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[CLEO|WIP] New Races and NFS Outrun

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ZAZ
  • ZAZ

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#1

Posted 16 August 2009 - 12:11 PM Edited by ZAZ, 17 March 2012 - 11:41 AM.

NEW VERSION



N-RACES
- play the San Andreas Races with your current car
- customize the opponent cars (models, tuning, amount)
- set traffic density
- includes also the Arena races -8-Track and DirtTrack
- activate Racemenue by keypress or drive into red Marker at Racestartlocation
- 3 new Racetracks
- NFS Outrun race as additional racescript

DOWNLOAD

user posted image

You must drive a "streetvehicle" (no boat, heli, plane or train)
to can join a race

Then drive into the red marker of one of the startlocations
or activate the Racemenue by keypress, no matter where you are

3 startlocations are next to the original SA race startlocations
in Los Santos, San Fierro and Las Ventureas

2 startlocations are near Ottos Autos in San Fierro,
one at the parking lot at the east side of Pier69
the other in the car park building in the street opposite of Pier69

Independed of your location can you activate the Racemenue by typing following cheat:
RACE

To start NFS Outrun race, press N and R together
NFS Outrun race let you race against any vehicle in traffic
At first you must catch the vehicle while a bar shows the distance
You loose the race if the distance is to big
You must drive away if you reached the vehicle and win the race if the distance is big enough

--------------------------------------------------------------------------------------------------
N-RACES contains racetracks for the default San Andreas map
Versions with racetracks for mapmods are commig soon
Until then the old versions will be downloadable
--------------------------------------------------------------------------------------------------

Old versions versions to support racing map mods
like SAkina Hill, F1 Shanghai racing course


New_Races+SAkina_CleoB1 for SAKINA-hill-map mod
DOWNLOAD
Launch SAKINA-hill-map mod at
http://www.gtaforums...89586&hl=sakina



Download SAKINA-hill-map mod at
http://gta-action.ga...oad.php?id=4660
requires to install first the GAMI-installer: http://gta-action.ga...oad.php?id=4303
user posted image


New_Races+F1_Shanghai_Cleo for Formula 1 - Shanghai International Circuit map mod
DOWNLOAD

view F1_Shanghai-map mod at
http://www.youtube.com/watch?v=LXj3yFFZnfk
http://www.youtube.com/watch?v=3tP3z9sisfY

Downloadable at
http://grandtheftaut...l_Circuit;83661

user posted image



New_Races+NASCAR_oval_Cleo
DOWNLOAD

watch NASCAR TEXAS MOTORSPEEDWAY-map mod at
http://www.youtube.com/watch?v=dOpvxC_-G28
http://www.youtube.com/watch?v=uh2EpWYLnf0

Downloadable at
http://www.gtainside...tart=0&id=13727
user posted image


2pacproducer2
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#2

Posted 16 August 2009 - 01:21 PM

Good, keep up the awesome work

Zombie.modder
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#3

Posted 16 August 2009 - 03:06 PM

nice work ZAZ

gabe555
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#4

Posted 17 August 2009 - 03:04 AM

would be awesome with sakina, I'll wait to download that version

ZAZ
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#5

Posted 18 August 2009 - 05:20 PM

QUOTE (gabe555 @ Aug 17 2009, 03:04)
would be awesome with sakina, I'll wait to download that version

is available now

ha! ha! ha!
  • ha! ha! ha!

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#6

Posted 19 August 2009 - 06:57 AM

nice work...
new race mod??
I have one thing to ask.. what is SAkina??

ZAZ
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#7

Posted 19 August 2009 - 02:47 PM

QUOTE (ha! ha! ha! @ Aug 19 2009, 06:57)
nice work...
new race mod??
I have one thing to ask.. what is SAkina??

