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Is it possible?

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22 replies to this topic
Rafinha
  • Rafinha

    But I just don't give a f*ck...

  • BUSTED!
  • Joined: 08 Feb 2009

#1

Posted 11 February 2009 - 03:34 PM

I have a question: Can someone do this?


"I was thinking at this for a long time. Here is my idea: I wanna change Aztecas in Grove and Grove in Aztecas, but the Home of your Aztecas remain El Corona, not Ganton how shoulda be in replacing the .dff and .txd...Your sworn enemy must be Vagos and they spawn in their usually turfs and the Ballas spawn in their turfs too.I mean, here should must be new Missions which you do for Aztecas, I mean that must be a new Location. For example, at the Mission Grove 4 life, you shoulda go with Sweet in Idlewood and take some turfs. They start from Ganton. What I want is to start with Cesar in ElCorona and we must attack some Vagos turfs, this replacing Ballas Idlewood in normal game.e.g.(East Beach, Los Flores etc).Can someone make my dream reality?"

Rafinha
  • Rafinha

    But I just don't give a f*ck...

  • BUSTED!
  • Joined: 08 Feb 2009

#2

Posted 11 February 2009 - 04:05 PM

Or another thing. This is one Mission:

"Cesar decided to finish the war in Los Santos with Vagos, so he wanted to attack their turfs. Cesar asks you to help him, but in that moment Sweet call you and told you that Grove are under attack by Ballas. You will go and kill those Ballas, while Cesar go and kill Vagos in Los Flores, where the war must have location. After you kill the Ballas, you are called by Cesar to come quickly at their war with Vagos and close the phone immediately. When you go here, a cutscene will make apperance where is shown that a Vagos kills Cesar. You are going to him, but he dies. You will call Sweet and he will come to the war with some Grove Street members, you will kill all Vagos and a cutscene will come here: Aztecas request you as their leader, to substitute Cesar death. You will accept and you will control Aztecas, they will be friendly with Grove and you can conquer turfs just for Aztecas."


Can be realised one of my idea?

Rafinha
  • Rafinha

    But I just don't give a f*ck...

  • BUSTED!
  • Joined: 08 Feb 2009

#3

Posted 11 February 2009 - 06:42 PM

Hmmm, no answer?

james227uk
  • james227uk

    One Spartan Army

  • Andolini Mafia Family
  • Joined: 05 Feb 2008

#4

Posted 11 February 2009 - 08:55 PM

OMG give people time!

ZAZ
  • ZAZ

    Kernlochbohrer

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#5

Posted 11 February 2009 - 09:02 PM

QUOTE (Rafinha @ Feb 11 2009, 15:34)
I have a question: Can someone do this?


"I was thinking at this for a long time. Here is my idea: I wanna change Aztecas in Grove and Grove in Aztecas, but the Home of your Aztecas remain El Corona, not Ganton how shoulda be in replacing the .dff and .txd...Your sworn enemy must be Vagos and they spawn in their usually turfs and the Ballas spawn in their turfs too.I mean, here should must be new Missions which you do for Aztecas, I mean that must be a new Location. For example, at the Mission Grove 4 life, you shoulda go with Sweet in Idlewood and take some turfs. They start from Ganton. What I want is to start with Cesar in ElCorona and we must attack some Vagos turfs, this replacing Ballas Idlewood in normal game.e.g.(East Beach, Los Flores etc).Can someone make my dream reality?"

Change the gang definition in pedgrp.dat to have the model categorie you want for the gangs

so open pedgrp.dat with notepad (text editor)
and find:

CODE
BALLAS1, BALLAS2, BALLAS3     # Gang 1 (BALLAS - Rival Black Gang - AKA FLATS)

FAM1, FAM2, FAM3       # Gang 2 (THE FAMILIES - PLAYER GANG - AKA GROVE)

LSV1, LSV2, LSV3       # Gang 3 ( Los Santos Vagos - AKA Northside Mexicans)

SFR1, SFR2, SFR3       # Gang 4  (San Fiero Rifa - proper models: SFR1, SFR2, SFR3)

DNB1, DNB2, DNB3       # Gang 5 (Da Nang Boys  - AKA Vietnamese)

VMAFF1, VMAFF2, VMAFF3, VMAFF4    # Gang 6 (ITALIAN MAFIA)

TRIADA, TRIADB, TRIBOSS      # Gang 7 (TRIADS)

VLA1, VLA2, VLA3          # Gang 8  (Varrio Los Aztecas - AKA SOUTH SIDE MEXICAN)

VLA1, VLA2, VLA3          # Gang 9  (UNUSED)

VLA1, VLA2, VLA3          # Gang 10  (UNUSED)




change Los Aztecas to second gang:

CODE
BALLAS1, BALLAS2, BALLAS3     # Gang 1 (BALLAS - Rival Black Gang - AKA FLATS)

VLA1, VLA2, VLA3          # Gang 2  (Varrio Los Aztecas - AKA SOUTH SIDE MEXICAN)

LSV1, LSV2, LSV3       # Gang 3 ( Los Santos Vagos - AKA Northside Mexicans)

SFR1, SFR2, SFR3       # Gang 4  (San Fiero Rifa - proper models: SFR1, SFR2, SFR3)

DNB1, DNB2, DNB3       # Gang 5 (Da Nang Boys  - AKA Vietnamese)

VMAFF1, VMAFF2, VMAFF3, VMAFF4    # Gang 6 (ITALIAN MAFIA)

TRIADA, TRIADB, TRIBOSS      # Gang 7 (TRIADS)

FAM1, FAM2, FAM3       # Gang 8 (THE FAMILIES - PLAYER GANG - AKA GROVE)

VLA1, VLA2, VLA3          # Gang 9  (UNUSED)

VLA1, VLA2, VLA3          # Gang 10  (UNUSED)


# Gang 2 is your Homie gang
# Gang 1 and # Gang 3 are enemy gangs
Change the position of the model groups in that list
it needs to change the order of the listing


exemble:
VLA1, VLA2, VLA3
DNB1, DNB2, DNB3
VMAFF1, VMAFF2, VMAFF3, VMAFF4
now the Da Nang Boys are Homies and Mafia and Varrio Los Aztecas are enemies

