Difference between revisions of "009A"

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__NOTOC__
 
{{OpCode
 
{{OpCode
 
| games      = {{Icon|t}}
 
| games      = {{Icon|t}}
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| syntax1    = 009A: [''var''] = create_actor [''int1''] [''int2''] at [''flt1''] [''flt2''] [''flt3'']
 
| syntax1    = 009A: [''var''] = create_actor [''int1''] [''int2''] at [''flt1''] [''flt2''] [''flt3'']
 
| syntax2    = Actor.Create( [''var''], [''int1''], [''int2''], [''flt1''], [''flt2''], [''flt3''] )
 
| syntax2    = Actor.Create( [''var''], [''int1''], [''int2''], [''flt1''], [''flt2''], [''flt3''] )
| p1t        = [''var'']
+
| p1t        = [''int1'']
| p1d         = Variable to store the handle of the character
+
| p1d        = [[Ped type]]
| p2t        = [''int1'']
+
| p2t         = [''int2'']
| p2d         = [[Ped type]]
+
| p2d         = Valid model index number as defined in the [[PEDS|PEDS section]] of the [[IDE]] file; also acceptable is model's [[DFF]] name with a hash character
| p3t         = [''int2'']
+
| p3t         = [''flt1'']
| p3d         = Valid character model ID number as defined in the [[PEDS|PEDS section]] of the [[IDE]] file; also acceptable is model's [[DFF]] name with a hash character
+
| p3d         = X-coordinate
| p4t         = [''flt1'']
+
| p4t         = [''flt2'']
| p4d         = X-coordinate
+
| p4d         = Y-coordinate
| p5t         = [''flt2'']
+
| p5t         = [''flt3'']
| p5d         = Y-coordinate
+
| p5d         = Z-coordinate
| p6t         = [''flt3'']
+
| p6t        = [''var'']
| p6d         = Z-coordinate
+
| p6d        = Variable to store the handle of the character
 
| native      = [[CREATE_CHAR]]
 
| native      = [[CREATE_CHAR]]
 
}}
 
}}
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:''See also: [[Spawn a ped]]''
 
:''See also: [[Spawn a ped]]''
 
The following example, using Sanny Builder, will spawn a ped close to the player character.
 
The following example, using Sanny Builder, will spawn a ped close to the player character.
<syntaxhighlight lang="scm">
+
{{Pre|class=sb-code|1=
// set constants
+
<span class="k">const</span>
const
+
CHAR_MODEL = <span class="nt">#BFORI</span>
CHAR_MODEL = #BFORI
+
CHAR_HANDLE = <span class="nv">0@</span>
CHAR_HANDLE = 0@
+
X_POS = <span class="nv">1@</span>
X_POS = 1@
+
Y_POS = <span class="nv">2@</span>
Y_POS = 2@
+
Z_POS = <span class="nv">3@</span>
Z_POS = 3@
+
<span class="k">end</span>
end
 
  
// load model, required to prevent unnecessary crash!
+
[[0247]]: request_model CHAR_MODEL
0247: request_model CHAR_MODEL
+
[[038B]]: load_requested_models
// check if model is loaded
+
[[00A0]]: store_actor <span class="nv">$PLAYER_ACTOR</span> position_to X_POS Y_POS Z_POS
repeat
+
X_POS += <span class="m">4.0</span>
    wait 0
+
009A: CHAR_HANDLE = create_actor <span class="m">4</span> CHAR_MODEL at X_POS Y_POS Z_POS
    if
+
[[0249]]: release_model CHAR_MODEL
        0248:   model CHAR_MODEL available
+
[[01C2]]: remove_references_to_actor CHAR_HANDLE
    then
+
}}
        break
 
    end
 
until false
 
// spawn character
 
00A0: store_actor $PLAYER_ACTOR position_to X_POS Y_POS Z_POS
 
X_POS += 4.0
 
009A: CHAR_HANDLE = create_actor 4 CHAR_MODEL at X_POS Y_POS Z_POS
 
// cleanup
 
0249: release_model CHAR_MODEL
 
01C2: remove_references_to_actor CHAR_HANDLE
 
</syntaxhighlight>
 
  
 
