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[help] Remote contol

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1 [help] Remote contol on Mon Mar 23, 2009 8:55 am

Hello I wanted to make a remote control car script but not sure where to start. So yeah its kind a request and a question.

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2 Re: [help] Remote contol on Mon Mar 23, 2009 11:23 am

You mean like in Vice City, where you go to the RC van, then you can go in RC mode?

- if yes, I written a script months ago to make it like Vice City, to do such thing, enter a RC van, then type "RCMODE" like a cheat code,
then a menu will appear and you can select, a RC vehicle to play in, if your ALREADY in RC mode then you can press the normal cancel button
to cancel then.


Code:

{$CLEO}

//---------------------------------------------
// These are the RC models ID's, do not change
// there vars because they used in a array

0006: 0@ = 0x1B9
0006: 1@ = 0x1D0
0006: 2@ = 0x1D1
0006: 3@ = 0x1F5
0006: 4@ = 0x234
0006: 5@ = 0x252
//---------------------------------------------

:RC_Mode1
while true
wait 250
if
  Player.Defined($PLAYER_CHAR)
then
  if
  Actor.DrivingVehicleType($PLAYER_ACTOR, #TOPFUN)
then 
    0006: 30@ = -229907
    008B: 30@ = &0(30@,1i) // (int)
    0085: 31@ = 30@ // (int)
    0016: 31@ /= 65536
    0012: 31@ *= 65536
    0062: 30@ -= 31@ // (int)
    if
        0039:  30@ == 0x5243
    then
        0006: 30@ = -229908
      if
            0038:  &0(30@,1i) == 0x4D4F4445
        then
            break
                end
            end
        end
    end
end  // while
0004: &0(30@,1i) = 0x4D4F4400
03E5: show_text_box 'CHEAT1'  // Cheat activated

03C0: 29@ = actor $PLAYER_ACTOR car
gosub @OPEN_DOORS
                     
0247: load_model #RCBANDIT
0247: load_model #RCBARON
0247: load_model #RCRAIDER
0247: load_model #RCGOBLIN
0247: load_model #RCTIGER
0247: load_model #RCCAM
038B: load_requested_models


while true
wait 0
if and
0248:  model #RCBANDIT available
0248:  model #RCBARON available
0248:  model #RCRAIDER available
0248:  model #RCGOBLIN available
0248:  model #RCTIGER available
0248:  model #RCCAM available
then
    break
      end
  wait 0
end  // while

08D4: 28@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 1
08D6: set_panel 28@ column 0 alignment 1
08DB: set_panel 28@ column 0 header 'DUMMY' data 'RCBANDT' 'RCBARON' 'RCRAIDE' 'RCGOBLI' 'RCTIGER' 'RCCAM' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // RC Bandit // RC Baron // RC Raider // RC Goblin // RC Tiger // RC Cam
090E: set_panel 28@ active_row 23@
08D7: 27@ = panel 28@ active_row

0407: store_coords_to 24@ 25@ 26@ from_car 29@ with_offset 0.0 -4.1 -0.5
00A5: 22@ = create_car 0@(23@,1i) at 5@ 6@ 7@
0174: 21@ = car 22@ Z_angle
000B: 21@ += 360.0
0175: set_car 22@ Z_angle_to 21@

:RC_Mode2
wait 0
08D7: 27@ = panel 28@ active_row
if
    803B:  not  23@ == 27@ // (int)
then
0085: 23@ = 27@ // (int)  row = 27@
00A6: destroy_car 22@
0407: store_coords_to 24@ 25@ 26@ from_car 29@ with_offset 0.0 -4.1 -0.5
00A5: 22@ = create_car 0@(23@,1i) at 24@ 25@ 26@
0174: 21@ = car 22@ Z_angle
000B: 21@ += 360.0
0175: set_car 22@ Z_angle_to 21@
end

if
  80E1:  not player 0 pressed_key 16
jf @RC_Mode4
 if
  00E1:  player 0 pressed_key 15
jf @RC_Mode2
08DA: remove_panel 28@
03E6: remove_text_box


:RC_Mode3
wait 0
if
80E1:  not player 0 pressed_key 15
jf  @RC_Mode3
00A6: destroy_car 22@
gosub @CAN_MOVE
gosub @RESTORE_PARTS
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
jump @RC_Mode1