then it needs to set the frquence for gang spawning in each zone
in main.scm exists a long list for this,
looks like this exemble of a mod for more gangwar
there are only gang 0, 1, 2 because only 2 enemy gangs work for gangwar
gang 0 in main.scm is gang 1 in pedgrp.dat, gang 1 in main.scm are homies
set zones for gang 1 to have Homie-Actecas
mostly set are two gangs to share a zone
076C: set_zone 'LIND4A' gang 2 density_to 0
076C: set_zone 'LIND4A' gang 0 density_to 70
CODE
076C: set_zone 'LIND4C' gang 2 density_to 0
076C: set_zone 'LIND4C' gang 0 density_to 70
076C: set_zone 'LIND4A' gang 2 density_to 0
076C: set_zone 'LIND4A' gang 0 density_to 70
076C: set_zone 'LDOC3' gang 2 density_to 0
076C: set_zone 'LDOC3' gang 0 density_to 70
076C: set_zone 'LDOC4' gang 0 density_to 0
076C: set_zone 'LDOC4' gang 1 density_to 70
076C: set_zone 'BLUF1A' gang 2 density_to 0
076C: set_zone 'BLUF1A' gang 0 density_to 70
076C: set_zone 'BLUF2' gang 1 density_to 0
076C: set_zone 'BLUF2' gang 2 density_to 70
076C: set_zone 'UNITY' gang 1 density_to 0  // Unity Station
076C: set_zone 'UNITY' gang 2 density_to 70  // Unity Station
076C: set_zone 'ELCO1' gang 1 density_to 0
076C: set_zone 'ELCO1' gang 2 density_to 70
076C: set_zone 'ELCO2' gang 1 density_to 0
076C: set_zone 'ELCO2' gang 2 density_to 70
076C: set_zone 'PER1' gang 1 density_to 0  // Pershing Square
076C: set_zone 'PER1' gang 2 density_to 70  // Pershing Square
076C: set_zone 'LMEX1A' gang 1 density_to 0
076C: set_zone 'LMEX1A' gang 2 density_to 70
076C: set_zone 'LMEX1B' gang 1 density_to 0
076C: set_zone 'LMEX1B' gang 2 density_to 70
076C: set_zone 'COM4' gang 1 density_to 0
076C: set_zone 'COM4' gang 2 density_to 70
076C: set_zone 'THALL1' gang 1 density_to 0
076C: set_zone 'THALL1' gang 2 density_to 70
076C: set_zone 'LAIR1' gang 2 density_to 0
076C: set_zone 'LAIR1' gang 0 density_to 70
076C: set_zone 'LDOC2' gang 2 density_to 0
076C: set_zone 'LDOC2' gang 0 density_to 70
076C: set_zone 'LDOC3A' gang 2 density_to 0
076C: set_zone 'LDOC3A' gang 0 density_to 70
076C: set_zone 'LDOC1B' gang 2 density_to 0
076C: set_zone 'LDOC1B' gang 0 density_to 70
076C: set_zone 'LDOC1A' gang 2 density_to 0
076C: set_zone 'LDOC1A' gang 0 density_to 70
076C: set_zone 'MKT1' gang 2 density_to 0
076C: set_zone 'MKT1' gang 0 density_to 70
076C: set_zone 'MARKST' gang 2 density_to 0  // Market Station
076C: set_zone 'MARKST' gang 0 density_to 70  // Market Station
076C: set_zone 'MKT2' gang 1 density_to 0
076C: set_zone 'MKT2' gang 2 density_to 70
076C: set_zone 'MAR2' gang 1 density_to 0
076C: set_zone 'MAR2' gang 2 density_to 70
076C: set_zone 'MAR1' gang 2 density_to 0
076C: set_zone 'MAR1' gang 0 density_to 70
076C: set_zone 'MAR3' gang 1 density_to 0
076C: set_zone 'MAR3' gang 2 density_to 70
076C: set_zone 'COM1A' gang 1 density_to 0
076C: set_zone 'COM1A' gang 2 density_to 70
076C: set_zone 'VIN3' gang 2 density_to 0
076C: set_zone 'VIN3' gang 0 density_to 70
076C: set_zone 'VIN1A' gang 1 density_to 0
076C: set_zone 'VIN1A' gang 2 density_to 70
076C: set_zone 'ROD2B' gang 2 density_to 0
076C: set_zone 'ROD2B' gang 1 density_to 70
076C: set_zone 'ROD4B' gang 2 density_to 0
076C: set_zone 'ROD4B' gang 1 density_to 70
076C: set_zone 'ROD4A' gang 2 density_to 0
076C: set_zone 'ROD4A' gang 1 density_to 70
076C: set_zone 'ROD1A' gang 2 density_to 0
076C: set_zone 'ROD1A' gang 1 density_to 70
076C: set_zone 'ROD1B' gang 2 density_to 0
076C: set_zone 'ROD1B' gang 1 density_to 70
076C: set_zone 'ROD3A' gang 2 density_to 0
076C: set_zone 'ROD3A' gang 1 density_to 70
076C: set_zone 'RIH3A' gang 0 density_to 0
076C: set_zone 'RIH3A' gang 2 density_to 70
076C: set_zone 'MULINT' gang 1 density_to 0  // Mulholland Intersection
076C: set_zone 'MULINT' gang 0 density_to 70  // Mulholland Intersection
076C: set_zone 'GLN1B' gang 0 density_to 0
076C: set_zone 'GLN1B' gang 2 density_to 70
076C: set_zone 'LDT5' gang 0 density_to 0
076C: set_zone 'LDT5' gang 1 density_to 70
076C: set_zone 'COM2' gang 2 density_to 0
076C: set_zone 'COM2' gang 0 density_to 70
076C: set_zone 'COM3' gang 2 density_to 0
076C: set_zone 'COM3' gang 0 density_to 70
076C: set_zone 'LDT4' gang 1 density_to 0
076C: set_zone 'LDT4' gang 2 density_to 70
076C: set_zone 'CONF1B' gang 0 density_to 0
076C: set_zone 'CONF1B' gang 1 density_to 70
076C: set_zone 'RIH2' gang 2 density_to 0
076C: set_zone 'RIH2' gang 0 density_to 70
076C: set_zone 'RIH5B' gang 2 density_to 0
076C: set_zone 'RIH5B' gang 0 density_to 70
076C: set_zone 'RIH5A' gang 2 density_to 0
076C: set_zone 'RIH5A' gang 0 density_to 70
076C: set_zone 'VIN1B' gang 1 density_to 0
076C: set_zone 'VIN1B' gang 2 density_to 70
076C: set_zone 'RHI3B' gang 0 density_to 0
076C: set_zone 'RHI3B' gang 1 density_to 70
076C: set_zone 'RHI6A' gang 0 density_to 0
076C: set_zone 'RHI6A' gang 1 density_to 70
076C: set_zone 'ROD1C' gang 2 density_to 0
076C: set_zone 'ROD1C' gang 1 density_to 70
076C: set_zone 'ROD5A' gang 2 density_to 0
076C: set_zone 'ROD5A' gang 0 density_to 70
076C: set_zone 'DILLI' gang 2 density_to 0  // Dillimore
076C: set_zone 'DILLI' gang 0 density_to 70  // Dillimore
076C: set_zone 'BLUEB1' gang 2 density_to 0
076C: set_zone 'BLUEB1' gang 0 density_to 70
076C: set_zone 'PALO' gang 2 density_to 0  // Palomino Creek
076C: set_zone 'PALO' gang 0 density_to 70  // Palomino Creek
076C: set_zone 'MONT' gang 2 density_to 0  // Montgomery
076C: set_zone 'MONT' gang 0 density_to 70  // Montgomery
076C: set_zone 'ANGPI' gang 2 density_to 0  // Angel Pine
076C: set_zone 'ANGPI' gang 0 density_to 70  // Angel Pine
076C: set_zone 'MTCHI1' gang 2 density_to 0
076C: set_zone 'MTCHI1' gang 0 density_to 70
076C: set_zone 'SUNNN' gang 0 density_to 0  // Bayside
076C: set_zone 'SUNNN' gang 2 density_to 70  // Bayside
076C: set_zone 'SUNMA' gang 0 density_to 0  // Bayside Marina
076C: set_zone 'SUNMA' gang 2 density_to 70  // Bayside Marina
076C: set_zone 'ELQUE' gang 0 density_to 0  // El Quebrados
076C: set_zone 'ELQUE' gang 2 density_to 70  // El Quebrados
076C: set_zone 'BARRA' gang 0 density_to 0  // Las Barrancas
076C: set_zone 'BARRA' gang 2 density_to 70  // Las Barrancas
076C: set_zone 'DAM' gang 0 density_to 0  // The Sherman Dam
076C: set_zone 'DAM' gang 2 density_to 70  // The Sherman Dam
076C: set_zone 'CARSO' gang 0 density_to 0  // Fort Carson
076C: set_zone 'CARSO' gang 2 density_to 70  // Fort Carson
076C: set_zone 'PAYAS' gang 0 density_to 0  // Las Payasadas
076C: set_zone 'PAYAS' gang 2 density_to 70  // Las Payasadas
076C: set_zone 'MEAD' gang 0 density_to 0  // Verdant Meadows
076C: set_zone 'MEAD' gang 2 density_to 70  // Verdant Meadows
076C: set_zone 'RSW1' gang 0 density_to 0
076C: set_zone 'RSW1' gang 2 density_to 70
076C: set_zone 'RSW2' gang 0 density_to 0
