Quantcast

Jump to content

» «
Photo

Request Mod Thread

2,246 replies to this topic
midou35000
  • midou35000

    Crackhead

  • Members
  • Joined: 04 Jul 2014
  • United-States

#2221

Posted 06 July 2014 - 10:29 AM

 

Hi,
So I did my best to try to make a script for san andreas that makes actor dance by firing at him with RPG but i always fail so can anybody of you guys help me and give me the script please
Thank You

Do you wanna see dancing actors flying away?
Your request is a bit strange because .... if an actor was hit by RPG, he flys away and die and using a dead actor to let him dance is not a good plan for scripting. Dead actors don't do animations. The script can check if the actor was damaged by player, then it will work as long as the actor isn't dead at that moment, but mostly the actor is indicated as dead at same moment when he got indicated as damaged.
In practice will you have this scenerie: Hit actors by RPG will die and only those who are nearby and didn't die immediately will do animation
Your request would work fine with other weapons which give an aming marker above actor.

 

Hi ZAZ,

Thank you very much for the reply, i just wanted to replace it with the dub step gun from saints row then it make him dance when you fire at him with, but its ok if not RPG change the weapon wich will be replaced but plz make the script for me ZAZ.

Thank you Again


SergeantSavidge
  • SergeantSavidge

    That is good. Do job right.

  • Members
  • Joined: 29 Dec 2013
  • England

#2222

Posted 09 July 2014 - 07:26 PM

if anyone wants to try this out, here's a script to make the Newsvan appear when you have a wanted level (beta feature?):

Spoiler

Yorpie
  • Yorpie

    I fought the law, and the law lost.

  • Members
  • Joined: 09 Feb 2011

#2223

Posted 17 July 2014 - 01:01 AM

Could someone make a script for San Andreas which makes the wanted level go to 3 stars automatically if he has had 2 stars for 2 minutes? And after 3 minutes in 3 stars the wanted level should raise to 4 stars. 


Jack...
  • Jack...

    Wanted Level modifications

  • Feroci Racing
  • Joined: 06 Dec 2011
  • Serbia

#2224

Posted 17 July 2014 - 08:21 AM Edited by Jack..., 17 July 2014 - 08:29 AM.

Could someone make a script for San Andreas which makes the wanted level go to 3 stars automatically if he has had 2 stars for 2 minutes? And after 3 minutes in 3 stars the wanted level should raise to 4 stars. 

{$CLEO}
0000: WLS

WHILE 8256:   not player $PLAYER_CHAR defined
    wait 250
END

REPEAT
    wait 0
UNTIL 010F:   player $PLAYER_CHAR wanted_level > 1
0006: 32@ = 0 // timer restarted to 0


WHILE TRUE
WHILE TRUE
    wait 0
    01C0: 0@ = player $PLAYER_CHAR wanted_level
    IF OR
        8039:   not   0@ == 2                   // WL not 2
        8256:   not player $PLAYER_CHAR defined // player wasted or busted
    THEN
BREAK
    ELSE
        IF
            0029:   32@ >= 120000 // 2 minutes passed
        THEN
        010D: set_player $PLAYER_CHAR wanted_level_to 3
        END
    END
END
0006: 32@ = 0 // timer restarted to 0

WHILE TRUE
    wait 0
    01C0: 0@ = player $PLAYER_CHAR wanted_level
    IF OR
        8039:   not   0@ == 3                   // WL not 3
        8256:   not player $PLAYER_CHAR defined // player wasted or busted
    THEN
BREAK
    ELSE
        IF
            0029:   32@ >= 180000 // 3 minutes passed
        THEN
        010D: set_player $PLAYER_CHAR wanted_level_to 4
        END
    END
END
0006: 32@ = 0 // timer restarted to 0
END

Ignore the colors - they don't mean anything.


boomshowdown
  • boomshowdown

    boomshowdown

  • Members
  • Joined: 27 Oct 2012
  • India

#2225

Posted 18 July 2014 - 01:01 PM

Weeks passed of the last request....Still not completed

Hello, I needed a cleo 3 or cleo 4 script

I have several like of Beeswax Zombies, Hulk destruction. Dead Villagers etc they are absolutely fantastic but the zombies. Hulk and villagers attack us only not the peds on street so i needed a script which is of any myth or film in which The special actor also attack the peds and also the player.....