Launch SAKINA-hill-map mod at
http://www.gtaforums...89586&hl=sakina



Downloadable at
http://gta-action.ga...oad.php?id=4660
requires to install first the GAMI-installer: http://gta-action.ga...oad.php?id=4303
but it contain also the files for manual installation
I recomand to don't install the main.scm and gxt which comes with that download file

scc208
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#8

Posted 23 August 2009 - 08:01 AM

Great work ZAZ !

Would it possible to select the cars for your Racing AIs ? coz they are driving the same car as your's, would be interesting if there is such a function biggrin.gif

ZAZ
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#9

Posted 23 August 2009 - 02:11 PM

QUOTE (scc208 @ Aug 23 2009, 08:01)
Would it possible to select the cars for your Racing AIs ? coz they are driving the same car as your's, would be interesting if there is such a function biggrin.gif

I don't know. It was my plan to let the player do the races with his current vehicle and give the opponents the same car,
to make same conditons.
If someone starts with a banshee and have for this model a fast handling, then the opponents should have the same chance.

sirusxxxx
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#10

Posted 26 August 2009 - 11:49 PM

Hey are you still planing to add:

F1_Shanghai_International_Circuit


As well have you thought about adding other racing scripts and maps:

Dover International Speedway
Oschersleben Motor Raceway
CEA And Laguna Speedway

Becuase I know you did some racing scripts for some of those but not in CLEO format.

ZAZ
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#11

Posted 28 August 2009 - 04:31 PM

QUOTE (sirusxxxx @ Aug 26 2009, 23:49)
Hey are you still planing to add:

F1_Shanghai_International_Circuit


As well have you thought about adding other racing scripts and maps:

Dover International Speedway
Oschersleben Motor Raceway
CEA And Laguna Speedway

Becuase I know you did some racing scripts for some of those but not in CLEO format.

Yes I have started with a version for F1_Shanghai
You know Oschersleben? Nice to get feedback. Maybe I will do it.
I don't know CEA And Laguna Speedway. Can you post links, please.

sirusxxxx
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#12

Posted 30 August 2009 - 09:21 AM

Okay I can try and find them again I didnt bother keeping them since I want everything in CLEO and they required editing the main.scm but if I do I will post them.

Narcis_speed6
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#13

Posted 30 August 2009 - 11:56 AM

we should make sakina's barriers breakable and make it something like in carbon (canyon duel ftw colgate.gif )

thekokss
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#14

Posted 08 October 2009 - 10:31 PM

Great scripts, ZAZ!

If you're bored cool.gif : How about making a script for this map:
http://www.gtainside...=13727&orderBy=
video:

Keep up the good work

zyonig
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#15

Posted 21 October 2009 - 05:45 PM Edited by zyonig, 21 October 2009 - 10:10 PM.

QUOTE
Great work ZAZ !

Would it possible to select the cars for your Racing AIs ? coz they are driving the same car as your's, would be interesting if there is such a function


I agree, though maybe not selecting your opponents. Perhaps a field of 10 possible opponent vehicles (Banshee, Infernus , Bullet ect) which are randomly assigned at the race start. Just having six identical cars racing against each other is a little bland.

edit:
Or to take it a step further, having opponents assigned randomly by class, eg drift, supersport, sedan, 4x4. This would be a bit of work, but would be extremely cool.

ZAZ
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#16

Posted 27 October 2009 - 08:56 PM

QUOTE (thekokss @ Oct 8 2009, 22:31)
Great scripts, ZAZ!

If you're bored  cool.gif   : How about making a script for this map:
http://www.gtainside...=13727&orderBy=
video:

Keep up the good work

Yes, I will do it, but first I release now the version for F1 Shanghai map mod

New_Races+F1_Shanghai_Cleo for Formula 1 - Shanghai International Circuit map mod
DOWNLOAD

view F1_Shanghai-map mod at

http://www.youtube.com/watch?v=3tP3z9sisfY

Downloadable at
http://grandtheftaut...l_Circuit;83661

user posted image


QUOTE (zyonig @ Oct 21 2009, 17:45)

though maybe not selecting your opponents. Perhaps a field of 10 possible opponent vehicles (Banshee, Infernus , Bullet ect) which are randomly assigned at the race start. Just having six identical cars racing against each other is a little bland.

edit:
Or to take it a step further, having opponents assigned randomly by class, eg drift, supersport, sedan, 4x4. This would be a bit of work, but would be extremely cool.

