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kramerzz
  • kramerzz

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#1981

Posted 21 May 2013 - 02:30 PM

QUOTE (casshem @ Tuesday, Apr 30 2013, 13:02)
Hi, I need a simple script that basically adds a user specified amount to the x y z coordinates of the current player position when a hotkey is press. I don't mind if this is written in CLEO, or even AutoIt, it actually would be better since then I could go through the code and modify the values and hotkeys without a GUI.

I can do it in C++ if acceptable. I don't have enough knowledge yet of cleo to do it there.

ChopTheDog.
  • ChopTheDog.

    War. War never changes.

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  • Joined: 31 May 2010
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#1982

Posted 23 May 2013 - 08:52 PM

QUOTE (casshem @ Tuesday, Apr 30 2013, 14:02)
Hi, I need a simple script that basically adds a user specified amount to the x y z coordinates of the current player position when a hotkey is press. I don't mind if this is written in CLEO, or even AutoIt, it actually would be better since then I could go through the code and modify the values and hotkeys without a GUI.

Which game are you wanting this for?
  • abccba123 likes this

dan11fly
  • dan11fly

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  • Joined: 28 May 2012

#1983

Posted 25 May 2013 - 09:25 AM

Can someone make the ability to make vehicles attach and detach to train tracks when near them by pressing key
Driving back and forward like normal train and top speed would be the vehicle's default top speed
Vehicle won't fly off train tracks like normal trains
Vehicle that is attached to train tracks CAN be pushed back and forward by any (non train tracks attatched vehicle) and (train tracks attached vehicle)
It would look like back to the future scene

cam jones
  • cam jones

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#1984

Posted 30 May 2013 - 07:00 AM

Someone should make a mod that empties pools, kills grass and adds graffiti to the Vercetti estate to make look abandoned, like what it would look like after tommy is dead. sign-thompson.gif sign-clinton.gif

roaronline
  • roaronline

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#1985

Posted 31 May 2013 - 02:23 AM

hi guys,
Can any1 make this cleo mod if possible for all girls like the kissallgirl mod.
maybe this can be known as bj from all girls mod.

here is the youtube link of the actions from another poster.
cheers!

roaronline
  • roaronline

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#1986

Posted 01 June 2013 - 01:36 PM Edited by roaronline, 01 June 2013 - 01:44 PM.

hi every1,
im trying to edit zaz's kissall script to make the bjgrl script.
there seems to be an error in the script. which i dun know how to fix.
can zaz or any1 help.
the source code is below.

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 'BJGRL'
wait 3000

:BJGRL_16
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BJGRL_16
if and
  not Actor.Driving($PLAYER_ACTOR)
 $ONMISSION == 0
0AB0:   key_pressed 66
else_jump @BJGRL_16
24@ = -1
Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
08E5: get_actor_in_sphere 21@ 22@ 23@ radius 4.0 handle_as 24@
wait 50
if
  not 24@ == -1
else_jump @BJGRL_16
if
  not Actor.Dead(24@)
else_jump @BJGRL_197
089F: get_actor 24@ pedtype_to 31@
if or
 31@ == 5
 31@ == 22
else_jump @BJGRL_197
03FE: set_actor 24@ money 30000
0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
jump @BJGRL_214

:BJGRL_197
Actor.RemoveReferences(24@)
wait 1000
jump @BJGRL_16

:BJGRL_214
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BJGRL_717
if
  not Actor.Dead(24@)
else_jump @BJGRL_717
if
00F2:   actor 24@ near_actor $PLAYER_ACTOR radius 70.8 70.8 0
else_jump @BJGRL_679
if
 17@ == 0
else_jump @BJGRL_214
if
  not Actor.Driving($PLAYER_ACTOR)
else_jump @BJGRL_441
if
851A:   not actor 24@ damaged_by_actor $PLAYER_ACTOR
else_jump @BJGRL_411
if and
80E1:   not player 0 pressed_key 17
 $ONMISSION == 0
00F3:   actor $PLAYER_ACTOR near_actor 24@ radius 1.5 2.1 0 on_foot
0AB0:   key_pressed 66
else_jump @BJGRL_389
jump @BJGRL_736