:RC_Mode4
wait 0
if
  80E1:  not player 0 pressed_key 16
004D: jump_if_false @RC_Mode4
08D8: 23@ = panel 28@ selected_row
08DA: remove_panel 28@
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 22@ // on foot version
01B4: set_player $PLAYER_CHAR can_move true
04D6: enable_RC_car_detonation 0 // or opcode 048A
//--048A: set_RC_car_detonation 0 // or opcode 04D6

:RC_Mode5
wait 250 ms
if
    00E1:  player 0 pressed_key 17
then
020B: explode_car 22@ // versionA
end

if or
0119:  car 22@ wrecked
00E1:  player 0 pressed_key 15
jf @RC_Mode5
04DB: exit_RC_mode // on foot version
gosub @CAN_MOVE
0249: release_model #RCBANDIT
0249: release_model #RCBARON
0249: release_model #RCRAIDER
0249: release_model #RCGOBLIN
0249: release_model #RCTIGER
0249: release_model #RCCAM
gosub @RESTORE_PARTS
wait 1000
jump @RC_Mode1

:OPEN_DOORS
0657: car 29@ open_componentA 0x4
0657: car 29@ open_componentA 0x5
0679: put_camera_on_car 29@ with_offset 2.1 -6.1 1.5 rotation 0.0 -4.2 -0.6 0.0 2
01B4: set_player $PLAYER_CHAR can_move false
01F7: set_player $PLAYER_CHAR ignored_by_cops true
03BF: set_player $PLAYER_CHAR ignored_by_everyone true
return

:CAN_MOVE
01B4: set_player $PLAYER_CHAR can_move true
01F7: set_player $PLAYER_CHAR ignored_by_cops false
03BF: set_player $PLAYER_CHAR ignored_by_everyone false
return

:RESTORE_PARTS
068A: set_car 29@ put_componentA 0x4 // reset to normal
068A: set_car 29@ put_componentA 0x5 // reset to normal
01C3: remove_references_to_car 29@ // Like turning a car into any random car
return



To get a RC van you can just write a simple script:


Code:

{$CLEO}
0000:

:Spawn_Van
while true
wait 250
if
  Player.Defined($PLAYER_CHAR)
then
    if
        00E1:  player 0 pressed_key 10 // "~Conversation no~" NO key
    then
        break
        end
    end
end

0AA5: call 0x0043A0B6 num_params 1 pop 1 #TOPFUN
wait 2000
jump @Spawn_Van


Was this want you wanted? If not I will try and help more later(it's 4 O clock here) I know that it is day time in America... Wink

View user profile http://gtamodding.com

3 Re: [help] Remote contol on Mon Mar 23, 2009 8:22 pm

Its 8:21 in America thx this works if I change the IDs to real cars too right?

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4 Re: [help] Remote contol on Mon Mar 23, 2009 9:21 pm

Sure it can work on a normal vehicle.

You can test if you want:

1: At the top of the script, these are vehicles ID's in hexadecimal, they mean this:

Code:

#RCBANDIT -> 0x1B9
#RCBARON -> 0x1D0
#RCRAIDER ->  0x1D1
#RCGOBLIN -> 0x1F5
#RCTIGER -> 0x234
#RCCAM -> 0x252


2: For example change the #RCCAM(0x252) with any car model you want, an Infernus for example.

3: Where the model "#RCCAM" is loaded change this with #INFERNUS, do the same in the "models available" check as-well.

4: At the end of the script, where the models are released, change #RCCAM with #INFERNUS.

--
For example for a test I've changed in this script the RC-Cam with a big "real" Infernus:


Code:

{$CLEO}

//---------------------------------------------
// These are the RC models ID's, do not change
// there vars because they used in a array

0006: 0@ = 0x1B9 // #RCBANDIT
0006: 1@ = 0x1D0 // #RCBARON
0006: 2@ = 0x1D1 // #RCRAIDER
0006: 3@ = 0x1F5 // #RCGOBLIN
0006: 4@ = 0x234 // #RCTIGER
0006: 5@ = 0x19B // #INFERNUS
//---------------------------------------------