076C: set_zone 'RSW2' gang 2 density_to 70
076C: set_zone 'RSE' gang 0 density_to 0  // Rockshore East
076C: set_zone 'RSE' gang 2 density_to 70  // Rockshore East
076C: set_zone 'PRP1' gang 0 density_to 0
076C: set_zone 'PRP1' gang 2 density_to 70
076C: set_zone 'PRP3' gang 0 density_to 0
076C: set_zone 'PRP3' gang 2 density_to 70
076C: set_zone 'PRP4' gang 0 density_to 0
076C: set_zone 'PRP4' gang 2 density_to 70
076C: set_zone 'SPIN' gang 0 density_to 0  // Spinybed
076C: set_zone 'SPIN' gang 2 density_to 70  // Spinybed
076C: set_zone 'ROCE1' gang 0 density_to 0
076C: set_zone 'ROCE1' gang 2 density_to 70
076C: set_zone 'REDW2' gang 0 density_to 0
076C: set_zone 'REDW2' gang 2 density_to 70
076C: set_zone 'STRIP4' gang 0 density_to 0
076C: set_zone 'STRIP4' gang 2 density_to 70
076C: set_zone 'STRIP1' gang 0 density_to 0
076C: set_zone 'STRIP1' gang 2 density_to 70
076C: set_zone 'CALI1' gang 0 density_to 0
076C: set_zone 'CALI1' gang 2 density_to 70
076C: set_zone 'CALI2' gang 0 density_to 0
076C: set_zone 'CALI2' gang 2 density_to 70
076C: set_zone 'ROY' gang 0 density_to 0  // Royal Casino
076C: set_zone 'ROY' gang 2 density_to 70  // Royal Casino
076C: set_zone 'PILL1' gang 0 density_to 0
076C: set_zone 'PILL1' gang 2 density_to 70
076C: set_zone 'SFAIR1' gang 2 density_to 0
076C: set_zone 'SFAIR1' gang 0 density_to 70
076C: set_zone 'CALT' gang 2 density_to 0  // Calton Heights
076C: set_zone 'CALT' gang 0 density_to 70  // Calton Heights
076C: set_zone 'SFDWT1' gang 2 density_to 0
076C: set_zone 'SFDWT1' gang 0 density_to 70
076C: set_zone 'SFDWT5' gang 2 density_to 0
076C: set_zone 'SFDWT5' gang 0 density_to 70
076C: set_zone 'CHINA' gang 2 density_to 0  // Chinatown
076C: set_zone 'CHINA' gang 0 density_to 70  // Chinatown
076C: set_zone 'JUNIHI' gang 2 density_to 0  // Juniper Hill
076C: set_zone 'JUNIHI' gang 0 density_to 70  // Juniper Hill
076C: set_zone 'THEA1' gang 2 density_to 0
076C: set_zone 'THEA1' gang 0 density_to 70
076C: set_zone 'CIVI' gang 2 density_to 0  // Santa Flora
076C: set_zone 'CIVI' gang 0 density_to 70  // Santa Flora
076C: set_zone 'PRP2' gang 2 density_to 0
076C: set_zone 'PRP2' gang 0 density_to 70
076C: set_zone 'REDW3' gang 0 density_to 0
076C: set_zone 'REDW3' gang 2 density_to 70
076C: set_zone 'ISLE' gang 0 density_to 0  // The Emerald Isle
076C: set_zone 'ISLE' gang 2 density_to 70  // The Emerald Isle
076C: set_zone 'REDW1' gang 0 density_to 0
076C: set_zone 'REDW1' gang 2 density_to 70
076C: set_zone 'WWE1' gang 0 density_to 0
076C: set_zone 'WWE1' gang 2 density_to 70
076C: set_zone 'WWE' gang 0 density_to 0  // Whitewood Estates
076C: set_zone 'WWE' gang 2 density_to 70  // Whitewood Estates
076C: set_zone 'HGP' gang 0 density_to 0  // Harry Gold Parkway
076C: set_zone 'HGP' gang 2 density_to 70  // Harry Gold Parkway
076C: set_zone 'REDE1' gang 0 density_to 0
076C: set_zone 'REDE1' gang 2 density_to 70
076C: set_zone 'BFLD2' gang 0 density_to 0
076C: set_zone 'BFLD2' gang 2 density_to 70
076C: set_zone 'VAIR2' gang 0 density_to 0
076C: set_zone 'VAIR2' gang 2 density_to 70
076C: set_zone 'HIGH' gang 0 density_to 0  // The High Roller
076C: set_zone 'HIGH' gang 2 density_to 70  // The High Roller
076C: set_zone 'PINK' gang 0 density_to 0  // The Pink Swan
076C: set_zone 'PINK' gang 2 density_to 70  // The Pink Swan
076C: set_zone 'DRAG' gang 0 density_to 0  // The Four Dragons Casino
076C: set_zone 'DRAG' gang 2 density_to 70  // The Four Dragons Casino
076C: set_zone 'LOT' gang 0 density_to 0  // Come-A-Lot
076C: set_zone 'LOT' gang 2 density_to 70  // Come-A-Lot
076C: set_zone 'LVA1' gang 0 density_to 0
076C: set_zone 'LVA1' gang 2 density_to 70
076C: set_zone 'RIE' gang 0 density_to 0  // Randolph Industrial Estate
076C: set_zone 'RIE' gang 2 density_to 70  // Randolph Industrial Estate
076C: set_zone 'HILLP' gang 0 density_to 0  // Missionary Hill
076C: set_zone 'HILLP' gang 2 density_to 70  // Missionary Hill
076C: set_zone 'EASB' gang 0 density_to 0  // Easter Basin
076C: set_zone 'EASB' gang 2 density_to 70  // Easter Basin
076C: set_zone 'EASB1' gang 2 density_to 0
076C: set_zone 'EASB1' gang 0 density_to 70
076C: set_zone 'GARV1' gang 2 density_to 0  // Garver Bridge
076C: set_zone 'GARV1' gang 0 density_to 70  // Garver Bridge
076C: set_zone 'GARV' gang 2 density_to 0  // Garver Bridge
076C: set_zone 'GARV' gang 0 density_to 70  // Garver Bridge
076C: set_zone 'GARV2' gang 2 density_to 0  // Garver Bridge
076C: set_zone 'GARV2' gang 0 density_to 70  // Garver Bridge
076C: set_zone 'ESPE2' gang 2 density_to 0
076C: set_zone 'ESPE2' gang 0 density_to 70
076C: set_zone 'SFDWT4' gang 2 density_to 0
076C: set_zone 'SFDWT4' gang 0 density_to 70
076C: set_zone 'SFDWT2' gang 2 density_to 0
076C: set_zone 'SFDWT2' gang 0 density_to 70
076C: set_zone 'SFDWT3' gang 2 density_to 0
076C: set_zone 'SFDWT3' gang 0 density_to 70
076C: set_zone 'ESPE1' gang 2 density_to 0
076C: set_zone 'ESPE1' gang 0 density_to 70
076C: set_zone 'ESPN2' gang 2 density_to 0
076C: set_zone 'ESPN2' gang 0 density_to 70
076C: set_zone 'ESPN3' gang 2 density_to 0
076C: set_zone 'ESPN3' gang 0 density_to 70
076C: set_zone 'ESPN1' gang 2 density_to 0
076C: set_zone 'ESPN1' gang 0 density_to 70
076C: set_zone 'JUNIHO' gang 2 density_to 0  // Juniper Hollow
076C: set_zone 'JUNIHO' gang 0 density_to 70  // Juniper Hollow
076C: set_zone 'GANTB' gang 2 density_to 0  // Gant Bridge
076C: set_zone 'GANTB' gang 0 density_to 70  // Gant Bridge
076C: set_zone 'GANTB1' gang 2 density_to 0
076C: set_zone 'GANTB1' gang 0 density_to 70
076C: set_zone 'DOH1' gang 0 density_to 0
076C: set_zone 'DOH1' gang 2 density_to 70
076C: set_zone 'DOH2' gang 0 density_to 0
076C: set_zone 'DOH2' gang 2 density_to 70
076C: set_zone 'CRANB' gang 0 density_to 0  // Cranberry Station
076C: set_zone 'CRANB' gang 2 density_to 70  // Cranberry Station
076C: set_zone 'GARC' gang 0 density_to 0  // Garcia
076C: set_zone 'GARC' gang 2 density_to 70  // Garcia
076C: set_zone 'THEA2' gang 0 density_to 0
076C: set_zone 'THEA2' gang 2 density_to 70
076C: set_zone 'THEA3' gang 0 density_to 0
076C: set_zone 'THEA3' gang 2 density_to 70
076C: set_zone 'WESTP2' gang 0 density_to 0
076C: set_zone 'WESTP2' gang 2 density_to 70
076C: set_zone 'OCEAF1' gang 0 density_to 0
076C: set_zone 'OCEAF1' gang 2 density_to 70
076C: set_zone 'OCEAF2' gang 0 density_to 0
076C: set_zone 'OCEAF2' gang 2 density_to 70
076C: set_zone 'CITYS' gang 0 density_to 0  // City Hall
076C: set_zone 'CITYS' gang 2 density_to 70  // City Hall
076C: set_zone 'BAYV' gang 0 density_to 0  // Palisades
076C: set_zone 'BAYV' gang 2 density_to 70  // Palisades
076C: set_zone 'BATTP' gang 0 density_to 0  // Battery Point
076C: set_zone 'BATTP' gang 2 density_to 70  // Battery Point





