Difference between revisions of "01C3"

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{{Icon|t}} '''MARK_CAR_AS_NO_LONGER_NEEDED'''
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{{Icon|t}} '''MARK_<wbr>CAR_<wbr>AS_<wbr>NO_<wbr>LONGER_<wbr>NEEDED'''
 
<hr />
 
<hr />
 
'''Description'''
 
'''Description'''
 
: Marks the vehicle as no longer needed
 
: Marks the vehicle as no longer needed
 
'''Syntax'''
 
'''Syntax'''
: 01C3: remove_references_to_car [''car handle'']
+
: 01C3: mark_car_as_no_longer_needed [''car handle'']
 
: Car.RemoveReferences( [''car handle''] )
 
: Car.RemoveReferences( [''car handle''] )
 
'''Parameter'''
 
'''Parameter'''
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: [[MARK_CAR_AS_NO_LONGER_NEEDED]]
 
: [[MARK_CAR_AS_NO_LONGER_NEEDED]]
  
This opcode marks the vehicle as no longer needed and turns it into a traffic vehicle. If the vehicle is spawned ([[00A5]], etc.) or grabbed from the world ([[0327]], etc.), the vehicle will remain in the game without despawning until this opcode is called. If spawned during a [[Create a mission|mission]], ending the mission triggers a [[00D8|cleanup routine]] that automatically marks any vehicles spawned during the mission as no longer needed. When the vehicle is marked no longer needed, it will be treated like a traffic vehicle and will disappear off-screen; however, the script will still continue to recognize the vehicle until the vehicle disappears entirely. Opcodes that grabs the handle of the vehicle ([[03C0]], etc.) do not treat vehicles as mission vehicles, so using this opcode with disregard will cause problems with other scripts (like during missions) trying to look for the vehicle.
+
This opcode marks the vehicle as no longer needed by the script and turns it into a traffic vehicle. When a vehicle is spawned ([[00A5]], etc.) or grabbed from the world ([[0327]], etc.), the vehicle will remain in the game without despawning until this opcode is called. If spawned during a [[Create a mission|mission]], calling the [[00D8|mission cleanup routine]] automatically marks any vehicles spawned during the mission as no longer needed. When the vehicle is marked no longer needed, it will be treated like a traffic vehicle and will disappear off-screen. However, as long as the vehicle remains on-screen, the script can continue to recognize the vehicle until it disappears. Opcodes that grabs the handle of the vehicle ([[03C0]], etc.) do not treat vehicles as mission vehicles, so using this opcode with disregard will cause problems with other scripts (like during missions) trying to look for the vehicle. Alternative documentation names this opcode as "remove references to car".
  
 
== Example ==
 
== Example ==
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== Keywords ==
 
== Keywords ==
remove, cleanup, reference, references, car, vehicle
+
mark, remove, cleanup, reference, references, car, vehicle, no, longer, needed
  
 
== See also ==
 
== See also ==

Revision as of 16:33, 6 December 2015

GTA III Vice City San Andreas MARK_CAR_AS_NO_LONGER_NEEDED


Description

Marks the vehicle as no longer needed

Syntax

01C3: mark_car_as_no_longer_needed [car handle]
Car.RemoveReferences( [car handle] )

Parameter

[car handle]
The handle of a vehicle; vehicle does not have to exist

Native analog

MARK_CAR_AS_NO_LONGER_NEEDED

This opcode marks the vehicle as no longer needed by the script and turns it into a traffic vehicle. When a vehicle is spawned (00A5, etc.) or grabbed from the world (0327, etc.), the vehicle will remain in the game without despawning until this opcode is called. If spawned during a mission, calling the mission cleanup routine automatically marks any vehicles spawned during the mission as no longer needed. When the vehicle is marked no longer needed, it will be treated like a traffic vehicle and will disappear off-screen. However, as long as the vehicle remains on-screen, the script can continue to recognize the vehicle until it disappears. Opcodes that grabs the handle of the vehicle (03C0, etc.) do not treat vehicles as mission vehicles, so using this opcode with disregard will cause problems with other scripts (like during missions) trying to look for the vehicle. Alternative documentation names this opcode as "remove references to car".

Example

The following example, using Sanny Builder, will spawn a Pony close to the player character. A number is displayed on the screen to show the existence of the Pony; 0 means it does not exist and 1 means it does. If the Pony is left alone, it will not disappear. Pressing the CAMERA key will mark the Pony as no longer needed. After that, if left alone, the Pony will disappear like normal traffic vehicles.

// set constants
const
SPAWNED_CAR = 0@
X_POS = 1@
Y_POS = 2@
Z_POS = 3@
PONY_EXISTS = 4@
CAR_MODEL = #PONY
end

// spawn pony
0247: request_model CAR_MODEL
repeat
    wait 0
    if
        0248:   model CAR_MODEL available
    then
        break
    end
until false
00A0: store_actor $PLAYER_ACTOR position_to X_POS Y_POS Z_POS
X_POS += 4.0
00A5: SPAWNED_CAR = create_car CAR_MODEL at X_POS Y_POS Z_POS
0249: release_model CAR_MODEL
PONY_EXISTS = true  // pony exists

// check the existence of and mark pony as no longer needed
while true
    wait 10
    if 
        00E1:   key_pressed 0 13  // camera key
    then
        01C3: remove_references_to_car SPAWNED_CAR
    end
    if
        0119:   car SPAWNED_CAR wrecked
    then
        PONY_EXISTS = false  // pony does not exist
    end
    // display existence of pony as a number onscreen
    01E5: text_1number_highpriority 'NUMBER' PONY_EXISTS 10 ms 1
end

Keywords

mark, remove, cleanup, reference, references, car, vehicle, no, longer, needed

See also

  • GTA III Vice City San Andreas 01C2, for characters
  • GTA III Vice City San Andreas 01C4, for objects