And i needed some more zombies for Beeswax Zombies so i need website i want to keep all the funny myths in it for me

Thanks in Advance


bncrew
  • bncrew

    Player Hater

  • Members
  • Joined: 04 Jan 2010

#2226

Posted 19 July 2014 - 12:11 PM

I have recently got back into playing VC on the PC, it's the Vice Cry version, Kudos to all involved with that it's stunning.
 

I'm just wondering (I have looked but no joy) if anyone knows of a 'Robbery' Cleo out there, similar to the one for SA where you can essentially mug folk on the street.

 

And secondly, when I last played VC I had an addon 'GTA:Weather' I think it was called, it supported real-time weather via weather.com which was great, I still have this but sadly none of the URLs for the real-time weather seem to work any more, I have tried lots and lots of alternative URLs but nothing works, is there another mod available to recreate this (real-time weather and system time as opposed to game time clock)

Many thanks in advance

as ever hats off to all the brains who make this possible


Tommmmy
  • Tommmmy

    Player Hater

  • Members
  • Joined: 15 Sep 2013

#2227

Posted 19 July 2014 - 05:50 PM

I'm searching for a mod,if possible,that your gang members are recruited without guns,and if someone shoots you,or you make them attack it,they take out their guns,that they had before recruiting.Or at least a mod,where you can recruit a gang member without any guns.If you found one,please reply to me.I really need that mod.Thank you


GtaHellmodded
  • GtaHellmodded

    Hell Modded

  • Members
  • Joined: 05 Jul 2013
  • None

#2228

Posted 20 July 2014 - 10:48 AM

anyone know how to make actor attach to wall near him ?? thank if someone reply this   :lol:


ShArCaDe
  • ShArCaDe

    Player Hater

  • Members
  • Joined: 06 Sep 2011

#2229

Posted 26 July 2014 - 02:55 PM Edited by ShArCaDe, 26 July 2014 - 02:57 PM.

Can anyone make a Teargas CLEO mod for GTA Vice City?


boomshowdown
  • boomshowdown

    boomshowdown

  • Members
  • Joined: 27 Oct 2012
  • India

#2230

Posted 4 weeks ago

Two playable CJ...

This happended due to ZAZ Stripped main.scm and Mission Selector

Whenever i selected a mission a new cj is swamped

But it didn't copy features like flying, dancing, skin selector.... I wanted a cleo mod that we can control both cj simentounsly

jhh.png?async&rand=0.5463931550395545


onlylove943
  • onlylove943

    Player Hater

  • Members
  • Joined: 22 Jul 2014
  • United-States

#2231

Posted 4 weeks ago

Can someone please make a little edit to make this Rectangular HUD http://gtaforums.com...ectangular-hud/
work with this Town/Zone text http://gtaforums.com...townzone-texts/
I tried to edit it many times, but always fail :(
O8D8SrT.jpg
Here is my screeshot.


Darchang310
  • Darchang310

    Eternal Trekker

  • Members
  • Joined: 21 Jul 2014
  • Philippines

#2232

Posted 3 weeks ago Edited by Darchang310, 3 weeks ago.

Is there a mod for GTA: SA that keeps dead peds inside the car from leaving the car after they're killed?

I always find it specially weird that they still manage to get out of the car after their fricking heads have been blown to kingdom come.


TudorShen7
  • TudorShen7

    GTA:SA Movie Designer

  • Members
  • Joined: 12 Sep 2013
  • None

#2233

Posted 3 weeks ago Edited by TudorShen7, 3 weeks ago.

Can someone help me? I need to remove every ped and car for a movie i'm doing.

NOTE : I still want the DYOM or San Studios to be there so I can record.

