -79.8948, -1117.224, 1.042)
Car.Angle([email protected]) = 161.0033
[email protected] = Car.Create(#LINERUN, -75.7358, -1118.4299, 1.0413)
Car.Angle([email protected]) = 161.0033
[email protected] = Car.Create(#PETRO, -71.8627, -1120.2148, 1.0413)
Car.Angle([email protected]) = 161.0033
[email protected] = Car.Create(#RDTRAIN, -65.1251, -1142.0828, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#RDTRAIN, -60.7892, -1143.7949, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#RDTRAIN, -56.3199, -1145.8971, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#PETRO, -52.2641, -1147.9142, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#PETRO, -48.3581, -1149.816, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#LINERUN, -44.659, -1151.6008, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#LINERUN, -40.6027, -1153.3394, 1.0781)
Car.Angle([email protected]) = 335.3026 
[email protected] = Car.Create(#YOSEMITE, -85.3549, -1136.578, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#YANKEE, -30.3296, -1123.3102, 1.0781)
Car.Angle([email protected]) = 251.2025
[email protected] = Car.Create(#YANKEE, -33.4989, -1131.9756, 1.0781)
Car.Angle([email protected]) = 251.2025
[email protected] = Car.Create(#QUAD, -81.0726, -1139.407, 1.0781)
Car.Angle([email protected]) = 17.0535
[email protected] = Car.Create(#BOXVILLE, -62.2668, -1111.0636, 1.0781)
Car.Angle([email protected]) = 69.0073
[email protected] = Car.Create(#PONY, -65.2199, -1120.8716, 1.0781)
Car.Angle([email protected]) = 92.8797
[email protected] = Car.Create(#PETROTR, 0.0, 0.0, 0.0)
[email protected] = Car.Create(#ARTICT1, 0.0, 0.0, 0.0)
[email protected] = Car.Create(#ARTICT2, 0.0, 0.0, 0.0)
0893: put_trailer [email protected] on_cab [email protected] 
0893: put_trailer [email protected] on_cab [email protected] 
0893: put_trailer [email protected] on_cab [email protected]
0657: car [email protected] open_door 4
0657: car [email protected] open_door 5
0657: car [email protected] open_door 4
0657: car [email protected] open_door 5
[email protected] = Actor.Create(CivMale, #WMYCON, -75.0561, -1122.4103, 1.0781)   //2nd mechanic (with helmet, Copbrowse_loop anim)    
Actor.Angle([email protected]) = 74.8664
[email protected] = Actor.Create(CivMale, #BMYBU, -78.4747, -1137.5751, 1.0781)    //the boss                                    
Actor.Angle([email protected]) = 28.0589
[email protected] = Actor.Create(CivMale, #DNMYLC, -84.3922, -1121.6737, 1.07811)   //1st trucker  (no anim)                        
Actor.Angle([email protected]) = 286.055
[email protected] = Actor.Create(CivMale, #DNMOLC2, -83.8433, -1120.883, 1.0781)    //2nd trucker
Actor.Angle([email protected]) = 198.4904
[email protected] = Actor.Create(CivMale, #DWMYLC2, -83.4141, -1122.146, 1.0781)    //3rd trucker
Actor.Angle([email protected]) = 10.8253
[email protected] = Actor.Create(CivMale, #WMYMECH, -76.9578, -1123.3524, 1.0781)  //1st mechanic
Actor.Angle([email protected]) = 308.3992
0605: actor [email protected] perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor [email protected] perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor [email protected] perform_animation "INVITE_YES" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor [email protected] perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor [email protected] perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1        //Open bonet(hood)/trunk 0657: car [email protected] open_door "nr 0-5"
 jump @RS_MMARK_1012