:BJGRL_389
if
0AB0:   key_pressed 72
else_jump @BJGRL_214
jump @BJGRL_679

:BJGRL_411
05DD: AS_actor 24@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000
17@ = 1
jump @BJGRL_214

:BJGRL_441
17@ = 1
03C0: 26@ = actor $PLAYER_ACTOR car
01EA: 27@ = car 26@ max_passengers
if
 27@ > 0
else_jump @BJGRL_214
05CA: AS_actor 24@ enter_car 26@ passenger_seat 0 15000 ms
wait 2000

:BJGRL_500
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BJGRL_667
if
  not Actor.Dead(24@)
else_jump @BJGRL_667
if
  not Car.Wrecked(26@)
else_jump @BJGRL_655
if
00F2:   actor 24@ near_actor $PLAYER_ACTOR radius 40.8 40.8 0
else_jump @BJGRL_655
if
  Actor.InCar(24@, 26@)
else_jump @BJGRL_500
if
  not Actor.Driving($PLAYER_ACTOR)
else_jump @BJGRL_500
0633: AS_actor 24@ exit_car
17@ = 0
Car.RemoveReferences(26@)
wait 1000
0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
jump @BJGRL_214

:BJGRL_655
Car.RemoveReferences(26@)
jump @BJGRL_679

:BJGRL_667
Car.RemoveReferences(26@)
jump @BJGRL_717

:BJGRL_679
0619: enable_actor 24@ collision_detection 1
0245: set_actor 24@ walk_style_to "SEXYWOMAN"
Actor.SetImmunities(24@, 0, 0, 0, 0, 0)

:BJGRL_717
Actor.RemoveReferences(24@)
17@ = 0
jump @BJGRL_16

:BJGRL_736
$ONMISSION = 1
gosub @BJGRL_1170
0619: enable_actor 24@ collision_detection 0
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
Player.CanMove($PLAYER_CHAR) = True
wait 0
0638: AS_actor 24@ stay_put 1
wait 0
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 24@
wait 1000
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 1.05 -1.0
13@ = Actor.Angle($PLAYER_ACTOR)
13@ += 180.0
0638: AS_actor 24@ stay_put 0
Actor.PutAt(24@, 10@, 11@, 12@)
Actor.Angle(24@) = 13@
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_P" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
0812: AS_actor 24@ perform_animation "BJ_COUCH_START_W" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
wait 500

:BJGRL_971
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BJGRL_1126
if
  not Actor.Dead(24@)
else_jump @BJGRL_1126
if
  Actor.Animation($PLAYER_ACTOR) == "BJ_COUCH_START_P"
else_jump @BJGRL_1090
0613: 30@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time
if
 30@ >= 0.95
else_jump @BJGRL_971
Actor.Health($PLAYER_ACTOR) = 250

:BJGRL_1090
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
$ONMISSION = 0
0619: enable_actor 24@ collision_detection 1
0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
jump @BJGRL_214

:BJGRL_1126
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
04EF: release_animation "BJ_COUCH_START_P"
Actor.RemoveReferences(24@)
$ONMISSION = 0
17@ = 0
jump @BJGRL_16

:BJGRL_1170
wait 0
if
04EE:   animation "BLOWJOBZ" loaded
else_jump @BJGRL_1198
return

:BJGRL_1198
04ED: load_animation "BLOWJOBZ"
jump @BJGRL_1170

Methical
  • Methical

    Gramps

  • Feroci Racing
  • Joined: 23 May 2008
  • New-Zealand

#1987

Posted 01 June 2013 - 10:16 PM

Go watch some porn kid ..

Convetors
  • Convetors

    Suddently its Me !

