Difference between revisions of "Spawn a vehicle"
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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 | 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 | ||
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014C: set_parked_car_generator 0@ cars_to_generate_to 101 | 014C: set_parked_car_generator 0@ cars_to_generate_to 101 | ||
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+ | 0A95: enable|_thread_saving | ||
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0A93: end_custom_thread | 0A93: end_custom_thread | ||
Revision as of 14:46, 29 May 2008
How to make CLEO Car spawns:
Template code
{$CLEO .cs}
//-------------MAIN---------------
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
Detailed look:
Part:014B: This tells the game it's going to be a car spawn (see the article for full documentation)
Part:init_parked_car_generator: Tells the game it's a parked car
Part: #HOTRING: Tells the game what car to spawn, replace the 'HOTRING' part with a vehicle of your own, e.g, androm=#ANDROM Bf-400= #Bf400 At-400= #AT400 Nrg-500= #NRG500
Part: colour -1 -1 1: Only expert coders should touch this part
Part: alarm 0: Determines whether the car has its alarm on or off (alarm 0 is alarm off, and alarm 1 is alarm on
Part: -2335.069 -1613.274 483.7184: The co-ordinates where the car will spawn.
Part: angle 0.0: The angle in which the car is facing (e.g, 0.0=North 180.0=South 90.0=East 270.0= West