KaizoM Posted April 10, 2021 Share Posted April 10, 2021 Hello everyone. Maybe the topic is not very clear so I will explain it better here: When using a cleo mod that teleports us into an interior the environment of the place will not be present, unlike when we enter via the ENEX marker. Teleporting into a restaurant. Where's everbody? Much better, but I don't need to use ENEX. Is there any way to load the actors and scripts of the interior? Restaurants, barbershops, etc. Just in case, this is the script I use in the screenshot (I know it's not LUA, but colors are nice). Thank you very much. 03A4: name_thread 'EXAMPLE' :EXAMPLE_INTERIORES 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @EXAMPLE_INTERIORES 00D6: if and 8449: not actor $PLAYER_ACTOR in_a_car 8118: not actor $PLAYER_ACTOR dead 86B9: not cutscene_data_loaded 004D: jump_if_false @EXAMPLE_INTERIORES 00D6: if 00E1: player 0 pressed_key 15 004D: jump_if_false @EXAMPLE_INTERIORES 0002: jump @EXAMPLE_INTERIOR_IN_LS_PIZZA_1 :EXAMPLE_INTERIOR_IN_LS_PIZZA_1 01B4: set_player $PLAYER_CHAR can_move 0 016A: fade 0 time 1050 0001: wait 1000 ms 0007: 1@ = 372.0121 //X 0007: 2@ = -131.4208 //Y 0007: 3@ = 1001.4920 //Z 0007: 4@ = 00.00 //ANGLE 0007: 5@ = 5 //Interior 0002: jump @EXAMPLE_INTERIOR_IN :EXAMPLE_INTERIOR_IN 04BB: select_interior 5@ 04E4: refresh_game_renderer_at 1@ 2@ 03CB: set_rendering_origin_at 1@ 2@ 3@ 00A1: put_actor $PLAYER_ACTOR at 1@ 2@ 3@ 0860: link_actor $PLAYER_ACTOR to_interior 5@ 0173: set_actor $PLAYER_ACTOR Z_angle_to 4@ 01B4: set_player $PLAYER_CHAR can_move 1 0001: wait 820 ms 016A: fade 1 time 1050 :EXAMPLE_FINAL 0001: wait 500 ms 016A: fade 1 time 1050 0001: wait 1500 ms 0002: jump @EXAMPLE_INTERIORES Link to comment Share on other sites More sharing options...
ZAZ Posted April 10, 2021 Share Posted April 10, 2021 The shop scripts of main.scm/extern scripts needs the interior names. The interior names are given by enex. So the shop scripts only work when entering by enex KaizoM 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
OrionSR Posted April 10, 2021 Share Posted April 10, 2021 (edited) 08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2240.854 129.3346 radius 1.5 I haven't used this opcode, but I would expect that if the coordinates were set to X and Y of an exterior pizza location then the external script for pizza might load properly. Documentation for opcode 08AD suggests that this command will also set the interior ID and sky color based on the enex settings. The exit location for that interior is probably set to the specified exterior coords as well. The interior peds will probably be from the popcycle of the exterior location. This strategy might work well in the context of a teleport script where you intend to teleport out and don't care where the exit leads. It's possible to rewrite enex data in memory enough to move an unused connection anywhere you want and link it to any interior. It's a complex process, but offers the opportunity to load scripts for the unused (two-story) Ammu-Nation. This option might be worth the effort if the end goal is to add scripted locations with yellow markers. Edited April 10, 2021 by OrionSR KaizoM 1 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted April 10, 2021 Share Posted April 10, 2021 (edited) Just emulate a CEntryExit class. That's what I did here. Edited April 10, 2021 by HzanRsxa2959 KaizoM 1 Link to comment Share on other sites More sharing options...
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