Rafinha
  • Rafinha

    But I just don't give a f*ck...

  • BUSTED!
  • Joined: 08 Feb 2009

#6

Posted 11 February 2009 - 09:19 PM

QUOTE (ZAZ @ Feb 11 2009, 21:02)
QUOTE (Rafinha @ Feb 11 2009, 15:34)
I have a question: Can someone do this?


"I was thinking at this for a long time. Here is my idea: I wanna change Aztecas in Grove and Grove in Aztecas, but the Home of your Aztecas remain El Corona, not Ganton how shoulda be in replacing the .dff and .txd...Your sworn enemy must be Vagos and they spawn in their usually turfs and the Ballas spawn in their turfs too.I mean, here should must be new Missions which you do for Aztecas, I mean that must be a new Location. For example, at the Mission Grove 4 life, you shoulda go with Sweet in Idlewood and take some turfs. They start from Ganton. What I want is to start with Cesar in ElCorona and we must attack some Vagos turfs, this replacing Ballas Idlewood in normal game.e.g.(East Beach, Los Flores etc).Can someone make my dream reality?"

Change the gang definition in pedgrp.dat to have the model categorie you want for the gangs

so open pedgrp.dat with notepad (text editor)
and find:

CODE
BALLAS1, BALLAS2, BALLAS3     # Gang 1 (BALLAS - Rival Black Gang - AKA FLATS)

FAM1, FAM2, FAM3       # Gang 2 (THE FAMILIES - PLAYER GANG - AKA GROVE)

LSV1, LSV2, LSV3       # Gang 3 ( Los Santos Vagos - AKA Northside Mexicans)

SFR1, SFR2, SFR3       # Gang 4  (San Fiero Rifa - proper models: SFR1, SFR2, SFR3)

DNB1, DNB2, DNB3       # Gang 5 (Da Nang Boys  - AKA Vietnamese)

VMAFF1, VMAFF2, VMAFF3, VMAFF4    # Gang 6 (ITALIAN MAFIA)

TRIADA, TRIADB, TRIBOSS      # Gang 7 (TRIADS)

VLA1, VLA2, VLA3          # Gang 8  (Varrio Los Aztecas - AKA SOUTH SIDE MEXICAN)

VLA1, VLA2, VLA3          # Gang 9  (UNUSED)

VLA1, VLA2, VLA3          # Gang 10  (UNUSED)




change Los Aztecas to second gang:

CODE
BALLAS1, BALLAS2, BALLAS3     # Gang 1 (BALLAS - Rival Black Gang - AKA FLATS)

