Difference between revisions of "009A"

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'''Description''': Creates an actor at a coordinate<br>
 
'''Description''': Creates an actor at a coordinate<br>
 
'''Parameter 1''': [[Ped type]]<br>
 
'''Parameter 1''': [[Ped type]]<br>
'''Parameter 2''': [[DFF]] model name<br>
+
'''Parameter 2''': [[DFF]] model name or ID<br>
 
'''Parameter 3''': X-coordinate<br>
 
'''Parameter 3''': X-coordinate<br>
 
'''Parameter 4''': Y-coordinate<br>
 
'''Parameter 4''': Y-coordinate<br>

Revision as of 01:57, 13 October 2007

009A=6,%1d% %2o% %3d% %4d% %5d% %6d%
Description: Creates an actor at a coordinate
Parameter 1: Ped type
Parameter 2: DFF model name or ID
Parameter 3: X-coordinate
Parameter 4: Y-coordinate
Parameter 5: Z-coordinate
Parameter 6: Actor handle
Supports: San Andreas

This creates an actor at a coordinate. Using this opcode requires 0247 or else the game would crash.

Note

Sometimes this opcode is written as this:
009A=6,%6d% %1d% %2o% %3d% %4d% %5d%
The sixth parameter is placed in the beginning instead of at the end. This depends on which sascm.ini file you use.
Sanny Builder by default: 009A: 0@ = create_actor_pedtype 5 model #BFORI at 0.0 0.0 0.0

Example

Beginners have a hard time creating actors because it is tough to learn how to make a code that would create an actor successfully. This will be only shown as an example and shouldn't be copied word for word. There are other ways of doing this. The following code uses the Sanny Builder.

:LoadModel
0247: load_model #BFORI

:CheckModel
0001: wait 0 ms
00D6: if 0
0248: model #BFORI available
004D: jump_if_false @CheckModel
009A: 0@ = create_actor_pedtype 5 model #BFORI at 0.0 0.0 0.0
0249: release_model #BFORI
004E: end_thread

Keywords

create, actor, pedtype, model