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[TUT] Gangs 9 & 10

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bmb
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#1

Posted 01 January 2011 - 05:50 PM Edited by bmb, 13 February 2011 - 04:18 AM.

user posted image


Gangs 9 & 10 are usable you just have to set them up properly. I came across this when changing around my gang areas in the main.scm. I wanted to put the Russians in Ocean Docks and never noticed they were criminals instead of a gang. So I started looking at the other gangs and changed the Russians the same way and it worked! I will show 2 examples of this in this tutorial. One is the Russian Gang, their territory is in Ocean Docks. the other is a Motorcycle Gang, their territory covers all of Terra Robada.

BEFORE BEGINNING BACK UP YOUR FILES!!!

Open your peds.ide file with notepad located in C:\Program Files\Rockstar Games\GTA San Andreas\data\

Find these 6 lines
CODE
111, MAFFA, MAFFA, CRIMINAL, STAT_CRIMINAL, man, 110F,1, null,2,2,PED_TYPE_GEN,VOICE_GEN_MAFFA ,VOICE_GEN_MAFFA
112, MAFFB, MAFFB, CRIMINAL, STAT_CRIMINAL, man, 110F,1, null,2,2,PED_TYPE_GEN,VOICE_GEN_MAFFB ,VOICE_GEN_MAFFB
113, MAFBOSS, MAFBOSS, CRIMINAL, STAT_CRIMINAL, man, 110F,1, null,2,2,PED_TYPE_GANG,VOICE_GNG_MAFBOSS ,VOICE_GNG_MAFBOSS

100, WMYCR, WMYCR, CRIMINAL, STAT_CRIMINAL, man, 110F,1, man,2,6,PED_TYPE_GEN,VOICE_GEN_WMYCR ,VOICE_GEN_WMYCR
247, BIKERA, BIKERA , CIVMALE, STAT_TOUGH_GUY, man, 0,1, null,5,2,PED_TYPE_GEN,VOICE_GEN_BIKERA ,VOICE_GEN_BIKERA
248, BIKERB, BIKERB , CIVMALE, STAT_TOUGH_GUY, man, 0,1, null,2,5,PED_TYPE_GEN,VOICE_GEN_BIKERB ,VOICE_GEN_BIKERB

And change them to this
CODE
111, MAFFA, MAFFA, GANG9, STAT_GANG9, man, 110F,1, null,2,2,PED_TYPE_GEN,VOICE_GEN_MAFFA ,VOICE_GEN_MAFFA
112, MAFFB, MAFFB, GANG9, STAT_GANG9, man, 110F,1, null,2,2,PED_TYPE_GEN,VOICE_GEN_MAFFB ,VOICE_GEN_MAFFB
113, MAFBOSS, MAFBOSS, GANG9, STAT_GANG9, man, 110F,1, null,2,2,PED_TYPE_GANG,VOICE_GNG_MAFBOSS ,VOICE_GNG_MAFBOSS

100, WMYCR, WMYCR, GANG10, STAT_GANG10, man, 100,1, man,2,6,PED_TYPE_GEN,VOICE_GEN_WMYCR ,VOICE_GEN_WMYCR
247, BIKERA, BIKERA , GANG10, STAT_GANG10, man, 0,1, null,5,2,PED_TYPE_GEN,VOICE_GEN_BIKERA ,VOICE_GEN_BIKERA
248, BIKERB, BIKERB , GANG10, STAT_GANG10, man, 0,1, null,2,5,PED_TYPE_GEN,VOICE_GEN_BIKERB ,VOICE_GEN_BIKERB

SAVE & CLOSE

Next open the pedgrp.dat located in the same folder

Scroll down till you find these 2 lines
CODE
VLA1, VLA2, VLA3          # Gang 9  (UNUSED)

VLA1, VLA2, VLA3         # Gang 10  (UNUSED)

And change them to this
CODE
MAFFA, MAFFB, MAFBOSS         # Gang 9  (RUSSIANS)

WMYCR, BIKERA, BIKERB          # Gang 10  (BIKERS)

Also while you’re here find criminals and remove WMYCR or he will spawn around Los Santos and be attacked by other gangs. tounge.gif

SAVE & CLOSE

Now open up the cargrp.dat located in the same folder

Scroll down and find these 2 lines
CODE
sentinel                                                             # Gang 9 (UNUSED)

sentinel                                                             # Gang 10 (UNUSED)

And change them to whatever you want, mine look like this
CODE
washing, admiral, esperant                                           # Gang 9 (RUSSIANS)

freeway                                                                      # Gang 10 (BIKERS)

SAVE & CLOSE

ped.dat & pedstats.dat were already completed by Rockstar so you don’t need to edit them. (That’s how I figured it would work)

Almost done, you need to set up there weapons and territory. You can make a small cleo script like I did below or edit your main.scm

This is the cleo script I made.
I forgot a very important part in my script. BnB pointed this out later in the discussion, so here is his script.
CODE
{$CLEO .cs}

//-------------MAIN---------------
thread "GW"

:GW_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GW_11

:GW_34
0237: set_gang 8 weapons_to 23 30 28
0237: set_gang 9 weapons_to 1 24 25
076C: set_zone 'LDOC1A' gang 8 density_to 60
076C: set_zone 'LDOC1B' gang 8 density_to 60
076C: set_zone 'LDOC2' gang 8 density_to 60
076C: set_zone 'LDOC3A' gang 8 density_to 60
076C: set_zone 'LDOC3B' gang 8 density_to 60
076C: set_zone 'LDOC3C' gang 8 density_to 60
076C: set_zone 'LDOC4' gang 8 density_to 60
076C: set_zone 'ROBAD' gang 9 density_to 90  // Tierra Robada
076C: set_zone 'ROBAD1' gang 9 density_to 90
076C: set_zone 'SUNNN' gang 9 density_to 90  // Bayside
076C: set_zone 'SUNMA' gang 9 density_to 90  // Bayside Marina
076C: set_zone 'ELQUE' gang 9 density_to 90  // El Quebrados
076C: set_zone 'BYTUN' gang 9 density_to 90  // Bayside Tunnel
076C: set_zone 'ALDEA' gang 9 density_to 90  // Aldea Malvada
076C: set_zone 'BARRA' gang 9 density_to 90  // Las Barrancas
076C: set_zone 'ROBINT' gang 9 density_to 90  // Robada Intersection
0A93: end_custom_thread


Terra Robada is a very large territory so the density is set to 90.