I can either set them to the same model like the player drive or set a predefined groupe of models or choose the models random
By setting predefined or random breakes the intension to play the race with every car you want because if a user want to play with motorbike and gets infernus as opponent would not be good.

It's possible to do it in an extra version.
I will do it if you post again and say me for which version, simple San Andreas map or map mod version?
should I set predefined models or random? if predefined, which models?

thekokss
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#17

Posted 27 October 2009 - 11:54 PM

I'll download it right now.
QUOTE
Yes, I will do it, but first I release now the version for F1 Shanghai map mod
Thanks alot for that!

XX3
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#18

Posted 12 November 2009 - 01:07 PM Edited by XX3, 12 November 2009 - 01:12 PM.

*Sorry for bumping*
ZAZ, Nice work! The best CLEO modder is ZAZ!
You known of this right?
QUOTE
Hey are you still planing to add:

F1_Shanghai_International_Circuit < Added


As well have you thought about adding other racing scripts and maps:

Dover International Speedway < Not yet
Oschersleben Motor Raceway  <Added
CEA And Laguna Speedway <I request a Laguna Seca first

Becuase I know you did some racing scripts for some of those but not in CLEO format.
"I add a little bit to sirusxxxx`s reply"

Anyway, I can tell you about the Laguna Seca. You can download the map here:
Laguna Seca V 1.0, located in gtasa.fr <It is made by ParoXum

There are 2 locations to choose from, Threep`s Relocated Laguna Seca (North of SF) or Paroxum`s location (Empty space on the beach) wink.gif

If you wanted Threep`s, you need to join KCG first! that_guy2057_evilgrin.gif
I cannot give you the exact link cause it`s forbidden.

If you have joined KCG, go to San Andreas > Showroom > Maps > Laguna Seca Relocated, and you`ll see everything you need. tounge.gif

That`s what I request for you ZAZ. Good luck. smile.gif

*Edit*
Actually, there is already a race on Threep`s Relocated Laguna Seca Version, but the AIs are bad. Maybe you could make a better ones?
There is no race mod for Paroxum`s location.

skromnia
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#19

Posted 14 November 2009 - 11:15 PM

Great, but... when i enter a race my speedometer mess up, and when i exit a car and then enter my game crashes. Any suggestions?
user posted image

ZAZ
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#20

Posted 15 November 2009 - 05:46 AM Edited by ZAZ, 16 November 2009 - 09:36 PM.

QUOTE (skromnia @ Nov 14 2009, 23:15)
Great, but... when i enter a race my speedometer mess up, and when i exit a car and then enter my game crashes. Any suggestions?
user posted image

Textur- and textdraw-conflict
The racescript can't support speedometers because it needs allied codes to display the infos about time, placement, etc.
and to show the maps at the beginning.
Speedometerscripts must have a check for the mission state to prevent that otherwise don't use it.
Your only chance will be to exit and enter the car after the start












QUOTE (XX3 @ Nov 12 2009, 13:07)
*Sorry for bumping*
ZAZ, Nice work! The best CLEO modder is ZAZ!
You known of this right?
QUOTE
Hey are you still planing to add:

F1_Shanghai_International_Circuit < Added


As well have you thought about adding other racing scripts and maps:

Dover International Speedway < Not yet
Oschersleben Motor Raceway  <Added
CEA And Laguna Speedway <I request a Laguna Seca first

Becuase I know you did some racing scripts for some of those but not in CLEO format.
"I add a little bit to sirusxxxx`s reply"

Anyway, I can tell you about the Laguna Seca. You can download the map here:
Laguna Seca V 1.0, located in gtasa.fr <It is made by ParoXum

There are 2 locations to choose from, Threep`s Relocated Laguna Seca (North of SF) or Paroxum`s location (Empty space on the beach) wink.gif

If you wanted Threep`s, you need to join KCG first! that_guy2057_evilgrin.gif
I cannot give you the exact link cause it`s forbidden.

