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Automan

[Cleo|SA] Player/Car player Position - Opcode

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Automan

I have not found an Cleo 3-4 opcode that returns the x/y/z position on the map of the Player or vehicle driven by the Player...
I am stoned?...

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Jack

scm:

00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]
03C0: [email protected] = actor $PLAYER_ACTOR car
if 056E:   car [email protected] defined
then
    00AA: store_car [email protected] position_to [email protected] [email protected] [email protected]
end

 

Spoiler

gta3Script:

GET_CHAR_COORDINATES scplayer (x y z)
STORE_CAR_CHAR_IS_IN_NO_SAVE scplayer carHandle
if DOES_VEHICLE_EXIST carHandle
then
	GET_CAR_COORDINATES carHandle car_x car_y car_z
end

c++:

CVector playaPos = FindPlayerPed(-1)->TransformFromObjectSpace(CVector(0.0f, 0.0f, 0.0f));
CVector playaVehPos = FindPlayerVehicle(-1, true)->TransformFromObjectSpace(CVector(0.0f, 0.0f, 0.0f));

lua:

pX, pY, pZ = getCharCoordinates(playerPed)
carHandle = storeCarCharIsInNoSave(playerPed)
if doesVehicleExist(carHandle)
then
    cX, cY, cZ = getCarCoordinates(carHandle)
end

 

 

 

Edited by Jack
.

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Automan

Store!... Oh yeah, thanks Jack, I just couldn't remember, it must be age! :D

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ZAZ

maybe your opcodes text have the classes version instead

Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)

 

I recomand to decompile main.scm with writing opcodes (hook up the sannybuilder option)

then make opcodes text from this source, click on sannybuilder menue: Tools and select "make opcodes text"

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Automan

Coming soon! :D

 

gallery1.jpg

 

{$CLEO .cs}

thread 'TerbytManag'
0000: NOP  

 

0247: load_model #VORTEX // Oppressor Mk II 

:LOADCHECK
0001: wait 0 ms
if
0248:   model #VORTEX available
004D: jump_if_false @LOADCHECK

 

:INIZ
wait 0 
if
   Player.Defined($PLAYER_CHAR)
else_jump @INIZ

 

:START
wait 0 
if
   Actor.DrivingVehicleType($PLAYER_ACTOR, #TEROBYTE)
else_jump @START 

 

03C0: [email protected] = actor $PLAYER_ACTOR car 
wait 50
073C: car [email protected] damage_component 1 // Remove Blue Cylinder Signal
[email protected] = 0

 

//---

 

:MANAGER1
wait 0
if
00E1:   player 0 pressed_key 15 // Exit Vehicle
else_jump @MANAGER2
068A: set_car [email protected] repair_componentA 1 // Add Blue Cylinder Signal

 

:MANAGER2

wait 0
if
   Actor.DrivingVehicleType($PLAYER_ACTOR, #TEROBYTE)
else_jump @START

 

wait 0
if and
[email protected] == 0
00E1:   player 0 pressed_key 11 // Conversation Yes
else_jump @MANAGER1

 

//---

 

[email protected] = 1
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
$TEMPVAR_FLOAT_3 += 4.0
0174: [email protected] = car [email protected] Z_angle
00A5: [email protected] = create_car 539 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
0175: set_car [email protected] z_angle_to [email protected]
jump @MANAGER1

 

//---

 

0A93: end_custom_thread

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