VLA1, VLA2, VLA3          # Gang 2  (Varrio Los Aztecas - AKA SOUTH SIDE MEXICAN)

LSV1, LSV2, LSV3       # Gang 3 ( Los Santos Vagos - AKA Northside Mexicans)

SFR1, SFR2, SFR3       # Gang 4  (San Fiero Rifa - proper models: SFR1, SFR2, SFR3)

DNB1, DNB2, DNB3       # Gang 5 (Da Nang Boys  - AKA Vietnamese)

VMAFF1, VMAFF2, VMAFF3, VMAFF4    # Gang 6 (ITALIAN MAFIA)

TRIADA, TRIADB, TRIBOSS      # Gang 7 (TRIADS)

FAM1, FAM2, FAM3       # Gang 8 (THE FAMILIES - PLAYER GANG - AKA GROVE)

VLA1, VLA2, VLA3          # Gang 9  (UNUSED)

VLA1, VLA2, VLA3          # Gang 10  (UNUSED)


# Gang 2 is your Homie gang
# Gang 1 and # Gang 3 are enemy gangs
Change the position of the model groups in that list
it needs to change the order of the listing


exemble:
VLA1, VLA2, VLA3
DNB1, DNB2, DNB3
VMAFF1, VMAFF2, VMAFF3, VMAFF4
now the Da Nang Boys are Homies and Mafia and Varrio Los Aztecas are enemies

