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Delorean88MP

time train code can not with animation

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hi all.

can you help me make time train with animation?

you can try look at my code?

sorry for my bad code :mellow:

// This file was decompiled using sascm.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'TIMETRAIN' 

:TIMETRAIN_19
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TIMETRAIN_19 
0AB4: 0@ = var 8 
if 
   not Car.Wrecked(0@)
wait 0 
else_jump @TIMETRAIN_19 
if 
   Car.Model(0@) == #BUS
else_jump @TIMETRAIN_19 
0AB4: 30@ = var 0 
if 
  30@ == 0 
else_jump @TIMETRAIN_19 
Model.Load(18643)
Model.Load(18644)
Model.Load(18645)
Model.Load(18646)
Model.Load(18647)
Model.Load(18648)
Model.Load(18649)
Model.Load(18650)
Model.Load(18651)
Model.Load(18652)
Model.Load(18653)
Model.Load(18654)
Model.Load(18655)
Model.Load(18656)
Model.Load(18657)
Model.Load(18658)
Model.Load(18659)
Model.Load(18660)
Model.Load(18661)
Model.Load(18662)
Model.Load(18663)
Model.Load(18664)
Model.Load(18665)
Model.Load(18666)
Model.Load(18667)
038B: load_requested_models 
jump @TIMETRAIN_244 

:TIMETRAIN_244
   Model.Available(18643)
   Model.Available(18644)
   Model.Available(18645)
   Model.Available(18646)
   Model.Available(18647)
   Model.Available(18648)
   Model.Available(18649)
   Model.Available(18650)
   Model.Available(18651)
   Model.Available(18652)
   Model.Available(18653)
   Model.Available(18654)
   Model.Available(18655)
   Model.Available(18656)
   Model.Available(18657)
   Model.Available(18658)
   Model.Available(18659)
   Model.Available(18660)
   Model.Available(18661)
   Model.Available(18662)
   Model.Available(18663)
   Model.Available(18664)
   Model.Available(18665)
   Model.Available(18666)
   Model.Available(18667)
else_jump @TIMETRAIN_244 
if 
1@ = Object.Create(18643, 0.0, 0.0, 0.0)
0681: attach_object 1@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
2@ = Object.Create(18644, 0.0, 0.0, 0.0)
0681: attach_object 2@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
3@ = Object.Create(18645, 0.0, 0.0, 0.0)
0681: attach_object 3@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
4@ = Object.Create(18646, 0.0, 0.0, 0.0)
0681: attach_object 4@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
5@ = Object.Create(18647, 0.0, 0.0, 0.0)
0681: attach_object 5@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
6@ = Object.Create(18648, 0.0, 0.0, 0.0)
0681: attach_object 6@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
7@ = Object.Create(18649, 0.0, 0.0, 0.0)
0681: attach_object 7@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
8@ = Object.Create(18650, 0.0, 0.0, 0.0)
0681: attach_object 8@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
9@ = Object.Create(18651, 0.0, 0.0, 0.0)
0681: attach_object 9@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
10@ = Object.Create(18652, 0.0, 0.0, 0.0)
0681: attach_object 10@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
11@ = Object.Create(18653, 0.0, 0.0, 0.0)
0681: attach_object 11@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
12@ = Object.Create(18654, 0.0, 0.0, 0.0)
0681: attach_object 12@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
13@ = Object.Create(18655, 0.0, 0.0, 0.0)
0681: attach_object 13@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
14@ = Object.Create(18656, 0.0, 0.0, 0.0)
0681: attach_object 14@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
15@ = Object.Create(18657, 0.0, 0.0, 0.0)
0681: attach_object 15@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
16@ = Object.Create(18658, 0.0, 0.0, 0.0)
0681: attach_object 16@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
17@ = Object.Create(18659, 0.0, 0.0, 0.0)
0681: attach_object 17@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
18@ = Object.Create(18660, 0.0, 0.0, 0.0)
0681: attach_object 18@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
19@ = Object.Create(18661, 0.0, 0.0, 0.0)
0681: attach_object 19@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
20@ = Object.Create(18662, 0.0, 0.0, 0.0)
0681: attach_object 20@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
21@ = Object.Create(18663, 0.0, 0.0, 0.0)
0681: attach_object 21@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
22@ = Object.Create(18664, 0.0, 0.0, 0.0)
0681: attach_object 22@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
23@ = Object.Create(18665, 0.0, 0.0, 0.0)
0681: attach_object 23@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
24@ = Object.Create(18666, 0.0, 0.0, 0.0)
0681: attach_object 24@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 
25@ = Object.Create(18667, 0.0, 0.0, 0.0)
0681: attach_object 25@ to_car 0@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 

:TIMETRAIN_1905
wait 10 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @TIMETRAIN_2030 
if 
   not Car.Wrecked(0@)
else_jump @TIMETRAIN_2030 
0AB4: 30@ = var 2 
if 
  30@ == 0 
else_jump @TIMETRAIN_2030 
0AB4: 30@ = var 0 
if 
  30@ == 0 
else_jump @TIMETRAIN_2030 
if 
  32@ >= 50 
else_jump @TIMETRAIN_1905 
32@ = 0  

:TIMETRAIN_2030
0A92: create_custom_thread "TIMET.CS"  
0A93: end_custom_thread 

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nothing to ask in 5 hours :ermm:

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First, I see that you are attaching all the objects in the same place (offset 0,0,0). Second, you are not using rotating animation with 0453: http://gtag.gtagaming.com/opcode-database/opcode/0453/

Third, you might need to add some checks:

if 
03CA:   object 16@ exists 
else_jump @HOVANIM_651 
0750: set_object 16@ visibility 1 // makes object visible

:thumbs:

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@BTTFModMachine

you can read on PM

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