 

Is there a way to remove all the cars and peds on the streets ?


goodModsRcool
  • goodModsRcool

    GTA Vice Sexy

  • Members
  • Joined: 06 Dec 2012
  • United-States

#2234

Posted 3 weeks ago

I would like a simple cleo or asi script for VC that removes the on screen water drops and blood drops. If this is a possible cleo or asi to make, it would be awesome to have. I never liked those on screen water and blood drops.


jemoeder51
  • jemoeder51

    Jemoeder51

  • Members
  • Joined: 08 May 2011
  • None

#2235

Posted 2 weeks ago

Can anyone make a Cleo or Asi mod for GTA3 that you will not die in water (but still die from bullets, explosions and stuff)?


SergeantSavidge
  • SergeantSavidge

    That is good. Do job right.

  • Members
  • Joined: 29 Dec 2013
  • England

#2236

Posted 2 weeks ago

Is there a mod for GTA: SA that keeps dead peds inside the car from leaving the car after they're killed?
I always find it specially weird that they still manage to get out of the car after their fricking heads have been blown to kingdom come.

Check out the "Death in Car" mod by _DK.


nobodywashere
  • nobodywashere

    Player Hater

  • New Members
  • Joined: A week ago
  • None

#2237

Posted A week ago Edited by nobodywashere, A week ago.

SA WIPMOD request:

many mods seem to water down each successive gta's already diluted difficulty so the coding isn't much help for what i'd like to see in sa's rich environment.  pls refer any mods or misc assistance which may help to realize the missing features of the working scripts below.

 

i am new and unfamiliar with the notification features, please excuse any delay in responding.

as a true noob, it took weeks to identify true0/false8 condition modifiers; the implied "not" caused serious headaches.  this is not a request for others to write code; general obervations with logic/precedence and recommendations to mods of educational value would be highly appreciated.  

-pls skip basics of car control/path, vehicle entry/exit, actor creation, got that... unless there is an easier way.

-pls comment on code and memory efficiency:

clean/responsible code, eg. radar blips/markers: despite reviewing active mods with markers, there is at least one unidentified script causing mission location blips (buffer?) to disappear by the end of san fierro missions.  basic create/set/remove opcodes usage tested/understood but inability to identify problem script casts doubt on known methods; elimination is painful, as problem occurs around torino/outrider/snail.

memory, eg. the governator is to be a constant/active element, but memory impact = loss of 1 pedtype per area and fewer vehicles.  the effect may be related to actor1's explosion check- no improvement despite much testing.

-code was assembled for fun and education, it belongs to those listed below.  no attempt to verify authenticity of authors' claims or contact said authors was ever made because i will not make any attempt to release the code, updated or otherwise.  if anyone should respond to this request with the nike approach, pls advise on dl and implementation (privacy gurantee if released decompile disabled).

-much appreciation to all modders who kept the 3d era's outrageously entertaining hyper reality ahead of the mindless realism bandwagon.



combined source:

WAR PATROL (?, 2 humvees + 6 actors)
werewolf atk (DragonGhost88)
UndercoverPatrol2_0 (MephiticCorpse, ZAZ)
1360315655_call_a_callgirl (Ash¥Slow)
445_parkour (FLEXO)



matrix agent
current:
actor spawns at pseudo randomized locations relative to player & wanted level; death respawn loops on wanted level or escape distance.

 

Spoiler

 

issue
1. buttonpress radar marker/blip (temporarily identifies actor location but also increases actor speed) works but isn't implemented, pending- see notes on clean code.
[actor: 3x sprint speed, desert eagle, jumps +30.0 on yz axis]

request:
1. what are correct methods of placement/removal different types of location, static/tracking markers?

2. seeking pointers on replacement of existing ped on foot with actor, performing/completing the last task of replaced ped before 0961:

3. seeking sample on replacement of existing ped in car with actor, not necessarily in seat0 if cj on foot- actor should bail/exit if true.  ped driver/passengers, if any, should bail/exit/flee on replacement.



terminator
current:
actor1 (t800 arnold) spawns at pseudo randomized locations relative to player; on proximity to any explosion, actor1 goes health0 and catches fire (if killed, no fire); actor2 (t800 endo) spawns during transitional script explosion.  actors are data/ped&pedstat modded gang9- hates civfemale & cops, latter similiarly modded to 90 temper/lawfulness.

