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MixelAnomaly

[SA] ¿How can i change the player model?

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MixelAnomaly

Hi everyone!

 

I'm practicing the SCM coding lenguage, and i need to know how i can change the player model in a Stripped Main.SCM. I plan to create a Storyline in SCM i am currently doing Mission Making in Dyom.

 

Here's is my code:

 

Quote

var
 $PLAYER_CHAR: Player
end // var
03A4: name_thread 'MAIN'
01F0: set_max_wanted_level_to 6
0111: toggle_wasted_busted_check 0
00C0: set_current_time_hours_to 8 minutes_to 0
04E4: unknown_refresh_game_renderer_at 1275.8837 2522.4751 10.8203
03CB: set_rendering_origin_at 1275.8837 2522.4751 10.8203
0053: $PLAYER_CHAR = create_player #NULL at 1275.8837 2522.4751 10.8203
01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0373: set_camera_directly_behind_player
01B6: set_weather 0
0001: wait 0 ms
087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1
087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2
087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3
087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0
070D: rebuild_player $PLAYER_CHAR
01B4: toggle_player $PLAYER_CHAR can_move 1
016A: fade 1 time 0
04BB: select_interior 0
0629: change_integer_stat 181 to 4
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
0004: $DEFAULT_WAIT_TIME = 250
03E6: remove_text_box

// put your create_thread commands here


:MAIN_LOOP
0001: wait $DEFAULT_WAIT_TIME ms
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
0002: jump @MAIN_LOOP

 

 

Edited by MixelAnomaly

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Sloth-

The opcode you need is this:

09C7: change_player $PLAYER_CHAR model_to #FAM1

 

But you must load the model you are going to use first:

Quote

0247: load_model #FAM1

038B: load_requested_models


repeat

wait 0

until 0248:   model #FAM1 available

 

09C7: change_player $PLAYER_CHAR model_to #FAM1

0249: release_model #FAM1

 

 

Or you can load special actors this way:

Quote

// sp_act.dff & sp_act.txd must exist! - also, the name must not be greater than 7 characters long! (7 or 6, i don't remember well)

 

023C: load_special_actor 'SP_ACT' as 1
038B: load_requested_models


repeat
wait 0 ms
until 023D:   special_actor 1 loaded


09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
0296: unload_special_actor 1

 

You have 10 slots for special actors to load.

If you use slot 2, then the model you must use is #SPECIAL02, and must load it as 2. And so on.

 

 

In your code, you should add this code before 01B4: toggle_player $PLAYER_CHAR can_move 1

Or before this line too: 016A: fade 1 time 0

 

If you put it after the "fade 1", you'll see CJ changing to the new model, and that will not look so good.

Edited by Sloth-
asdf

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ZAZ
On 9/12/2019 at 3:41 AM, Sloth- said:

The opcode you need is this:

09C7: change_player $PLAYER_CHAR model_to #FAM1

 

 

Not if he want to give player another skin by changing bodyparts

 

@MixelAnomaly

Spoiler

these are the codes of your script to give head(hairstyle), t-shirt, trowsers and shoes

087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1
087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2
087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3
087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0
070D: rebuild_player $PLAYER_CHAR
087B: set_player $PLAYER_CHAR clothes_texture "<Texture name.TXD>" model "<model name .dff>" <bodypart index>
087B: set_player $PLAYER_CHAR clothes_texture "<PLAYER_FACE Texturname.TXD>" model "<HEAD or Haircut>" body_part Head
087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" Head 1

Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)
Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)
Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)
Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
070D: rebuild_player $PLAYER_CHAR

087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" Head 1
087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" Legs 2
087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" Shoes 3
087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" Torso 0
070D: rebuild_player $PLAYER_CHAR

look into Sannbuilder Help: SCM Documentation > GTA SA > Player body parts

and into GTASA\data\shopping.dat

then change the entries, for example:

 

087B: set_player $PLAYER_CHAR clothes "baskballloc" "baskball" body_part  0
087B: set_player $PLAYER_CHAR clothes "cornrows" "cornrows" body_part  1
087B: set_player $PLAYER_CHAR clothes "tracktrwhstr" "tracktr" body_part  2 
087B: set_player $PLAYER_CHAR clothes "sneakerprored" "SNEAKER" body_part  3
087B: set_player $PLAYER_CHAR clothes "4spider" "4spider" body_part  4
087B: set_player $PLAYER_CHAR clothes "5gun" "5gun" body_part  5
087B: set_player $PLAYER_CHAR clothes "6africa" "6africa" body_part  6
087B: set_player $PLAYER_CHAR clothes "7cross3" "7cross3" body_part  7
087B: set_player $PLAYER_CHAR clothes "8gun" "8gun" body_part  8
087B: set_player $PLAYER_CHAR clothes "9rasta" "9rasta" body_part  9
087B: set_player $PLAYER_CHAR clothes "10weed" "10weed" body_part  10
087B: set_player $PLAYER_CHAR clothes "11godsgift" "11GGIFT" body_part  11
087B: set_player $PLAYER_CHAR clothes "12mayaface" "12MYFAC" body_part  12
087B: set_player $PLAYER_CHAR clothes "watchcro" "watch" body_part  14
087B: set_player $PLAYER_CHAR clothes "glasses03" "glasses03" body_part  15
070D: rebuild_player $PLAYER_CHAR

 

 

 

 

 

 

 

 

 

 

Edited by ZAZ

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