Delorean12 0 Report post 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! Share this post Link to post Share on other sites
Doc-Holliday- 47 Report post Posted January 27, 2012 there already is a Christine car mod http://www.moddb.com/mods/christine-mod but its just the car. Share this post Link to post Share on other sites
Knight Bob 1 Report post 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. Share this post Link to post Share on other sites
Delorean12 0 Report post Posted January 27, 2012 What have you changed? Share this post Link to post Share on other sites
Knight Bob 1 Report post 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 Share this post Link to post Share on other sites
Delorean12 0 Report post Posted January 28, 2012 Sorry don't works the car is still on the wrong position. Share this post Link to post Share on other sites
Knight Bob 1 Report post Posted January 29, 2012 Once I get home, I will look how I created it in a other mode which I code. Share this post Link to post Share on other sites
uokka 117 Report post 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. Share this post Link to post Share on other sites