 

Spoiler

 

issue:

1. cops on foot or in vehicle ignore hostile actor; will update cop data/decision files and review modded weapon.dat for range, will advise result.

resolved, global changes to data/decision/allowed/cop task 1105 kill criminal -> 1000 kill ped on foot, police brutality evident but fewer shootings

request:
1. is there a simpler way to surgically rework ai without changing event/task decisions for entire pedgroups?
[prefer intact core elements]

2. seeking anything on slightly extended version of standard bike/carjacking: on door contact at any speed, target vehicle initially arcs/rotates toward actor (seat0 or 1), speed decreases per vehicle mass, and brakes to normal hijack speed range before carjacking animations begin.  passengers not ejected by actor should bail/exit/flee.
[attempting to present a heavy actor with ability to carjack any land vehicle regardless of speed]

 


SergeantSavidge
  • SergeantSavidge

    That is good. Do job right.

  • Members
  • Joined: 29 Dec 2013
  • England

#2238

Posted A week ago

Spoiler

Please put that code in a spoiler, we don't need page stretches. Thanks.


lolek1
  • lolek1

    Player Hater

  • New Members
  • Joined: 18 Jul 2014
  • Poland

#2239

Posted A week ago Edited by lolek1, A week ago.

Can someone update this code, so when the car hits another car the driver won't get out of the car to beat up the other driver and continue to drive instead? its annoying when i do drive bys.
 
{$CLEO .cs}
 
//-------------MAIN---------------
thread 'PASSENGER' 
0@ = -1 
1@ = -1 
2@ = -1 
3@ = -1 
4@ = -1 
5@ = -1 
6@ = -1 
7@ = -1 
8@ = -1 
9@ = -1 
 
:PASSENGER_89
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @PASSENGER_89 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @PASSENGER_199 
if 
00E1:   player 0 pressed_key 11 
else_jump @PASSENGER_89 
0@ = -1 
0@ = Actor.CurrentCar($PLAYER_ACTOR)
if 
   not 0@ == -1 
else_jump @PASSENGER_2040 
7@ = 25.0 
8@ = 0 
jump @PASSENGER_503 
 
:PASSENGER_199
if 
00E1:   player 0 pressed_key 8 
else_jump @PASSENGER_89 
0@ = -1 
6@ = -1 
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 6@ 
if 
   not 0@ == -1 
else_jump @PASSENGER_2040 
if 
0205:   actor $PLAYER_ACTOR near_car 0@ radius 10.0 10.0 10.0 flag 0 
else_jump @PASSENGER_2040 
0470: 4@ = actor $PLAYER_ACTOR current_weapon 
05CA: AS_actor $PLAYER_ACTOR enter_car 0@ passenger_seat -1 time 10000 
7@ = 25.0 
8@ = 0 
5@ = 0 
 
:PASSENGER_340
wait 1 
5@ += 1 
if and
   Player.Defined($PLAYER_CHAR)
   not 4@ == -1 
   not 0@ == -1 
else_jump @PASSENGER_2040 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4@ 
if 
   Actor.InCar($PLAYER_ACTOR, 0@)
else_jump @PASSENGER_415 
jump @PASSENGER_503 
 
:PASSENGER_415
if 
   not 5@ > 9000 
else_jump @PASSENGER_2081 
if 
8205:   not actor $PLAYER_ACTOR near_car 0@ radius 10.0 10.0 10.0 flag 0 
else_jump @PASSENGER_477 
jump @PASSENGER_2040 
 
:PASSENGER_477
if and
   Actor.Stopped($PLAYER_ACTOR)
89DE:   not actor $PLAYER_ACTOR entering_car 
else_jump @PASSENGER_340 
wait 750 
 
:PASSENGER_503
wait 0 
if and
   not 0@ == -1 
   Player.Defined($PLAYER_CHAR)
else_jump @PASSENGER_2040 
if 
   Actor.InCar($PLAYER_ACTOR, 0@)
else_jump @PASSENGER_2040 
if and
00E1:   player 0 pressed_key 18 
00E1:   player 0 pressed_key 11 
else_jump @PASSENGER_604 
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius -2 -1 -1 firing_rate 100 
 