:RC_Mode1
while true
wait 250
if
  Player.Defined($PLAYER_CHAR)
then
  if
  Actor.DrivingVehicleType($PLAYER_ACTOR, #TOPFUN)
then 
    0006: 30@ = -229907
    008B: 30@ = &0(30@,1i) // (int)
    0085: 31@ = 30@ // (int)
    0016: 31@ /= 65536
    0012: 31@ *= 65536
    0062: 30@ -= 31@ // (int)
    if
        0039:  30@ == 0x5243
    then
        0006: 30@ = -229908
      if
            0038:  &0(30@,1i) == 0x4D4F4445
        then
            break
                end
            end
        end
    end
end  // while
0004: &0(30@,1i) = 0x4D4F4400
03E5: show_text_box 'CHEAT1'  // Cheat activated

03C0: 29@ = actor $PLAYER_ACTOR car
gosub @OPEN_DOORS
                     
0247: load_model #RCBANDIT
0247: load_model #RCBARON
0247: load_model #RCRAIDER
0247: load_model #RCGOBLIN
0247: load_model #RCTIGER 
0247: load_model #INFERNUS
038B: load_requested_models


while true
wait 0
if and
0248:  model #RCBANDIT available
0248:  model #RCBARON available
0248:  model #RCRAIDER available
0248:  model #RCGOBLIN available
0248:  model #RCTIGER available
0248:  model #INFERNUS available
then
    break
      end
  wait 0
end  // while

08D4: 28@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 1
08D6: set_panel 28@ column 0 alignment 1
08DB: set_panel 28@ column 0 header 'DUMMY' data 'RCBANDT' 'RCBARON' 'RCRAIDE' 'RCGOBLI' 'RCTIGER' 'INFERNU' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
090E: set_panel 28@ active_row 23@
08D7: 27@ = panel 28@ active_row

0407: store_coords_to 24@ 25@ 26@ from_car 29@ with_offset 0.0 -4.1 -0.5
00A5: 22@ = create_car 0@(23@,1i) at 5@ 6@ 7@
0174: 21@ = car 22@ Z_angle
000B: 21@ += 360.0
0175: set_car 22@ Z_angle_to 21@

:RC_Mode2
wait 0
08D7: 27@ = panel 28@ active_row
if
    803B:  not  23@ == 27@ // (int)
then
0085: 23@ = 27@ // (int)  row = 27@
00A6: destroy_car 22@
0407: store_coords_to 24@ 25@ 26@ from_car 29@ with_offset 0.0 -4.1 -0.5
00A5: 22@ = create_car 0@(23@,1i) at 24@ 25@ 26@
0174: 21@ = car 22@ Z_angle
000B: 21@ += 360.0
0175: set_car 22@ Z_angle_to 21@
end

if
  80E1:  not player 0 pressed_key 16
jf @RC_Mode4
 if
  00E1:  player 0 pressed_key 15
jf @RC_Mode2
08DA: remove_panel 28@
03E6: remove_text_box


:RC_Mode3
wait 0
if
80E1:  not player 0 pressed_key 15
jf  @RC_Mode3
00A6: destroy_car 22@
gosub @CAN_MOVE
gosub @RESTORE_PARTS
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
jump @RC_Mode1

:RC_Mode4
wait 0
if
  80E1:  not player 0 pressed_key 16
004D: jump_if_false @RC_Mode4
08D8: 23@ = panel 28@ selected_row
08DA: remove_panel 28@
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 22@ // on foot version
01B4: set_player $PLAYER_CHAR can_move true
04D6: enable_RC_car_detonation 0 // or opcode 048A
//--048A: set_RC_car_detonation 0 // or opcode 04D6

:RC_Mode5
wait 250 ms
if
    00E1:  player 0 pressed_key 17
then
020B: explode_car 22@ // versionA
end

if or
0119:  car 22@ wrecked
00E1:  player 0 pressed_key 15
jf @RC_Mode5
04DB: exit_RC_mode // on foot version
gosub @CAN_MOVE
0249: release_model #RCBANDIT
0249: release_model #RCBARON
0249: release_model #RCRAIDER
0249: release_model #RCGOBLIN
0249: release_model #RCTIGER
0249: release_model #INFERNUS
gosub @RESTORE_PARTS
wait 1000
jump @RC_Mode1

