Difference between revisions of "009A"
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This creates a ped at a coordinate. Using this opcode requires [[0247]] or else the game might crash. | This creates a ped at a coordinate. Using this opcode requires [[0247]] or else the game might crash. | ||
− | == | + | ==Notes== |
Sometimes this opcode is written as this:<br> | Sometimes this opcode is written as this:<br> | ||
<code>009A=6,%6d% %1d% %2o% %3d% %4d% %5d%</code><br> | <code>009A=6,%6d% %1d% %2o% %3d% %4d% %5d%</code><br> | ||
Line 17: | Line 17: | ||
[[Sanny_Builder|Sanny Builder]] by default: | [[Sanny_Builder|Sanny Builder]] by default: | ||
<code>009A: 0@ = create_actor_pedtype 5 model #BFORI at 0.0 0.0 0.0</code> | <code>009A: 0@ = create_actor_pedtype 5 model #BFORI at 0.0 0.0 0.0</code> | ||
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+ | In Sanny Builder, this opcode is equivalent to the command '''Actor.Create'''. | ||
==Example== | ==Example== |
Revision as of 01:26, 7 December 2008
009A=6,%1d% %2o% %3d% %4d% %5d% %6d%
Description: Creates a ped at a coordinate
Parameter 1: Ped type
Parameter 2: Valid ped DFF model name or ID number as defined in the IDE file
Parameter 3: X-coordinate
Parameter 4: Y-coordinate
Parameter 5: Z-coordinate
Parameter 6: Actor handle
Supports: GTA3, Vice City, San Andreas
This creates a ped at a coordinate. Using this opcode requires 0247 or else the game might crash.
Contents
Notes
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 INI file you use.
Sanny Builder by default:
009A: 0@ = create_actor_pedtype 5 model #BFORI at 0.0 0.0 0.0
In Sanny Builder, this opcode is equivalent to the command Actor.Create.
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. These will be only shown as examples and should not be copied verbatim. There are several ways of doing this. The following codes uses the Sanny Builder.
Recommended format:
: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
Rockstar's common format:
:LoadModel 0247: load_model #BFORI :CheckModel 00D6: if 0 8248: not model #BFORI available 004D: jump_if_false @CreateModel 0001: wait 0 ms 0002: jump @CheckModel :CreateModel 009A: 0@ = create_actor_pedtype 5 model #BFORI at 0.0 0.0 0.0 0249: release_model #BFORI 004E: end_thread
Rockstar's less common format:
:LoadModel 00D6: if 0 8248: not model #BFORI available 004D: jump_if_false @CreateModel 0247: load_model #BFORI 0001: wait 0 ms 0002: jump @LoadModel :CreateModel 009A: 0@ = create_actor_pedtype 5 model #BFORI at 0.0 0.0 0.0 0249: release_model #BFORI 004E: end_thread
Special Peds
Special peds uses models SPECIAL#.dff
, where # is a number from 01 to 10. It is used in conjunction with 023C. The special actor ID 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 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.
In San Andreas, the game actively uses special actor numbers 1 to 5. The rest is not actively used in the game but it is still usable.
Example
Loading special peds is similar to loading regular peds. The following code uses Sanny Builder.
:LoadModel 023C: load_special_actor 'ANDRE' as 1 :CheckModel 0001: wait 0 ms 00D6: if 0 023D: special_actor 1 loaded 004D: jump_if_false @CheckModel 009A: 0@ = create_actor_pedtype 23 model #SPECIAL01 at 0.0 0.0 0.0 0296: unload_special_actor 1 004E: end_thread
Keywords
create, spawn, actor, ped, pedestrian, pedtype, model