Difference between revisions of "Spawn a vehicle"

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(some examples added. still needed the explanation of what each opcode/structure does)
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How to spawn a car using...
+
How to spawn a [[vehicle]] using...
  
 
==... opcode 00A5==
 
==... opcode 00A5==
 
Here's the basic example of creating a vehicle right before a player using [[00A5]] opcode. You need to press the Action button to create a vehicle.
 
Here's the basic example of creating a vehicle right before a player using [[00A5]] opcode. You need to press the Action button to create a vehicle.
  
{$CLEO .cs}
+
<source lang="scm">{$CLEO .cs}
[[0000]]: NOP  
+
 
 +
0000: NOP  
 +
 
 +
:CARSPAWN_2
 +
0001: wait 250 ms
 +
00D6: if
 +
0256:  player $PLAYER_CHAR defined
 +
004D: jump_if_false @CARSPAWN_2
 +
00D6: if
 +
00E1:  player 0 pressed_key 4
 +
004D: jump_if_false @CARSPAWN_2
 +
0247: load_model #INFERNUS
 
   
 
   
:CARSPAWN_2
+
:CARSPAWN_45
[[0001]]: wait 250 ms
+
00D6: if  
[[00D6]]: if
+
8248:  not model #INFERNUS available  
[[0256]]:  player $PLAYER_CHAR defined
+
004D: jump_if_false @CARSPAWN_68  
[[004D]]: jump_if_false @CARSPAWN_2
+
0001: wait 0 ms  
00D6: if  
+
0002: jump @CARSPAWN_45  
[[00E1]]:  player 0 pressed_key 4
+
 
004D: jump_if_false @CARSPAWN_2
+
:CARSPAWN_68
[[0247]]: load_model #INFERNUS
+
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 4.0 1.4  
+
0395: clear_area 1 at 0@ 1@ 2@ radius 3.0  
:CARSPAWN_45
+
00A5: 3@ = create_car #INFERNUS at 0@ 1@ 2@  
[[0248|8248]]:  not model #INFERNUS available  
+
01C3: remove_references_to_car 3@
004D: jump_if_false @CARSPAWN_68  
+
0249: release_model #INFERNUS  
0001: wait 0 ms  
+
0001: wait 2000 ms  
[[0002]]: jump @CARSPAWN_45  
+
0002: jump @CARSPAWN_2</source>
 
:CARSPAWN_68
 
[[04C4]]: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 4.0 1.4  
 
[[0395]]: clear_area 1 at 0@ 1@ 2@ radius 3.0  
 
[[00A5]]: 3@ = create_car #INFERNUS at 0@ 1@ 2@  
 
[[01C3]]: remove_references_to_car 3@
 
[[0249]]: release_model #INFERNUS  
 
0001: wait 2000 ms  
 
0002: jump @CARSPAWN_2
 
  
You may learn different ways of loading a model reading [[009A#Example|this article]].
+
You may learn different ways of loading a model reading [[0247#Example|this article]].
  
 
==... memory hack==
 
==... memory hack==
 
This code also creates a vehicle before a player.
 
This code also creates a vehicle before a player.
{$CLEO .cs}
+
 
 +
<source lang="scm">{$CLEO .cs}
 
    
 
    
[[0000]]: NOP  
+
0000: NOP  
+
 
:CARSPAWN_2
+
:CARSPAWN_2
[[0001]]: wait 250 ms  
+
0001: wait 250 ms  
[[00D6]]: if  
+
00D6: if  
[[0256]]:  player $PLAYER_CHAR defined  
+
0256:  player $PLAYER_CHAR defined  
[[004D]]: jump_if_false @CARSPAWN_2  
+
004D: jump_if_false @CARSPAWN_2  
00D6: if  
+
00D6: if  
[[00E1]]:  player 0 pressed_key 4  
+
00E1:  player 0 pressed_key 4  
004D: jump_if_false @CARSPAWN_2  
+
004D: jump_if_false @CARSPAWN_2  
[[0AA5]]: call 0x0043A0B6 num_params 1 pop 1 #INFERNUS
+
0AA5: call 0x0043A0B6 num_params 1 pop 1 #INFERNUS
0001: wait 2000 ms  
+
0001: wait 2000 ms  
0002: jump @CARSPAWN_2
+
0002: jump @CARSPAWN_2</source>
  
 
It works same as the example above. The called procedure does all needed stuff (model loading, coords calculation) itself. But it only works on the version 1.0 US due to the fact the [[Function Memory Addresses (SA)|memory addresses]] differ on various game versions.
 
It works same as the example above. The called procedure does all needed stuff (model loading, coords calculation) itself. But it only works on the version 1.0 US due to the fact the [[Function Memory Addresses (SA)|memory addresses]] differ on various game versions.
  
