May 5 2013, 04:25 AM Post #1 | |
The New Guy! Posts: 4 Joined: 25-April 13 | Looking for an opcode to break poles/fences and some instruction on implementation... |
May 7 2013, 09:16 AM Post #2 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Have you created these objects? Or have stored a handle for one? If so the regular break object command should work. If not, you could try creating a tiny explosion near it instead... enough to break it and not damaging nearby entities. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
May 10 2013, 12:43 AM Post #3 | |
The New Guy! Posts: 4 Joined: 25-April 13 | I have not created these objects, I do know of the break opcode though. But I guess what I really need is something to detect the nearest pole/fence... Any ideas? |
Jun 8 2013, 02:07 PM Post #4 | |
The New Guy! Posts: 2 Joined: 8-June 13 | Looking for an opcode to break poles/fences and some instruction on implementation... What codes should I try? -------------------- "Life is simple, it's just not easy." choosehottubsdirect |
Jun 9 2013, 10:13 AM Post #5 | |
The New Guy! Posts: 2 Joined: 9-June 13 | This works in single player, makes the street poles invisible so that you can pass thru. However not in samp. You should find a way to make it work in samp. CODE // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'GHOSTPOLES' 0662: NOP "XZYTRO SAYS HI" :GHOSTPOLES_01 wait 0 if 0ADC: test_cheat "NOPOLES" else_jump @GHOSTPOLES_01 0ACD: show_text_highpriority "~W~STREET POLES ARE ~G~GHOST" time 1500 jump @GHOSTPOLES_02 :GHOSTPOLES_02 wait 0 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1215 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1223 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1226 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1231 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1232 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1283 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1284 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1290 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1294 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1295 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1296 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1297 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1298 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1306 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1307 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1308 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1312 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1315 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1350 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1540 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 1568 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 3459 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 3460 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 3463 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 3472 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 3513 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 3516 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 3754 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 3757 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 3853 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 3854 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 3875 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 4518 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 6422 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 6524 collision_detection 0 088D: set_objects_in_sphere 1@ 2@ 3@ radius 10.0 with_model 16101 collision_detection 0 if 0ADC: test_cheat "NOPOLES" else_jump @GHOSTPOLES_02 0ACD: show_text_highpriority "~W~STREET POLES ARE ~B~BACK TO NORMAL" time 1500 jump @GHOSTPOLES_01 Maybe you can do what you want by using one of the opcodes below : CODE 0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 01BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0400: store_coords_to 20@ 21@ 22@ from_object 9@ with_offset 17@ 18@ 19@ 01BC: put_object 0@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 03CA: object $2727 exists 04E6: object 0@ near_point 1@ 2@ 3@ radius 0.1 0.1 0.1 flag 0 0566: link_object $2703 to_interior 1 05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0 0750: set_object $GIRLDOORS[6] visibility 0 0984: 15@ = object 9@ model 09A2: destroy_object_with_fade 17@ 09CC: object 0@ model_is #CJ_COIN_OP_2 0AE3: $object = random_object_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 //IF and SET 8474: not actor $PLAYER_ACTOR near_object_in_cube 51@ radius 5.0 5.0 4.0 flag 0 I believe you will manage to do it on your own by using the opcodes above. Good luck. |
Oct 13 2013, 12:43 AM Post #6 | |
The New Guy! Posts: 2 Joined: 8-October 13 | Have you created these objects? Or have stored a handle for one? If so the regular break object command should work. If not, you could try creating a tiny explosion near it instead... enough to break it and not damaging nearby entities. I think that is the best and easiest way to go for. -------------------- |