Difference between revisions of "0247"
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This opcode is almost always required when using opcodes that creates characters, vehicles, or objects. This is also used to speed up loading certain map objects that you want to load quickly. [[0248]] checks if the model is loaded and [[0249]] marks the model as no longer needed. | This opcode is almost always required when using opcodes that creates characters, vehicles, or objects. This is also used to speed up loading certain map objects that you want to load quickly. [[0248]] checks if the model is loaded and [[0249]] marks the model as no longer needed. | ||
+ | |||
+ | ==Example== | ||
+ | These examples will show you the ways of loading a model, with a ped model as an example. These will be only shown as examples and should not be copied verbatim. There can be several ways of doing this not shown here. The following codes uses the [[Sanny Builder]]. | ||
+ | |||
+ | ===Recommended format=== | ||
+ | <source lang="scm"> | ||
+ | :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 | ||
+ | </source> | ||
+ | |||
+ | ===Rockstar's common format=== | ||
+ | <source lang="scm"> | ||
+ | :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 | ||
+ | </source> | ||
+ | |||
+ | ===Rockstar's less common format:=== | ||
+ | <source lang="scm"> | ||
+ | :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 | ||
+ | </source> | ||
==Keywords== | ==Keywords== | ||
load, request, model | load, request, model | ||
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Revision as of 18:47, 20 January 2009
{{{games}}}
- Description
- Loads a model into memory
- Syntax
- {{{syntax1}}}
- Parameter
- Native analog
- REQUEST_MODEL
This opcode is almost always required when using opcodes that creates characters, vehicles, or objects. This is also used to speed up loading certain map objects that you want to load quickly. 0248 checks if the model is loaded and 0249 marks the model as no longer needed.
Contents
Example
These examples will show you the ways of loading a model, with a ped model as an example. These will be only shown as examples and should not be copied verbatim. There can be several ways of doing this not shown here. 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
Keywords
load, request, model