That’s all there is to it. You can make your gangs as you see fit. Just remember when you change peds to gang 9 or 10 you want to remove them from the ped groups (pedgrp.dat) there already in. If not your game will sort of end up like the cheat “gangs everywhere” when they are in other gang areas.

Final notes:
1- If you want to change any area already occupied by the Ballas, Grove, etc. you have to edit the main.scm or both gangs will spawn in the same area.
2. Gangs 9 & 10 are the only ones allowed, you cannot add gang 11 or the game will crash. I tried it.
3. The game uses BIKERA & BIKERB the same way it uses MALE01. They are random peds that get put in by the game. The game will substitute both BIKERA & BIKERB with the white construction workers which looks kinda funny in country areas.
4. After further testing using BIKERA & BIKERB can cause other changes in the game. Ocean Docks had a lot more cops walking around, probably because the construction workers were moved to the country areas. You might want to extract the .dff & .txd for the bikers from your gta3.img file and rename them replace other peds to make a biker gang.

user posted image user posted image


If you want a good map (like I used in the pictures above) of GTA SA areas to help you set up your gangs you can download it from www.myepsilon.org link


Have Fun & Happy New Year!!!

Deji
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#2

Posted 18 January 2011 - 11:35 PM

Very useful!

I'd always considered memory access to be the only way to do this tounge2.gif

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#3

Posted 22 January 2011 - 06:11 PM

Glad you liked it.

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#4

Posted 22 January 2011 - 06:43 PM Edited by BnB, 26 January 2011 - 07:53 PM.

Very very useful!
Great TUT. icon14.gif
I made SBF a gang long time ago.

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#5

Posted 22 January 2011 - 07:38 PM

QUOTE (BnB @ Jan 22 2011, 14:43)
Very very useful!
Great TUT. icon14.gif
I had made SBF a gang long time ago.

Thanks

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#6

Posted 31 January 2011 - 02:16 PM

Just one question for me to understand how it works. In pedgrp you set gangs 9 and 10, but in the script you use gangs 8 and 9. How is that? Is something like the first gang being "gang 0" when scripting, or something like that?

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#7

Posted 31 January 2011 - 03:20 PM

QUOTE (Cortador @ Jan 31 2011, 10:16)
Just one question for me to understand how it works. In pedgrp you set gangs 9 and 10, but in the script you use gangs 8 and 9. How is that? Is something like the first gang being "gang 0" when scripting, or something like that?


Yes, you're on the right track. If you look in the Sanny Builder help section under SCM Documentation/Gang IDs, The Ballas start at 0.

Gang0 Ballas
Gang1 Grove Street Families
Gang2 Los Santos Vagos
Gang3 San Fierro Rifa
Gang4 Da Nang Boys
Gang5 Mafia
Gang6 Mountain Cloud Triad
Gang7 Varrio Los Aztecas
Gang8 (unused)
Gang9 (unused)

In the pedgrp.dat the Ballas starts with 1.

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#8

Posted 01 February 2011 - 10:15 AM

OK, thanks. Now I understand some certain strange things that happened in previous attempts to mess with the gangs.

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#9

Posted 11 February 2011 - 12:07 AM

First let me say thank you for making this tutorial I did most of the steps added the Russians and the bikers into the text file and all of that and the bikers do pop up in-game towards like Glen Park I don't have cleo installed and I really don't intend on using cleo, but if you could explain a way to make the Russians and the Bikers spawn without the use of using a cleo script or even how I could alter the main.scm whatever its called I would really appreciate it 'fam. Bless.

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#10

Posted 11 February 2011 - 05:13 AM

Thanks for the tutorial bro...really needed something like this.

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#11

Posted 11 February 2011 - 09:17 AM Edited by methodunderg, 11 February 2011 - 09:31 AM.

Excellent timing ! Just last night I found these guys : Al-Qaeda ... And the new PO2010 has a cave in it just outside of LS biggrin.gif Might be time to learn how to make missions smile.gif

Where can I find a list of all zones, preferably with a map smile.gif ?
And how can I make it so that the bikers just cruise around all the highways in San Andreas in packs of 6-15ish ?
I know there are a couple of cleo mods out there for biker meetups. A few more of those would be awesome as well.
Just need to hunt down some good biker ped mods smile.gif

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#12

Posted 11 February 2011 - 04:51 PM

QUOTE (WhiteRoss @ Feb 10 2011, 20:07)
First let me say thank you for making this tutorial I did most of the steps added the Russians and the bikers into the text file and all of that and the bikers do pop up in-game towards like Glen Park I don't have cleo installed and I really don't intend on using cleo, but if you could explain a way to make the Russians and the Bikers spawn without the use of using a cleo script or even how I could alter the main.scm whatever its called I would really appreciate it 'fam. Bless.

If you change your main.scm you have to start a new game. Your save files will make the game crash

To edit the main.scm you need to use either BW's GTA SA mission Builder or Sanny Builder.

BEFORE BEGINNING BACK UP YOUR FILES!!!

Start the program, under the file menu click open. Change the file type to All files (*.*) and navigate to C:\Program Files\Rockstar Games\GTA San Andreas\data\script\.