If you have joined KCG, go to San Andreas > Showroom > Maps > Laguna Seca Relocated, and you`ll see everything you need. tounge.gif

That`s what I request for you ZAZ. Good luck. smile.gif

*Edit*
Actually, there is already a race on Threep`s Relocated Laguna Seca Version, but the AIs are bad. Maybe you could make a better ones?
There is no race mod for Paroxum`s location.

Yes, i will do it. Do you have Laguna Seca at san Fierro or at Los Santos?






QUOTE (thekokss @ Oct 8 2009, 22:31)
Great scripts, ZAZ!
If you're bored  cool.gif   : How about making a script for this map:
http://www.gtainside...=13727&orderBy=
video:


And here is the New_Race version for NASCAR TEXAS MOTORSPEEDWAY

New_Races+NASCAR_oval_Cleo
DOWNLOAD
user posted image


XX3
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#21

Posted 15 November 2009 - 04:44 PM

Mine`s at San Fierro. Which is Threep`s location. <For SF, it already has a race script.
But I guess you can try one cause I dont really like the AI`s of the race script in SF ones, they spun many times when racing, so I always win. Sometimes get boring though.
But, it`s your choice, LS only, SF only, or two of them. Good luck.
I might say it is better, two of them.

Before you start scripting for SF ones, should I ask permission first to threep?

thekokss
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#22

Posted 27 November 2009 - 07:56 PM

QUOTE (ZAZ @ Nov 15 2009, 05:46)
And here is the New_Race version for NASCAR TEXAS MOTORSPEEDWAY

OMG, thanks! Didn't see it until now. Greets

sirusxxxx
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#23

Posted 07 February 2010 - 10:33 AM Edited by sirusxxxx, 07 February 2010 - 11:45 PM.

ZAZ

Can you randomize the wheels that the racing opponent car's spawn with?



Also you can get the CEA Speedway 1.0 (beach/lighthouse version) and the Laguna Seca v1.1 from this link:
French GTA Site





Final thought I think it would be wicked if you could add all the race maps in one game and then have all the scripted races for them. You would probably need the SA limiter to increase the limits and a map editor to make roads to each desination. I know in the past I had the cea speedway 1.0 I think under the San Ferrio Red Bridge in the corner of the ne corner of the island.

ZAZ
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#24

Posted 22 September 2010 - 07:10 PM

QUOTE (rv17 @ Sep 18 2010, 21:32)
Hey zaz, im currently working on a mod called "deathrace" but Im finding it hard to create a race, whith the countdown, and 4 other cars, and the marks, can you make a template for me? where I just have to edit the Cars being used and the coordinates? or could you help me in this mod, I just need a simple race script for 4 cars, please email me at rodolfovaldez17 @ ymail.com or just reply here with a simple template for me, thanks


Racemission?
CODE
DEFINE MISSION 35 AT @CPRACE           // Race Tournament / 8-track / Dirt Track

It's a big complex multiple master script

but it's really easy to change the checkpoints

there are 26 tables with coords allocations for each race which you can choose in the race menue
find them at this label:
CODE
:CPRACE_20812
0871: init_jump_table $RACE_INDEX total_jumps 27 default_jump 0 @CPRACE_46262 jumps 0 @CPRACE_21070 1 @CPRACE_21616 2 @CPRACE_22058 3 @CPRACE_22740 4 @CPRACE_23422 5 @CPRACE_24164 6 @CPRACE_25116
0872: jump_table_jumps 7 @CPRACE_26038 8 @CPRACE_27092 9 @CPRACE_28206 10 @CPRACE_28894 11 @CPRACE_29612 12 @CPRACE_30204 13 @CPRACE_30802 14 @CPRACE_32150 15 @CPRACE_33528
0872: jump_table_jumps 16 @CPRACE_34456 17 @CPRACE_35318 18 @CPRACE_36240 19 @CPRACE_36982 20 @CPRACE_38120 21 @CPRACE_40068 22 @CPRACE_42256 23 @CPRACE_43154 24 @CPRACE_44052
0872: jump_table_jumps 25 @CPRACE_44980 26 @CPRACE_45529 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262