:RS_MMARK_1012
wait 0 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -93.2253 -1172.088 1.8857 radius 190.0 190.0 190.0 
else_jump @RS_MMARK_1012 
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Model.Destroy(#BMYBU)             
Model.Destroy(#WMYCON)
Model.Destroy(#DNMYLC)
Model.Destroy(#DNMOLC2)
Model.Destroy(#DWMYLC2)
Model.Destroy(#WMYMECH)         
Model.Destroy(#QUAD)
Model.Destroy(#PONY)                       
Model.Destroy(#YANKEE)
Model.Destroy(#BOXVILLE)
Model.Destroy(#YOSEMITE)
Model.Destroy(#LINERUN)
Model.Destroy(#RDTRAIN)
Model.Destroy(#PETRO)
Model.Destroy(#PETROTR)
Model.Destroy(#ARTICT1)
Model.Destroy(#ARTICT2)
Model.Destroy(#ARTICT3)
04EF: release_animation "COP_AMBIENT"
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
04EF: release_animation "INT_SHOP"
jump @RS_MMARK_12

 

**Edit: I found the 2nd script, where i made it by the "car generator" way.

This is the "car generator" way :

Spoiler

//-------------MAIN---------------
0000: NOP 
thread "RS_MMARK" 

014B: $TRUCK1  = init_parked_car_generator #RDTRAIN color -1 -1 1 alarm 0 door_lock 0 0 10000 at -65.1251 -1142.0828 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK1 cars_to_generate_to 101  
014B: $TRUCK2 = init_parked_car_generator #RDTRAIN color -1 -1 1 alarm 0 door_lock 0 0 10000 at -60.7892 -1143.7949 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK2 cars_to_generate_to 101 
014B: $TRUCK3 = init_parked_car_generator #RDTRAIN color -1 -1 1 alarm 0 door_lock 0 0 10000 at -65.1251 -1142.0828 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK3 cars_to_generate_to 101  
014B: $TRUCK4 = init_parked_car_generator #PETRO color -1 -1 1 alarm 0 door_lock 0 0 10000 at -52.2641 -1147.9142 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK4 cars_to_generate_to 101  
014B: $TRUCK5 = init_parked_car_generator #PETRO color -1 -1 1 alarm 0 door_lock 0 0 10000 at -48.3581 -1149.816 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK5 cars_to_generate_to 101  
014B: $TRUCK6 = init_parked_car_generator #LINERUN color -1 -1 1 alarm 0 door_lock 0 0 10000 at -44.659 -1151.6008 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK6 cars_to_generate_to 101  
014B: $TRUCK7 = init_parked_car_generator #LINERUN color -1 -1 1 alarm 0 door_lock 0 0 10000 at -40.6027 -1153.3394 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK7 cars_to_generate_to 101                                                                          
014B: $TRUCK8 = init_parked_car_generator #YOSEMITE color -1 -1 1 alarm 0 door_lock 0 0 10000 at -85.3549 -1136.578 1.0781 angle 335.3026
014C: set_parked_car_generator $TRUCK8 cars_to_generate_to 101 
014B: $TRUCK9 = init_parked_car_generator #YANKEE color -1 -1 1 alarm 0 door_lock 0 0 10000 at -30.3296 -1123.3102 1.07813 angle 251.2025
014C: set_parked_car_generator $TRUCK9 cars_to_generate_to 101     
014B: $TRUCK10 = init_parked_car_generator #YANKEE color -1 -1 1 alarm 0 door_lock 0 0 10000 at -33.4989 -1131.9756 1.0781 angle 251.2025
014C: set_parked_car_generator $TRUCK10 cars_to_generate_to 101  
014B: $TRUCK11 = init_parked_car_generator #QUAD color -1 -1 1 alarm 0 door_lock 0 0 10000 at -81.0726 -1139.407 1.0781 angle 17.0535
014C: set_parked_car_generator $TRUCK11 cars_to_generate_to 101  
jump @RS_MMARK_12