When using BW's GTA SA mission Builder it will ask for a save directory you can just use the default or navigate to your desktop and create a new folder so its easier to find.

BW's GTA SA mission Builder will take a little while to load so be patient.

Under edit menu select find and type in
CODE
Market Station

If you are using the original main.scm it should take you to here and Market Station will be highlighted.
CODE
08CA: (unknown)
0767: set_zone 'MARKST' popcycle_group_for_peds_to  14  ; Market Station
0767: set_zone 'UNITY' popcycle_group_for_peds_to  5  ; Unity Station

On the line above left click with your mouse after (unknown) and press enter to make a new line.

it should look like this
CODE
08CA: (unknown)

0767: set_zone 'MARKST' popcycle_group_for_peds_to  14  ; Market Station


Copy and paste this in the space you just created
CODE
0237: set_gang 8 weapons_to 23 30 28
0237: set_gang 9 weapons_to 1 24 25
076C: set_zone 'LDOC1A' gang 8 density_to 60
076C: set_zone 'LDOC1B' gang 8 density_to 60
076C: set_zone 'LDOC2' gang 8 density_to 60
076C: set_zone 'LDOC3A' gang 8 density_to 60
076C: set_zone 'LDOC3B' gang 8 density_to 60
076C: set_zone 'LDOC3C' gang 8 density_to 60
076C: set_zone 'LDOC4' gang 8 density_to 60
076C: set_zone 'ROBAD' gang 9 density_to 90  // Tierra Robada
076C: set_zone 'ROBAD1' gang 9 density_to 90
076C: set_zone 'SUNNN' gang 9 density_to 90  // Bayside
076C: set_zone 'SUNMA' gang 9 density_to 90  // Bayside Marina
076C: set_zone 'ELQUE' gang 9 density_to 90  // El Quebrados
076C: set_zone 'BYTUN' gang 9 density_to 90  // Bayside Tunnel
076C: set_zone 'ALDEA' gang 9 density_to 90  // Aldea Malvada
076C: set_zone 'BARRA' gang 9 density_to 90  // Las Barrancas
076C: set_zone 'ROBINT' gang 9 density_to 90  // Robada Intersection


so it looks like this
CODE
08CA: (unknown)
0237: set_gang 8 weapons_to 23 30 28
0237: set_gang 9 weapons_to 1 24 25
076C: set_zone 'LDOC1A' gang 8 density_to 60
076C: set_zone 'LDOC1B' gang 8 density_to 60
076C: set_zone 'LDOC2' gang 8 density_to 60
076C: set_zone 'LDOC3A' gang 8 density_to 60
076C: set_zone 'LDOC3B' gang 8 density_to 60
076C: set_zone 'LDOC3C' gang 8 density_to 60
076C: set_zone 'LDOC4' gang 8 density_to 60
076C: set_zone 'ROBAD' gang 9 density_to 90  // Tierra Robada
076C: set_zone 'ROBAD1' gang 9 density_to 90
076C: set_zone 'SUNNN' gang 9 density_to 90  // Bayside
076C: set_zone 'SUNMA' gang 9 density_to 90  // Bayside Marina
076C: set_zone 'ELQUE' gang 9 density_to 90  // El Quebrados
076C: set_zone 'BYTUN' gang 9 density_to 90  // Bayside Tunnel
076C: set_zone 'ALDEA' gang 9 density_to 90  // Aldea Malvada
076C: set_zone 'BARRA' gang 9 density_to 90  // Las Barrancas
076C: set_zone 'ROBINT' gang 9 density_to 90  // Robada Intersection
0767: set_zone 'MARKST' popcycle_group_for_peds_to  14  ; Market Station


If your using BW's GTA SA mission Builder press F7 to compile and go to your save folder and copy the main.scm & script.img and navigate to C:\Program Files\Rockstar Games\GTA San Andreas\data\script\ and paste them there.

If your using Sanny Builder press F6 to compile and it will over-right the original.

If you did something wrong replace the files with your backups and start over.

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#13

Posted 11 February 2011 - 04:54 PM

QUOTE (Mr. Kingpin @ Feb 11 2011, 01:13)
Thanks for the tutorial bro...really needed something like this.

Your welcome

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#14

Posted 11 February 2011 - 05:20 PM

QUOTE
Where can I find a list of all zones, preferably with a map?

You can find the zones in Sanny Builder. Press F12 for the help menu navigate to SCM Documentation\GTA SA\Zones for a complete list. I don't know of any map that shows all the zones but the map link in my first post should give you a good idea. Its just trial and error after that.

QUOTE
And how can I make it so that the bikers just cruise around all the highways in San Andreas in packs of 6-15ish ?

As far as the number of bikers, its random decided by the game but you could try making a cleo script to accomplish this. To make them travel the highways try just using the main area names like Red County, Flint County, Whetstone etc. and see how that works.

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#15

Posted 11 February 2011 - 09:46 PM

Nice tut, i always wanted to create some gangs. Have a cookie.gif

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#16

Posted 12 February 2011 - 01:42 AM

QUOTE (twannie1997 @ Feb 11 2011, 17:46)
Nice tut, i always wanted to create some gangs. Have a cookie.gif

Appreciate the comments, thanks. wink.gif

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#17

Posted 12 February 2011 - 01:15 PM Edited by BnB, 12 February 2011 - 01:18 PM.