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  • Joined: 04 Aug 2010

#1988

Posted 02 June 2013 - 02:06 AM

Hey Guys can anyone send me a Model of maxpayn 3 suit ! its okey if its not rigged

roaronline
  • roaronline

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  • Joined: 29 Dec 2010

#1989

Posted 02 June 2013 - 06:16 AM

QUOTE (roaronline @ Saturday, Jun 1 2013, 13:36)
hi every1,
im trying to edit zaz's kissall script to make the bjgrl script.
there seems to be an error in the script. which i dun know how to fix.
can zaz or any1 help.
the source code is below.

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 'BJGRL'
wait 3000

:BJGRL_16
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BJGRL_16
if and
  not Actor.Driving($PLAYER_ACTOR)
 $ONMISSION == 0
0AB0:   key_pressed 66
else_jump @BJGRL_16
24@ = -1
Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
08E5: get_actor_in_sphere 21@ 22@ 23@ radius 4.0 handle_as 24@
wait 50
if
  not 24@ == -1
else_jump @BJGRL_16
if
  not Actor.Dead(24@)
else_jump @BJGRL_197
089F: get_actor 24@ pedtype_to 31@
if or
 31@ == 5
 31@ == 22
else_jump @BJGRL_197
03FE: set_actor 24@ money 30000
0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
jump @BJGRL_214

:BJGRL_197
Actor.RemoveReferences(24@)
wait 1000
jump @BJGRL_16

:BJGRL_214
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BJGRL_717
if
  not Actor.Dead(24@)
else_jump @BJGRL_717
if
00F2:   actor 24@ near_actor $PLAYER_ACTOR radius 70.8 70.8 0
else_jump @BJGRL_679
if
 17@ == 0
else_jump @BJGRL_214
if
  not Actor.Driving($PLAYER_ACTOR)
else_jump @BJGRL_441
if
851A:   not actor 24@ damaged_by_actor $PLAYER_ACTOR
else_jump @BJGRL_411
if and
80E1:   not player 0 pressed_key 17
 $ONMISSION == 0
00F3:   actor $PLAYER_ACTOR near_actor 24@ radius 1.5 2.1 0 on_foot
0AB0:   key_pressed 66
else_jump @BJGRL_389
jump @BJGRL_736

:BJGRL_389
if
0AB0:   key_pressed 72
else_jump @BJGRL_214
jump @BJGRL_679

:BJGRL_411
05DD: AS_actor 24@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000
17@ = 1
jump @BJGRL_214

:BJGRL_441
17@ = 1
03C0: 26@ = actor $PLAYER_ACTOR car
01EA: 27@ = car 26@ max_passengers
if
 27@ > 0
else_jump @BJGRL_214
05CA: AS_actor 24@ enter_car 26@ passenger_seat 0 15000 ms
wait 2000

:BJGRL_500
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BJGRL_667
if
  not Actor.Dead(24@)
else_jump @BJGRL_667
if
  not Car.Wrecked(26@)
else_jump @BJGRL_655
if
00F2:   actor 24@ near_actor $PLAYER_ACTOR radius 40.8 40.8 0
else_jump @BJGRL_655
if
  Actor.InCar(24@, 26@)
else_jump @BJGRL_500
if
  not Actor.Driving($PLAYER_ACTOR)
else_jump @BJGRL_500
0633: AS_actor 24@ exit_car
17@ = 0
Car.RemoveReferences(26@)
wait 1000
0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
jump @BJGRL_214

:BJGRL_655
Car.RemoveReferences(26@)
jump @BJGRL_679

:BJGRL_667
Car.RemoveReferences(26@)
jump @BJGRL_717

:BJGRL_679
0619: enable_actor 24@ collision_detection 1
0245: set_actor 24@ walk_style_to "SEXYWOMAN"
Actor.SetImmunities(24@, 0, 0, 0, 0, 0)

