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CLEO car spawn help


Huckleberry Pie

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OK, so I experimented a car spawn CLEO script from GTAF, since I don't feel like altering the original SCM files. The syntax goes like this, much like the vehicle spawn script in the MAIN.SCM files:

{$CLEO .cs}
// GTA SAN ANDREAS CAR SPAWNER
014B: 1@ = init_parked_car_generator #STAFFORD color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2491.173 -1681.651 13.33686 angle 88.6415
014C: set_parked_car_generator 1@ cars_to_generate_to 101 
0A95: enable_thread_saving
0A93: end_custom_thread

The problem is that when I try to add a license plate string (one of which taken from Deji's custom SCMs), the game crashes. Is there a proper way of spawning a car with a number plate in CLEO?

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This is from the main scm file.

09E2: $2764 = parked_car_generator_w_numberplate #PICADOR 84 84 0 alarm 0 door_lock 0 0 10000 plate "_SHERM__" at $142 $143 $144 angle $145 
0A17: set_parked_car_generator $2764 flag 1 
014C: set_parked_car_generator $2764 cars_to_generate_to 101

As you can see the personalized plate is generated with the model on one line. I haven't worked on Cleo but it should be just about the same thing.

JAB B)

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one of which taken from Deji's custom SCMs

:thumbsup:

My coding may have been a bit dodgy there... But I'm sure it should work.

But I think the problem is the .cs format. I am not sure that you can spawn cars in a cs script. Something to do with models and stuff.

09E2: $2764 = parked_car_generator_w_numberplate #PICADOR 84 84 0 alarm 0 door_lock 0 0 10000 plate "_SHERM__" at $142 $143 $144 angle $145 
0A17: set_parked_car_generator $2764 flag 1 
014C: set_parked_car_generator $2764 cars_to_generate_to 101

Right, but wrong... SHERM is ryders car and that is a bad car to base it on if I remember right. I usually base things on my good friend

"_CHUNKY_"
The 0A17 opcode is not needed while making custom cars. I dont know what the flag represents but I think it's something to do with the fact the car changes it's spawning routine alot. That's why it's not such a good car to base a script on...

09E2: $5185 = parked_car_generator_w_numberplate #BULLET 24 40 1 alarm 0 door_lock 0 0 10000 plate "_CHUNKY_" at -2354.6 983.0 49.3 angle 189.4 
014C: set_parked_car_generator $5185 cars_to_generate_to 0

This bullet is a good one to base a script on because it is always there throughout the game. Just edit the values accordingly...

014B: 1@ = init_parked_car_generator #STAFFORD color -1 -1 1 alarm 0 door_lock 0 0 10000 at 2491.173 -1681.651 13.33686 angle 88.6415014C: set_parked_car_generator 1@ cars_to_generate_to 101

014B cannot have a licence bit. Because it is not the correct opcode. 014C is and btw... Is the

0A95: enable_thread_saving0A93: end_custom_thread
bit made for the cars? Because I believe that is not needed for them to spawn either. Just comment them out and try what I said and see if it works.

Oh and I just remembered that the endthread should not be used... To quote Sanny:

One file – one thread. Each CLEO-script must be made as a single thread compiled in a single file. If you need more threads for your script, use the opcodes 004F or 0A92, depending of where is that additional thread located - in the main.scm or in a separate cs-file.

Never use the opcode 004E in the CLEO-threads. They work separately from the common threads, so the using of this opcode will cause an error. Use the opcode 0A93, if you need to stop a CLEO-thread. Conversely, never use the opcode 0A93 in the CLEO-missions, but instead use the 004E to cancel a mission.

That is just missions, but it shouldn't matter all that much. If you just wanted a car then just jump back to the start of the thread if that works or after the car is spawned, trap the game engiene in a loop :P

Edited by Deji
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