Difference between revisions of "Spawn a vehicle"

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Line 11: Line 11:
 
014C: set_parked_car_generator 0@ cars_to_generate_to 101  
 
014C: set_parked_car_generator 0@ cars_to_generate_to 101  
  
0A95: enable|_thread_saving
+
0A95: enable_thread_saving
  
 
0A93: end_custom_thread  
 
0A93: end_custom_thread  

Revision as of 14:47, 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