:CPRACE_21070
0007: 454@ = 1492.407
0007: 536@ = -1872.365
0007: 618@ = 15.8



furthermore have the tables imortant settings
CODE
1. the amount of checkpoints
0006: 250@ = 12
it must fit the amount of your inserted x,y,z positions

2.the amount of race cars
0006: 256@ = 6

as well as ped ids for driver and people and car ids for the cars
and a setting to access inside races, can't remember which


Install
New_Races_CleoB1 for the simple San Adreas map and try it to modify
open NewRaces.cm and find the tables at 0871: init_jump_table 966@

ZAZ
  • ZAZ

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#25

Posted 22 September 2010 - 08:59 PM

QUOTE (rv17 @ Sep 21 2010, 23:30)
QUOTE (rv17 @ Sep 21 2010, 22:55)
Ok so wait, on the list of coords, how do they go in order, is it

CODE

:NEWRACE_22977
454@ = 1492.407   x (point 1)
536@ = -1872.365  y (point 1)
618@ = 15.8          z (point 1)
455@ = 1384.262   x (point 2)  
537@ = -1872.015  y (point 2)
619@ = 12.3828     z (point 2)

or how is each coordinate point grouped? (sorry im new to master scripts)

Nevermind, I figured it out colgate.gif and I found out what race to edit, thanks zaz, and if you ever remember that part in the script where you can edit what type of cars (so theyre not just all the same), it would be nice to know tounge2.gif


--------------------------
Race selector
--------------------------
CODE
NewRaces.cm

this is the race selector

at script beginn:
0AB4: 966@ = var 87//-- var 87 can be controled from starter script

at jumptable:
init_jump_table 966@

the value of the local 966@ in the jumptable selects the jump to the inserted label
if 966@ is equal to 3 it jumps to  :NEWRACE_24572
3 @NEWRACE_24572

the tabels are subscripts and must end with return


--------------------------
Skip Racemenue
--------------------------
CODE
This var can skip the racemenue and start the race immediately
0AB4: 964@ = var 85

0AB3: var 85 = 0//-- skip race menue
0AB3: var 85 = 1// --start with racemenue




--------------------------
select and start race
--------------------------
CODE
NewRace_Starter.cs

this setting starts immediately the race of 13th table, San Fierro Fastlane
0AB3: var 87 = 12
0AB3: var 85 = 0

the jumptable in the racemission selects this label to jump:
12 @NEWRACE_32010
(Attension, the labelnames change after editing and recompiling)


--------------------------
Custom RaceStarter script
--------------------------
Take the script below
it contains the settings to start the 13th racetable, San Fierro Fastlane
by keypress F6 while in car


-------------------------------------------------------------------------
change car model var
------------------------------------------------------------------------

I made the script to give every driver the same car like player

You must first change the local var in the create_car line
change
756@
into
716@(253@,16i)

CODE
379@(253@,16i) = Car.Create(756@, 331@(253@,16f), 347@(253@,16f), 363@(253@,16f))

into
CODE
379@(253@,16i) = Car.Create(716@(253@,16i), 331@(253@,16f), 347@(253@,16f), 363@(253@,16f))



-------------------------------------------------------------------------
set car ID
------------------------------------------------------------------------


find the settings for the 13th race at the end of it's race table

CODE
250@ = 16//the amount of checkpoints must fit the amount of your inserted x,y,z positions
256@ = 6// amount of cars, 6 = maximum
04AF: 700@ = 7 // Peds
04AF: 701@ = 7 // Peds
04AF: 702@ = 7 // Peds
04AF: 703@ = 7 // Peds
04AF: 704@ = 7 // Peds
04AF: 705@ = 7 // Peds
04AF: 716@ = 559 // Car ID
04AF: 717@ = 589 // Car ID
04AF: 718@ = 559 // Car ID
04AF: 719@ = 565 // Car ID
04AF: 720@ = 558 // Car ID
04AF: 721@ = 522 // Car ID


