News: Welcome back to Bullworth! If you haven't already, you will need to reset your password..


Author Topic: Making something happen when the player gets to a certain area  (Read 19701 times)

0 Members and 1 Guest are viewing this topic.

Offline UltimateGamer9

  • Full Member
  • ***
  • Posts: 190
  • Gender: Male
    • View Profile
Re: Making something happen when the player gets to a certain area
« Reply #15 on: April 05, 2016, 09:33:14 AM »
PedFaceXYZ is one of the simplest code dude. it's just like this PedFaceXYZ(ped,X,Y,Z) that's it
His question was if he can use gPlayer, so the ped can face the player instead, he know's how to use the code.
that's even more simpler. code: PedFaceObject(Ped,Ped,3)

Offline AWiseMelon

  • Jr. Member
  • **
  • Posts: 42
  • Gender: Male
    • View Profile
Re: Making something happen when the player gets to a certain area
« Reply #16 on: April 05, 2016, 11:38:57 AM »
I didn't even know that was a function.

Offline AlphaTech

  • LostInSpace
  • Sr. Member
  • ***
  • Posts: 758
  • Gender: Male
  • The name's AlphaTECH, whatca need help with?! :)
    • View Profile
Re: Making something happen when the player gets to a certain area
« Reply #17 on: April 05, 2016, 01:46:55 PM »
Check my tutorials for how to use certain functions and anything you want to do. http://www.bully-board.com/index.php?topic=22996.msg394002#msg394002

Code: [Select]
MissionSetup = function()
-- (0) is the area code for the main map, all area codes are placed here.
    PlayerSetHealth(800)
    AreaTransitionXYZ(0, 477.5798, -107.3748, 16.6911)

PedSetUniqueModelStatus(29, -1)

SoundPlayInteractiveStream("MS_BikeFunLow.rsm", 0.5)
SoundSetMidIntensityStream("MS_BikeFunMid.rsm", 0.60000002384186)
SoundSetHighIntensityStream("MS_BikeFunHigh.rsm", 0.60000002384186)

Norton = PedCreateXYZ(29,120,46,98,)

PedSetAmbiet(Norton,true)

TestBlip = BlipAddXYZ(120,46,98,0) (0 is the small Yellow X appearing on the map) (The blip's location should always be the same as the objective location not any wear else. If you script the blip in another location you may mess up player's in finding certain things.)
TextPrintString("Follow the X on the map to go to the location!",4,1)
Wait(3000)

MissionObjective()

end

MissionObjective = function()
  local x,y = 120,46 (Created by Daboss, can be used to make a certain instance.)
  local r1 = x + 3.5
  local r2 = y + 3.5
  local r3 = x - 3.5
  local r4 = y - 3.5
  repeat
    Wait(0)
  until PedInRectangle(gPlayer,r1,r2,r3,r4)

BlipRemove(TestBlip)

TextPrintString("Jimmy: Norton! Where's that punk Johnny!?", 4, 1)
TextPrintString("Norton: Sorry, Hopkins, Johnny couldn't make it",4.5, 1)
TextPrintString("Jimmy: Well then I guess there'll be one more grease ball hurting after this!", 5, 1)
PedSetPedToTypeAttitude(Norton, 13, 0)
PlayerSetControl(1)
TextPrintString("Beat up Norton.", 3, 1)
IsNortonDead = false
end

MissionObjectiveFinal = function()
if PedIsDead(Norton) and IsNortonDead == false then
IsNortonDead = true
TextPrintString("Great you've defeated!",4,1)
Wait(3000)

SoundPlayMissionEndMusic(true, 8)
MissionSucceed(true, false, false)
CameraSetWidescreen(true) 
Wait(4000)
CameraFade(500, 0)
AreaTransitionXYZ(14, -501.4, 316.11, 31.5)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
PlayerSetControl(1)
end

F_PlayerFail = function()
if PedIsDead(gPlayer) then
SoundPlayMissionEndMusic(true, 6)
MissionFail(true, false, false)
Wait(4000)
CameraSetWidescreen(true)
CameraFade(700, 0)
AreaTransitionXYZ(14, -501.4, 316.11, 31.5)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
PlayerSetControl(1)
end

F_LoadAnim = function()
  LoadAnimationGroup("Cheer_Cool2")
  LoadAnimationGroup("NPC_Adult")
  LoadAnimationGroup("TSGate")
  LoadAnimationGroup("SCgrdoor")
  LoadAnimationGroup("Sbarels1")
  LoadAnimationGroup("Area_School")
  LoadAnimationGroup("Px_Rail")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("1_07_SaveBucky")
  LoadAnimationGroup("TSGate")
  LoadAnimationGroup("F_Nerds")
  LoadAnimationGroup("Hang_Jock")
  LoadAnimationGroup("NPC_AggroTaunt")
  LoadAnimationGroup("Hang_Talking")
  LoadAnimationGroup("1_07_Sk8Board")
  Load("Act/Conv/1_07.act")
  LoadActionTree("Act/Props/SBarels1.act")
  LoadActionTree("Act/Props/barrelLad.act")
  LoadActionTree("Act/Conv/1_03.act")
  LoadActionTree("Act/Anim/1_03_Davis.act")
end