:RS_MMARK_12
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -93.2253 -1172.088 1.8857 radius 150.0 150.0 150.0
else_jump @RS_MMARK_12 
Model.Load(#BMYBU)           //Model.load(#) loads vehicles from gta3img to script 
Model.Load(#WMYCON)
Model.Load(#DNMYLC)
Model.Load(#DNMOLC2)
Model.Load(#DWMYLC2)
Model.Load(#WMYMECH)
//Model.Load(#QUAD)
Model.Load(#PONY)                       
//Model.Load(#YANKEE)
Model.Load(#BOXVILLE)
//Model.Load(#YOSEMITE)
Model.Load(#LINERUN)
Model.Load(#RDTRAIN)
Model.Load(#PETRO)
Model.Load(#PETROTR)
Model.Load(#ARTICT1)
Model.Load(#ARTICT2)
Model.Load(#ARTICT3)
04ED: load_animation "COP_AMBIENT"
04ED: load_animation "GANGS" 
04ED: load_animation "SMOKING" 
04ED: load_animation "INT_SHOP" 
038B: load_requested_models  
wait 500 
[email protected] = Car.Create(#RDTRAIN, -79.8948, -1117.224, 1.042)
Car.Angle([email protected]) = 161.0033
[email protected] = Car.Create(#LINERUN, -75.7358, -1118.4299, 1.0413)
Car.Angle([email protected]) = 161.0033
[email protected] = Car.Create(#PETRO, -71.8627, -1120.2148, 1.0413)
Car.Angle([email protected]) = 161.0033
/*Deleted{
[email protected] = Car.Create(#RDTRAIN, -65.1251, -1142.0828, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#RDTRAIN, -60.7892, -1143.7949, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#RDTRAIN, -56.3199, -1145.8971, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#PETRO, -52.2641, -1147.9142, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#PETRO, -48.3581, -1149.816, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#LINERUN, -44.659, -1151.6008, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#LINERUN, -40.6027, -1153.3394, 1.0781)
Car.Angle([email protected]) = 335.3026 
[email protected] = Car.Create(#YOSEMITE, -85.3549, -1136.578, 1.0781)
Car.Angle([email protected]) = 335.3026
[email protected] = Car.Create(#YANKEE, -30.3296, -1123.3102, 1.0781)
Car.Angle([email protected]) = 251.2025
[email protected] = Car.Create(#YANKEE, -33.4989, -1131.9756, 1.0781)
Car.Angle([email protected]) = 251.2025
[email protected] = Car.Create(#QUAD, -81.0726, -1139.407, 1.0781)
Car.Angle([email protected]) = 17.0535  
}*/
[email protected] = Car.Create(#BOXVILLE, -62.2668, -1111.0636, 1.0781)
Car.Angle([email protected]) = 69.0073
[email protected] = Car.Create(#PONY, -65.2199, -1120.8716, 1.0781)
Car.Angle([email protected]) = 92.8797
[email protected] = Car.Create(#PETROTR, 0.0, 0.0, 0.0)
[email protected] = Car.Create(#ARTICT1, 0.0, 0.0, 0.0)
[email protected] = Car.Create(#ARTICT2, 0.0, 0.0, 0.0)
0893: put_trailer [email protected] on_cab [email protected] 
0893: put_trailer [email protected] on_cab [email protected] 
0893: put_trailer [email protected] on_cab [email protected]
0657: car [email protected] open_door 4
0657: car [email protected] open_door 5
0657: car [email protected] open_door 4
0657: car [email protected] open_door 5
[email protected] = Actor.Create(CivMale, #WMYCON, -75.0561, -1122.4103, 1.0781)   //2nd mechanic (with helmet, Copbrowse_loop anim)   
Actor.Angle([email protected]) = 74.8664
[email protected] = Actor.Create(CivMale, #BMYBU, -78.4747, -1137.5751, 1.0781)    //the boss                                     
Actor.Angle([email protected]) = 28.0589
[email protected] = Actor.Create(CivMale, #DNMYLC, -84.3922, -1121.6737, 1.07811)   //1st trucker  (no anim)                        
Actor.Angle([email protected]) = 286.055
[email protected] = Actor.Create(CivMale, #DNMOLC2, -83.8433, -1120.883, 1.0781)    //2nd trucker
Actor.Angle([email protected]) = 198.4904
[email protected] = Actor.Create(CivMale, #DWMYLC2, -83.4141, -1122.146, 1.0781)    //3rd trucker
Actor.Angle([email protected]) = 10.8253
[email protected] = Actor.Create(CivMale, #WMYMECH, -76.9578, -1123.3524, 1.0781)  //1st mechanic
Actor.Angle([email protected]) = 308.3992
0605: actor [email protected] perform_animation "COPBROWSE_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor [email protected] perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0605: actor [email protected] perform_animation "INVITE_YES" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor [email protected] perform_animation "PRTIAL_GNGTLKA" IFP "GANGS" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
0605: actor [email protected] perform_animation "SHOP_LOOP" IFP "INT_SHOP" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1        //Open bonet(hood)/trunk 0657: car [email protected] open_door "nr 0-5"
 jump @RS_MMARK_1012