then it needs to set the frquence for gang spawning in each zone
in main.scm exists a long list for this,
looks like this exemble of a mod for more gangwar
there are only gang 0, 1, 2 because only 2 enemy gangs work for gangwar
gang 0 in main.scm is gang 1 in pedgrp.dat, gang 1 in main.scm are homies
set zones for gang 1 to have Homie-Actecas
mostly set are two gangs to share a zone
076C: set_zone 'LIND4A' gang 2 density_to 0
076C: set_zone 'LIND4A' gang 0 density_to 70
CODE
076C: set_zone 'LIND4C' gang 2 density_to 0
076C: set_zone 'LIND4C' gang 0 density_to 70
076C: set_zone 'LIND4A' gang 2 density_to 0
076C: set_zone 'LIND4A' gang 0 density_to 70
076C: set_zone 'LDOC3' gang 2 density_to 0
076C: set_zone 'LDOC3' gang 0 density_to 70
076C: set_zone 'LDOC4' gang 0 density_to 0
076C: set_zone 'LDOC4' gang 1 density_to 70
076C: set_zone 'BLUF1A' gang 2 density_to 0
076C: set_zone 'BLUF1A' gang 0 density_to 70
076C: set_zone 'BLUF2' gang 1 density_to 0
076C: set_zone 'BLUF2' gang 2 density_to 70
076C: set_zone 'UNITY' gang 1 density_to 0  // Unity Station
076C: set_zone 'UNITY' gang 2 density_to 70  // Unity Station
076C: set_zone 'ELCO1' gang 1 density_to 0
076C: set_zone 'ELCO1' gang 2 density_to 70
076C: set_zone 'ELCO2' gang 1 density_to 0
076C: set_zone 'ELCO2' gang 2 density_to 70
076C: set_zone 'PER1' gang 1 density_to 0  // Pershing Square
076C: set_zone 'PER1' gang 2 density_to 70  // Pershing Square
076C: set_zone 'LMEX1A' gang 1 density_to 0
076C: set_zone 'LMEX1A' gang 2 density_to 70
076C: set_zone 'LMEX1B' gang 1 density_to 0
076C: set_zone 'LMEX1B' gang 2 density_to 70
076C: set_zone 'COM4' gang 1 density_to 0
076C: set_zone 'COM4' gang 2 density_to 70
076C: set_zone 'THALL1' gang 1 density_to 0
076C: set_zone 'THALL1' gang 2 density_to 70
076C: set_zone 'LAIR1' gang 2 density_to 0
076C: set_zone 'LAIR1' gang 0 density_to 70
076C: set_zone 'LDOC2' gang 2 density_to 0
076C: set_zone 'LDOC2' gang 0 density_to 70
076C: set_zone 'LDOC3A' gang 2 density_to 0
076C: set_zone 'LDOC3A' gang 0 density_to 70
076C: set_zone 'LDOC1B' gang 2 density_to 0
076C: set_zone 'LDOC1B' gang 0 density_to 70
076C: set_zone 'LDOC1A' gang 2 density_to 0
076C: set_zone 'LDOC1A' gang 0 density_to 70
076C: set_zone 'MKT1' gang 2 density_to 0
076C: set_zone 'MKT1' gang 0 density_to 70
076C: set_zone 'MARKST' gang 2 density_to 0  // Market Station
076C: set_zone 'MARKST' gang 0 density_to 70  // Market Station
076C: set_zone 'MKT2' gang 1 density_to 0
076C: set_zone 'MKT2' gang 2 density_to 70
076C: set_zone 'MAR2' gang 1 density_to 0
076C: set_zone 'MAR2' gang 2 density_to 70
076C: set_zone 'MAR1' gang 2 density_to 0
076C: set_zone 'MAR1' gang 0 density_to 70
076C: set_zone 'MAR3' gang 1 density_to 0
076C: set_zone 'MAR3' gang 2 density_to 70
076C: set_zone 'COM1A' gang 1 density_to 0
076C: set_zone 'COM1A' gang 2 density_to 70
076C: set_zone 'VIN3' gang 2 density_to 0
076C: set_zone 'VIN3' gang 0 density_to 70
076C: set_zone 'VIN1A' gang 1 density_to 0
076C: set_zone 'VIN1A' gang 2 density_to 70
076C: set_zone 'ROD2B' gang 2 density_to 0
076C: set_zone 'ROD2B' gang 1 density_to 70
076C: set_zone 'ROD4B' gang 2 density_to 0
076C: set_zone 'ROD4B' gang 1 density_to 70
076C: set_zone 'ROD4A' gang 2 density_to 0
076C: set_zone 'ROD4A' gang 1 density_to 70
076C: set_zone 'ROD1A' gang 2 density_to 0
076C: set_zone 'ROD1A' gang 1 density_to 70
076C: set_zone 'ROD1B' gang 2 density_to 0
076C: set_zone 'ROD1B' gang 1 density_to 70
076C: set_zone 'ROD3A' gang 2 density_to 0
076C: set_zone 'ROD3A' gang 1 density_to 70
076C: set_zone 'RIH3A' gang 0 density_to 0
076C: set_zone 'RIH3A' gang 2 density_to 70
076C: set_zone 'MULINT' gang 1 density_to 0  // Mulholland Intersection
076C: set_zone 'MULINT' gang 0 density_to 70  // Mulholland Intersection
076C: set_zone 'GLN1B' gang 0 density_to 0
076C: set_zone 'GLN1B' gang 2 density_to 70
076C: set_zone 'LDT5' gang 0 density_to 0
076C: set_zone 'LDT5' gang 1 density_to 70
076C: set_zone 'COM2' gang 2 density_to 0
076C: set_zone 'COM2' gang 0 density_to 70
076C: set_zone 'COM3' gang 2 density_to 0
076C: set_zone 'COM3' gang 0 density_to 70
076C: set_zone 'LDT4' gang 1 density_to 0
076C: set_zone 'LDT4' gang 2 density_to 70
076C: set_zone 'CONF1B' gang 0 density_to 0
076C: set_zone 'CONF1B' gang 1 density_to 70
076C: set_zone 'RIH2' gang 2 density_to 0
076C: set_zone 'RIH2' gang 0 density_to 70
076C: set_zone 'RIH5B' gang 2 density_to 0
076C: set_zone 'RIH5B' gang 0 density_to 70
076C: set_zone 'RIH5A' gang 2 density_to 0
076C: set_zone 'RIH5A' gang 0 density_to 70
076C: set_zone 'VIN1B' gang 1 density_to 0
076C: set_zone 'VIN1B' gang 2 density_to 70
076C: set_zone 'RHI3B' gang 0 density_to 0
076C: set_zone 'RHI3B' gang 1 density_to 70
076C: set_zone 'RHI6A' gang 0 density_to 0
076C: set_zone 'RHI6A' gang 1 density_to 70
076C: set_zone 'ROD1C' gang 2 density_to 0
076C: set_zone 'ROD1C' gang 1 density_to 70
076C: set_zone 'ROD5A' gang 2 density_to 0
076C: set_zone 'ROD5A' gang 0 density_to 70
076C: set_zone 'DILLI' gang 2 density_to 0  // Dillimore
076C: set_zone 'DILLI' gang 0 density_to 70  // Dillimore
076C: set_zone 'BLUEB1' gang 2 density_to 0
076C: set_zone 'BLUEB1' gang 0 density_to 70
076C: set_zone 'PALO' gang 2 density_to 0  // Palomino Creek
076C: set_zone 'PALO' gang 0 density_to 70  // Palomino Creek
076C: set_zone 'MONT' gang 2 density_to 0  // Montgomery
076C: set_zone 'MONT' gang 0 density_to 70  // Montgomery
076C: set_zone 'ANGPI' gang 2 density_to 0  // Angel Pine
076C: set_zone 'ANGPI' gang 0 density_to 70  // Angel Pine
076C: set_zone 'MTCHI1' gang 2 density_to 0
076C: set_zone 'MTCHI1' gang 0 density_to 70
076C: set_zone 'SUNNN' gang 0 density_to 0  // Bayside
076C: set_zone 'SUNNN' gang 2 density_to 70  // Bayside
076C: set_zone 'SUNMA' gang 0 density_to 0  // Bayside Marina
076C: set_zone 'SUNMA' gang 2 density_to 70  // Bayside Marina
076C: set_zone 'ELQUE' gang 0 density_to 0  // El Quebrados
076C: set_zone 'ELQUE' gang 2 density_to 70  // El Quebrados
076C: set_zone 'BARRA' gang 0 density_to 0  // Las Barrancas
076C: set_zone 'BARRA' gang 2 density_to 70  // Las Barrancas
076C: set_zone 'DAM' gang 0 density_to 0  // The Sherman Dam
076C: set_zone 'DAM' gang 2 density_to 70  // The Sherman Dam
076C: set_zone 'CARSO' gang 0 density_to 0  // Fort Carson
076C: set_zone 'CARSO' gang 2 density_to 70  // Fort Carson
076C: set_zone 'PAYAS' gang 0 density_to 0  // Las Payasadas
076C: set_zone 'PAYAS' gang 2 density_to 70  // Las Payasadas
076C: set_zone 'MEAD' gang 0 density_to 0  // Verdant Meadows
076C: set_zone 'MEAD' gang 2 density_to 70  // Verdant Meadows
076C: set_zone 'RSW1' gang 0 density_to 0
076C: set_zone 'RSW1' gang 2 density_to 70
076C: set_zone 'RSW2' gang 0 density_to 0
