Delorean12 Posted January 27, 2012 Posted January 27, 2012 One day i have the idea to a mod based on the movie from Stephen King (Christine). But only a little mod. Now i have 2 problems: 1. The car Spawning at a wrong point as i want 2. The car is very dumb (too slow etc.) Here is the code: SPOILER: // This file was decompiled using SASCM.INI published by [url="http://gtag.gtagaming.com/opcode-database"]http://gtag.gtagaming.com/opcode-database[/url] on 25.11.2011 {$VERSION 3.1.1000} {$CLEO .cs} //-------------MAIN--------------- Audiostream.Load(3@, "CLEO\AUDIO\1.MP3") Model.Load(#ESPERANT) 038B: load_requested_models if Model.Available(#ESPERANT) 1@ = Car.Create(#ESPERANT, 90.5576, -164.4576, 2.3134) Car.Angle(1@) = 270.6137 0338: set_car 1@ visibility 1 Car.SetToPsychoDriver(1@) Car.Health(1@) = 7000 00AE: set_car 1@ traffic_behaviour_to 2 0852: set_car 1@ damages_visible 1 :NONAME_106 wait 0 00EC: actor $PLAYER_ACTOR sphere 0 near_point 77.5527 -135.3283 radius 1.025 10.0 else_jump @NONAME_106 set_weather 9 wait 5000 Audiostream.PerformAction(3@, PLAY) 0129: 2@ = create_actor_pedtype 24 model #MALE01 in_car 1@ driverseat 0337: set_actor 2@ visibility 0 039E: set_actor 2@ locked 1 while_in_car Car.SetDriverBehaviour(1@, KillThePlayer) 0A09: set_actor 2@ muted 1 // versionB 0526: set_actor 2@ stay_in_car 1 09F6: set_actor 2@ unjackable_through_driver_seat 1 :NONAME_214 wait 0 if or Car.Wrecked(1@) Player.Wasted($PLAYER_ACTOR) else_jump @NONAME_214 Actor.DestroyInstantly(2@) wait 500 Car.Destroy(1@) 0915: sync_weather_with_time_and_location_instantly Audiostream.PerformAction(3@, STOP) wait 120000 jump @NONAME_106 [/codebox] PLS Help me! Quote
Doc-Holliday- Posted January 27, 2012 Posted January 27, 2012 there already is a Christine car mod http://www.moddb.com/mods/christine-mod but its just the car. Quote
Knight Bob Posted January 27, 2012 Posted January 27, 2012 I do not have SA installed here, but does this code work: /// This file was decompiled using SASCM.INI published by http://gtag.gtagaming.com/opcode-database on 25.11.2011 {$VERSION 3.1.1000} {$CLEO .cs} //-------------MAIN--------------- :NO_NAME thread 'NO_NAME' Audiostream.Load(3@, "CLEO\AUDIO\1.MP3") :NO_NAME_10 wait 0 Model.Load(#ESPERANT) 038B: load_requested_models :NO_NAME_15 Model.Available(#ESPERANT) else_jump @NO_NAME_10 :NO_NAME_20 1@ = Car.Create(#ESPERANT, 90.5576, -164.4576, 2.3134) Car.Angle(1@) = 270.6137 0338: set_car 1@ visibility 1 Car.SetToPsychoDriver(1@) Car.Health(1@) = 7000 00AE: set_car 1@ traffic_behaviour_to 2 0852: set_car 1@ damages_visible 1 :NONAME_106 wait 0 00EC: actor $PLAYER_ACTOR sphere 0 near_point 77.5527 -135.3283 radius 1.025 10.0 else_jump @NONAME_106 set_weather 9 wait 5000 Audiostream.PerformAction(3@, PLAY) 0129: 2@ = create_actor_pedtype 24 model #MALE01 in_car 1@ driverseat 0337: set_actor 2@ visibility 0 039E: set_actor 2@ locked 1 while_in_car Car.SetDriverBehaviour(1@, KillThePlayer) 0A09: set_actor 2@ muted 1 // versionB 0526: set_actor 2@ stay_in_car 1 09F6: set_actor 2@ unjackable_through_driver_seat 1 :NONAME_214 wait 0 if or Car.Wrecked(1@) Player.Wasted($PLAYER_ACTOR) else_jump @NONAME_214 Actor.DestroyInstantly(2@) wait 500 Car.Destroy(1@) 0915: sync_weather_with_time_and_location_instantly Audiostream.PerformAction(3@, STOP) wait 120000 jump @NONAME_106 I didn't test it, so it might not work, but you can give it a try. Quote
Knight Bob Posted January 28, 2012 Posted January 28, 2012 Audiostream.Load(3@, "CLEO\AUDIO\1.MP3") Model.Load(#ESPERANT) 038B: load_requested_models if Model.Available(#ESPERANT) with :NO_NAME thread 'NO_NAME' Audiostream.Load(3@, "CLEO\AUDIO\1.MP3") :NO_NAME_10 wait 0 Model.Load(#ESPERANT) 038B: load_requested_models :NO_NAME_15 Model.Available(#ESPERANT) else_jump @NO_NAME_10 :NO_NAME_20 Quote
Delorean12 Posted January 28, 2012 Author Posted January 28, 2012 Sorry don't works the car is still on the wrong position. Quote
Knight Bob Posted January 29, 2012 Posted January 29, 2012 Once I get home, I will look how I created it in a other mode which I code. Quote
uokka Posted January 29, 2012 Posted January 29, 2012 This way you don't need an invisible ped to drive the car: 0407: store_coords_to 2@ 3@ 4@ from_car 1@ with_offset 0.1 0.0 0.0 02C2: car 1@ drive_to 2@ 3@ 4@ 00A8: set_car 1@ to_psycho_driver 00AE: set_car 1@ traffic_behaviour_to 2 00AD: set_car 1@ max_speed_to 30.0 Default speed is 10.0 (meters per second) I believe so you need to change that as well. Quote
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