--------------------------
Custom RaceStarter script contains the settings to start the 13th racetable, San Fierro Fastlane
by keypress F6 while in car
CODE
{$CLEO .cs}

:MyRace_Starter///////////HEAD/////////////
thread 'MYRCST'
wait 2000
0A95: enable_thread_saving
14@ = 0
15@ = 0
16@ = 0
30@ = 0
0AB3: var 84 = 0
0AB3: var 88 = 8
//////////////////////////////////////////////////////

//////////////////////////////////////////////////////
:MyRaceStarter_58
wait 0
if
  Player.Defined($PLAYER_CHAR)
jf @MyRaceStarter_422
if
 $ONMISSION == 0
jf @MyRaceStarter_422
if
0AB0:   key_pressed 117// press key F6
jf @MyRaceStarter_58
00BA: show_text_styled GXT 'TRACE_1' time 1000 style 2  // Race Tournament
///////////////////////////////////////////////////////////////////////
0AB3: var 87 = 12//-- selects the 13th racetable  ( 12 @NEWRACE_32010)
0AB3: var 85 = 0//-- skip racemenue
//////////////////////////////////////////////////////
jump @MyRaceStarter_146

:MyRaceStarter_146
if
  Actor.Driving($PLAYER_ACTOR)
jf @MyRaceStarter_422
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle
84A7:   not actor $PLAYER_ACTOR driving_boat
jf @MyRaceStarter_422
wait 50
$ONMISSION = 1
0AB3: var 89 = 0
Player.CanMove($PLAYER_CHAR) = False
0A94: start_custom_mission "NEWRACES"  

//////////////////////////////////////////////////////
///----Loop while mission
:MyRaceStarter_220
wait 0
if
  Player.Defined($PLAYER_CHAR)
jf @MyRaceStarter_220
if
 $ONMISSION == 0
jf @MyRaceStarter_276
03F0: enable_text_draw 0
0AB4: 16@ = var 84
jump @MyRaceStarter_58

:MyRaceStarter_276
0AB4: 30@ = var 89
if
 30@ > 1
jf @MyRaceStarter_220//-------- Reward text
03F0: enable_text_draw 1
03E4: enable_text_draw_align_right 0
0341: unknown_text_draw_flag 0
0343: set_text_draw_linewidth 640.0
0348: enable_text_draw_proportional 1
0345: enable_text_draw_background 0
033F: set_text_draw_letter_size 1.3 3.36
0342: enable_text_draw_centered 1
081C: draw_text_outline 2 RGBA 0 0 0 255
0349: set_text_draw_font 3
0904: get_interface 6 color_RGBA_to 25@ 26@ 27@ 28@
0340: set_text_draw_RGBA 25@ 26@ 27@ 255
045A: draw_text_1number 320.0 155.333 GXT 'WINNER' number 30@  // WINNER!~n~~w~$~1~
jump @MyRaceStarter_220

:MyRaceStarter_422
jump @MyRaceStarter_58

BLlTZ
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#26

Posted 22 September 2010 - 09:05 PM

About the speedometer problem - I'm pretty sure you use the one from Keiby Team, where after their release of this mod, they have found this problematic bug. The original author said that he will update it but when he gona have time, where already have past 2 years from now from my last P.M. to him. This bug can occurre and crash your game even if you don't use ZAZ mods.

So is best to not used it anymore. I don't see any update in the future on this mod, only if someone will fix it with or not authors approvement.

scc208
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#27

Posted 02 October 2010 - 03:10 AM

QUOTE
I can either set them to the same model like the player drive or set a predefined groupe of models or choose the models random
By setting predefined or random breakes the intension to play the race with every car you want because if a user want to play with motorbike and gets infernus as opponent would not be good.

