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Если ваш сайт содержит большую коллекцию SCM/CLEO-скриптов (больше 16), напишите на мой e-mail, и я добавлю его в список. Приветствуются скрипты, которые не встречаются на других сайтах ... Спасибо. ))))


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Special actors & model loading

2 posters

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1Special actors & model loading Empty Special actors & model loading Tue Feb 10, 2009 12:43 am

gtasbigfoot

gtasbigfoot
Admin

Special Actors


Special actors in San Andreas, uses slots 1 - 10(models 290 - 299).
Loading a special actor is done the following way:

Code:

023C: load_special_actor 'SWEET' as 1 // models 290-299

In the main.scm slots 1-5, and 10 are used, however all of them can be used still.
To load your own actor(s) is very simple, put the model and texture of you're actor first into the gta3.img file.

Say for example the model name is "ryo" then you load load the special actor like this:

Code:

023C: load_special_actor 'ryo' as # // models 290-299

# of course, can be replaced with numbers 1-10

After you have loaded the model then check if it is available like this:

Code:

:Label
00d6: if
823D:  not  special_actor # loaded
004d: jump_if_false @Label2
0001: wait 0 ms
0002: jump @Label

:Label2
//........................

When creating the actor

Code:

009a: 0@ = create_actor_pedtype 4 model (model ID) at 0.0 0.0 0.0


For this you must use the models ID, or name, for example if you loaded it as slot 1, the ID would be 290(#special01), if it was slot 10 you used, then the model ID would be 299(#special10).


When the model is not needed anymore it can be released from the game engine using:

Code:

0296: unload_special_actor #

Relating to replays


If you press the reply button(F1) and there is a special actor around, the special model, will not show up. (Reply's do not support it, just like the Jetpack would not visible). The model gets replaced with male01, who is always loaded, and the first in the game engine.



Last edited by Gtasbigfoot on Wed Feb 11, 2009 2:17 am; edited 1 time in total

http://gtamodding.com

2Special actors & model loading Empty Re: Special actors & model loading Wed Feb 11, 2009 1:41 am

james227uk

james227uk
Admin

I must say that when using
Code:

xxxx: special_actor # loaded

Seemed to crash my game, hover, using

Code:

Model.Available(#SPECIAL0#)

Seemed to work

http://james227ukmods.synthasite.com

3Special actors & model loading Empty Re: Special actors & model loading Wed Feb 11, 2009 2:08 am

gtasbigfoot

gtasbigfoot
Admin

I don't know the problem of this, the opcode is made to load special actors. The other can be used as well, though.

You did not do it like this, did you?:

Code:

023D: special_actor #SPECIAL01 loaded

You did do it using the slot you loaded it by?

Code:

023D: special_actor 1 loaded


For example.


Code:

023C: load_special_actor 'ryo' as 1 // models 290-299

 
:Noname2
00D6: if
823D:  NOT  special_actor 1 loaded
004D: jump_if_false @Noname3
0001: wait 0 ms
0002: jump @Noname2

:Noname3
//..................................

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