"Spawncoords" should spawn maverick at vector "coordies3"
Dim Spawncoords As New Vector3(-180.8, 580.4, 122.8) .... Dim coordies3 As New Vector3(-155.66, 592.7, 359.42) .... 'Game.LoadEnvironmentNow(Spawncoords) Player.Character.Position = Spawncoords World.CreateVehicle("MAVERICK", coordies3)
"LiftBottom" would spawn a building lift object I would think and if your at the trigger position, the game would fade and spawn you down the side of the building, instead of having a scripted building lift that would move the lift object down the side of the building to the ground.
also I would suggest to convert to C#, vb is so messy
This post has been edited by hardsty1e on Saturday, Jul 7 2012, 20:51
"Spawncoords" should spawn maverick at vector "coordies3"
Dim Spawncoords As New Vector3(-180.8, 580.4, 122.8) .... Dim coordies3 As New Vector3(-155.66, 592.7, 359.42) .... 'Game.LoadEnvironmentNow(Spawncoords) Player.Character.Position = Spawncoords World.CreateVehicle("MAVERICK", coordies3)
"LiftBottom" would spawn a building lift object I would think and if your at the trigger position, the game would fade and spawn you down the side of the building, instead of having a scripted building lift that would move the lift object down the side of the building to the ground.
also I would suggest to convert to C#, vb is so messy
So the LoadEnviornment function basically loads the location at the coordinates?
Okay, so I understand that how to get the .asi to write in the .ini with "majestic" or whatever the safehouse's name is when the script activates to save the game at majestic.
But, how do you get this script to activate when you save at rockstar's safehouses. For example, when you save at rockstar's safehouses, the .asi will not activate since it is not at Majestic's bed. Thus, it will not be able to write in the .ini with "other_house". In this case, whenever "other_house" is in the .ini, the script will not spawn at "Majestic."
Is there a specific function that allows the .asi to run whenever you save your game regardless of location? We need this so that it can constantly rewrite the .ini with Niko's save position.
Early Beta version: - Without "go to bed" animation - Over 15 safe houses addad (eg. Majestic Hotel, Playboy X, Crackhouse, Lawyer Office and old safehouses (from GTA IV) in EFLC...)
Load your game and you will start at the right safehouse (at the safehouse you saved)!
Don't forget: This is an early beta version! Final mod coming soon...
Early Beta version: - Without "go to bed" animation - Over 15 safe houses addad (eg. Majestic Hotel, Playboy X, Crackhouse, Lawyer Office and old safehouses (from GTA IV) in EFLC...)
Load your game and you will start at the right safehouse (at the safehouse you saved)!
Don't forget: This is an early beta version! Final mod coming soon...
I love you.
Once the final version is done post it here please
As some of you may know, GTARandom of IV:SA has gotten custom televisions to work. Of course, I believe he done this via sco coding. But for our purpose, sco alterations require a start of a new game. So my challenge here is this. Is there a way to implement within this safehouse mod a "custom television script." In other words, if one of the additional safehouses included in this mod have got a TV inside, can that TV be coded such that the player character can sit down and watch TV, also changing channels just like Rockstar's TV in other safehouses.
Aside from this challenge, why not include a wardrobe where the player can change outfit. I know this is possible since the SNT can do this. All we need is the same type of logic but activate by going near some specified coordinates designated as a wardrobe.
How did you get the game to load at the correct safe house?
Simple roomkey and area check
QUOTE (SmileyHam)
Also did you do this because you saw this thread?
No, it's an 'old' idea (Jan. 2012)... look here! But I've made the clip becuase I saw this topic
QUOTE (Limiter)
Is there a way to implement within this safehouse mod a "custom television script." In other words, if one of the additional safehouses included in this mod have got a TV inside, can that TV be coded such that the player character can sit down and watch TV, also changing channels just like Rockstar's TV in other safehouses.
This is possible but very hard to code...
QUOTE (Limiter)
Aside from this challenge, why not include a wardrobe where the player can change outfit. I know this is possible since the SNT can do this. All we need is the same type of logic but activate by going near some specified coordinates designated as a wardrobe.
To change the outfit is not the problem but to check the outfit you already own is nearly impossible!