:OPEN_DOORS
0657: car 29@ open_componentA 0x4
0657: car 29@ open_componentA 0x5
0679: put_camera_on_car 29@ with_offset 2.1 -6.1 1.5 rotation 0.0 -4.2 -0.6 0.0 2
01B4: set_player $PLAYER_CHAR can_move false
01F7: set_player $PLAYER_CHAR ignored_by_cops true
03BF: set_player $PLAYER_CHAR ignored_by_everyone true
return

:CAN_MOVE
01B4: set_player $PLAYER_CHAR can_move true
01F7: set_player $PLAYER_CHAR ignored_by_cops false
03BF: set_player $PLAYER_CHAR ignored_by_everyone false
return

:RESTORE_PARTS
068A: set_car 29@ put_componentA 0x4 // reset to normal
068A: set_car 29@ put_componentA 0x5 // reset to normal
01C3: remove_references_to_car 29@ // Like turning a car into any random car
return

View user profile http://gtamodding.com

5 Re: [help] Remote contol on Tue Mar 24, 2009 3:27 am

Ok thx but could one also remote a car they were in? Like simalar to this snip from Rapier's black phoenix mod this calls the car back to u after u were driving it:
Code:
{$CLEO .CS}

thread 'CALL'
32@ = 0

:CALL_18
if and
  32@ > 5000
88B7:  not test 31@ bit 1
jf @CALL_62
08BD: set 31@ bit 1
03E5: show_text_box 'BP_HLP3'

:CALL_62
if and
  Player.Defined($PLAYER_CHAR)
  Player.Controllable($PLAYER_CHAR)
09E7:  player $PLAYER_CHAR not_frozen
jf @CALL_292
jump @CALL_100

:CALL_95
wait $DEFAULT_WAIT_TIME

:CALL_100
if and
  not Player.Wasted($PLAYER_CHAR)
  not Car.Wrecked($10949)
8741:  not actor $PLAYER_ACTOR busted
jf @CALL_753
if
  not Actor.Driving($PLAYER_ACTOR)
jf @CALL_734
if
88B7:  not test 31@ bit 4
jf @CALL_464
if
88B7:  not test 31@ bit 3
jf @CALL_564
if
88B7:  not test 31@ bit 2
jf @CALL_415
wait 0
if or
  1@ == 1
8AB0:  not key_pressed 97
jf @CALL_304
if and
  1@ == 1
8AB0:  not key_pressed 97
jf @CALL_18
1@ = 0
jump @CALL_18

:CALL_258
018C: play_sound 1085 at 0.0 0.0 0.0
1@ = 1
jump @CALL_18

:CALL_292
wait $DEFAULT_WAIT_TIME
jump @CALL_18

:CALL_304
if
88B7:  not test 31@ bit 1
jf @CALL_329
08BD: set 31@ bit 1

:CALL_329
if and
  $ACTIVE_INTERIOR == 0
8202:  not actor $PLAYER_ACTOR near_car $10949 radius 10.0 10.0 flag 0
jf @CALL_258
Model.Load(#CELLPHONE)
038B: load_requested_models

:CALL_374
wait 0
if
  Model.Available(#CELLPHONE)
jf @CALL_374
08BD: set 31@ bit 2
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
33@ = 0

:CALL_415
if
  33@ > 3000
jf @CALL_95
08BD: set 31@ bit 3
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
Model.Destroy(#CELLPHONE)
03E5: show_text_box 'BP_INF4'

:CALL_464
if
8431:  not car $10949 passenger_seat_free -1
jf @CALL_527
if
88B7:  not test 31@ bit 4
jf @CALL_95
08BD: set 31@ bit 4
046C: 1@ = car $10949 driver
05BE: AS_kill_actor 1@
jump @CALL_95

:CALL_527
if
08B7:  test 31@ bit 4
jf @CALL_557
Actor.RemoveReferences(1@)
08C3: clear 31@ bit 4

