0247

From GTAMods Wiki
Revision as of 14:06, 11 February 2009 by NTAuthority (talk | contribs) (Added my favorite format :-))
Jump to navigation Jump to search

{{{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.

Shorter format (only for Sanny Builder)

#BFORI.Load()

repeat
    wait 0

    if
        #BFORI.Available()
    then
        break
    end
until false

009A: 0@ = create_actor_pedtype 5 model #BFORI at 0.0 0.0 0.0
#BFORI.Destroy()
end_thread

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