:BJGRL_717
Actor.RemoveReferences(24@)
17@ = 0
jump @BJGRL_16

:BJGRL_736
$ONMISSION = 1
gosub @BJGRL_1170
0619: enable_actor 24@ collision_detection 0
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
Player.CanMove($PLAYER_CHAR) = True
wait 0
0638: AS_actor 24@ stay_put 1
wait 0
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 24@
wait 1000
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 1.05 -1.0
13@ = Actor.Angle($PLAYER_ACTOR)
13@ += 180.0
0638: AS_actor 24@ stay_put 0
Actor.PutAt(24@, 10@, 11@, 12@)
Actor.Angle(24@) = 13@
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_P" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
0812: AS_actor 24@ perform_animation "BJ_COUCH_START_W" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
wait 500

:BJGRL_971
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BJGRL_1126
if
  not Actor.Dead(24@)
else_jump @BJGRL_1126
if
  Actor.Animation($PLAYER_ACTOR) == "BJ_COUCH_START_P"
else_jump @BJGRL_1090
0613: 30@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time
if
 30@ >= 0.95
else_jump @BJGRL_971
Actor.Health($PLAYER_ACTOR) = 250

:BJGRL_1090
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
$ONMISSION = 0
0619: enable_actor 24@ collision_detection 1
0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
jump @BJGRL_214

:BJGRL_1126
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
04EF: release_animation "BJ_COUCH_START_P"
Actor.RemoveReferences(24@)
$ONMISSION = 0
17@ = 0
jump @BJGRL_16

:BJGRL_1170
wait 0
if
04EE:   animation "BLOWJOBZ" loaded
else_jump @BJGRL_1198
return

:BJGRL_1198
04ED: load_animation "BLOWJOBZ"
jump @BJGRL_1170

please help!

rfdw
  • rfdw

    Player Hater

  • Members
  • Joined: 02 Jun 2013

#1990

Posted 02 June 2013 - 11:21 AM

Could anyone create a script which saves the objects positions into a file using these opcodes?:

this and this.

Could also be printed the model of the object?

GR33N
  • GR33N

    Skin Maker

  • Members
  • Joined: 24 Aug 2010

#1991

Posted 05 June 2013 - 01:12 PM

Can someone please convert Zeti's Advanced Car Contol mod for VC?

Dzhigurda
  • Dzhigurda

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  • Joined: 08 Jun 2013

#1992

Posted 08 June 2013 - 11:04 AM

hello, i dont know, maybe it was upped here some pages ago, but damn 100 pages, any chance to get instant car repair script?
thx

Michael-Knight1
  • Michael-Knight1

    Never Give UP

  • Members
  • Joined: 08 Jul 2012

#1993

Posted 14 June 2013 - 10:15 AM

QUOTE (roaronline @ Sunday, Jun 2 2013, 06:16)
QUOTE (roaronline @ Saturday, Jun 1 2013, 13:36)
hi every1,
im trying to edit zaz's kissall script to make the bjgrl script.
there seems to be an error in the script. which i dun know how to fix.
can zaz or any1 help.
the source code is below.

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 'BJGRL'
wait 3000

:BJGRL_16
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BJGRL_16
if and
  not Actor.Driving($PLAYER_ACTOR)
 $ONMISSION == 0
0AB0:   key_pressed 66
else_jump @BJGRL_16
24@ = -1
Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
08E5: get_actor_in_sphere 21@ 22@ 23@ radius 4.0 handle_as 24@
wait 50
if
  not 24@ == -1
else_jump @BJGRL_16
if
  not Actor.Dead(24@)
else_jump @BJGRL_197
089F: get_actor 24@ pedtype_to 31@
if or
 31@ == 5
 31@ == 22
else_jump @BJGRL_197
03FE: set_actor 24@ money 30000
0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
jump @BJGRL_214

