Difference between revisions of "Spawn a vehicle"

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How to make CLEO Car spawns:
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How to spawn a [[vehicle]] using...
  
'''Template code'''
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==... opcode 00A5==
 +
Here's the basic example of creating a vehicle right before a player using [[00A5]] opcode. You need to press the Action button to create a vehicle.
  
{$CLEO .cs}
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<source lang="scm">{$CLEO .cs}
  
//-------------MAIN---------------
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0000: NOP
  
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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:CARSPAWN_2
 +
0001: wait 250 ms
 +
00D6: if
 +
0256:  player $PLAYER_CHAR defined
 +
004D: jump_if_false @CARSPAWN_2
 +
00D6: if
 +
00E1:  player 0 pressed_key 4
 +
004D: jump_if_false @CARSPAWN_2
 +
0247: load_model #INFERNUS
 +
 +
:CARSPAWN_45
 +
00D6: if
 +
8248:  not model #INFERNUS available
 +
004D: jump_if_false @CARSPAWN_68
 +
0001: wait 0 ms
 +
0002: jump @CARSPAWN_45
  
014C: set_parked_car_generator 0@ cars_to_generate_to 101
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:CARSPAWN_68
 +
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 4.0 1.4
 +
0395: clear_area 1 at 0@ 1@ 2@ radius 3.0
 +
00A5: 3@ = create_car #INFERNUS at 0@ 1@ 2@
 +
01C3: remove_references_to_car 3@
 +
0249: release_model #INFERNUS
 +
0001: wait 2000 ms
 +
0002: jump @CARSPAWN_2</source>
  
0A95: enable|_thread_saving
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You may learn different ways of loading a model reading [[0247#Example|this article]].
  
0A93: end_custom_thread
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==... memory hack==
 +
This code also creates a vehicle before a player.
  
'''Detailed look:'''
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<source lang="scm">{$CLEO .cs}
 +
 
 +
0000: NOP
  
Part:[http://www.gtamodding.com/index.php?title=014B 014B]: This tells the game it's going to be a car spawn (see the article for full documentation)
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:CARSPAWN_2
 +
0001: wait 250 ms
 +
00D6: if
 +
0256:  player $PLAYER_CHAR defined
 +
004D: jump_if_false @CARSPAWN_2
 +
00D6: if
 +
00E1:  player 0 pressed_key 4
 +
004D: jump_if_false @CARSPAWN_2
 +
0AA5: call 0x0043A0B6 num_params 1 pop 1 #INFERNUS
 +
0001: wait 2000 ms
 +
0002: jump @CARSPAWN_2</source>
  
Part:init_parked_car_generator: Tells the game it's a parked car
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It works same as the example above. The called procedure does all needed stuff (model loading, coords calculation) itself. But it only works on the version 1.0 US due to the fact the [[Function Memory Addresses (SA)|memory addresses]] differ on various game versions.
  
Part: #HOTRING: Tells the game what car to spawn, replace the 'HOTRING' part with a vehicle of your own, e.g,    androm=#ANDROM
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==... car generator opcode==
Bf-400= #Bf400
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This is an example of creating a [[014B|parked vehicle]]. Note that once created this vehicle will always be present in your game if you save.
At-400= #AT400
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<source lang="scm">{$CLEO .cs}
Nrg-500= #NRG500
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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
Part: colour -1 -1 1: Only expert coders should touch this part
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014C: set_parked_car_generator 0@ cars_to_generate_to 101
 +
0A95: enable_thread_saving
 +
0A93: end_custom_thread </source>
 +
Since 014B returns the handle of a parked car generator and not a vehicle instance, vehicle-related opcodes will not work on those variables
  
Part: alarm 0: Determines whether the car has its alarm on or off (alarm 0 is alarm off, and alarm 1 is alarm on
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Other car generator-related opcodes, for San Andreas only:
 +
* [[09E2]] &ndash; Creates a parked car generator where the car has a special numplate text.
 +
* [[0A17]] &ndash; Sets a parked car generator as owned by the player
  
Part: -2335.069 -1613.274 483.7184: The co-ordinates where the car will spawn.
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Native functions in GTA IV related to car generators:
 +
* [[CREATE_CAR_GENERATOR]]
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* [[CREATE_CAR_GENERATOR_WITH_PLATE]]
 +
* [[CREATE_CARS_ON_GENERATORS_IN_AREA]]
 +
* [[DELETE_CAR_GENERATOR]]
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* [[DISABLE_CAR_GENERATORS]]
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* [[DISABLE_CAR_GENERATORS_WITH_HELI]]
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* [[FORCE_GENERATE_PARKED_CARS_TOO_CLOSE_TO_OTHERS]]
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* [[IS_OUR_PLAYER_HIGHER_PRIORITY_FOR_CAR_GENERATION]]
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* [[REMOVE_CARS_FROM_GENERATORS_IN_AREA]]
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* [[SET_ALL_CAR_GENERATORS_BACK_TO_ACTIVE]]
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* [[SET_CAR_GENERATORS_ACTIVE_IN_AREA]]
 +
* [[SET_HAS_BEEN_OWNED_FOR_CAR_GENERATOR]]
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* [[SWITCH_CAR_GENERATOR]]
  
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
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{{SA-navi}}
 +
[[Category:Code Snippets]][[Category:Mission Script]]

Latest revision as of 18:23, 4 March 2015

How to spawn a vehicle using...

... opcode 00A5

Here's the basic example of creating a vehicle right before a player using 00A5 opcode. You need to press the Action button to create a vehicle.

{$CLEO .cs}

0000: NOP 

:CARSPAWN_2
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARSPAWN_2 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @CARSPAWN_2 
0247: load_model #INFERNUS 
 
:CARSPAWN_45
00D6: if 
8248:   not model #INFERNUS available 
004D: jump_if_false @CARSPAWN_68 
0001: wait 0 ms 
0002: jump @CARSPAWN_45 

:CARSPAWN_68
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 4.0 1.4 
0395: clear_area 1 at 0@ 1@ 2@ radius 3.0 
00A5: 3@ = create_car #INFERNUS at 0@ 1@ 2@ 
01C3: remove_references_to_car 3@
0249: release_model #INFERNUS 
0001: wait 2000 ms 
0002: jump @CARSPAWN_2

You may learn different ways of loading a model reading this article.

... memory hack

This code also creates a vehicle before a player.

{$CLEO .cs}
  
0000: NOP 

:CARSPAWN_2
0001: wait 250 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @CARSPAWN_2 
00D6: if 
00E1:   player 0 pressed_key 4 
004D: jump_if_false @CARSPAWN_2 
0AA5: call 0x0043A0B6 num_params 1 pop 1 #INFERNUS
0001: wait 2000 ms 
0002: jump @CARSPAWN_2

It works same as the example above. The called procedure does all needed stuff (model loading, coords calculation) itself. But it only works on the version 1.0 US due to the fact the memory addresses differ on various game versions.

... car generator opcode

This is an example of creating a parked vehicle. Note that once created this vehicle will always be present in your game if you save.

{$CLEO .cs}
 
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

Since 014B returns the handle of a parked car generator and not a vehicle instance, vehicle-related opcodes will not work on those variables

Other car generator-related opcodes, for San Andreas only:

  • 09E2 – Creates a parked car generator where the car has a special numplate text.
  • 0A17 – Sets a parked car generator as owned by the player

Native functions in GTA IV related to car generators: