009A
- Description
- Creates a character at the coordinates point
- Syntax
- 009A: [var] = create_actor [int1] [int2] at [flt1] [flt2] [flt3]
- Actor.Create( [var], [int1], [int2], [flt1], [flt2], [flt3] )
- Parameter
- [var]
- Variable to store the handle of the character
- [int1]
- Ped type
- [int2]
- Valid character model ID number as defined in the PEDS section of the IDE file; also acceptable is model's DFF name with a hash character
- [flt1]
- X-coordinate
- [flt2]
- Y-coordinate
- [flt3]
- Z-coordinate
- Native analog
- CREATE_CHAR
This opcode creates a character at the coordinates point. Using this opcode requires the model to be already loaded, usually through opcode 0247, or else the game can crash. The major script editors like Sanny Builder support using the character's DFF model name and automatically converts it to the corresponding model ID number upon compilation. All characters created by this opcode outside the standard mission structure will become near-permanent in the game until opcode 01C2 is used to mark it as no longer needed or removed from the world through other means like 009B or 034F.
Example
- See also: Spawn a ped
The following example, using Sanny Builder, will spawn a ped close to the player character.
// set constants
const
CHAR_MODEL = #BFORI
CHAR_HANDLE = 0@
X_POS = 1@
Y_POS = 2@
Z_POS = 3@
end
// load model, required to prevent unnecessary crash!
0247: request_model CHAR_MODEL
// check if model is loaded
repeat
wait 0
if
0248: model CHAR_MODEL available
then
break
end
until false
// spawn character
00A0: store_actor $PLAYER_ACTOR position_to X_POS Y_POS Z_POS
X_POS += 4.0
009A: CHAR_HANDLE = create_actor 4 CHAR_MODEL at X_POS Y_POS Z_POS
// cleanup
0249: release_model CHAR_MODEL
01C2: remove_references_to_actor CHAR_HANDLE
Special Peds
Special peds uses models SPECIAL#.dff
, where # is a number from 01 to 04 in GTA3, 01 to 21 in Vice City, and 01 to 10 in San Andreas. It is used in conjunction with 023C. The special actor ID number corresponds to the number in SPECIAL#.dff
. You do not have to load SPECIAL#.dff
as it is always loaded into the game. Each special actor ID can accommodate only one special ped at a time and can be replaced by another special ped if the other special ped has the same ID.
In GTA 3 and Vice City, every special actor number is used at least once. In San Andreas, the game actively uses special actor numbers 1 to 5 while the rest is not actively used in the game.
Example
Loading special peds is similar to loading regular peds. The following example, using Sanny Builder, will spawn a special ped close to the player character.
// set constants
const
CHAR_HANDLE = 0@
X_POS = 1@
Y_POS = 2@
Z_POS = 3@
end
// assign special model to slot
023C: load_special_actor 1 'PLAYER' // GTA III and Vice City only
// 023C: load_special_actor 'ANDRE' as 1 // uncomment for SA
// check if model in slot is available
repeat
wait 0
if
023D: special_actor 1 loaded
then
break
end
until false
// spawn character
00A0: store_actor $PLAYER_ACTOR position_to X_POS Y_POS Z_POS
X_POS += 4.0
009A: CHAR_HANDLE = create_actor_pedtype 21 model #SPECIAL01 at X_POS Y_POS Z_POS // GTA III and Vice City only
// 009A: CHAR_HANDLE = create_actor_pedtype 23 model #SPECIAL01 at X_POS Y_POS Z_POS // uncomment for SA
// cleanup
0296: unload_special_actor 1
01C2: remove_references_to_actor CHAR_HANDLE
Keywords
create, spawn, actor, ped, pedestrian, pedtype, model, character