Your code is mixed make one only for SB. And your cleo script doesnt work tounge2.gif Try this:
CODE
{$CLEO}

thread "GW"

:GW_11
wait 0
if
 Player.Defined($PLAYER_CHAR)
else_jump @GW_11

:GW_34
0237: set_gang 8 weapons_to 23 30 28
0237: set_gang 9 weapons_to 1 24 25
076C: set_zone 'LDOC1A' gang 8 density_to 60
076C: set_zone 'LDOC1B' gang 8 density_to 60
076C: set_zone 'LDOC2' gang 8 density_to 60
076C: set_zone 'LDOC3A' gang 8 density_to 60
076C: set_zone 'LDOC3B' gang 8 density_to 60
076C: set_zone 'LDOC3C' gang 8 density_to 60
076C: set_zone 'LDOC4' gang 8 density_to 60
076C: set_zone 'ROBAD' gang 9 density_to 90  // Tierra Robada
076C: set_zone 'ROBAD1' gang 9 density_to 90
076C: set_zone 'SUNNN' gang 9 density_to 90  // Bayside
076C: set_zone 'SUNMA' gang 9 density_to 90  // Bayside Marina
076C: set_zone 'ELQUE' gang 9 density_to 90  // El Quebrados
076C: set_zone 'BYTUN' gang 9 density_to 90  // Bayside Tunnel
076C: set_zone 'ALDEA' gang 9 density_to 90  // Aldea Malvada
076C: set_zone 'BARRA' gang 9 density_to 90  // Las Barrancas
076C: set_zone 'ROBINT' gang 9 density_to 90  // Robada Intersection
0A93: end_custom_thread

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#18

Posted 12 February 2011 - 02:35 PM

QUOTE (BnB @ Feb 12 2011, 09:15)
Your code is mixed make one only for SB.

Not sure what you mean, sanny builder?

QUOTE (BnB @ Feb 12 2011, 09:15)
And your cleo script doesnt work

I had no problems with it.

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#19

Posted 12 February 2011 - 03:10 PM

QUOTE
Not sure what you mean, sanny builder?

Yes Sanny Builder.

QUOTE
I had no problems with it.

If the player defined chack return false the game will crash because there is no wait. Use my script, it's better wink.gif icon14.gif .

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#20

Posted 13 February 2011 - 02:30 AM

You haven't included a line for bikdrug smile.gif I guess that means biker-drug ?
I got the Hellz Angelz mod pack that includes 4 peds. I want those 4 peds in GANG 9, and then I'm goin' to try to create a CLEO to get them to spawn on the highways. I just don't know the line for bikdrug, is it as simple as adding 'GANG9, STAT_GANG9' to the line for bikdrug ? And how to get them to spawn in a pack, not just one here, and one there, but like 6 there, and 10 there smile.gif

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#21

Posted 13 February 2011 - 04:22 AM Edited by bmb, 13 February 2011 - 05:43 AM.

QUOTE
If the player defined chack return false the game will crash because there is no wait.

Yes you are correct, I forgot about that. blush.gif I changed my script to yours in the first post and gave you the credit.

QUOTE
Yes Sanny Builder.

I disagree. Although Sanny Builder is my favorite and I use it as much as possible. Some of the modified main.scm's that people have released will not compile because Sanny Builder finds something it doesn't like. That's why I included BW's GTA SA mission Builder it does the job when Sanny Builder wont. I think I made it pretty simple in the 12th post distinguishing between the two of them, but if you have any suggestions I welcome them.

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#22

Posted 13 February 2011 - 04:35 AM Edited by methodunderg, 13 February 2011 - 04:38 AM.

Ok, I'm editing the zones now, for where the bikers to spawn, I travelled round the highways for a bit; and got a few zone names, now I'm tryin' to write a quick CLEO to test. 'Downtown Los Santos' is one of the zones, in the Sanny Builder help, it lists these as the names for the zones.
QUOTE
LDT1a  Downtown Los Santos  LDT 
LDT1b  Downtown Los Santos  LDT 
LDT1c  Downtown Los Santos  LDT 
LDT3  Downtown Los Santos  LDT 
LDT4  Downtown Los Santos  LDT 
LDT5  Downtown Los Santos  LDT 
LDT6  Downtown Los Santos  LDT 
LDT7  Downtown Los Santos  LDT 
LDT8  Downtown Los Santos  LDT 

Do I have to do each "LDT**" in the CLEO file, or can I just do one of them to spawn in Downtown Los Santos ? Also, other zones have multiple entries in the Sanny Builder help files, like Idlewood and Commerce.
In the columns, it goes : Name, GXT Value, GXT Entry ..

Or am I wasting my time and theres some hidden codes to make use of 'highways only' smile.gif

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#23

Posted 13 February 2011 - 05:35 AM Edited by bmb, 13 February 2011 - 06:12 AM.

QUOTE (methodunderg @ Feb 12 2011, 22:30)
You haven't included a line for bikdrug smile.gif I guess that means biker-drug ?
I got the Hellz Angelz mod pack that includes 4 peds. I want those 4 peds in GANG 9, and then I'm goin' to try to create a CLEO to get them to spawn on the highways. I just don't know the line for bikdrug, is it as simple as adding 'GANG9, STAT_GANG9' to the line for bikdrug ? And how to get them to spawn in a pack, not just one here, and one there, but like 6 there, and 10 there smile.gif

Yep you got it. But let me remind you what I said in the final notes:
QUOTE
3. The game uses BIKERA & BIKERB the same way it uses MALE01. They are random peds that get put in by the game. The game will substitute both BIKERA & BIKERB with the white construction workers which looks kinda funny in country areas.
4. After further testing using BIKERA & BIKERB can cause other changes in the game. Ocean Docks had a lot more cops walking around, probably because the construction workers were moved to the country areas. You might want to extract the .dff & .txd for the bikers from your gta3.img file and rename them replace other peds to make a biker gang.


If your going to replace the peds anyhow, why don't you just replace some other peds that will not affect the game. For example you could replace some of the tramps instead.

