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
 
[[Category:OpCodes]]
 

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.

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