==... opcode 014B==
+
==... car generator opcode==
This is an example of creating a [[014B|parked vehicle]]. Note that once created this vehicle will only present in your game if you save.
+
This is an example of creating a [[014B|parked vehicle]]. Note that once created this vehicle will always be present in your game if you save.
{$CLEO .cs}
+
<source lang="scm">{$CLEO .cs}
 
   
 
   
[[014B]]: 0@ = init_parked_car_generator #HOTRING color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2335.069 -1613.274 483.7184 angle 0.0  
+
014B: 0@ = init_parked_car_generator #HOTRING color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2335.069 -1613.274 483.7184 angle 0.0  
[[014C]]: set_parked_car_generator 0@ cars_to_generate_to 101  
+
014C: set_parked_car_generator 0@ cars_to_generate_to 101  
[[0A95]]: enable_thread_saving
+
0A95: enable_thread_saving
[[0A93]]: end_custom_thread
+
0A93: end_custom_thread </source>
 +
Since 014B returns the handle of a parked car generator and not a vehicle instance, vehicle-related opcodes will not work on those variables
 +
 
 +
Other car generator-related opcodes, for San Andreas only:
 +
* [[09E2]] &ndash; Creates a parked car generator where the car has a special numplate text.
 +
* [[0A17]] &ndash; Sets a parked car generator as owned by the player
 +
 
 +
Native functions in GTA IV related to car generators:
 +
* [[CREATE_CAR_GENERATOR]]
 +
* [[CREATE_CAR_GENERATOR_WITH_PLATE]]
 +
* [[CREATE_CARS_ON_GENERATORS_IN_AREA]]
 +
* [[DELETE_CAR_GENERATOR]]
 +
* [[DISABLE_CAR_GENERATORS]]
 +
* [[DISABLE_CAR_GENERATORS_WITH_HELI]]
 +
* [[FORCE_GENERATE_PARKED_CARS_TOO_CLOSE_TO_OTHERS]]
 +
* [[IS_OUR_PLAYER_HIGHER_PRIORITY_FOR_CAR_GENERATION]]
 +
* [[REMOVE_CARS_FROM_GENERATORS_IN_AREA]]
 +
* [[SET_ALL_CAR_GENERATORS_BACK_TO_ACTIVE]]
 +
* [[SET_CAR_GENERATORS_ACTIVE_IN_AREA]]
 +
* [[SET_HAS_BEEN_OWNED_FOR_CAR_GENERATOR]]
 +
* [[SWITCH_CAR_GENERATOR]]
  
{{Tutorial-stub}}
+
{{SA-navi}}
[[Category:GTA_SA]][[Category:Code Snippets]][[Category:Mission Script]]
+
[[Category:Code Snippets]][[Category:Mission Script]]

Latest revision as of 18:23, 4 March 2015

How to spawn a vehicle using...

... opcode 00A5

Here's the basic example of creating a vehicle right before a player using 00A5 opcode. You need to press the Action button to create a vehicle.

{$CLEO .cs}

0000: NOP 

:CARSPAWN_2
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARSPAWN_2 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @CARSPAWN_2 
0247: load_model #INFERNUS 
 
:CARSPAWN_45
00D6: if 
8248:   not model #INFERNUS available 
004D: jump_if_false @CARSPAWN_68 
0001: wait 0 ms 
0002: jump @CARSPAWN_45 

:CARSPAWN_68
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 4.0 1.4 
0395: clear_area 1 at 0@ 1@ 2@ radius 3.0 
00A5: 3@ = create_car #INFERNUS at 0@ 1@ 2@ 
01C3: remove_references_to_car 3@
0249: release_model #INFERNUS 
0001: wait 2000 ms 
0002: jump @CARSPAWN_2

You may learn different ways of loading a model reading this article.

... memory hack

This code also creates a vehicle before a player.

{$CLEO .cs}
  
0000: NOP 

:CARSPAWN_2
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARSPAWN_2 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @CARSPAWN_2 
0AA5: call 0x0043A0B6 num_params 1 pop 1 #INFERNUS
0001: wait 2000 ms 
0002: jump @CARSPAWN_2

It works same as the example above. The called procedure does all needed stuff (model loading, coords calculation) itself. But it only works on the version 1.0 US due to the fact the memory addresses differ on various game versions.

... car generator opcode

This is an example of creating a parked vehicle. Note that once created this vehicle will always be present in your game if you save.

{$CLEO .cs}
 
014B: 0@ = init_parked_car_generator #HOTRING color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2335.069 -1613.274 483.7184 angle 0.0 
014C: set_parked_car_generator 0@ cars_to_generate_to 101 
0A95: enable_thread_saving
0A93: end_custom_thread

Since 014B returns the handle of a parked car generator and not a vehicle instance, vehicle-related opcodes will not work on those variables

Other car generator-related opcodes, for San Andreas only:

  • 09E2 – Creates a parked car generator where the car has a special numplate text.
  • 0A17 – Sets a parked car generator as owned by the player

Native functions in GTA IV related to car generators: