#1 30-09-2008 03:31

cakuzma
Registered: 15-09-2008
Posts: 10

Cop siren location

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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#2 06-10-2008 05:52

cakuzma
Registered: 15-09-2008
Posts: 10

Re: Cop siren location

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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#4 06-10-2008 16:56

cakuzma
Registered: 15-09-2008
Posts: 10

Re: Cop siren location

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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#5 14-10-2008 05:05

cakuzma
Registered: 15-09-2008
Posts: 10

Re: Cop siren location

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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#6 21-10-2008 01:17

cakuzma
Registered: 15-09-2008
Posts: 10

Re: Cop siren location

cakuzma wrote:

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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