:RS_MMARK_1012
wait 0 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -93.2253 -1172.088 1.8857 radius 190.0 190.0 190.0 
else_jump @RS_MMARK_1012 
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
/*Deleted{
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected]
}*/
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Car.RemoveReferences([email protected])
Car.Destroy([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Actor.DestroyInstantly([email protected])
Model.Destroy(#BMYBU)            
Model.Destroy(#WMYCON)
Model.Destroy(#DNMYLC)
Model.Destroy(#DNMOLC2)
Model.Destroy(#DWMYLC2)
Model.Destroy(#WMYMECH)         
//Model.Destroy(#QUAD)
Model.Destroy(#PONY)                       
Model.Destroy(#YANKEE)
//Model.Destroy(#BOXVILLE)
//Model.Destroy(#YOSEMITE)
Model.Destroy(#LINERUN)
Model.Destroy(#RDTRAIN)
Model.Destroy(#PETRO)
Model.Destroy(#PETROTR)
Model.Destroy(#ARTICT1)
Model.Destroy(#ARTICT2)
Model.Destroy(#ARTICT3)
04EF: release_animation "COP_AMBIENT"
04EF: release_animation "GANGS" 
04EF: release_animation "SMOKING" 
04EF: release_animation "INT_SHOP"
jump @RS_MMARK_12

 

Thank you for helping me man!

Edited by MMark95
Found the mising 2nd part of the script
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If it should be a cleo script, then don't forget the CLEO directive {$CLEO .cs} at script beginn

 

So there isn't any issu with disappearing vehicles anymore, right?

 

To fix that player doesn't die,
remove all Car.Destroy codes

 

keep only these codes for the vehicles

Car.RemoveReferences(1@)
Car.RemoveReferences(2@)
Car.RemoveReferences(3@)
Car.RemoveReferences(4@)
Car.RemoveReferences(5@)
Car.RemoveReferences(6@)
Car.RemoveReferences(7@)
Car.RemoveReferences(8@)
Car.RemoveReferences(9@)
Car.RemoveReferences(10@)
Car.RemoveReferences(11@)
Car.RemoveReferences(12@)
Car.RemoveReferences(13@)
Car.RemoveReferences(14@)
Car.RemoveReferences(15@)
Car.RemoveReferences(16@)
Car.RemoveReferences(17@)
Car.RemoveReferences(18@)
Car.RemoveReferences(19@)

 

never use both codes for same car
Car.RemoveReferences
Car.Destroy


because it means the same, both mean that the reference of the car with the variable is terminated and didn't exist anymore
but the difference is that,
when using RemoveReferences, the car will still be available in game and will be controlled by exe
when using Destroy, the car will be removed immediately from game and also the actor inside

 


"car generator" isn't a good idea because they will be stored in savefiles when you make a savegame
and if the script will run again on that savegame it creates duplicates of the "car generator"

 

 

 

 

Edited by ZAZ
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Locked on request. 

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