Change these
CODE
134, SBMOTR2,SBMOTR2, CIVMALE, STAT_TRAMP_MALE, oldman,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SBMOTR1,VOICE_GEN_SBMOTR2
135, SWMOTR2, SWMOTR2, CIVMALE, STAT_TRAMP_MALE, man,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SWMOTR2,VOICE_GEN_SWMOTR2
136, SBMYTR3, SBMYTR3, CIVMALE, STAT_TRAMP_MALE, man,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SBMYTR3 ,VOICE_GEN_SBMYTR3
137, SWMOTR3, SWMOTR3, CIVMALE, STAT_TRAMP_MALE, man,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SWMOTR3,VOICE_GEN_SWMOTR3


to this
CODE
134, SBMOTR2,SBMOTR2, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERA ,VOICE_GEN_BIKERA
135, SWMOTR2, SWMOTR2, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERB ,VOICE_GEN_BIKERB
136, SBMYTR3, SBMYTR3, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERA ,VOICE_GEN_BIKERA
137, SWMOTR3, SWMOTR3, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERB ,VOICE_GEN_BIKERB


If you notice I changed there voices to BIKERA & BIKERB also. wink.gif

open the pedgrp.dat and change it to
CODE
SBMOTR2, SWMOTR2, SBMYTR3, SWMOTR3          # Gang 10  (BIKERS)


Also remove them from POPCYCLE_GROUP_CASUAL_POOR (SF) in the pedgrp.dat

Now just rename your Hellz Angelz mod pack .txd and .dff files that you downloaded to
SBMOTR2
SWMOTR2
SBMYTR3
SWMOTR3

Now you have your bikers with out affecting the game. smile.gif

bmb
  • bmb

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#24

Posted 13 February 2011 - 07:52 AM

QUOTE (methodunderg @ Feb 13 2011, 00:35)
Ok, I'm editing the zones now, for where the bikers to spawn, I travelled round the highways for a bit; and got a few zone names, now I'm tryin' to write a quick CLEO to test. 'Downtown Los Santos' is one of the zones, in the Sanny Builder help, it lists these as the names for the zones.
QUOTE
LDT1a  Downtown Los Santos  LDT 
LDT1b  Downtown Los Santos  LDT 
LDT1c  Downtown Los Santos  LDT 
LDT3  Downtown Los Santos  LDT 
LDT4  Downtown Los Santos  LDT 
LDT5  Downtown Los Santos  LDT 
LDT6  Downtown Los Santos  LDT 
LDT7  Downtown Los Santos  LDT 
LDT8  Downtown Los Santos  LDT 

Do I have to do each "LDT**" in the CLEO file, or can I just do one of them to spawn in Downtown Los Santos ? Also, other zones have multiple entries in the Sanny Builder help files, like Idlewood and Commerce.
In the columns, it goes : Name, GXT Value, GXT Entry ..

Or am I wasting my time and theres some hidden codes to make use of 'highways only' smile.gif

If you want them to spawn on the highways you should stay away from the cities and towns or they will spawn on the streets instead of the highways.

Try this
CODE
{$CLEO .cs}

//-------------MAIN---------------
thread "GW"

:GW_6
wait 0
if
  Player.Defined($PLAYER_CHAR)
else_jump @GW_6
0237: set_gang 8 weapons_to 23 30 28
0237: set_gang 9 weapons_to 1 24 25
076C: set_zone 'LDOC1A' gang 8 density_to 60
076C: set_zone 'LDOC1B' gang 8 density_to 60
076C: set_zone 'LDOC2' gang 8 density_to 60
076C: set_zone 'LDOC3A' gang 8 density_to 60
076C: set_zone 'LDOC3B' gang 8 density_to 60
076C: set_zone 'LDOC3C' gang 8 density_to 60
076C: set_zone 'LDOC4' gang 8 density_to 60
076C: set_zone 'ROBAD' gang 9 density_to 90  // Tierra Robada
076C: set_zone 'ROBAD1' gang 9 density_to 90
076C: set_zone 'LA' gang 9 density_to 90  // Los Santos
076C: set_zone 'RED' gang 9 density_to 90  // Red County
076C: set_zone 'SF' gang 9 density_to 90  // San Fierro
076C: set_zone 'FLINTC' gang 9 density_to 90  // Flint County
076C: set_zone 'WHET' gang 9 density_to 90  // Whetstone
076C: set_zone 'VE' gang 9 density_to 90  // Las Venturas
076C: set_zone 'ROBINT' gang 9 density_to 90  // Robada Intersection
076C: set_zone 'BONE' gang 9 density_to 90  // Bone County
076C: set_zone 'GANTB' gang 9 density_to 90  // Gant Bridge
076C: set_zone 'GANTB1' gang 9 density_to 90
076C: set_zone '*DAM' gang 9 density_to 90
076C: set_zone 'MAKO' gang 9 density_to 90  // The Mako Span
076C: set_zone 'FALLO' gang 9 density_to 90  // Fallow Bridge
076C: set_zone 'MART' gang 9 density_to 90  // Martin Bridge
076C: set_zone 'GARV' gang 9 density_to 90  // Garver Bridge
076C: set_zone 'GARV1' gang 9 density_to 90  // Garver Bridge
076C: set_zone 'GARV2' gang 9 density_to 90  // Garver Bridge
076C: set_zone 'MONINT' gang 9 density_to 90  // Montgomery Intersection
076C: set_zone 'HAUL' gang 9 density_to 90  // Fallen Tree
076C: set_zone 'PANOP' gang 9 density_to 90  // The Panopticon
076C: set_zone 'FLINTI' gang 9 density_to 90  // Flint Intersection
076C: set_zone 'BACKO' gang 9 density_to 90  // Back o Beyond
076C: set_zone 'CREEK' gang 9 density_to 90  // Shady Creeks
076C: set_zone 'CREEK1' gang 9 density_to 90
076C: set_zone 'BYTUN' gang 9 density_to 90  // Bayside Tunnel
076C: set_zone 'PINT' gang 9 density_to 90  // Pilson Intersection
076C: set_zone 'HGP' gang 9 density_to 90  // Harry Gold Parkway
076C: set_zone 'BINT1' gang 9 density_to 90
076C: set_zone 'BINT2' gang 9 density_to 90
076C: set_zone 'BINT3' gang 9 density_to 90
076C: set_zone 'BINT4' gang 9 density_to 90
076C: set_zone 'JTS1' gang 9 density_to 90
076C: set_zone 'JTS2' gang 9 density_to 90
076C: set_zone 'JTE1' gang 9 density_to 90
076C: set_zone 'JTE2' gang 9 density_to 90
076C: set_zone 'JTE3' gang 9 density_to 90
076C: set_zone 'JTE4' gang 9 density_to 90
076C: set_zone 'JTW1' gang 9 density_to 90
076C: set_zone 'JTW2' gang 9 density_to 90
076C: set_zone 'JTN1' gang 9 density_to 90
076C: set_zone 'JTN2' gang 9 density_to 90
076C: set_zone 'JTN3' gang 9 density_to 90
076C: set_zone 'JTN4' gang 9 density_to 90
076C: set_zone 'JTN5' gang 9 density_to 90
076C: set_zone 'JTN6' gang 9 density_to 90
076C: set_zone 'JTN7' gang 9 density_to 90
076C: set_zone 'JTN8' gang 9 density_to 90
076C: set_zone 'SUNNN' gang 9 density_to 90  // Bayside
076C: set_zone 'SUNMA' gang 9 density_to 90  // Bayside Marina
0A93: end_custom_thread


