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Hello everybody! CLEO have a script to park cars, but I want the vehicle to stay there forever, never go away!
Here then is my cars_to_generate 101
Have a vehicle that is the same type (which you'll see in my code I'll post below) which is very close to each other, but now each one does, there are never two, one on the other, each appears an hour, I want you to be both showing!
I want whenever I go there they are all just sitting there parked, without disappearing!
I use a script cleo called "SAVING" which lets you save the game anywhere.
I want when I save, all vehicles are there!
Without me having to take a walk, and return them to appreciate, understand guys?
They should already be there all the time, what should I increase my code?
My Script:
{$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread "MISSOESMILITARES" wait 0 0A95: enable_thread_saving 014B: 1@ = init_parked_car_generator #POLMAV color -1 -1 1 alarm 0 door_lock 0 0 10000 at 356.8221 1978.78 19.6394 angle 90.0 014C: set_parked_car_generator 1@ cars_to_generate_to 101 014B: 2@ = init_parked_car_generator #LEVIATHN color -1 -1 1 alarm 0 door_lock 0 0 10000 at 364.5612 1938.329 18.3923 angle 90.0 014C: set_parked_car_generator 2@ cars_to_generate_to 101 014B: 3@ = init_parked_car_generator #CARGOBOB color -1 -1 1 alarm 0 door_lock 0 0 10000 at 225.8197 2007.322 18.385 angle 270.0 014C: set_parked_car_generator 3@ cars_to_generate_to 101 014B: 4@ = init_parked_car_generator #HUNTER color -1 -1 1 alarm 0 door_lock 0 0 10000 at 205.9053 1964.862 18.8403 angle 270.0 014C: set_parked_car_generator 4@ cars_to_generate_to 101 014B: 5@ = init_parked_car_generator #RAINDANC color -1 -1 1 alarm 0 door_lock 0 0 10000 at 361.9625 1900.363 19.096 angle 90.0 014C: set_parked_car_generator 5@ cars_to_generate_to 101 014B: 6@ = init_parked_car_generator #MAVERICK color -1 -1 1 alarm 0 door_lock 0 0 10000 at 279.9827 1956.439 17.8658 angle 270.0 014C: set_parked_car_generator 6@ cars_to_generate_to 101 014B: 7@ = init_parked_car_generator #VCNMAV color -1 -1 1 alarm 0 door_lock 0 0 10000 at 167.5763 1990.403 19.497 angle 124.597 014C: set_parked_car_generator 7@ cars_to_generate_to 101 014B: 8@ = init_parked_car_generator #VCNMAV color -1 -1 1 alarm 0 door_lock 0 0 10000 at 164.375 1966.328 19.6553 angle 124.597 014C: set_parked_car_generator 8@ cars_to_generate_to 101 0A93: end_custom_thread
Since already many thanks, you guys are helping me a lot here! I'm loving the forum my friends!
I wait for help.
A big hug to everyone!:clap:
Last edited by Manoel Victor (05-05-2011 16:29)
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Hello everybody! CLEO have a script to park cars, but I want the vehicle to stay there forever, never go away!
Here then is my cars_to_generate 101
Have a vehicle that is the same type (which you'll see in my code I'll post below) which is very close to each other, but now each one does, there are never two, one on the other, each appears an hour, I want you to be both showing!
I want whenever I go there they are all just sitting there parked, without disappearing!
I use a script cleo called "SAVING" which lets you save the game anywhere.
I want when I save, all vehicles are there!
Without me having to take a walk, and return them to appreciate, understand guys?
They should already be there all the time, what should I increase my code?
It's a PC Game and not real life.
Everything which happens when you play happens only in the range of the player and the camera.
Los Santos don't exist if you're in San fierro. Ok, you can see the map from far if you have a far distance mod,
but you will only see the LOD models of the map.
The cars and peds should only appear when the player is in the area.
Scriptauthors should consider this fact, as first to keep the performance and furthermore because the cars are falling down if the player is far away because the solid map disappear.
You can spawn cars by using another scriptmethod, then you'll get the car when you want it.
it's also possible to make the script in this way that the car appear if you come into the spawnarea
for example if you have a distance of 100.0 units to the spawnlocation
the template:
go into the red marker in Grovestreet to spawn an infernus
{$CLEO .cs} :3dModels_1 03A4: name_thread 'MODL' :3dModels_2 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @3dModels_2 if 00FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 2491.5 -1667.5 13.35 radius 1.0 1.0 1.0 004D: jump_if_false @3dModels_2 0247: request_model #INFERNUS :Load_Model_Check 0001: wait 0 ms if 0248: model #INFERNUS available 004D: jump_if_false @Load_Model_Check 00A5: 1@ = create_car #INFERNUS at 2487.5 -1660.5 13.35 0175: set_car 1@ z_angle_to 90.0 0249: release_model #INFERNUS :3dModels_3 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @3dModels_3 if 80FF: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 2491.5 -1667.5 13.35 radius 2.0 2.0 2.0 004D: jump_if_false @3dModels_3 01C3: remove_references_to_car 1@ // Like turning a car into any random car 0002: jump @3dModels_2
If you wanna know how to modify the script then learn coding and read the CLEO Script Tutorial
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Can you do me a script for my vehicles always spawn?
I look at the site, and there should be all the vehicles that I put.
Thanks.
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If value of marked parameter is 1, then vehicle must be spawned always:
014B: 8@ = init_parked_car_generator #VCNMAV color -1 -1 1 alarm 0 door_lock 0 0 10000 at 164.375 1966.328 19.6553 angle 124.597
But vehicle can be spawned only if it can be placed without collision with existing objects (including ground, so you need enlarge Z-coordinate little), actors and vehicles. In other words, there must be free area for spawning vehicle.
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Pass for me the mod with map solid! To this map not dissapear.
Thanks.
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It does not exist. Unless you have 64GB RAM to store whole SA map in it.
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