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I was Not shure where to put this so move it to the currect location if its in the wrong form...
now for my request
say you enter a police car / bike
you drive for a bit and here sirens but cant c them
can someone make a Cleo mod where if the other cops use there sirens
and your in a cop car you get a blue marker to there location on your mini map
thanks
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can anyone please help i attempted to make the script but i am stumped
i dont know how to get if the police siren is on
here is what i got so far.
(didnt compile it yet as its not complete so its not tested)
{$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'POLLOC' :POLLOC_1 wait 10 if and Actor.Driving($PLAYER_ACTOR) Actor.DrivingPoliceVehicle($PLAYER_ACTOR) else jump @POLLOC_1 00A0: store actor $PLAYER_ACTOR position to 21@ 22@ 23@ 08E5: get_actor_in_sphere 21@ 22@ 23@ radius 50.0 handle_as 1@ 03C0: 2@ = actor 1@ car some where in here i want to check if car 2@ has its siren on then if it does it does it does what 25@ says but i cant find the check for siren i found check for horn but its for player only anybody pleas help me 25@ = Marker.CreateAboveCar(2@) 07E0: set_marker 25@ type_to 1
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0ABD: vehicle 0@ siren_on
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well i tryed to work on it but every time i enter the police car the game crashes to desktop
can anyone help
this is what i got so far
{$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'POLLOC' :POLLOC_1 wait 10 if Actor.DrivingPoliceVehicle($PLAYER_ACTOR) 004D: jump_if_false @POLLOC_1//jf @POLLOC_1 :POLLOC_2 00A0: store actor $PLAYER_ACTOR position to 21@ 22@ 23@ 08E5: get_actor_in_sphere 21@ 22@ 23@ radius 50.0 handle_as 1@ wait 50 //00DF: is_actor_driving 1@ // tried this but it does it for every car not only police cars 00dd: is_actor 1@ driving_car_model #COPCARSF OR 00dd: is_actor 1@ driving_car_model #COPCARLA OR 00dd: is_actor 1@ driving_car_model #COPCARVG OR 00dd: is_actor 1@ driving_car_model #COPCARRU OR //056c: is_actor_driving_policecar 1@ // tried this but it keeps erroring 004D: jump_if_false @POLLOC_2 //jf @POLLOC_2 03C0: 2@ = actor 1@ car //0ABD: vehicle 2@ siren_on //004D: jump_if_false @POLLOC_2 //jf @POLLOC_2 25@ = Marker.CreateAboveCar(2@) 07E0: set_marker 25@ type_to 1 jump @POLLOC_1
Last edited by cakuzma (06-10-2008 16:58)
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I think i made some progress
now the problem i have is when i get next to a car that is not a police car they respown instead of just driveing by
{$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'POLLOC' :POLLOC_1 wait 10 if Actor.DrivingPoliceVehicle($PLAYER_ACTOR) else_jump @POLLOC_1 //jump @POLLOC_2 :POLLOC_2 if 00A0: store actor $PLAYER_ACTOR position to 21@ 22@ 23@ 08E5: get_actor_in_sphere 21@ 22@ 23@ radius 50.0 handle_as 1@ //wait 50 056c: is_actor_driving_policecar 1@ 004D: jump_if_false @POLLOC_3 03C0: 2@ = actor 1@ car if 0ABD: vehicle 2@ siren_on 004D: jump_if_false @POLLOC_4 //jf @POLLOC_2 25@ = Marker.CreateAboveCar(2@) 07E0: set_marker 25@ type_to 1 :POLLOC_3 Actor.RemoveReferences(1@) Car.RemoveReferences(2@) jump @POLLOC_1 :POLLOC_4 Actor.RemoveReferences(1@) Car.RemoveReferences(2@) jump @POLLOC_1
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I think i made some progress
now the problem i have is when i get next to a car that is not a police car they respown instead of just driveing by{$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'POLLOC' :POLLOC_1 wait 10 if Actor.DrivingPoliceVehicle($PLAYER_ACTOR) else_jump @POLLOC_1 //jump @POLLOC_2 :POLLOC_2 if 00A0: store actor $PLAYER_ACTOR position to 21@ 22@ 23@ 08E5: get_actor_in_sphere 21@ 22@ 23@ radius 50.0 handle_as 1@ //wait 50 056c: is_actor_driving_policecar 1@ 004D: jump_if_false @POLLOC_3 03C0: 2@ = actor 1@ car if 0ABD: vehicle 2@ siren_on 004D: jump_if_false @POLLOC_4 //jf @POLLOC_2 25@ = Marker.CreateAboveCar(2@) 07E0: set_marker 25@ type_to 1 :POLLOC_3 Actor.RemoveReferences(1@) Car.RemoveReferences(2@) jump @POLLOC_1 :POLLOC_4 Actor.RemoveReferences(1@) Car.RemoveReferences(2@) jump @POLLOC_1
Im giving up...
anyone want a crack at this be my guest
i am just not cut out to do scripting.
by all
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