076C: set_zone 'RSW2' gang 2 density_to 70
076C: set_zone 'RSE' gang 0 density_to 0  // Rockshore East
076C: set_zone 'RSE' gang 2 density_to 70  // Rockshore East
076C: set_zone 'PRP1' gang 0 density_to 0
076C: set_zone 'PRP1' gang 2 density_to 70
076C: set_zone 'PRP3' gang 0 density_to 0
076C: set_zone 'PRP3' gang 2 density_to 70
076C: set_zone 'PRP4' gang 0 density_to 0
076C: set_zone 'PRP4' gang 2 density_to 70
076C: set_zone 'SPIN' gang 0 density_to 0  // Spinybed
076C: set_zone 'SPIN' gang 2 density_to 70  // Spinybed
076C: set_zone 'ROCE1' gang 0 density_to 0
076C: set_zone 'ROCE1' gang 2 density_to 70
076C: set_zone 'REDW2' gang 0 density_to 0
076C: set_zone 'REDW2' gang 2 density_to 70
076C: set_zone 'STRIP4' gang 0 density_to 0
076C: set_zone 'STRIP4' gang 2 density_to 70
076C: set_zone 'STRIP1' gang 0 density_to 0
076C: set_zone 'STRIP1' gang 2 density_to 70
076C: set_zone 'CALI1' gang 0 density_to 0
076C: set_zone 'CALI1' gang 2 density_to 70
076C: set_zone 'CALI2' gang 0 density_to 0
076C: set_zone 'CALI2' gang 2 density_to 70
076C: set_zone 'ROY' gang 0 density_to 0  // Royal Casino
076C: set_zone 'ROY' gang 2 density_to 70  // Royal Casino
076C: set_zone 'PILL1' gang 0 density_to 0
076C: set_zone 'PILL1' gang 2 density_to 70
076C: set_zone 'SFAIR1' gang 2 density_to 0
076C: set_zone 'SFAIR1' gang 0 density_to 70
076C: set_zone 'CALT' gang 2 density_to 0  // Calton Heights
076C: set_zone 'CALT' gang 0 density_to 70  // Calton Heights
076C: set_zone 'SFDWT1' gang 2 density_to 0
076C: set_zone 'SFDWT1' gang 0 density_to 70
076C: set_zone 'SFDWT5' gang 2 density_to 0
076C: set_zone 'SFDWT5' gang 0 density_to 70
076C: set_zone 'CHINA' gang 2 density_to 0  // Chinatown
076C: set_zone 'CHINA' gang 0 density_to 70  // Chinatown
076C: set_zone 'JUNIHI' gang 2 density_to 0  // Juniper Hill
076C: set_zone 'JUNIHI' gang 0 density_to 70  // Juniper Hill
076C: set_zone 'THEA1' gang 2 density_to 0
076C: set_zone 'THEA1' gang 0 density_to 70
076C: set_zone 'CIVI' gang 2 density_to 0  // Santa Flora
076C: set_zone 'CIVI' gang 0 density_to 70  // Santa Flora
076C: set_zone 'PRP2' gang 2 density_to 0
076C: set_zone 'PRP2' gang 0 density_to 70
076C: set_zone 'REDW3' gang 0 density_to 0
076C: set_zone 'REDW3' gang 2 density_to 70
076C: set_zone 'ISLE' gang 0 density_to 0  // The Emerald Isle
076C: set_zone 'ISLE' gang 2 density_to 70  // The Emerald Isle
076C: set_zone 'REDW1' gang 0 density_to 0
076C: set_zone 'REDW1' gang 2 density_to 70
076C: set_zone 'WWE1' gang 0 density_to 0
076C: set_zone 'WWE1' gang 2 density_to 70
076C: set_zone 'WWE' gang 0 density_to 0  // Whitewood Estates
076C: set_zone 'WWE' gang 2 density_to 70  // Whitewood Estates
076C: set_zone 'HGP' gang 0 density_to 0  // Harry Gold Parkway
076C: set_zone 'HGP' gang 2 density_to 70  // Harry Gold Parkway
076C: set_zone 'REDE1' gang 0 density_to 0
076C: set_zone 'REDE1' gang 2 density_to 70
076C: set_zone 'BFLD2' gang 0 density_to 0
076C: set_zone 'BFLD2' gang 2 density_to 70
076C: set_zone 'VAIR2' gang 0 density_to 0
076C: set_zone 'VAIR2' gang 2 density_to 70
076C: set_zone 'HIGH' gang 0 density_to 0  // The High Roller
076C: set_zone 'HIGH' gang 2 density_to 70  // The High Roller
076C: set_zone 'PINK' gang 0 density_to 0  // The Pink Swan
076C: set_zone 'PINK' gang 2 density_to 70  // The Pink Swan
076C: set_zone 'DRAG' gang 0 density_to 0  // The Four Dragons Casino
076C: set_zone 'DRAG' gang 2 density_to 70  // The Four Dragons Casino
076C: set_zone 'LOT' gang 0 density_to 0  // Come-A-Lot
076C: set_zone 'LOT' gang 2 density_to 70  // Come-A-Lot
076C: set_zone 'LVA1' gang 0 density_to 0
076C: set_zone 'LVA1' gang 2 density_to 70
076C: set_zone 'RIE' gang 0 density_to 0  // Randolph Industrial Estate
076C: set_zone 'RIE' gang 2 density_to 70  // Randolph Industrial Estate
076C: set_zone 'HILLP' gang 0 density_to 0  // Missionary Hill
076C: set_zone 'HILLP' gang 2 density_to 70  // Missionary Hill
076C: set_zone 'EASB' gang 0 density_to 0  // Easter Basin
076C: set_zone 'EASB' gang 2 density_to 70  // Easter Basin
076C: set_zone 'EASB1' gang 2 density_to 0
076C: set_zone 'EASB1' gang 0 density_to 70
076C: set_zone 'GARV1' gang 2 density_to 0  // Garver Bridge
076C: set_zone 'GARV1' gang 0 density_to 70  // Garver Bridge
076C: set_zone 'GARV' gang 2 density_to 0  // Garver Bridge
076C: set_zone 'GARV' gang 0 density_to 70  // Garver Bridge
076C: set_zone 'GARV2' gang 2 density_to 0  // Garver Bridge
076C: set_zone 'GARV2' gang 0 density_to 70  // Garver Bridge
076C: set_zone 'ESPE2' gang 2 density_to 0
076C: set_zone 'ESPE2' gang 0 density_to 70
076C: set_zone 'SFDWT4' gang 2 density_to 0
076C: set_zone 'SFDWT4' gang 0 density_to 70
076C: set_zone 'SFDWT2' gang 2 density_to 0
076C: set_zone 'SFDWT2' gang 0 density_to 70
076C: set_zone 'SFDWT3' gang 2 density_to 0
076C: set_zone 'SFDWT3' gang 0 density_to 70
076C: set_zone 'ESPE1' gang 2 density_to 0
076C: set_zone 'ESPE1' gang 0 density_to 70
076C: set_zone 'ESPN2' gang 2 density_to 0
076C: set_zone 'ESPN2' gang 0 density_to 70
076C: set_zone 'ESPN3' gang 2 density_to 0
076C: set_zone 'ESPN3' gang 0 density_to 70
076C: set_zone 'ESPN1' gang 2 density_to 0
076C: set_zone 'ESPN1' gang 0 density_to 70
076C: set_zone 'JUNIHO' gang 2 density_to 0  // Juniper Hollow
076C: set_zone 'JUNIHO' gang 0 density_to 70  // Juniper Hollow
076C: set_zone 'GANTB' gang 2 density_to 0  // Gant Bridge
076C: set_zone 'GANTB' gang 0 density_to 70  // Gant Bridge
076C: set_zone 'GANTB1' gang 2 density_to 0
076C: set_zone 'GANTB1' gang 0 density_to 70
076C: set_zone 'DOH1' gang 0 density_to 0
076C: set_zone 'DOH1' gang 2 density_to 70
076C: set_zone 'DOH2' gang 0 density_to 0
076C: set_zone 'DOH2' gang 2 density_to 70
076C: set_zone 'CRANB' gang 0 density_to 0  // Cranberry Station
076C: set_zone 'CRANB' gang 2 density_to 70  // Cranberry Station
076C: set_zone 'GARC' gang 0 density_to 0  // Garcia
076C: set_zone 'GARC' gang 2 density_to 70  // Garcia
076C: set_zone 'THEA2' gang 0 density_to 0
076C: set_zone 'THEA2' gang 2 density_to 70
076C: set_zone 'THEA3' gang 0 density_to 0
076C: set_zone 'THEA3' gang 2 density_to 70
076C: set_zone 'WESTP2' gang 0 density_to 0
076C: set_zone 'WESTP2' gang 2 density_to 70
076C: set_zone 'OCEAF1' gang 0 density_to 0
076C: set_zone 'OCEAF1' gang 2 density_to 70
076C: set_zone 'OCEAF2' gang 0 density_to 0
076C: set_zone 'OCEAF2' gang 2 density_to 70
076C: set_zone 'CITYS' gang 0 density_to 0  // City Hall
076C: set_zone 'CITYS' gang 2 density_to 70  // City Hall
076C: set_zone 'BAYV' gang 0 density_to 0  // Palisades
076C: set_zone 'BAYV' gang 2 density_to 70  // Palisades
076C: set_zone 'BATTP' gang 0 density_to 0  // Battery Point
076C: set_zone 'BATTP' gang 2 density_to 70  // Battery Point