:PASSENGER_604
if and
00E1:   player 0 pressed_key 18 
00E1:   player 0 pressed_key 10 
else_jump @PASSENGER_678 
0812: AS_actor $PLAYER_ACTOR perform_animation "OFF_SIT_IDLE_LOOP" IFP "INT_OFFICE" framedelta 0.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 
 
:PASSENGER_678
if 
0ADC:   test_cheat "DAX" 
else_jump @PASSENGER_808 
6@ = -1 
046C: 6@ = car 0@ driver 
if and
   not Actor.DrivingPlane($PLAYER_ACTOR)
   not 6@ == -1 
else_jump @PASSENGER_808 
Car.SetToNormalDriver(0@)
Car.SetDriverBehaviour(0@, FollowRoad)
00AE: set_car 0@ traffic_behaviour_to 4 
Car.SetMaxSpeed(0@, 7@)
0ACE: show_formatted_text_box "The car will drive around normally."  
8@ = 1 
 
:PASSENGER_808
if 
0ADC:   test_cheat "DAF" 
else_jump @PASSENGER_935 
6@ = -1 
046C: 6@ = car 0@ driver 
if and
   not Actor.DrivingPlane($PLAYER_ACTOR)
   not 6@ == -1 
else_jump @PASSENGER_935 
Car.SetToPsychoDriver(0@)
Car.SetDriverBehaviour(0@, FollowRoad)
00AE: set_car 0@ traffic_behaviour_to 2 
Car.SetMaxSpeed(0@, 7@)
0ACE: show_formatted_text_box "The car will drive around crazy."  
8@ = 1 
 
:PASSENGER_935
if 
00E1:   player 0 pressed_key 6 
else_jump @PASSENGER_1055 
6@ = -1 
046C: 6@ = car 0@ driver 
if and
   not Actor.DrivingPlane($PLAYER_ACTOR)
   not 6@ == -1 
  8@ == 1 
else_jump @PASSENGER_1055 
7@ = 0.0 
Car.SetMaxSpeed(0@, 7@)
0ACE: show_formatted_text_box "Stopped, the speed is now at %f." 7@  
 
:PASSENGER_1055
if 
0ADC:   test_cheat "DF" 
else_jump @PASSENGER_1227 
6@ = -1 
046C: 6@ = car 0@ driver 
if and
   not Actor.DrivingPlane($PLAYER_ACTOR)
   not 6@ == -1 
else_jump @PASSENGER_1227 
0AB6: store_target_marker_coords_to 1@ 2@ 3@ // IF and SET 
04D3: get_nearest_car_path_coords_from 1@ 2@ 3@ type 2 store_to 1@ 2@ 3@ 
00AE: set_car 0@ traffic_behaviour_to 2 
Car.DriveTo(0@, 1@, 2@, 3@)
Car.SetMaxSpeed(0@, 7@)
0ACE: show_formatted_text_box "The car is now driving to the target crazy."  
8@ = 1 
 
:PASSENGER_1227
if 
0ADC:   test_cheat "DX" 
else_jump @PASSENGER_1402 
6@ = -1 
046C: 6@ = car 0@ driver 
if and
   not Actor.DrivingPlane($PLAYER_ACTOR)
   not 6@ == -1 
else_jump @PASSENGER_1402 
0ACE: show_formatted_text_box "The car is now driving to the target normally."  
0AB6: store_target_marker_coords_to 1@ 2@ 3@ // IF and SET 
04D3: get_nearest_car_path_coords_from 1@ 2@ 3@ type 2 store_to 1@ 2@ 3@ 
00AE: set_car 0@ traffic_behaviour_to 4 
Car.DriveTo(0@, 1@, 2@, 3@)
Car.SetMaxSpeed(0@, 7@)
8@ = 1 
 
