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help with conditional


Nesthor
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How can I make a conditional, that makes an opcode run only when the player condusca rdtrain, linerun or Petro but with a trailer attached, or yankee.

 

 I am doing a mapping that simulates a load checkpoint and I want to add a small animation in which the peds inspect the load, but I don't know how to make it run only if the player has a trailer attached.

 

I have barely been able to do the code so that the peds and cars appear, it is this:

 

{$CLEO .cs}

//-------------MAIN---------------
0000: NOP 
thread "Revision_point2" 
jump @START

:START
wait 0 
if and
   Player.Defined($PLAYER_CHAR)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1995.3712 43.9301 31.0631 radius 150.0 150.0 150.0
else_jump @START 
Model.Load(#BMYAP)           
Model.Load(#CSHER)
Model.Load(#WMYSGRD)
Model.Load(#COPCARRU)           
Model.Load(#TOWTRUCK)
Model.Load(#AK47)
04ED: load_animation "COP_AMBIENT"
04ED: load_animation "GANGS"
04ED: load_animation "smoking"
04ED: load_animation "SKATE"
038B: load_requested_models   
[email protected] = Car.Create(#COPCARRU, 2049.5781, 49.5546, 27.3687)
Car.Angle([email protected]) = 182.2172
0397: enable_car [email protected] siren 1
[email protected] = Car.Create(#COPCARRU, 1982.3888, 59.9005, 31.5972)
Car.Angle([email protected]) = 10.3584
[email protected] = Car.Create(#TOWTRUCK, 1979.0369, 59.8894, 31.5965)
Car.Angle([email protected]) = 9.0971
[email protected] = Car.Create(#COPCARRU, 1968.8669, 31.7186, 32.1673)
Car.Angle([email protected]) = 90.9086
[email protected] = Actor.Create(CivMale, #BMYAP, 1998.0937, 57.6114, 31.9835)  // Inspector 1
Actor.Angle([email protected]) = 180.7105
0605: actor [email protected] perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
[email protected] = Actor.Create(CivMale, #BMYAP, 2000.4739, 58.2533, 31.9835)//Inspector 2
Actor.Angle([email protected]) = 193.4546
0605: actor [email protected] perform_animation "m_smklean_loop" IFP "smoking" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
[email protected] = Actor.Create(CivMale, #CSHER, 2002.5431, 57.7024, 31.9835)//Policia Caseta
Actor.Angle([email protected]) = 180.7105
0446: set_actor [email protected] dismemberment_possible 0 
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
02E0:   actor [email protected] firing_weapon 
Actor.GiveWeaponAndAmmo([email protected], AK47, 999999)
087E: set_actor [email protected] weapon_droppable 1 
0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 0 
0605: actor [email protected] perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
[email protected] = Actor.Create(CivMale, #CSHER, 1965.1475, 33.8639, 32.6717) //Policia Adelante
Actor.Angle([email protected]) = 86.2666
0605: actor [email protected] perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0446: set_actor [email protected] dismemberment_possible 0 
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
02E0:   actor [email protected] firing_weapon 
Actor.GiveWeaponAndAmmo([email protected], AK47, 999999)
087E: set_actor [email protected] weapon_droppable 1 
0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 0 
[email protected] = Actor.Create(CivMale, #CSHER, 2050.9272, 47.1485, 27.5772) //Policia Atraz
Actor.Angle([email protected]) = 262.733
0605: actor [email protected] perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0446: set_actor [email protected] dismemberment_possible 0 
07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 
02E0:   actor [email protected] firing_weapon 
Actor.GiveWeaponAndAmmo([email protected], AK47, 999999)
087E: set_actor [email protected] weapon_droppable 1 
0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 0 
[email protected] = Actor.Create(CivMale, #WMYSGRD, 1989.3203, 57.545, 30.983)//Guardia Pluma
Actor.Angle([email protected]) = 180.7105
0605: actor [email protected] perform_animation "COPLOOK_LOOP" IFP "COP_AMBIENT" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
jump @GOO

:GOO
wait 1000 
if 
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1995.3712 43.9301 31.0631 radius 190.0 190.0 190.0 
else_jump @GOO 
Car.RemoveReferences([email protected])
Car.RemoveReferences([email protected])
Car.RemoveReferences([email protected])
Car.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
wait 800
jump @START

 

 

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