:BJGRL_197
Actor.RemoveReferences(24@)
wait 1000
jump @BJGRL_16

:BJGRL_214
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BJGRL_717
if
  not Actor.Dead(24@)
else_jump @BJGRL_717
if
00F2:   actor 24@ near_actor $PLAYER_ACTOR radius 70.8 70.8 0
else_jump @BJGRL_679
if
 17@ == 0
else_jump @BJGRL_214
if
  not Actor.Driving($PLAYER_ACTOR)
else_jump @BJGRL_441
if
851A:   not actor 24@ damaged_by_actor $PLAYER_ACTOR
else_jump @BJGRL_411
if and
80E1:   not player 0 pressed_key 17
 $ONMISSION == 0
00F3:   actor $PLAYER_ACTOR near_actor 24@ radius 1.5 2.1 0 on_foot
0AB0:   key_pressed 66
else_jump @BJGRL_389
jump @BJGRL_736

:BJGRL_389
if
0AB0:   key_pressed 72
else_jump @BJGRL_214
jump @BJGRL_679

:BJGRL_411
05DD: AS_actor 24@ flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 30000
17@ = 1
jump @BJGRL_214

:BJGRL_441
17@ = 1
03C0: 26@ = actor $PLAYER_ACTOR car
01EA: 27@ = car 26@ max_passengers
if
 27@ > 0
else_jump @BJGRL_214
05CA: AS_actor 24@ enter_car 26@ passenger_seat 0 15000 ms
wait 2000

:BJGRL_500
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BJGRL_667
if
  not Actor.Dead(24@)
else_jump @BJGRL_667
if
  not Car.Wrecked(26@)
else_jump @BJGRL_655
if
00F2:   actor 24@ near_actor $PLAYER_ACTOR radius 40.8 40.8 0
else_jump @BJGRL_655
if
  Actor.InCar(24@, 26@)
else_jump @BJGRL_500
if
  not Actor.Driving($PLAYER_ACTOR)
else_jump @BJGRL_500
0633: AS_actor 24@ exit_car
17@ = 0
Car.RemoveReferences(26@)
wait 1000
0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
jump @BJGRL_214

:BJGRL_655
Car.RemoveReferences(26@)
jump @BJGRL_679

:BJGRL_667
Car.RemoveReferences(26@)
jump @BJGRL_717

:BJGRL_679
0619: enable_actor 24@ collision_detection 1
0245: set_actor 24@ walk_style_to "SEXYWOMAN"
Actor.SetImmunities(24@, 0, 0, 0, 0, 0)

:BJGRL_717
Actor.RemoveReferences(24@)
17@ = 0
jump @BJGRL_16

:BJGRL_736
$ONMISSION = 1
gosub @BJGRL_1170
0619: enable_actor 24@ collision_detection 0
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
Player.CanMove($PLAYER_CHAR) = True
wait 0
0638: AS_actor 24@ stay_put 1
wait 0
0639: AS_actor $PLAYER_ACTOR rotate_to_actor 24@
wait 1000
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 1.05 -1.0
13@ = Actor.Angle($PLAYER_ACTOR)
13@ += 180.0
0638: AS_actor 24@ stay_put 0
Actor.PutAt(24@, 10@, 11@, 12@)
Actor.Angle(24@) = 13@
0812: AS_actor $PLAYER_ACTOR perform_animation "BJ_COUCH_START_P" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
0812: AS_actor 24@ perform_animation "BJ_COUCH_START_W" IFP_file "BLOWJOBZ" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time 0 // versionB
wait 500

:BJGRL_971
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @BJGRL_1126
if
  not Actor.Dead(24@)
else_jump @BJGRL_1126
if
  Actor.Animation($PLAYER_ACTOR) == "BJ_COUCH_START_P"
else_jump @BJGRL_1090
0613: 30@ = actor $PLAYER_ACTOR animation "BJ_COUCH_START_P" time
if
 30@ >= 0.95
else_jump @BJGRL_971
Actor.Health($PLAYER_ACTOR) = 250

:BJGRL_1090
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
$ONMISSION = 0
0619: enable_actor 24@ collision_detection 1
0850: AS_actor 24@ follow_actor $PLAYER_ACTOR
jump @BJGRL_214

:BJGRL_1126
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 0
04EF: release_animation "BJ_COUCH_START_P"
Actor.RemoveReferences(24@)
$ONMISSION = 0
17@ = 0
jump @BJGRL_16

:BJGRL_1170
wait 0
if
04EE:   animation "BLOWJOBZ" loaded
else_jump @BJGRL_1198
return

:BJGRL_1198
04ED: load_animation "BLOWJOBZ"
jump @BJGRL_1170

please help!

as methodunderg told you , go watch some porn kid

TJGM
  • TJGM

    James May is the best May!