Hmmm, dude, please, if you want, I am a begginer, can you upload this main.scm and pedgrp and give me the link?Pls pls pls!

And what this codes does if I apply them?

ZAZ
  • ZAZ

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#7

Posted 11 February 2009 - 10:00 PM

QUOTE (Rafinha @ Feb 11 2009, 21:19)

Hmmm, dude, please, if you want, I am a begginer, can you upload this main.scm and pedgrp and give me the link?Pls pls pls!

And what this codes does if I apply them?

Do you have Cleo installed ?

Rafinha
  • Rafinha

    But I just don't give a f*ck...

  • BUSTED!
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#8

Posted 12 February 2009 - 10:54 AM

QUOTE (ZAZ @ Feb 11 2009, 22:00)
QUOTE (Rafinha @ Feb 11 2009, 21:19)

Hmmm, dude, please, if you want, I am a begginer, can you upload this main.scm and pedgrp and give me the link?Pls pls pls!

And what this codes does if I apply them?

Do you have Cleo installed ?

Yes, I have. Pls help me with my problem, do a mission or something which make me happy.
I will add you in my respect list and I will vote you.
Thank you man!

Rafinha
  • Rafinha

    But I just don't give a f*ck...

  • BUSTED!
  • Joined: 08 Feb 2009

#9

Posted 12 February 2009 - 03:56 PM

So?

[SM]CJZera
  • [SM]CJZera

    <Subject Name Here>

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#10

Posted 12 February 2009 - 04:46 PM

Give him time, he ain't a machine, also stop using that "I will vote" and "I will add you to my list" as if they were cool prizes, I mean, if someone told you the same, making something that isn't so easy, plus asking for 2 very hard to make missions, only for a single vote and respect... Come on, try to learn it yourself, it ain't that hard, it just takes time and patience, in a few months you should be able to do it.
Anyways, good luck

Rafinha
  • Rafinha

    But I just don't give a f*ck...

  • BUSTED!
  • Joined: 08 Feb 2009

#11

Posted 12 February 2009 - 04:58 PM

QUOTE ([SM]CJZera @ Feb 12 2009, 16:46)
Give him time, he ain't a machine, also stop using that "I will vote" and "I will add you to my list" as if they were cool prizes, I mean, if someone told you the same, making something that isn't so easy, plus asking for 2 very hard to make missions, only for a single vote and respect... Come on, try to learn it yourself, it ain't that hard, it just takes time and patience, in a few months you should be able to do it.
Anyways, good luck

Oh, thanks and I hope that ZAZ will make this missions.
ZAZ, sorry man!
I will wait for my files,OK?

loczek47
  • loczek47

    They call me "Random Funny Guy".

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#12

Posted 12 February 2009 - 05:17 PM

Reported, all requests go here:
http://www.gtaforums...howtopic=378015

Rafinha
  • Rafinha

    But I just don't give a f*ck...

  • BUSTED!
  • Joined: 08 Feb 2009

#13

Posted 12 February 2009 - 05:31 PM

This mustn't be locked because ZAZ is making me some CLEO(I hope).

loczek47
  • loczek47

    They call me "Random Funny Guy".

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#14

Posted 12 February 2009 - 05:34 PM

No offense, but you realy think he will do it for you? This require much work, and ZAZ won't waste 3 hours for making someone one request. Anyway, he will send you it in private message, so topic deserve to be locked.

Rafinha
  • Rafinha

    But I just don't give a f*ck...

  • BUSTED!
  • Joined: 08 Feb 2009

#15

Posted 12 February 2009 - 05:44 PM

Hmmm, maybe you right, but I hope that ZAZ will help me.

ZAZ
  • ZAZ

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#16

Posted 12 February 2009 - 06:06 PM Edited by ZAZ, 12 February 2009 - 06:45 PM.

QUOTE (Rafinha @ Feb 12 2009, 16:58)
QUOTE ([SM)
CJZera,Feb 12 2009, 16:46] Give him time, he ain't a machine, also stop using that "I will vote" and "I will add you to my list" as if they were cool prizes, I mean, if someone told you the same, making something that isn't so easy, plus asking for 2 very hard to make missions, only for a single vote and respect... Come on, try to learn it yourself, it ain't that hard, it just takes time and patience, in a few months you should be able to do it.
Anyways, good luck

Oh, thanks and I hope that ZAZ will make this missions.
ZAZ, sorry man!
I will wait for my files,OK?

jo, nice feature, was not much work
link to download
Azteca_homies
change pedgrp.dat to change Aztecas with The Familie as homies
use cleo script to have Azteca homies in El Corona

Rafinha
  • Rafinha

    But I just don't give a f*ck...

  • BUSTED!
  • Joined: 08 Feb 2009

#17

Posted 12 February 2009 - 06:13 PM

Oh, ZAZ, you are awesome, dude, I hope God will give you whatever you want in your life.
I have a question:
There are 2 files, Acteka and gta.dat.
In ReadMe you told me to copy pedgrp.dat into GTASA\data - folder
Where is the pedgrp? I should copy the codes you shown?
And there is too gta.dat. Where I place this file?
With the CLEO file I understood.

ZAZ
  • ZAZ

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#18

Posted 12 February 2009 - 06:40 PM Edited by ZAZ, 12 February 2009 - 06:44 PM.

QUOTE (Rafinha @ Feb 12 2009, 18:13)
Oh, ZAZ, you are awesome, dude, I hope God will give you whatever you want in your life.
I have a question:
There are 2 files, Acteka and gta.dat.
In ReadMe you told me to copy pedgrp.dat into GTASA\data - folder
Where is the pedgrp? I should copy the codes you shown?
And there is too gta.dat. Where I place this file?
With the CLEO file I understood.

Oh bullsh*t, i added a wrong file, wait mom

___
edit

ok, download it again
Azteca Homies

Rafinha
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#19

Posted 12 February 2009 - 07:00 PM

Please, can you upload it with another uploader because Rapidshare don't work for me.

ZAZ
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#20

Posted 12 February 2009 - 07:10 PM

QUOTE (Rafinha @ Feb 12 2009, 19:00)
Please, can you upload it with another uploader because Rapidshare don't work for me.


Where? give me a link

http://www.file-uplo...homies.zip.html

Rafinha
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#21

Posted 12 February 2009 - 07:33 PM

QUOTE (ZAZ @ Feb 12 2009, 19:10)
QUOTE (Rafinha @ Feb 12 2009, 19:00)
Please, can you upload it with another uploader because Rapidshare don't work for me.


Where? give me a link

http://www.file-uplo...homies.zip.html

OK now works!
Thanks man!!! Thank you so much!
Pls can you describe this files what it does?


Again THANK YOU!
My respect list is updated and I voted you.
Good luck in your own life.

trickstar34
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#22

Posted 18 May 2009 - 10:52 PM

QUOTE ([SM]CJZera @ Feb 12 2009, 16:46)
...Come on, try to learn it yourself, it ain't that hard, it just takes time and patience, in a few months you should be able to do it.
Anyways, good luck...

It doesnt take that long, it took me about 3 days for the basics, about a week for novice, about 2 weeks for advanced.

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#23

Posted 19 May 2009 - 07:51 AM

Congratulations. Don't bump topics..




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