F_CleanUpAnim = function() (Not necessary to use the mission will work either way.)
  UnLoadAnimationGroup("Cheer_Cool2")
  UnLoadAnimationGroup("NPC_Adult")
  UnLoadAnimationGroup("TSGate")
  UnLoadAnimationGroup("SCgrdoor")
  UnLoadAnimationGroup("Sbarels1")
  UnLoadAnimationGroup("Area_School")
  UnLoadAnimationGroup("Px_Rail")
  UnLoadAnimationGroup("DO_Grap")
  UnLoadAnimationGroup("1_07_SaveBucky")
  UnLoadAnimationGroup("TSGate")
  UnLoadAnimationGroup("F_Nerds")
  UnLoadAnimationGroup("Hang_Jock")
  UnLoadAnimationGroup("NPC_AggroTaunt")
  UnLoadAnimationGroup("Hang_Talking")
  UnLoadAnimationGroup("1_07_Sk8Board")
  collectgarbage()
end

main = function()
F_LoadAnim()
F_PlayerFail()
MissionObjectiveFinal()
repeat
Wait(0)
until not Alive
« Last Edit: April 05, 2016, 01:55:08 PM by AlphaTech »

Offline AlphaTech

  • LostInSpace
  • Sr. Member
  • ***
  • Posts: 758
  • Gender: Male
  • The name's AlphaTECH, whatca need help with?! :)
    • View Profile
Re: Making something happen when the player gets to a certain area
« Reply #18 on: April 05, 2016, 03:00:28 PM »
Code: [Select]
@Shrimp Can I actually finish scripting the mission Jesus Fucking Christ.

@AWiseMelson Fixed your spawn point the other one didn't show the first time.

[codeMissionSetup = function()
-- (0) is the area code for the main map, all area codes are placed here.
    PlayerSetHealth(800)
    AreaTransitionXYZ(0, 477.5798, -107.3748, 16.6911)

PedSetUniqueModelStatus(29, -1)

SoundPlayInteractiveStream("MS_BikeFunLow.rsm", 0.5)
SoundSetMidIntensityStream("MS_BikeFunMid.rsm", 0.60000002384186)
SoundSetHighIntensityStream("MS_BikeFunHigh.rsm", 0.60000002384186)

Norton = PedCreateXYZ(29,503.7057,-112.5930,5.1166)

TestBlip = BlipAddXYZ(503.7057,-112.5930,5.1166,0) --(0 is the small Yellow X appearing on the map) (The blip's location should always be the same as the objective location not any wear else. If you script the blip in another location you may mess up player's in finding certain things.)
TextPrintString("Follow the X on the map to go to the location!",4,1)
Wait(3000)

MissionObjective()

end

MissionObjective = function()
  local x,y = 503,-112 --(Created by Daboss, can be used to make a certain instance.)
  local r1 = x + 3.5
  local r2 = y + 3.5
  local r3 = x - 3.5
  local r4 = y - 3.5
  repeat
    Wait(0)
  until PedInRectangle(gPlayer,r1,r2,r3,r4)

BlipRemove(TestBlip)

TextPrintString("Jimmy: Norton! Where's that punk Johnny!?", 4, 1)
TextPrintString("Norton: Sorry, Hopkins, Johnny couldn't make it",4.5, 1)
TextPrintString("Jimmy: Well then I guess there'll be one more grease ball hurting after this!", 5, 1)
PedSetPedToTypeAttitude(Norton, 13, 0)
PlayerSetControl(1)
TextPrintString("Beat up Norton.", 3, 1)
IsNortonDead = false
end

MissionObjectiveFinal = function()
if PedIsDead(Norton) and IsNortonDead == false then
IsNortonDead = true
TextPrintString("Great you've defeated!",4,1)
Wait(3000)
SoundPlayMissionEndMusic(true, 8)
MissionSucceed(true, false, false)
CameraSetWidescreen(true) 
Wait(4000)
CameraFade(500, 0)
AreaTransitionXYZ(14, -501.4, 316.11, 31.5)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
PlayerSetControl(1)
end
if PedIsDead(Norton) and IsNortonDead == false then
IsNortonDead = true
TextPrintString("Great you've defeated!",4,1)
Wait(3000)
SoundPlayMissionEndMusic(true, 8)
MissionSucceed(true, false, false)
CameraSetWidescreen(true) 
Wait(4000)
CameraFade(500, 0)
AreaTransitionXYZ(14, -501.4, 316.11, 31.5)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
PlayerSetControl(1)
end
end

F_PlayerFail = function()
if PedIsDead(gPlayer) then
SoundPlayMissionEndMusic(true, 6)
MissionFail(true, false, false)
Wait(4000)
CameraSetWidescreen(true)
CameraFade(700, 0)
AreaTransitionXYZ(14, -501.4, 316.11, 31.5)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
PlayerSetControl(1)
end
if PedIsDead(gPlayer) then
SoundPlayMissionEndMusic(true, 6)
MissionFail(true, false, false)
Wait(4000)
CameraSetWidescreen(true)
CameraFade(700, 0)
AreaTransitionXYZ(14, -501.4, 316.11, 31.5)
Wait(500)
CameraAllowChange(true)
SoundSetAudioFocusPlayer()
CameraReturnToPlayer()
CameraReset()
CameraSetWidescreen(false)
PlayerSetControl(1)
end
end