  • Feroci Racing
  • Joined: 14 Jun 2011
  • Ireland

#1994

Posted 16 June 2013 - 02:02 AM

Anyone know how to make the game time longer? Instead of every second is a minute, I'd prefer 60 seconds is an entire minute. I've read about it and the only way I've found is to edit save games, which I don't wanna do.

Shmiqq
  • Shmiqq

    hello!!

  • Members
  • Joined: 18 Jun 2013
  • None

#1995

Posted 18 June 2013 - 04:39 PM

Would it be possible for someone to make a CLEO mod that lets you get a car back upright from upside down smoothly, by tapping a key? I found one before but I was wondering it there was one that flips it back by either side, not just to the right.

Also would it be possible for someone to make a script that allows a helicopter (Maverick etc) to take off maybe 2-3 seconds faster?

Requesting this for SA btw.

Shmiqq
  • Shmiqq

    hello!!

  • Members
  • Joined: 18 Jun 2013
  • None

#1996

Posted 18 June 2013 - 06:28 PM

delete this wrong thread

skllpirates12457
  • skllpirates12457

    Crackhead

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  • Joined: 09 Jul 2011

#1997

Posted 19 June 2013 - 06:04 AM

Hey does anyone know where i can download a cleo 3 super cj mod that has the super powers included with the flying part? I tried finding one but all the super CJ cleo mods only have the flying and not the powers.

coltonon
  • coltonon

    Player Hater

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  • Joined: 05 Feb 2013

#1998

Posted 20 June 2013 - 04:21 AM

Hey guys, I'm sorry if this is in the wrong place, as it may very well belong in the vehicle section, but I was wondering if there was a way to make a plane/ helicopter's engine not die when you land in the water. I have no idea how you would script this, but I don't think you can modify wether or not a vehicle is amphibious in handling.cfg. I know how to mod the submerged % easily, but I just need something for the vehicle to not die. (SA) Please reply if there is a simple way to this.
Thanks in advance.

masternewport
  • masternewport

    Perfectio per insaniam

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  • Joined: 08 Nov 2012

#1999

Posted 20 June 2013 - 10:34 AM

Hi guys,

I always think that area 69 is very empty unlike the army base in Vice City

I would like a mod for Gta San Andreas that adds soldiers to area 69 that patrol the area and shoot on site when you enter in one script (as I've seen one that has like 30 scripts) and also have searchlights around the area at night time looking around the area and when a light spots you an alarm goes off. Basically it's all quite similar to how the Black Project mission works but a mod that takes those features into the world without you playing the mission again.

Kind Regards,

Aaron

davidbyster
  • davidbyster

    Player Hater

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  • Joined: 20 Jun 2013

#2000

Posted 21 June 2013 - 10:44 PM

Could you please animation of holding the knife like this way ?

user posted image

I saw it in one mod where the katana was made this way

In45do
  • In45do

    Coding like a Dummy...

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  • Joined: 15 Jan 2012
  • Indonesia

#2001

Posted 27 June 2013 - 06:05 AM

Is there a mod that makes Sparrow can take a shoot like Seasparrow did? If it's exist please PM me! Thanks!

Death2Drugs
  • Death2Drugs

    Wanna milky?

  • Members
  • Joined: 20 Feb 2011
  • Mexico

#2002

Posted 29 June 2013 - 06:35 PM

Is there a mod for GTA SA that makes paramedics "brave" like they were in GTA III and VC? i.e. they don't run away from the sound of bullets. Thank you.

