Nesthor Posted August 21, 2019 Share Posted August 21, 2019 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 Link to comment Share on other sites More sharing options...