It's possible to do it in an extra version.
I will do it if you post again and say me for which version, simple San Andreas map or map mod version?
should I set predefined models or random? if predefined, which models?





Just totally missed your reply tounge2.gif

I would like to ask if u can still make me an extra version now, and a Simple San Andreas Map is preferred.

I also think that ZAZ you could predefine models into several groups, like :

1. Exotics
eg: Infernus, bullet, cheetah, Banshee, Turismo


2. Bikes
eg: PCJ600, FCR900, Freeway, Faggio, Sanchez, Quad


3. Tuners
eg: Sultan, Elegy, Jester, Flash


4. Muscles and lowriders
eg: Sabre, Clover, Savanna, Blade


5. Standard Sedans
eg: Sunrise, sentinel, Washington, Premier, Elegent


6. Offroad
eg: Huntley, Rancher, Monster, Landstalker, Dune


7. Trucks
eg: Box Ville, Linerunner, Roadtrain, Yankee, Picador, Sadler


8. Emergency, and enforcement cars
eg: Ambulance, Fire Truck, Police cars, Taxi

9. Specials
eg: Dumper, Hotdog, Vortex, Caddy, Dozer


You can feel free to edit the groups which suit u most since it is really troublesome to sort all SA cars into several groups, and mine are for your reference only

Look forward to the extra version !

rv17
  • rv17

    Cleo modder (aka deathtone)

  • Members
  • Joined: 04 Sep 2009

#28

Posted 14 October 2010 - 01:01 PM

QUOTE (ZAZ @ Sep 22 2010, 19:10)
QUOTE (rv17 @ Sep 18 2010, 21:32)
Hey zaz, im currently working on a mod called "deathrace" but Im finding it hard to create a race, whith the countdown, and 4 other cars, and the marks, can you make a template for me? where I just have to edit the Cars being used and the coordinates? or could you help me in this mod, I just need a simple race script for 4 cars, please email me at rodolfovaldez17 @ ymail.com or just reply here with a simple template for me, thanks


Racemission?
CODE
DEFINE MISSION 35 AT @CPRACE           // Race Tournament / 8-track / Dirt Track

It's a big complex multiple master script

but it's really easy to change the checkpoints

there are 26 tables with coords allocations for each race which you can choose in the race menue
find them at this label:
CODE
:CPRACE_20812
0871: init_jump_table $RACE_INDEX total_jumps 27 default_jump 0 @CPRACE_46262 jumps 0 @CPRACE_21070 1 @CPRACE_21616 2 @CPRACE_22058 3 @CPRACE_22740 4 @CPRACE_23422 5 @CPRACE_24164 6 @CPRACE_25116
0872: jump_table_jumps 7 @CPRACE_26038 8 @CPRACE_27092 9 @CPRACE_28206 10 @CPRACE_28894 11 @CPRACE_29612 12 @CPRACE_30204 13 @CPRACE_30802 14 @CPRACE_32150 15 @CPRACE_33528
0872: jump_table_jumps 16 @CPRACE_34456 17 @CPRACE_35318 18 @CPRACE_36240 19 @CPRACE_36982 20 @CPRACE_38120 21 @CPRACE_40068 22 @CPRACE_42256 23 @CPRACE_43154 24 @CPRACE_44052
0872: jump_table_jumps 25 @CPRACE_44980 26 @CPRACE_45529 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262

:CPRACE_21070
0007: 454@ = 1492.407
0007: 536@ = -1872.365
0007: 618@ = 15.8



furthermore have the tables imortant settings
CODE
1. the amount of checkpoints
0006: 250@ = 12
it must fit the amount of your inserted x,y,z positions

2.the amount of race cars
0006: 256@ = 6

as well as ped ids for driver and people and car ids for the cars
and a setting to access inside races, can't remember which