This will have your bikers on most of the country and highway areas. I have seen them group together as high as 8. Sometimes you will see a ton of them other times none, it just depends on what the game decides to do. I left Bayside as there territory so you can see them off there bikes also. colgate.gif

Methical
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#25

Posted 13 February 2011 - 08:48 AM

QUOTE (bmb @ Feb 13 2011, 07:52)
. I left Bayside as there territory so you can see them off there bikes also. colgate.gif

Where is that part defined ? Of what there 'territory' is ?
Would this part come up in the gang wars as well ? Would it have a colour ? If so, how to change smile.gif

I must thank you once again mate, awesome tutorial. inlove.gif
Since these gangs can now be placed in game fairly easily, I'm sure a few more CLEO missions will arise from this smile.gif Good work.

bmb
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#26

Posted 14 February 2011 - 02:52 AM

QUOTE (methodunderg @ Feb 13 2011, 04:48)
QUOTE (bmb @ Feb 13 2011, 07:52)
. I left Bayside as there territory so you can see them off there bikes also. colgate.gif

Where is that part defined ? Of what there 'territory' is ?

Bayside is where the Boat school is in the northeast corner of the map.

QUOTE
Would this part come up in the gang wars as well ? Would it have a colour ? If so, how to change smile.gif

No this area will not affected by gang wars. Only Grove, Ballas, & Los Santos Vagos zones are colored during gang wars. San Fierro Rifa's, Da Nang Boys, Mountain Cloud Triad's, & Varrio Los Aztecas have no color in there zones.

Methical
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#27

Posted 14 February 2011 - 08:39 AM

This is what I'm using at the moment .. it does need to be fine-tuned though, for sure.
CODE
{$CLEO .cs}

