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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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