Install
New_Races_CleoB1 for the simple San Adreas map and try it to modify
open NewRaces.cm and find the tables at 0871: init_jump_table 966@

Omfg that's exactly what I needed, Thanks! Btw what program do you use to edit the car paths? For custom maps? I tried one that I found on gtagarage but I didn't know how to use it confused.gif

ZAZ
  • ZAZ

    Kernlochbohrer

  • Members
  • Joined: 10 Jan 2005
  • European-Union

#29

Posted 14 October 2010 - 03:44 PM

QUOTE (rv17 @ Oct 14 2010, 13:01)
QUOTE (ZAZ @ Sep 22 2010, 19:10)
QUOTE (rv17 @ Sep 18 2010, 21:32)
Hey zaz, im currently working on a mod called "deathrace" but Im finding it hard to create a race, whith the countdown, and 4 other cars, and the marks, can you make a template for me? where I just have to edit the Cars being used and the coordinates? or could you help me in this mod, I just need a simple race script for 4 cars, please email me at rodolfovaldez17 @ ymail.com or just reply here with a simple template for me, thanks


Racemission?
CODE
DEFINE MISSION 35 AT @CPRACE           // Race Tournament / 8-track / Dirt Track

It's a big complex multiple master script

but it's really easy to change the checkpoints

there are 26 tables with coords allocations for each race which you can choose in the race menue
find them at this label:
CODE
:CPRACE_20812
0871: init_jump_table $RACE_INDEX total_jumps 27 default_jump 0 @CPRACE_46262 jumps 0 @CPRACE_21070 1 @CPRACE_21616 2 @CPRACE_22058 3 @CPRACE_22740 4 @CPRACE_23422 5 @CPRACE_24164 6 @CPRACE_25116
0872: jump_table_jumps 7 @CPRACE_26038 8 @CPRACE_27092 9 @CPRACE_28206 10 @CPRACE_28894 11 @CPRACE_29612 12 @CPRACE_30204 13 @CPRACE_30802 14 @CPRACE_32150 15 @CPRACE_33528
0872: jump_table_jumps 16 @CPRACE_34456 17 @CPRACE_35318 18 @CPRACE_36240 19 @CPRACE_36982 20 @CPRACE_38120 21 @CPRACE_40068 22 @CPRACE_42256 23 @CPRACE_43154 24 @CPRACE_44052
0872: jump_table_jumps 25 @CPRACE_44980 26 @CPRACE_45529 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262 -1 @CPRACE_46262

:CPRACE_21070
0007: 454@ = 1492.407
0007: 536@ = -1872.365
0007: 618@ = 15.8



furthermore have the tables imortant settings
CODE
1. the amount of checkpoints
0006: 250@ = 12
it must fit the amount of your inserted x,y,z positions

2.the amount of race cars
0006: 256@ = 6

as well as ped ids for driver and people and car ids for the cars
and a setting to access inside races, can't remember which


Install
New_Races_CleoB1 for the simple San Adreas map and try it to modify
open NewRaces.cm and find the tables at 0871: init_jump_table 966@

Omfg that's exactly what I needed, Thanks! Btw what program do you use to edit the car paths? For custom maps? I tried one that I found on gtagarage but I didn't know how to use it confused.gif

You have to distinguish between the car paths stored in gta3.img: nodes.dat and carrec paths stored in data\paths\carrec.img

The cars of default races in San Andreas drive along paths of nodes.dat. From nodes0.dat till nodes63.dat.
You can create such paths with Ashratts patheditor but it's very difficult.

The cars of the races for mapmods drives along carrec paths. You can create carrec path with a cleo script from Seemann
Read here about creating carrec paths

rv17
  • rv17

    Cleo modder (aka deathtone)

  • Members
  • Joined: 04 Sep 2009

#30

Posted 19 November 2010 - 01:56 PM

Zaz, do you know where in the script its safe to add opcodes that affect the drivers? Like i want to attatch an object to a car in the race, i tried it with a cleo script and using the random car opcode but didnt seem to work.




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