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Does anyone know how to activate car hydraulics and such, as the forklift lifter or the dumper, via scm code?
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Car hydraulics:
07FF: set_car 4@ hydraulics 1 // enable hydraulics 07F5: car 4@ control_hydraulics 1000.0 0.0 0.0 0.0 // car is lifting (1000.0) some wheel: // 1000.0 - left front wheel // 0.0 - left rear wheel // 0.0 - right front wheel // 0.0 - right rear wheel
Set angle of extra-part of car (for example, dumper):
08A4: set_car 90@ extra_parts_angle_to 46@ // values: 0.0 - 1.0
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Car hydraulics:
07FF: set_car 4@ hydraulics 1 // enable hydraulics 07F5: car 4@ control_hydraulics 1000.0 0.0 0.0 0.0 // car is lifting (1000.0) some wheel: // 1000.0 - left front wheel // 0.0 - left rear wheel // 0.0 - right front wheel // 0.0 - right rear wheel
good post 
i tried it in the past without success
now i saw your value 1000.0 and tried again successful
important is opcode 03A2:
with spawn car with player inside it needs 03A2: set_car 1@ action 2
for spawn car without player inside it needs 03A2: set_car 1@ action 3
if player left the car it don't works anymore, didn't got it
My script below, press Backspace to spawn a dancing Remington
{$CLEO .cs}
:CarHydraulic_Dance_SpwIFront_1
03A4: name_thread 'CARHSPI'
:CARHSPI_2
0001: wait 0 ms
if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @CARHSPI_2
if
0AB0: key_pressed 8//-----------------------------press backspace
004D: jump_if_false @CARHSPI_2
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.2
0247: request_model #REMINGTN
:CARHSPI_3
wait 0
if
0248: model #REMINGTN available
004D: jump_if_false @CARHSPI_3
00A5: 1@ = create_car #REMINGTN at 11@ 12@ 13@
0175: set_car 1@ z_angle_to 90.0
0229: set_car 1@ primary_color_to 1 secondary_color_to 1
06ED: set_car 1@ paintjob 1
0249: release_model #REMINGTN
07FF: set_car 1@ hydraulics 1
03A2: set_car 1@ action 3
wait 250
30@ = 0
31@ = 0
33@ = 0
:CARHSPI_13
0001: wait 0 ms
if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @CARHSPI_95
03F0: enable_text_draw 1
045A: text_draw_1number 40.0 40.0 'NUMBER' 30@ // value
045A: text_draw_1number 40.0 60.0 'NUMBER' 31@ // value
if
0803: car 1@ have_hydraulics
004D: jump_if_false @CARHSPI_95
if or
0119: car 1@ wrecked
01F4: car 1@ flipped
8202: not actor $PLAYER_ACTOR near_car 1@ radius 50.0 50.0 flag 0
004D: jump_if_false @CARHSPI_14
jump @CARHSPI_95
:CARHSPI_14
if and
31@ == 0
00DB: actor $PLAYER_ACTOR in_car 1@
004D: jump_if_false @CARHSPI_15
31@ = 1
03A2: set_car 1@ action 2
wait 500
:CARHSPI_15
if and
31@ == 1
80DB: not actor $PLAYER_ACTOR in_car 1@
004D: jump_if_false @CARHSPI_19
31@ = 0
wait 250
00A6: destroy_car 1@
00BA: text_styled 'fem_off' 1000 ms 4
0002: jump @CARHSPI_2
:CARHSPI_19
if
33@ > 500
004D: jump_if_false @CARHSPI_Table
33@ = 0
0209: 30@ = random_int 0 12
:CARHSPI_Table
0871: init_jump_table 30@ total_jumps 13 0 @CARHSPI_T00 jumps 0 @CARHSPI_T01 1 @CARHSPI_T11 2 @CARHSPI_T22 3 @CARHSPI_T33 4 @CARHSPI_T44 5 @CARHSPI_T55 6 @CARHSPI_T66
0872: jump_table_jumps 7 @CARHSPI_T77 8 @CARHSPI_T88 9 @CARHSPI_T99 10 @CARHSPI_T101 11 @CARHSPI_T111 12 @CARHSPI_T122 -1 @CARHSPI_T00 -1 @CARHSPI_T00 -1 @CARHSPI_T00
:CARHSPI_T00// here goes the code if the value of the variable not exist in the jumptable
00BA: text_styled 'fem_off' 1000 ms 4
wait 1000
0002: jump @CARHSPI_13
:CARHSPI_T01
07F5: car 1@ control_hydraulics 0.0 1000.0 0.0 0.0
0002: jump @CARHSPI_EXIT
:CARHSPI_T11
07F5: car 1@ control_hydraulics 0.0 0.0 0.0 1000.0
0002: jump @CARHSPI_EXIT
:CARHSPI_T22
07F5: car 1@ control_hydraulics 0.0 0.0 1000.0 0.0
0002: jump @CARHSPI_EXIT
:CARHSPI_T33
07F5: car 1@ control_hydraulics 1000.0 0.0 0.0 0.0
0002: jump @CARHSPI_EXIT
:CARHSPI_T44
07F5: car 1@ control_hydraulics 1000.0 0.0 1000.0 0.0
0002: jump @CARHSPI_EXIT
:CARHSPI_T55
07F5: car 1@ control_hydraulics 0.0 1000.0 0.0 1000.0
0002: jump @CARHSPI_EXIT
:CARHSPI_T66
07F5: car 1@ control_hydraulics 1000.0 1000.0 0.0 0.0
0002: jump @CARHSPI_EXIT
:CARHSPI_T77
07F5: car 1@ control_hydraulics 0.0 0.0 1000.0 1000.0
0002: jump @CARHSPI_EXIT
:CARHSPI_T88
07F5: car 1@ control_hydraulics 1000.0 1000.0 1000.0 1000.0
0002: jump @CARHSPI_EXIT
:CARHSPI_T99
07F5: car 1@ control_hydraulics 0.0 1000.0 1000.0 1000.0
0002: jump @CARHSPI_EXIT
:CARHSPI_T101
07F5: car 1@ control_hydraulics 1000.0 0.0 1000.0 1000.0
0002: jump @CARHSPI_EXIT
:CARHSPI_T111
07F5: car 1@ control_hydraulics 1000.0 1000.0 0.0 1000.0
0002: jump @CARHSPI_EXIT
:CARHSPI_T122
07F5: car 1@ control_hydraulics 1000.0 1000.0 1000.0 0.0
0002: jump @CARHSPI_EXIT
:CARHSPI_EXIT
0002: jump @CARHSPI_13
:CARHSPI_95
01C3: remove_references_to_car 1@ // Like turning a car into any random car
00BA: text_styled 'fem_off' 1000 ms 4
0002: jump @CARHSPI_2
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You know,
I was suffering with same problem,
And after reading this post as well as replies, it is now solved...thanks guys...!
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