Difference between revisions of "Spawn a vehicle"
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0A95: enable_thread_saving | 0A95: enable_thread_saving | ||
0A93: end_custom_thread </source> | 0A93: end_custom_thread </source> | ||
− | + | Since 014B returns the handle of an parked car generator and not an vehicle instance vehicle-related opcodes will not work on those variables, with the exception of [[09E2]] and [[0A17]] for San Andreas which do not work for vehicle instances. | |
{{SA-navi}} | {{SA-navi}} | ||
[[Category:Code Snippets]][[Category:Mission Script]] | [[Category:Code Snippets]][[Category:Mission Script]] |
Revision as of 16:11, 23 June 2010
How to spawn a car using...
... opcode 00A5
Here's the basic example of creating a vehicle right before a player using 00A5 opcode. You need to press the Action button to create a vehicle.
{$CLEO .cs}
0000: NOP
:CARSPAWN_2
0001: wait 250 ms
00D6: if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @CARSPAWN_2
00D6: if
00E1: player 0 pressed_key 4
004D: jump_if_false @CARSPAWN_2
0247: load_model #INFERNUS
:CARSPAWN_45
00D6: if
8248: not model #INFERNUS available
004D: jump_if_false @CARSPAWN_68
0001: wait 0 ms
0002: jump @CARSPAWN_45
:CARSPAWN_68
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 4.0 1.4
0395: clear_area 1 at 0@ 1@ 2@ radius 3.0
00A5: 3@ = create_car #INFERNUS at 0@ 1@ 2@
01C3: remove_references_to_car 3@
0249: release_model #INFERNUS
0001: wait 2000 ms
0002: jump @CARSPAWN_2
You may learn different ways of loading a model reading this article.
... memory hack
This code also creates a vehicle before a player.
{$CLEO .cs}
0000: NOP
:CARSPAWN_2
0001: wait 250 ms
00D6: if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @CARSPAWN_2
00D6: if
00E1: player 0 pressed_key 4
004D: jump_if_false @CARSPAWN_2
0AA5: call 0x0043A0B6 num_params 1 pop 1 #INFERNUS
0001: wait 2000 ms
0002: jump @CARSPAWN_2
It works same as the example above. The called procedure does all needed stuff (model loading, coords calculation) itself. But it only works on the version 1.0 US due to the fact the memory addresses differ on various game versions.
... opcode 014B
This is an example of creating a parked vehicle. Note that once created this vehicle will always be present in your game if you save.
{$CLEO .cs}
014B: 0@ = init_parked_car_generator #HOTRING color -1 -1 1 alarm 0 door_lock 0 0 10000 at -2335.069 -1613.274 483.7184 angle 0.0
014C: set_parked_car_generator 0@ cars_to_generate_to 101
0A95: enable_thread_saving
0A93: end_custom_thread
Since 014B returns the handle of an parked car generator and not an vehicle instance vehicle-related opcodes will not work on those variables, with the exception of 09E2 and 0A17 for San Andreas which do not work for vehicle instances.