//-------------MAIN---------------
thread "GW"
wait 1000

:GW_11
if
 Player.Defined($PLAYER_CHAR)
else_jump @GW_11
jump @GW_34

:GW_34
0237: set_gang 8 weapons_to 24 26 28
//Idlewood
//IWD1  Idlewood  IWD  
//IWD2  Idlewood  IWD  
//IWD3a  Idlewood   IWD  
//IWD3b  Idlewood  IWD  
//IWD4  Idlewood  IWD  
//IWD5  Idlewood  IWD  
076C: set_zone 'IWD1' gang 8 density_to 90
076C: set_zone 'IWD2' gang 8 density_to 90
076C: set_zone 'IWD3a' gang 8 density_to 90
076C: set_zone 'IWD3b' gang 8 density_to 90
076C: set_zone 'IWD4' gang 8 density_to 90
076C: set_zone 'IWD5' gang 8 density_to 90
//Commerce
//THALL1  Commerce  COM  
//COM1a    Commerce  COM  
//COM1b    Commerce  COM  
//COM2      Commerce   COM  
//COM3  Commerce  COM  
//COM4  Commerce  COM  
076C: set_zone 'THALL1' gang 8 density_to 90
076C: set_zone 'COM1a' gang 8 density_to 90
076C: set_zone 'COM1b' gang 8 density_to 90
076C: set_zone 'COM2' gang 8 density_to 90
076C: set_zone 'COM3' gang 8 density_to 90
076C: set_zone 'COM4' gang 8 density_to 90
//Downtown Los Santos
//LDT1a  Downtown Los Santos  LDT  
//LDT1b  Downtown Los Santos  LDT  
//LDT1c  Downtown Los Santos  LDT  
//LDT3  Downtown Los Santos  LDT  
//LDT4  Downtown Los Santos  LDT  
//LDT5  Downtown Los Santos  LDT  
//LDT6  Downtown Los Santos  LDT  
//LDT7  Downtown Los Santos  LDT  
//LDT8  Downtown Los Santos  LDT  
076C: set_zone 'LDT1a' gang 8 density_to 90
076C: set_zone 'LDT1b' gang 8 density_to 90
076C: set_zone 'LDT1c' gang 8 density_to 90
076C: set_zone 'LDT3' gang 8 density_to 90
076C: set_zone 'LDT4' gang 8 density_to 90
076C: set_zone 'LDT5' gang 8 density_to 90
076C: set_zone 'LDT6' gang 8 density_to 90
076C: set_zone 'LDT7' gang 8 density_to 90
076C: set_zone 'LDT8' gang 8 density_to 90
//Mulholland Intersection MULINT
076C: set_zone 'MULINT' gang 8 density_to 90
//Red County RED
076C: set_zone 'RED' gang 8 density_to 90
//Bone County BONE
076C: set_zone 'BONE' gang 8 density_to 90
//Montgomery Intersection MONINT
076C: set_zone 'MONINT' gang 8 density_to 90
//The Mako Span MAKO
076C: set_zone 'MAKO' gang 8 density_to 90
//Randolph Industrial Estate RIE
076C: set_zone 'RIE' gang 8 density_to 90
//Julius Thruway South
//JTS1     Julius Thruway South    JTS
//JTS2     Julius Thruway South    JTS
076C: set_zone 'JTS1' gang 8 density_to 90
076C: set_zone 'JTS2' gang 8 density_to 90
//Julius Thruway North
//JTN1    Julius Thruway North JTN
//JTN2    Julius Thruway North JTN
//JTN3    Julius Thruway North JTN
//JTN4    Julius Thruway North JTN
//JTN5    Julius Thruway North JTN
//JTN6    Julius Thruway North JTN
//JTN7    Julius Thruway North JTN
//JTN8    Julius Thruway North JTN
076C: set_zone 'JTN1' gang 8 density_to 90
076C: set_zone 'JTN2' gang 8 density_to 90
076C: set_zone 'JTN3' gang 8 density_to 90
076C: set_zone 'JTN4' gang 8 density_to 90
076C: set_zone 'JTN5' gang 8 density_to 90
076C: set_zone 'JTN6' gang 8 density_to 90
076C: set_zone 'JTN7' gang 8 density_to 90
076C: set_zone 'JTN8' gang 8 density_to 90
//Julius Thruway East
//JTE1     Julius Thruway East JTE
//JTE2     Julius Thruway East JTE
//JTE3     Julius Thruway East JTE
//JTE4     Julius Thruway East JTE
076C: set_zone 'JTE2' gang 8 density_to 90
076C: set_zone 'JTE3' gang 8 density_to 90
076C: set_zone 'JTE4' gang 8 density_to 90
//Julius Thruway West
//JTW1   Julius Thruway West JTW
//JTW2   Julius Thruway West JTW
076C: set_zone 'JTE1' gang 8 density_to 90
076C: set_zone 'JTW1' gang 8 density_to 90
076C: set_zone 'JTW2' gang 8 density_to 90
//Harry Gold Parkway HGP
076C: set_zone 'HGP' gang 8 density_to 90
//East Beach
//EBE2a  East Beach  EBE  
//EBE2b  East Beach  EBE  
//EBE3c  East Beach  EBE076C: set_zone 'EBE2a' gang 8 density_to 90
076C: set_zone 'EBE2b' gang 8 density_to 90
076C: set_zone 'EBE2c' gang 8 density_to 90
//Las Colinas
//CHC1a  Las Colinas  CHC  
//CHC1b  Las Colinas  CHC  
//CHC2a  Las Colinas   CHC  
//CHC2b     Las Colinas  CHC  
//CHC3  Las Colinas  CHC  
//CHC4a      Las Colinas   CHC  
//CHC4b     Las Colinas  CHC076C: set_zone 'CHC1a' gang 8 density_to 90
076C: set_zone 'CHC1b' gang 8 density_to 90
076C: set_zone 'CHC2a' gang 8 density_to 90
076C: set_zone 'CHC2b' gang 8 density_to 90
076C: set_zone 'CHC3' gang 8 density_to 90
076C: set_zone 'CHC4a' gang 8 density_to 90
076C: set_zone 'CHC4b' gang 8 density_to 90
//Blackfield Intersection
//BINT1 Blackfield Intersection BINT
//BINT2 Blackfield Intersection BINT
//BINT3 Blackfield Intersection BINT
//BINT4 Blackfield Intersection BINT076C: set_zone 'BINT1' gang 8 density_to 90
076C: set_zone 'BINT2' gang 8 density_to 90
076C: set_zone 'BINT3' gang 8 density_to 90
076C: set_zone 'BINT4' gang 8 density_to 90
//Hanky Panky Point HANKY
076C: set_zone 'HANKY' gang 8 density_to 90
//Hunter Quarry QUARY
076C: set_zone 'QUARY' gang 8 density_to 90
//Tierra Robada
//ROBAD Tierra Robada   ROBAD
//ROBAD1 Tierra Robada   ROBAD
076C: set_zone 'ROBAD' gang 8 density_to 90
076C: set_zone 'ROBAD1' gang 8 density_to 90
//Whetstone WHET
076C: set_zone 'WHET' gang 8 density_to 90
//Mount Chilliad
//MTCHI1 Mount Chiliad MTCHI
//MTCHI2 Mount Chiliad MTCHI
//MTCHI3 Mount Chiliad MTCHI