:CALL_557
00AE: set_car $10949 traffic_behaviour_to 2

:CALL_564
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0407: store_coords_to 4@ 5@ 6@ from_car $10949 with_offset 0.0 0.0 0.0
Car.DriveTo($10949, 1@, 2@, 3@)
050A: 7@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
Car.SetMaxSpeed($10949, 7@)
if and
01C1:  car $10949 stopped
0202:  actor $PLAYER_ACTOR near_car $10949 radius 10.0 10.0 flag 0
jf @CALL_95
Car.SetMaxSpeed($10949, 0.0)
08C3: clear 31@ bit 2
08C3: clear 31@ bit 3
jump @CALL_18

:CALL_734
if
  Actor.InCar($PLAYER_ACTOR, $10949)
jf @CALL_95

:CALL_753
if
08B7:  test 31@ bit 4
jf @CALL_776
Actor.RemoveReferences(1@)

:CALL_776
0A93: end_custom_thread

But what I want to do is remote control the car after you get out like james bond remote control I'll look for a sceen to show u what I mean.
edit- found the vid to show u its at the 1st couple seconds

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6 Re: [help] Remote contol on Tue Mar 24, 2009 7:46 am

Yes, I see what you mean - James Bond presses that thing that looks like a iPod touch, and then the car comes to him. A bit like Batman's car. Yea, that's awesome!

--
I'll do it tomorrow(it's really late here right now), though I'm not so sure that it would work so good using the 03C0, I have my reasons why I do not think so. Has I have looked at 03C0's code, Rapier's Black Phoenix is scripted, he created the Black Phoenix it's not a random car.



Last edited by gtasbigfoot on Tue Mar 24, 2009 8:17 am; edited 1 time in total

View user profile http://gtamodding.com

7 Re: [help] Remote contol on Tue Mar 24, 2009 7:55 am

k thx man the script was well idk I did post it scratch

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8 Re: [help] Remote contol on Tue Mar 24, 2009 8:49 am

K, I did this quickly; first press n key to spawn an Infernus then press, R to call vehicle to you.


Code:

{$CLEO}
0000:


while true
wait 250
if
  Player.Defined($PLAYER_CHAR)
then
    if
      00E1:  player 0 pressed_key 10 // no key
      then
          break
        end
    end
end

0247: load_model #INFERNUS
038B: load_requested_models

while true
if
  0248:  model #INFERNUS available
then
    break
    end
wait 0
end

04C4: store_coords_to 29@ 30@ 31@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0
0395: clear_area 1 at 29@ 30@ 31@ radius 5.0
00A5: 0@ = create_car #INFERNUS at 29@ 30@ 31@
0249: release_model #INFERNUS
01C3: remove_references_to_car 0@
0A92: create_custom_thread "follow.s" 0@
0A93: end_custom_thread

0@ is passed on to the other thread as this is IMPORTANT!
compile that script with ANYNAME. This is also IMPORTANT, even though I have released the car(it does NOT matter) the game still has this in memory, as I am always telling people.

Okay, now this script, press the R key, when out of the vehicle(Infernus)and the car will follow:


Code:

{$CLEO .s}
03A4: name_thread 'BOND'
0006: 32@ = 0

:BOND_18
00D6: if and
0019:  32@ > 5000
88B7:  not test 31@ bit 1
004D: jump_if_false @BOND_51
08BD: set 31@ bit 1

:BOND_51
00D6: if and
0256:  player $PLAYER_CHAR defined
03EE:  player $PLAYER_CHAR controllable
09E7:  player $PLAYER_CHAR not_frozen
004D: jump_if_false @BOND_281
0002: jump @BOND_89

:BOND_84
0001: wait 250 ms

:BOND_89
00D6: if and
8117:  not player $PLAYER_CHAR defined
8119:  not car 0@ wrecked
8741:  not actor $PLAYER_ACTOR busted
004D: jump_if_false @BOND_742
00D6: if
80DF:  not actor $PLAYER_ACTOR driving
004D: jump_if_false @BOND_723
00D6: if
88B7:  not test 31@ bit 4
004D: jump_if_false @BOND_453
00D6: if
88B7:  not test 31@ bit 3
004D: jump_if_false @BOND_553
00D6: if
88B7:  not test 31@ bit 2
004D: jump_if_false @BOND_404
0001: wait 0 ms
00D6: if or
0039:  1@ == 1
8AB0:  not key_pressed 0x52 
004D: jump_if_false @BOND_293
00D6: if and
0039:  1@ == 1
8AB0:  not key_pressed 0x52    
004D: jump_if_false @BOND_18
0006: 1@ = 0
0002: jump @BOND_18