F_LoadAnim = function()
  LoadAnimationGroup("Cheer_Cool2")
  LoadAnimationGroup("NPC_Adult")
  LoadAnimationGroup("TSGate")
  LoadAnimationGroup("SCgrdoor")
  LoadAnimationGroup("Sbarels1")
  LoadAnimationGroup("Area_School")
  LoadAnimationGroup("Px_Rail")
  LoadAnimationGroup("DO_Grap")
  LoadAnimationGroup("1_07_SaveBucky")
  LoadAnimationGroup("TSGate")
  LoadAnimationGroup("F_Nerds")
  LoadAnimationGroup("Hang_Jock")
  LoadAnimationGroup("NPC_AggroTaunt")
  LoadAnimationGroup("Hang_Talking")
  LoadAnimationGroup("1_07_Sk8Board")
  Load("Act/Conv/1_07.act")
  LoadActionTree("Act/Props/SBarels1.act")
  LoadActionTree("Act/Props/barrelLad.act")
  LoadActionTree("Act/Conv/1_03.act")
  LoadActionTree("Act/Anim/1_03_Davis.act")
end

F_CleanUpAnim = function() --(Not necessary to use the mission will work either way.)
  UnLoadAnimationGroup("Cheer_Cool2")
  UnLoadAnimationGroup("NPC_Adult")
  UnLoadAnimationGroup("TSGate")
  UnLoadAnimationGroup("SCgrdoor")
  UnLoadAnimationGroup("Sbarels1")
  UnLoadAnimationGroup("Area_School")
  UnLoadAnimationGroup("Px_Rail")
  UnLoadAnimationGroup("DO_Grap")
  UnLoadAnimationGroup("1_07_SaveBucky")
  UnLoadAnimationGroup("TSGate")
  UnLoadAnimationGroup("F_Nerds")
  UnLoadAnimationGroup("Hang_Jock")
  UnLoadAnimationGroup("NPC_AggroTaunt")
  UnLoadAnimationGroup("Hang_Talking")
  UnLoadAnimationGroup("1_07_Sk8Board")
  collectgarbage()
end

main = function()
F_LoadAnim()
repeat
F_PlayerFail()
MissionObjectiveFinal()
Wait(0)
until not Alive
end]
« Last Edit: April 05, 2016, 03:15:14 PM by AlphaTech »

Offline Bully_Lover13

  • Full Member
  • ***
  • Posts: 119
    • View Profile
Re: Making something happen when the player gets to a certain area
« Reply #19 on: April 06, 2016, 04:00:14 AM »
shrimp is right.

alpha, that's just stupid coding, if you did  not even type finish, why bother clicking on the post button?

Offline Shrimp

  • Sr. Member
  • ***
  • Posts: 514
  • Gender: Male
  • your official b-b's chav. wag wan.
    • View Profile
Re: Making something happen when the player gets to a certain area
« Reply #20 on: April 06, 2016, 08:42:36 AM »
shrimp is right.

alpha, that's just stupid coding, if you did  not even type finish, why bother clicking on the post button?

Maybe he's desperate for post count?  :jajaja: :jajaja: ;)

Offline Bully_Lover13

  • Full Member
  • ***
  • Posts: 119
    • View Profile
Re: Making something happen when the player gets to a certain area
« Reply #21 on: April 07, 2016, 06:53:13 AM »
shrimp is right.

alpha, that's just stupid coding, if you did  not even type finish, why bother clicking on the post button?

Maybe he's desperate for post count?  :jajaja: :jajaja: ;)

he sure is.

Offline c00ld0c26

  • The D0c
  • Moderator
  • Can't Get Enough
  • *****
  • Posts: 5,137
  • Gender: Male
  • Just a dood doing dood things.
    • View Profile
    • My channel.
Re: Making something happen when the player gets to a certain area
« Reply #22 on: April 10, 2016, 03:41:32 PM »
Alpha and Shrimp, I will not stand members who insult eachother.
Behave please.
Posts deleted for now.

Offline c00ld0c26

  • The D0c
  • Moderator
  • Can't Get Enough
  • *****
  • Posts: 5,137
  • Gender: Male
  • Just a dood doing dood things.
    • View Profile
    • My channel.
Re: Making something happen when the player gets to a certain area
« Reply #23 on: April 12, 2016, 11:50:23 AM »
I indeed have returned from the dead.
As for this forum, Ima keep a close watch on it due to the latest behaviour of some members.

Offline Phap

  • Full Member
  • ***
  • Posts: 216
  • Gender: Male
    • View Profile
Re: Making something happen when the player gets to a certain area
« Reply #24 on: June 14, 2016, 04:15:17 PM »
Woah when did d0c become Moderator long time no see