Difference between revisions of "009A"

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Line 31: Line 31:
 
const
 
const
 
CHAR_MODEL = #BFORI
 
CHAR_MODEL = #BFORI
SPAWNED_CHAR = 0@
+
CHAR_HANDLE = 0@
 
X_POS = 1@
 
X_POS = 1@
 
Y_POS = 2@
 
Y_POS = 2@
Line 51: Line 51:
 
00A0: store_actor $PLAYER_ACTOR position_to X_POS Y_POS Z_POS
 
00A0: store_actor $PLAYER_ACTOR position_to X_POS Y_POS Z_POS
 
X_POS += 4.0
 
X_POS += 4.0
009A: SPAWNED_CHAR = create_actor 4 CHAR_MODEL at X_POS Y_POS Z_POS
+
009A: CHAR_HANDLE = create_actor 4 CHAR_MODEL at X_POS Y_POS Z_POS
 
// cleanup
 
// cleanup
 
0249: release_model CHAR_MODEL
 
0249: release_model CHAR_MODEL
01C2: remove_references_to_actor CHAR_MODEL
+
01C2: remove_references_to_actor CHAR_HANDLE
 
</source>
 
</source>
  
Line 63: Line 63:
  
 
=== Example ===
 
=== Example ===
Loading special peds is similar to loading regular peds. The following code is for San Andreas using Sanny Builder's format.
+
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">
 
<source lang="scm">
  :LoadModel
+
// set constants
023C: load_special_actor 'ANDRE' as 1
+
const
+
CHAR_HANDLE = 0@
:CheckModel
+
X_POS = 1@
0001: wait 0 ms
+
Y_POS = 2@
00D6: if
+
Z_POS = 3@
023D:  special_actor 1 loaded
+
end
004D: jump_if_false @CheckModel
+
 
  009A: 0@ = create_actor_pedtype 23 model #SPECIAL01 at 0.0 0.0 0.0
+
// assign special model to slot
0296: unload_special_actor 1
+
023C: load_special_actor 1 'PLAYER' // GTA III and Vice City only
004E: end_thread
+
// 023C: load_special_actor 'ANDRE' as 1 // uncomment for SA
 +
// check if model in slot is available
 +
repeat
 +
    wait 0
 +
    if
 +
        023D:  special_actor 1 loaded
 +
    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_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>
 
</source>
  

Revision as of 00:19, 24 December 2011

GTA III Vice City San Andreas


Description

Spawns a character at a point

Syntax

009A: [var] = create_actor [int1] [int2] at [flt1] [flt2] [flt3]
Actor.Create( [var], [int1], [int2], [flt1], [flt2], [flt3] )

Parameter

[var]
Variable to store the handle of the character
[int1]
Ped type
[int2]
Valid character model ID 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

Native analog

CREATE_CHAR

This spawns a character at a point. Using this opcode requires the model to be loaded through opcode 0247 or else the game might crash. The major script editors like Sanny Builder support using the character's DFF model name and automatically converts those values into integers upon compilation. Once spawned, the character will be permanent in the game even after it dies or after you die or get busted. If you no longer need your character anymore, you could turn it into a random ped using opcode 01C2 or destroy it instantly using opcodes 009B or 034F.

Example

See also: Spawn a ped

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

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

// load model, required to prevent unnecessary crash!
0247: request_model CHAR_MODEL
// check if model is loaded
repeat
    wait 0
    if
        0248:   model CHAR_MODEL available
    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

Special Peds

Special peds uses models SPECIAL#.dff, where # is a number from 01 to 04 in GTA3, 01 to 21 in Vice City, and 01 to 10 in San Andreas. 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 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.

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.

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

// assign special model to slot
023C: load_special_actor 1 'PLAYER'  // GTA III and Vice City only
// 023C: load_special_actor 'ANDRE' as 1  // uncomment for SA
// check if model in slot is available
repeat
    wait 0
    if
        023D:   special_actor 1 loaded
    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_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

Keywords

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