:BOND_247
018C: play_sound 1085 at 0.0 0.0 0.0
0006: 1@ = 1
0002: jump @BOND_18

:BOND_281
0001: wait 250 ms
0002: jump @BOND_18

:BOND_293
00D6: if
88B7:  not test 31@ bit 1
004D: jump_if_false @BOND_318
08BD: set 31@ bit 1

:BOND_318
00D6: if
8202:  not actor $PLAYER_ACTOR near_car 0@ radius 10.0 10.0 flag 0
004D: jump_if_false @BOND_247
0247: load_model #CELLPHONE
038B: load_requested_models

:BOND_363
0001: wait 0 ms
00D6: if
0248:  model #CELLPHONE available
004D: jump_if_false @BOND_363
08BD: set 31@ bit 2
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
0006: 33@ = 0

:BOND_404
00D6: if
0019:  33@ > 3000
004D: jump_if_false @BOND_84
08BD: set 31@ bit 3
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
0249: release_model #CELLPHONE

:BOND_453
00D6: if
8431:  not car 0@ passenger_seat_free 0xFFFFFFFF
004D: jump_if_false @BOND_516
00D6: if
88B7:  not test 31@ bit 4
004D: jump_if_false @BOND_84
08BD: set 31@ bit 4
046C: 1@ = car 0@ driver
05BE: AS_kill_actor 1@
0002: jump @BOND_84

:BOND_516
00D6: if
08B7:  test 31@ bit 4
004D: jump_if_false @BOND_546
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
08C3: clear 31@ bit 4

:BOND_546
00AE: set_car 0@ traffic_behaviour_to 2

:BOND_553
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0407: store_coords_to 4@ 5@ 6@ from_car 0@ with_offset 0.0 0.0 0.0
00A7: car 0@ drive_to 1@ 2@ 3@
050A: 7@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
00AD: set_car 0@ max_speed_to 7@
00D6: if and
01C1:  car 0@ stopped
0202:  actor $PLAYER_ACTOR near_car 0@ radius 10.0 10.0 flag 0
004D: jump_if_false @BOND_84
00AD: set_car 0@ max_speed_to 0.0
08C3: clear 31@ bit 2
08C3: clear 31@ bit 3
0002: jump @BOND_18

:BOND_723
00D6: if
00DB:  actor $PLAYER_ACTOR in_car 0@
004D: jump_if_false @BOND_84

:BOND_742
00D6: if
08B7:  test 31@ bit 4
004D: jump_if_false @BOND_765
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian

:BOND_765
0A93: end_custom_thread


IMPORTANT!: Pay attention, that you must compile this file with the name "follow".


--

I can help more tomorrow. BTW, I been playing around with it, I see why you wanted it it's pretty cool actually. But now I really must go to bed...



Last edited by gtasbigfoot on Wed Mar 25, 2009 12:13 am; edited 1 time in total

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9 Re: [help] Remote contol on Tue Mar 24, 2009 2:33 pm

this is gonna be SO SIKK! Cookie Cookie Cookie

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10 Re: [help] Remote contol on Wed Mar 25, 2009 5:21 am

that is cool thx man but like could one get out of the infernus then control it like a RC car?

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11 Re: [help] Remote contol on Wed Mar 25, 2009 6:34 am

It does already do this, look at the script, you spawn an Infernus, then you press R and it can actually follow CJ, like the car it's self has a brain(mind of it's own).

--

Do I misunderstand you?
The Infernus will follow you when you press R key after you spawned it,

--
Though the scripts I posted above work once(once the player is in the car, they are not active anymore, so if you get back out of the vehicle again, and try to control it it does not work), so here is a looped code:


Code:

{$CLEO .s}
03A4: name_thread 'BOND'

:BOND_11
0001: wait 250 ms
0006: 32@ = 0

:BOND_18
00D6: if and
0019:  32@ > 5000
88B7:  not test 31@ bit 1
004D: jump_if_false @BOND_51
08BD: set 31@ bit 1

:BOND_51
00D6: if and
0256:  player $PLAYER_CHAR defined
03EE:  player $PLAYER_CHAR controllable
09E7:  player $PLAYER_CHAR not_frozen
004D: jump_if_false @BOND_281
0002: jump @BOND_89

