Difference between revisions of "01C3"
(testing radically new layout) |
(adding example) |
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Line 9: | Line 9: | ||
: Mission Builder | : Mission Builder | ||
:: 01C3: [''car handle''] | :: 01C3: [''car handle''] | ||
+ | : GTAMA | ||
+ | :: cleanup_car [''car handle''] | ||
: Point | : Point | ||
:: CleanupCar( [''car handle''] ) | :: CleanupCar( [''car handle''] ) | ||
Line 19: | Line 21: | ||
: [[MARK_CAR_AS_NO_LONGER_NEEDED]] | : [[MARK_CAR_AS_NO_LONGER_NEEDED]] | ||
− | This opcode will mark the vehicle as no longer needed. The vehicle will no longer be | + | This opcode will mark the vehicle as no longer needed. The vehicle will no longer be remembered by the game. If you want your vehicle to disappear after it is destroyed or after you are finished with it, use this opcode to make it into a random traffic vehicle so it will disappear like a traffic vehicle. This opcode is only needed when the vehicle is spawned ([[00A5]], etc.) or grabbed from the streets ([[0327]], etc.). This opcode is not needed for any other cases. Using this with disregard will cause problems with other scripts trying to recognize the same vehicle. |
Line 25: | Line 27: | ||
<hr /> | <hr /> | ||
Equivalent opcode: 01C8 | Equivalent opcode: 01C8 | ||
− | + | <br /> | |
+ | For the usage of 01C3 in the script, see [[01BE]]. | ||
{{Icon|VCS}} | {{Icon|VCS}} | ||
Line 31: | Line 34: | ||
Equivalent opcode: 0113 | Equivalent opcode: 0113 | ||
− | ==Keywords== | + | == Example == |
− | remove, reference, references, car, vehicle | + | The following example, using Sanny Builder, will spawn a Pony in front of the player character. A number is displayed on the screen to show the existence of the Pony, 0 means it does not exist while 1 means it does. Pressing the ACTION key will mark the Pony as no longer needed. If left alone, the Pony will disappear like normal traffic vehicles. |
+ | <source lang="scm"> | ||
+ | // spawn pony | ||
+ | Model.Load(#PONY) | ||
+ | repeat | ||
+ | wait 0 | ||
+ | if | ||
+ | #PONY.Available() | ||
+ | then | ||
+ | break | ||
+ | end | ||
+ | until false | ||
+ | 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 3.0 0.0 | ||
+ | Car.Create(0@, #PONY, 1@, 2@, 3@) | ||
+ | Model.Destroy(#PONY) | ||
+ | 1@ = 1 // pony exists | ||
+ | |||
+ | // check the existence of and remove references to pony | ||
+ | while true | ||
+ | wait 10 | ||
+ | if | ||
+ | 00E1: key_pressed 0 4 // action key | ||
+ | then | ||
+ | Car.RemoveReferences(0@) | ||
+ | end | ||
+ | if | ||
+ | Car.Wrecked(0@) | ||
+ | then | ||
+ | 1@ = 0 // pony does not exist | ||
+ | end | ||
+ | // display existence of pony as a number onscreen | ||
+ | 01E5: text_1number_highpriority 'NUMBER' 1@ 10 ms 1 | ||
+ | end | ||
+ | </source> | ||
+ | |||
+ | == Keywords == | ||
+ | remove, cleanup, reference, references, car, vehicle | ||
+ | |||
+ | [[Category:OpCodes]] |
Revision as of 18:17, 13 August 2011
Description
- Removes references to a vehicle
Syntaxes
- Sanny Builder
- 01C3: [car handle]
- Car.RemoveReferences( [car handle] )
- Mission Builder
- 01C3: [car handle]
- GTAMA
- cleanup_car [car handle]
- Point
- CleanupCar( [car handle] )
- raw binary
C3 01 [data type] [car handle]
Parameter
- [car handle]
- The handle of a vehicle; vehicle does not have to exist
Native analog
This opcode will mark the vehicle as no longer needed. The vehicle will no longer be remembered by the game. If you want your vehicle to disappear after it is destroyed or after you are finished with it, use this opcode to make it into a random traffic vehicle so it will disappear like a traffic vehicle. This opcode is only needed when the vehicle is spawned (00A5, etc.) or grabbed from the streets (0327, etc.). This opcode is not needed for any other cases. Using this with disregard will cause problems with other scripts trying to recognize the same vehicle.
Equivalent opcode: 01C8
For the usage of 01C3 in the script, see 01BE.
Equivalent opcode: 0113
Example
The following example, using Sanny Builder, will spawn a Pony in front of the player character. A number is displayed on the screen to show the existence of the Pony, 0 means it does not exist while 1 means it does. Pressing the ACTION key will mark the Pony as no longer needed. If left alone, the Pony will disappear like normal traffic vehicles.
// spawn pony
Model.Load(#PONY)
repeat
wait 0
if
#PONY.Available()
then
break
end
until false
04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 3.0 0.0
Car.Create(0@, #PONY, 1@, 2@, 3@)
Model.Destroy(#PONY)
1@ = 1 // pony exists
// check the existence of and remove references to pony
while true
wait 10
if
00E1: key_pressed 0 4 // action key
then
Car.RemoveReferences(0@)
end
if
Car.Wrecked(0@)
then
1@ = 0 // pony does not exist
end
// display existence of pony as a number onscreen
01E5: text_1number_highpriority 'NUMBER' 1@ 10 ms 1
end
Keywords
remove, cleanup, reference, references, car, vehicle