Games > The Simpsons: Hit & Run > Console File Commands > MFK Commands > Stages > ActivateVehicle

ActivateVehicle

Activates a previously added vehicle.

Context

This command should be called between calls to AddStage and CloseStage.

Additionally, it must be called with a car that has already been added in a previous stage with AddStageVehicle.

Syntax

ActivateVehicle( car, locator, behaviour, [driver] );

Game.ActivateVehicle( car, locator, behaviour, [driver] )

  • car: The name of the car to activate.
  • locator: The name of the Type 3 Locator to place the car on when activating it.
    • Radical always uses NULL for this argument, but the behaviour does work.
  • behaviour: The type of Vehicle Behaviour to give the car.
  • driver: Set the driver of the vehicle.
    • This argument takes effect immediately, not when reaching the stage.
    • As a result, it's kind of useless and you should just use the 5th argument of AddStageVehicle instead probably.

Examples

SelectMission("m1");
	...

	AddStage();
		// Add Skinner with no AI right away.
		AddStageVehicle("skinn_v","m1_skinner_car","NULL","missions\\l1m0\\skinner.con","skinner");

		AddObjective("dummy");
		
		CloseObjective();
	CloseStage();

	AddStage();
		// Then use ActivateVehicle in the next stage to activate him.
		ActivateVehicle("skinn_v","NULL","chase");

		AddObjective("dummy");
		
		CloseObjective();
	CloseStage();
CloseMission();

Game.SelectMission("m1")
	...

	Game.AddStage()
		-- Add Skinner with no AI right away.
		Game.AddStageVehicle("skinn_v","m1_skinner_car","NULL","missions\\l1m0\\skinner.con","skinner")

		Game.AddObjective("dummy")
		
		Game.CloseObjective()
	Game.CloseStage()

	Game.AddStage()
		-- Then use ActivateVehicle in the next stage to activate him.
		Game.ActivateVehicle("skinn_v","NULL","chase")

		Game.AddObjective("dummy")
		
		Game.CloseObjective()
	Game.CloseStage()
Game.CloseMission()

Notes

No additional notes.

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