:PASSENGER_1402
if 
0ADC:   test_cheat "TS" 
else_jump @PASSENGER_1585 
6@ = -1 
046C: 6@ = car 0@ driver 
if and
   not Actor.DrivingPlane($PLAYER_ACTOR)
   not 6@ == -1 
87D6:   not  6@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PASSENGER_1585 
0209: 5@ = random_int_in_ranges -100 -5000 
Player.Money($PLAYER_CHAR) += 5@
0ACE: show_formatted_text_box "Trip skipped for %d dollars." 5@  
0AB6: store_target_marker_coords_to 1@ 2@ 3@ // IF and SET 
04D3: get_nearest_car_path_coords_from 1@ 2@ 3@ type 2 store_to 1@ 2@ 3@ 
fade 0 500 
wait 500 
Car.PutAt(0@, 1@, 2@, 3@)
fade 1 500 
 
:PASSENGER_1585
if 
00E1:   player 0 pressed_key 16 
else_jump @PASSENGER_1708 
6@ = -1 
046C: 6@ = car 0@ driver 
if and
   not Actor.DrivingPlane($PLAYER_ACTOR)
   not 6@ == -1 
  8@ == 1 
else_jump @PASSENGER_1708 
7@ += 5.0 
Car.SetMaxSpeed(0@, 7@)
0ACE: show_formatted_text_box "Speeded up, the speed is now at %f." 7@  
 
:PASSENGER_1708
if 
00E1:   player 0 pressed_key 14 
else_jump @PASSENGER_1832 
6@ = -1 
046C: 6@ = car 0@ driver 
if and
   not Actor.DrivingPlane($PLAYER_ACTOR)
   not 6@ == -1 
  8@ == 1 
else_jump @PASSENGER_1832 
7@ += -5.0 
Car.SetMaxSpeed(0@, 7@)
0ACE: show_formatted_text_box "Slowed down, the speed is now at %f." 7@  
 
:PASSENGER_1832
if 
0ADC:   test_cheat "FOLO" 
else_jump @PASSENGER_503 
6@ = -1 
046C: 6@ = car 0@ driver 
if and
   not Actor.DrivingPlane($PLAYER_ACTOR)
   not 6@ == -1 
else_jump @PASSENGER_503 
0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 0.0 
0AE2: 9@ = random_vehicle_near_point 1@ 2@ 3@ in_radius 50.0 find_next 0 pass_wrecked 1 //IF and SET 
if and
   not 9@ == -1 
87D6:   not  9@ == 0@ // @ == $ (int) 
else_jump @PASSENGER_2015 
8@ = 1 
07F8: car 0@ follow_car 9@ radius 10.0 
0ACE: show_formatted_text_box "Following car..."  
jump @PASSENGER_503 
 
:PASSENGER_2015
0ACE: show_formatted_text_box "No car found."  
jump @PASSENGER_503 
 
:PASSENGER_2040
Car.RemoveReferences(0@)
Car.RemoveReferences(9@)
if 
87D6:   not  6@ == $PLAYER_ACTOR // @ == $ (int) 
else_jump @PASSENGER_89 
Actor.RemoveReferences(6@)
jump @PASSENGER_89 
 
:PASSENGER_2081
0605: actor $PLAYER_ACTOR perform_animation "getup_front" IFP "ped" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 1 
jump @PASSENGER_2040 

nobodywashere
  • nobodywashere

    Player Hater

  • New Members
  • Joined: A week ago
  • None

#2240

Posted A week ago Edited by nobodywashere, A week ago.

good call, sargeantsavidge; posting help didn't, mod list found but still can't figure out chat/pm*; specific post reply* and spoiler* still unknown. been awhile since posting anything @all anywhere; editing attempt made, but not 2satisfaction.  sry, pls advise how to *items.

 

any thoughts on (#2237)?  are these features feasible or can simpler methods be substituted? are there  recommendations on who 2speak2? finally, is this the best thread for visibility?

 

i think given info is clear but would be delighted if anyone can do mor with O's Razor on this.

 

thx in advance 2u and the community.


turbocoder32
  • turbocoder32

    Player Hater

  • Members
  • Joined: A week ago
  • United-States

#2241

Posted A week ago

Is there a mod for GTA: SA that keeps dead peds inside the car from leaving the car after they're killed?