:BOND_84
0001: wait 250 ms

:BOND_89
00D6: if and
8117:  not player $PLAYER_CHAR defined
8119:  not car 0@ wrecked
8741:  not actor $PLAYER_ACTOR busted
004D: jump_if_false @BOND_742
00D6: if
80DF:  not actor $PLAYER_ACTOR driving
004D: jump_if_false @BOND_723
00D6: if
88B7:  not test 31@ bit 4
004D: jump_if_false @BOND_453
00D6: if
88B7:  not test 31@ bit 3
004D: jump_if_false @BOND_553
00D6: if
88B7:  not test 31@ bit 2
004D: jump_if_false @BOND_404
0001: wait 0 ms
00D6: if or
0039:  1@ == 1
8AB0:  not key_pressed 0x52 
004D: jump_if_false @BOND_293
00D6: if and
0039:  1@ == 1
8AB0:  not key_pressed 0x52    
004D: jump_if_false @BOND_18
0006: 1@ = 0
0002: jump @BOND_18

:BOND_247
018C: play_sound 1085 at 0.0 0.0 0.0
0006: 1@ = 1
0002: jump @BOND_18

:BOND_281
0001: wait 250 ms
0002: jump @BOND_18

:BOND_293
00D6: if
88B7:  not test 31@ bit 1
004D: jump_if_false @BOND_318
08BD: set 31@ bit 1

:BOND_318
00D6: if
8202:  not actor $PLAYER_ACTOR near_car 0@ radius 10.0 10.0 flag 0
004D: jump_if_false @BOND_247
0247: load_model #CELLPHONE
038B: load_requested_models

:BOND_363
0001: wait 0 ms
00D6: if
0248:  model #CELLPHONE available
004D: jump_if_false @BOND_363
08BD: set 31@ bit 2
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
0006: 33@ = 0

:BOND_404
00D6: if
0019:  33@ > 3000
004D: jump_if_false @BOND_84
08BD: set 31@ bit 3
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
0249: release_model #CELLPHONE

:BOND_453
00D6: if
8431:  not car 0@ passenger_seat_free 0xFFFFFFFF
004D: jump_if_false @BOND_516
00D6: if
88B7:  not test 31@ bit 4
004D: jump_if_false @BOND_84
08BD: set 31@ bit 4
046C: 1@ = car 0@ driver
05BE: AS_kill_actor 1@
0002: jump @BOND_84

:BOND_516
00D6: if
08B7:  test 31@ bit 4
004D: jump_if_false @BOND_546
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
08C3: clear 31@ bit 4

:BOND_546
00AE: set_car 0@ traffic_behaviour_to 2

:BOND_553
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0407: store_coords_to 4@ 5@ 6@ from_car 0@ with_offset 0.0 0.0 0.0
00A7: car 0@ drive_to 1@ 2@ 3@
050A: 7@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
00AD: set_car 0@ max_speed_to 7@
00D6: if and
01C1:  car 0@ stopped
0202:  actor $PLAYER_ACTOR near_car 0@ radius 10.0 10.0 flag 0
004D: jump_if_false @BOND_84
00AD: set_car 0@ max_speed_to 0.0
08C3: clear 31@ bit 2
08C3: clear 31@ bit 3
0002: jump @BOND_18

:BOND_723
00D6: if
00DB:  actor $PLAYER_ACTOR in_car 0@
004D: jump_if_false @BOND_84

:BOND_742
00D6: if
08B7:  test 31@ bit 4
004D: jump_if_false @BOND_765
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian

:BOND_765
0002: jump @BOND_11


You can always control the car with this, even if you get in the car and get back out.

-Oh edit, do you mean you want CJ to not use his cell phone, but make him perform a animation, that looks as if he is controlling it as like you would with one of those remote control children's toys? Like you buy at that American toy store "Toy's R Us"?

I think that is what you mean, is it not?

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12 Re: [help] Remote contol on Wed Mar 25, 2009 7:25 am

I meant like u can control it like a RC car if you get out. like in the 1st script u posted but after its spawned you can drive it like a RC goblin or RC tank.

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13 Re: [help] Remote contol Today at 10:32 pm

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