== Special Peds ==
 
== Special Peds ==
Special peds uses models <code>SPECIAL#.dff</code>, where <i>#</i> is a number from <i>01</i> to <i>04</i> in GTA3, <i>01</i> to <i>21</i> in Vice City, and <i>01</i> to <i>10</i> in San Andreas. It is used in conjunction with [[023C]]. The special actor ID number corresponds to the number in <code>SPECIAL#.dff</code>. You do not have to load <code>SPECIAL#.dff</code> as it is always loaded into the game. Each special actor ID can accommodate only one special ped at a time and can be replaced by another special ped if the other special ped has the same ID.
+
Special peds use models <code>SPECIAL##.dff</code>, where <i>##</i> is a number from <i>01</i> to <i>04</i> in GTA III, <i>01</i> to <i>21</i> in Vice City, and <i>01</i> to <i>10</i> in San Andreas. It is used in conjunction with [[023C]]. The special character number corresponds to the number in <code>SPECIAL##.dff</code>. You do not have to load <code>SPECIAL##.dff</code> as it is always loaded into the game. Each special character number can accommodate only one special ped at a time and can be replaced by another special ped if the other special ped has the same number.
  
In GTA 3 and Vice City, every special actor number is used at least once. In San Andreas, the game actively uses special actor numbers 1 to 5 while the rest is not actively used in the game.
+
In the original scripts of GTA III and Vice City, every special character number is used at least once. In San Andreas, the game actively uses special character numbers 1 to 5 while the rest are not actively used in the game.
  
 
=== Example ===
 
=== Example ===
 
Loading special peds is similar to loading regular peds. The following example, using Sanny Builder, will spawn a special ped close to the player character.
 
Loading special peds is similar to loading regular peds. The following example, using Sanny Builder, will spawn a special ped close to the player character.
<source lang="scm">
+
{{Pre|class=sb-code|1=
// set constants
+
<span class="k">const</span>
const
+
CHAR_HANDLE = <span class="nv">0@</span>
CHAR_HANDLE = 0@
+
X_POS = <span class="nv">1@</span>
X_POS = 1@
+
Y_POS = <span class="nv">2@</span>
Y_POS = 2@
+
Z_POS = <span class="nv">3@</span>
Z_POS = 3@
+
<span class="k">end</span>
end
 
  
// assign special model to slot
+
[[023C]]: load_special_actor <span class="m">1</span> <span class="s1">'PLAYER'</span> <span class="c1">// for GTA III and Vice City</span>
023C: load_special_actor 1 'PLAYER'  // GTA III and Vice City only
+
<span class="c1">// 023C: load_special_actor 'ANDRE' as 1  // for San Andreas</span>
// 023C: load_special_actor 'ANDRE' as 1  // uncomment for SA
+
[[038B]]: load_requested_models
// check if model in slot is available
+
[[00A0]]: store_actor <span class="nv">$PLAYER_ACTOR</span> position_to X_POS Y_POS Z_POS
repeat
+
X_POS += <span class="m">4.0</span>
    wait 0
+
009A: CHAR_HANDLE = create_actor_pedtype <span class="m">21</span> model <span class="nt">#SPECIAL01</span> at X_POS Y_POS Z_POS  <span class="c1">// for GTA III and Vice City</span>
    if
+
<span class="c1">// 009A: CHAR_HANDLE = create_actor_pedtype 23 model #SPECIAL01 at X_POS Y_POS Z_POS  // for San Andreas</span>
        023D:   special_actor 1 loaded
+
[[0296]]: unload_special_actor <span class="m">1</span>
    then
+
[[01C2]]: remove_references_to_actor CHAR_HANDLE
        break
+
}}
    end
 
until false
 
// spawn character
 
00A0: store_actor $PLAYER_ACTOR position_to X_POS Y_POS Z_POS
 
X_POS += 4.0
 
009A: CHAR_HANDLE = create_actor_pedtype 21 model #SPECIAL01 at X_POS Y_POS Z_POS  // GTA III and Vice City only
 