//MTCHI4 Mount Chiliad MTCHI
076C: set_zone 'MTCHI1' gang 8 density_to 90
076C: set_zone 'MTCHI2' gang 8 density_to 90
076C: set_zone 'MTCHI3' gang 8 density_to 90
076C: set_zone 'MTCHI4' gang 8 density_to 90
//Missionary Hill HILLP
076C: set_zone 'HILLP' gang 8 density_to 90
//Foster Valley
//SILLY1 Foster Valley    SILLY
//SILLY2 Foster Valley    SILLY
//SILLY3 Foster Valley    SILLY
//SILLY4 Foster Valley    SILLY
076C: set_zone 'SILLY1' gang 8 density_to 90
076C: set_zone 'SILLY2' gang 8 density_to 90
076C: set_zone 'SILLY3' gang 8 density_to 90
076C: set_zone 'SILLY4' gang 8 density_to 90
//Doherty
//DOH1  Doherty DOH
//DOH2  Doherty DOH 0A93: end_custom_thread
076C: set_zone 'DOH1' gang 8 density_to 90
076C: set_zone 'DOH2' gang 8 density_to 90
//Downtown
//SFDWT1 Downtown SFDWT
//SFDWT2 Downtown SFDWT
//SFDWT3 Downtown SFDWT
//SFDWT4 Downtown        SFDWT
//SFDWT5 Downtown SFDWT
//SFDWT6 Downtown SFDWT
076C: set_zone 'SFDWT1' gang 8 density_to 90
076C: set_zone 'SFDWT2' gang 8 density_to 90
076C: set_zone 'SFDWT3' gang 8 density_to 90
076C: set_zone 'SFDWT4' gang 8 density_to 90
076C: set_zone 'SFDWT5' gang 8 density_to 90
076C: set_zone 'SFDWT6' gang 8 density_to 90
//Garver Bridge
//GARV  Garver Bridge   GARV
//GARV1 Garver Bridge   GARV
//GARV2 Garver Bridge   GARV
076C: set_zone 'GARV' gang 8 density_to 90
076C: set_zone 'GARV1' gang 8 density_to 90
076C: set_zone 'GARV2' gang 8 density_to 90                  
//Robada Intersection ROBINT
076C: set_zone 'ROBINT' gang 8 density_to 90
//Bayside SUNN
076C: set_zone 'SUNN' gang 8 density_to 90
//Bayside Tunnel ALDEA
076C: set_zone 'ALDEA' gang 8 density_to 90
//Gant Bridge
//GANTB Gant Bridge      GANTB
//GANTB1 Gant Bridge      GANTB
076C: set_zone 'GANTB' gang 8 density_to 90
076C: set_zone 'GANTB1' gang 8 density_to 90
//Verdant Bluffs
//BLUF1a    Verdant Bluffs  BLUF  
//BLUF1b   Verdant Bluffs  BLUF  
//BLUF2     Verdant Bluffs  BLUF
076C: set_zone 'BLUF1a' gang 8 density_to 90
076C: set_zone 'BLUF1b' gang 8 density_to 90
076C: set_zone 'BLUF2' gang 8 density_to 90
//Los Santos International
//LAIR1      Los Santos International  LAIR  
//LAIR2a     Los Santos International  LAIR  
//LAIR2b    Los Santos International  LAIR  
//LBAG1     Los Santos International   LAIR  
//LBAG2     Los Santos International  LAIR  
//LBAG3     Los Santos International  LAIR
076C: set_zone 'LAIR1' gang 8 density_to 90
076C: set_zone 'LAIR2a' gang 8 density_to 90
076C: set_zone 'LAIR2b' gang 8 density_to 90
076C: set_zone 'LBAG1' gang 8 density_to 90
076C: set_zone 'LBAG2' gang 8 density_to 90
076C: set_zone 'LBAG3' gang 8 density_to 90
//Ocean Docks
//LDOC1a   Ocean Docks  LDOC  
//LDOC1b   Ocean Docks  LDOC  
//LDOC2     Ocean Docks  LDOC  
//LDOC3a   Ocean Docks  LDOC  
//LDOC3b   Ocean Docks  LDOC  
//LDOC3c   Ocean Docks  LDOC  
//LDOC4     Ocean Docks  LDOC
076C: set_zone 'LDOC1a' gang 8 density_to 90
076C: set_zone 'LDOC1b' gang 8 density_to 90
076C: set_zone 'LDOC2' gang 8 density_to 90
076C: set_zone 'LDOC3a' gang 8 density_to 90
076C: set_zone 'LDOC3b' gang 8 density_to 90
076C: set_zone 'LDOC3c' gang 8 density_to 90
076C: set_zone 'LDOC4' gang 8 density_to 90
//Playa Del Seville PLS
076C: set_zone 'PLS' gang 8 density_to 90
//East Lost Santos
//ELS1a  East Los Santos  ELS  
//ELS1b  East Los Santos  ELS  
//ELS2  East Los Santos  ELS  
//ELS3a  East Los Santos  ELS  
//ELS3b  East Los Santos  ELS  
//ELS3c  East Los Santos  ELS  
//ELS4  East Los Santos  ELS  
076C: set_zone 'ELS1a' gang 8 density_to 90
076C: set_zone 'ELS1b' gang 8 density_to 90
076C: set_zone 'ELS2' gang 8 density_to 90
076C: set_zone 'ELS3a' gang 8 density_to 90
076C: set_zone 'ELS3b' gang 8 density_to 90
076C: set_zone 'ELS3c' gang 8 density_to 90
076C: set_zone 'ELS4' gang 8 density_to 90
0A93: end_custom_thread


At the moment, there is heaps of them driving all over the highways. But some stretches of highway aren't very long, so I could exclude those ones, and that would stop them spawning on the streets in that area.

Thanks once again, for all your help smile.gif

bmb
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#28

Posted 15 February 2011 - 07:21 AM

QUOTE (methodunderg @ Feb 14 2011, 04:39)
This is what I'm using at the moment .. it does need to be fine-tuned though, for sure.

Don't forget the wait code

CODE
:GW_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @GW_11

Also looking at the popcycle.dat (in the data folder) under the desert & countryside areas. The gang columns are at 0, increase this number to around 65 for for each time of day (midnight, 2am, 4 am etc). Increase these values in Weekday & Weekend and you should see more of them on the more remote roads.

QUOTE
Thanks once again, for all your help smile.gif

No problem.

twannie1997
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#29

Posted 16 February 2011 - 07:06 PM

How can i make the bikers have Tec-9's or something?

BnB
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#30

Posted 16 February 2011 - 07:20 PM

Using this opcode:
CODE
0237: set_gang 8 weapons_to 24 26 28

0237

Weapon ID




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