I always find it specially weird that they still manage to get out of the car after their fricking heads have been blown to kingdom come.

                    
{$CLEO .cs}

thread 'SNEAKER'

:SNEAKER_11
wait 0
if
   Player.Defined($PLAYER_CHAR)
jf @SNEAKER_11
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0

:SNEAKER_19
073F: get_actor_in_sphere 1@ 2@ 3@ radius 200.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 10@
IF AND
   NOT Actor.Dead(10@)
056D:   actor 10@ defined    
jf @SNEAKER_20
0982: set_actor 10@ stay_in_car_when_dead 1
 
:SNEAKER_20
IF
   Actor.Dead(10@)
jf @SNEAKER_23
ACTOR.RemoveReferences(10@)

:SNEAKER_23
jump @SNEAKER_11
end_thread

SergeantSavidge
  • SergeantSavidge

    That is good. Do job right.

  • Members
  • Joined: 29 Dec 2013
  • England

#2242

Posted A week ago Edited by SergeantSavidge, A week ago.

...mod list found but still can't figure out chat/pm*; specific post reply* and spoiler* still unknown.

you use this to add a spoiler:

[spoiler]put your text here[/spoiler]

to PM someone you click the envelope icon at the top of the screen and then click "Compose New".

to reply to a specific post, you click "Quote" at the bottom of their post.


goodModsRcool
  • goodModsRcool

    GTA Vice Sexy

  • Members
  • Joined: 06 Dec 2012
  • United-States

#2243

Posted A week ago

Could somebody make a CLEO for VC so when your wanted level is higher than 5, you have a timer. for example, as soon as you get a 6th star, a timer starts counting up until you are wasted or busted or have lower than 6 stars. I have a lot of wanted level mods installed and have coded some of them to make it incredibly difficult to survive, so I thought it would be cool to have a mod with a timer starting on the 6th star so you can see how long you can survive.


nobodywashere
  • nobodywashere

    Player Hater

  • New Members
  • Joined: A week ago
  • None

#2244

Posted A week ago

 

...mod list found but still can't figure out chat/pm*; specific post reply* and spoiler* still unknown.

you use this to add a spoiler:

[spoiler]put your text here[/spoiler]

to PM someone you click the envelope icon at the top of the screen and then click "Compose New".

to reply to a specific post, you click "Quote" at the bottom of their post.

 

thnaks much for ur help, post fixed

  • SergeantSavidge likes this

boomshowdown
  • boomshowdown

    boomshowdown

  • Members
  • Joined: 27 Oct 2012
  • India

#2245

Posted A week ago

Can anybody prepare a cleo mod through which we can load ped.ifp animation...turn_180? (cleo 3)

Is there any enemy cleo which loads pulaski with dildo in downtown with health 2500 (with health bar) {actually i got Electro for SA and i downloaded ZAZ electric shock mod [PROJECT FANTASIA] but it seem something missing and connecting.. i want to fight with electro which i replaced with pulaski} cleo 3

And last i am bored with cleo 3 but i dont want to delete the game so if there is a cleo version which supports both then it will be great!! [CLEO 4.3? is it]


_F_
  • _F_

  • Members
  • Joined: 04 Jun 2007
  • United-States

#2246

Posted 2 days ago

I'm pretty sure nobody reads this topic, but I'm really in need of this script and I know nothing about scripting :(

Well basically as you all know there are only 14 vehicles that can be hard core tuned at Wheel Arch Angels or Loco Low. I would need a script that could allow other cars to be modded like that with custom body parts. I tried creating objects with new names and added them into carmods.dat, but that just crashed the game at loading... So if someone could make an asi script that would allow me to add new body part names into carmods.dat I would be really really happy :)

josephmandm
  • josephmandm

    Player Hater

  • Members
  • Joined: 2 weeks ago
  • Canada

#2247

Posted 20 hours ago

Can someone pleaseeeee please pleasee! make a "Vercetti Estate" for san andreas?!??!?! 





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users