// 009A: CHAR_HANDLE = create_actor_pedtype 23 model #SPECIAL01 at X_POS Y_POS Z_POS  // uncomment for SA
 
// cleanup
 
0296: unload_special_actor 1
 
01C2: remove_references_to_actor CHAR_HANDLE
 
</source>
 
  
 
== Keywords ==
 
== Keywords ==
 
create, spawn, actor, ped, pedestrian, pedtype, model, character
 
create, spawn, actor, ped, pedestrian, pedtype, model, character
 
__NOTOC__
 

Latest revision as of 03:33, 6 December 2016

GTA III Vice City San Andreas CREATE_CHAR


Description
Creates a character at the coordinates point
Syntax
009A: [var] = create_actor [int1] [int2] at [flt1] [flt2] [flt3]
Actor.Create( [var], [int1], [int2], [flt1], [flt2], [flt3] )
Parameter
[int1]
Ped type
[int2]
Valid model index number as defined in the PEDS section of the IDE file; also acceptable is model's DFF name with a hash character
[flt1]
X-coordinate
[flt2]
Y-coordinate
[flt3]
Z-coordinate
[var]
Variable to store the handle of the character
Native analog
CREATE_CHAR

This opcode creates a character at the coordinates point. Using this opcode requires the model to be already loaded, usually through opcode 0247, or else the game can crash. The major script editors like Sanny Builder support using the character's DFF model name and automatically converts it to the corresponding model ID number upon compilation. All characters created by this opcode outside the standard mission structure will become near-permanent in the game until opcode 01C2 is used to mark it as no longer needed or removed from the world through other means like 009B or 034F.

Example

See also: Spawn a ped

The following example, using Sanny Builder, will spawn a ped close to the player character.

const
CHAR_MODEL = #BFORI
CHAR_HANDLE = 0@
X_POS = 1@
Y_POS = 2@
Z_POS = 3@
end

0247: request_model CHAR_MODEL
038B: load_requested_models
00A0: store_actor $PLAYER_ACTOR position_to X_POS Y_POS Z_POS
X_POS += 4.0
009A: CHAR_HANDLE = create_actor 4 CHAR_MODEL at X_POS Y_POS Z_POS
0249: release_model CHAR_MODEL
01C2: remove_references_to_actor CHAR_HANDLE

Special Peds

Special peds use models SPECIAL##.dff, where ## is a number from 01 to 04 in GTA III, 01 to 21 in Vice City, and 01 to 10 in San Andreas. It is used in conjunction with 023C. The special character number corresponds to the number in SPECIAL##.dff. You do not have to load SPECIAL##.dff as it is always loaded into the game. Each special character number can accommodate only one special ped at a time and can be replaced by another special ped if the other special ped has the same number.

In the original scripts of GTA III and Vice City, every special character number is used at least once. In San Andreas, the game actively uses special character numbers 1 to 5 while the rest are not actively used in the game.

Example

Loading special peds is similar to loading regular peds. The following example, using Sanny Builder, will spawn a special ped close to the player character.

const
CHAR_HANDLE = 0@
X_POS = 1@
Y_POS = 2@
Z_POS = 3@
end

023C: load_special_actor 1 'PLAYER'  // for GTA III and Vice City
// 023C: load_special_actor 'ANDRE' as 1  // for San Andreas
038B: load_requested_models
00A0: store_actor $PLAYER_ACTOR position_to X_POS Y_POS Z_POS
X_POS += 4.0
009A: CHAR_HANDLE = create_actor_pedtype 21 model #SPECIAL01 at X_POS Y_POS Z_POS  // for GTA III and Vice City
// 009A: CHAR_HANDLE = create_actor_pedtype 23 model #SPECIAL01 at X_POS Y_POS Z_POS  // for San Andreas
0296: unload_special_actor 1
01C2: remove_references_to_actor CHAR_HANDLE

Keywords

create, spawn, actor, ped, pedestrian, pedtype, model, character