PDXNF
  • PDXNF

    Player Hater

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  • Joined: 30 Jun 2013
  • United-Kingdom

#2003

Posted 30 June 2013 - 07:24 AM

I saw a video recently with somebody testing out GTA 3 on IV's engine:



I was wondering if it was really possible to use this. I know there's mods for GTA IV that change the game to resemble the older ones, but I don't have IV.

trexalfa
  • trexalfa

    Player Hater

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  • Joined: 18 Feb 2012

#2004

Posted 30 June 2013 - 11:03 AM

I would want a mod that adds a bussiness system similar to that of Vice City. I want my CJ to be greater than Tommy smile.gif

SpFusionBwner
  • SpFusionBwner

    Pallet Town OG 4 Life

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  • Joined: 30 Jun 2013

#2005

Posted 01 July 2013 - 03:14 AM

well hopefully someone sees this. can someone make a cleo mod that makes the FBI rancher bullet proof. i keep trying to set it to
02AC set_car #FBIRANCH immunities BP 1 FP 0 EP 0 CP 0 MP 1
but it always crashes my gta sa

Moneymakerstudios
  • Moneymakerstudios

    Player Hater

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  • Joined: 02 Jul 2013

#2006

Posted 09 July 2013 - 07:58 PM

hey guys can someone please make a webswing mod like http://www.youtube.c...v=aEXPMkNHQyA.I really need this for my spiderman mod.I will apreciate it biggrin.gif

Methical
  • Methical

    Gramps

  • Feroci Racing
  • Joined: 23 May 2008
  • New-Zealand

#2007

Posted 09 July 2013 - 09:16 PM

Dude, the author of the web-swing is a member of these forums, and he has made a thread on this mod as well. Its still a WIP ..

And no, I highly doubt he would want to join "Moneymakerstudios" tounge2.gif

TJGM
  • TJGM

    James May is the best May!

  • Feroci Racing
  • Joined: 14 Jun 2011
  • Ireland

#2008

Posted 10 July 2013 - 09:54 AM

So.. after watching the GTA V gameplay and noticing the weapon wheels, I thought it would be cool to have one in San Andreas..

Anyway, I'm no good at coding despite all my attempts and tutorial reading/watching.. so if anyone wants to go ahead and make one DO IT PLEASE!

Anyway, perhaps you could also make the game slow down when you open the weapon wheels? Just like in the gameplay..

Michael-Knight1
  • Michael-Knight1

    Never Give UP

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  • Joined: 08 Jul 2012

#2009

Posted 12 July 2013 - 09:10 PM

QUOTE (SpFusionBwner @ Monday, Jul 1 2013, 03:14)
well hopefully someone sees this. can someone make a cleo mod that makes the FBI rancher bullet proof. i keep trying to set it to
02AC set_car #FBIRANCH immunities BP 1 FP 0 EP 0 CP 0 MP 1
but it always crashes my gta sa

here you go : http://adf.ly/RzEFu

Jack
  • Jack

    firearms and adrenaline

  • Feroci Racing
  • Joined: 06 Dec 2011
  • Serbia

#2010

Posted 13 July 2013 - 09:12 AM

@MK1 your code isn't working dozingoff.gif . Forget coding, maybe you should try a golf or something like that biggrin.gif .
Tested code:
CODE
{$CLEO}
0000:

repeat
   wait 250
until 0256: is_player_playing $PLAYER_CHAR

while true
   while true
       wait 0
       if
           00DD: is_char_in_model $PLAYER_ACTOR model #FBIRANCH
       then
       03C0: 0@ = actor $PLAYER_ACTOR car
       02AC: set_car_proofs 0@ BP 1 FP 0 EP 0 CP 0 MP 1
   break  
       end
   end

   repeat
       wait 0
   until 8449:   not actor $PLAYER_ACTOR in_a_car
end




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