Quantcast

Jump to content

» «
Photo

[WIP|SA] Vigilante Justice

77 replies to this topic
Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#31

Posted 07 September 2011 - 12:16 AM

Almighty is right; Deji does it again. Very nice work there son.

Iceguy223
  • Iceguy223

    Player Hater

  • BUSTED!
  • Joined: 06 Sep 2011

#32

Posted 07 September 2011 - 04:34 AM

QUOTE (Deji @ Wednesday, Aug 24 2011, 14:56)
If the police drove cruisers like this, I think we'd take them more seriously...
user posted image

The green dot in the middle is just another one of my debugging scripts, by the way..

Looks nice. Also the clock tower is awesome.

indra.
  • indra.

    3d Modeller

  • Members
  • Joined: 29 Sep 2009
  • None

#33

Posted 20 September 2011 - 12:56 AM

i made some new character for this mod

Officer Colin Wes
user posted image


3 new various SF cops
user posted image


Deji
  • Deji

    Coding like a Rockstar!

  • Feroci Racing
  • Joined: 24 Dec 2007
  • None

#34

Posted 21 September 2011 - 02:08 PM

Nice work on the random cop models as well smile.gif

indra.
  • indra.

    3d Modeller

  • Members
  • Joined: 29 Sep 2009
  • None

#35

Posted 22 September 2011 - 11:36 AM

thank for being the only one person who commented smile.gif

Deji
  • Deji

    Coding like a Rockstar!

  • Feroci Racing
  • Joined: 24 Dec 2007
  • None

#36

Posted 08 October 2011 - 03:49 PM

I put a stop to the annoying error messages that occur when you leave a key unassigned on the controls config screen. Now for example, if you were to use a key on the 'On Foot' screen that was in use on the 'In Vehicle' controls screen, the game will bring it to your attention by switching to the 'In Vehicle' screen when you exit the 'On Foot' screen, but you can still exit the screen without it constantly popping up saying that you can't leave a key unassigned (who uses 'Mouse Look' anyway)?

The reason for this is that I also added a new key and wanted other keys to be optional, but I won't tell you about what that key is for yet wink.gif

Folllow my Twitter to get instant updates about Vigilante Justice and other projects of mine.

Silent
  • Silent

    Moderating Cookie Monster

  • Feroci Racing
  • Joined: 01 Feb 2010
  • Poland
  • Most Helpful [GTA] 2013
    Most Helpful [Modding] 2013
    Most Talented [Modding] 2013
    Best Map 2013 "ViceCityStories PC Edition"
    Best Vehicle 2013 "III Aircraft"
    Most Helpful [Modding] 2012
    Modder of the Year 2012

#37

Posted 09 October 2011 - 12:34 PM

Mod really needs more feedback from people. I feel nobody is interested in it, 'cause it isn't a "GTA XXX in GTA YYY" mod :S

Deji
  • Deji

    Coding like a Rockstar!

  • Feroci Racing
  • Joined: 24 Dec 2007
  • None

#38

Posted 09 October 2011 - 12:38 PM

Yeah, it'd also be way more popular if I named it something dumb like "GTA: Cop Stories". Y'know.. not a lot of people understand the term "Vigilante Justice" tounge.gif

Deji
  • Deji

    Coding like a Rockstar!

  • Feroci Racing
  • Joined: 24 Dec 2007
  • None

#39

Posted 23 October 2011 - 02:57 PM

user posted image user posted image

New weapon icons. Ability to manual reload. Customisable 'Inventory Key' added. Removed 'respect' system.

Cartma
  • Cartma

    Player Hater

  • Members
  • Joined: 20 Sep 2011

#40

Posted 06 November 2011 - 01:48 PM

Why not when doing missions Officer CJ can Arrest,Chase,Pull Over?
Options for pull over:
F3 Reckless Driving
F4 Speeding
etc.

Darecki
  • Darecki

    a.k.a LinkinDark

  • Members
  • Joined: 21 Oct 2006

#41

Posted 06 November 2011 - 08:31 PM

I came across this topic and well.. It promises to be really interesting mod! What's the approximate percentage completion?

Deji
  • Deji

    Coding like a Rockstar!

  • Feroci Racing
  • Joined: 24 Dec 2007
  • None

#42

Posted 07 November 2011 - 09:44 PM

35% maybe? It's hard to say, since I'm never fully sure what future tasks may endure. With modding, it can be suprisingly complex to do something simple and suprisingly simple to do something complex. Once I finish most of the main ASI stuff, though. It should be pretty clear how much progress has been made. I'm still currently working on a new inventory/storage system which may take a while, but when that's done, I'll continue with the missions.

Also still trying to get some more help so the rest of main characters can be complete. Hard to make storyline missions without the storyline characters available.


The HUD has been tweaked and airbrushed again.

user posted image

Area/Zone Name and Vehicle Name text has been recreated with a whole new look. Much smaller and fits on the screen better. They fade in and out and sit above where the weapon icon and ammo count is displayed.

Not just that, but now tapping the action key (remembering that the action key in VJ has been altered heavily and no longer acts as a secondary fire key to fit in with the control system) will allow you to 'peek' at the HUD (wanna know where you are without opening up the map? Use this key).

I also fixed the height indicator. It goes where the health and armour is (just not at the same time). Overall, the HUD is now much more 'complete'.

Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#43

Posted 08 November 2011 - 06:17 AM

HUD looks very very nice xD Wish it was in normal SA as well. When can we expect another BETA? Or even some more vidz? biggrin.gif

HUD would look very nice with this implemented : http://www.gtagarage...ow.php?id=16439 icon14.gif A nice clean, crisp, modern look to it

Chayzur21
  • Chayzur21

    Player Hater

  • Members
  • Joined: 16 Aug 2011

#44

Posted 08 November 2011 - 04:12 PM

This project looks interesting, you've got my thumbs up for this! icon14.gif

subramanian
  • subramanian

    krishnaryan

  • Members
  • Joined: 24 May 2010

#45

Posted 21 November 2011 - 08:32 AM

hello there. I'm new to programming in gta san andreas.(learnt to code in cleo during oct 2011!). right now, i can spawn a vehicle in front of the player. I wrote a code for spawning a tank and gave it special features like a minigun, which CJ can use on a press of a button biggrin.gif , 12 explosion @ the sides(detroys anything in t way smile.gif ). releasing a toxic(green alien.gif ) gas so when any ped comes near this gas. he's dead on spot(also no one attacks CJ during this time.). regarding this gas thing. it's still in testing. the next thing i look 4ward to is learning memory opcodes n stuff tounge.gif .. so if i learn tis stuff. i can spawn any vehicle player wants! so what is the requirement? it's jus t basics in coding that i can help ryte now. creating smoke at the place where CJ aims/gravity guns etc.. Well, tat's a lil too much for me sad.gif

Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#46

Posted 21 November 2011 - 08:38 AM

I don't think he is really after beginners mate .. His is a CLEO-genius, and isn't programming this mod in CLEO at all. Good luck on your mods icon14.gif Open up a new thread somewhere if you want to discuss them and/or release them

subramanian
  • subramanian

    krishnaryan

  • Members
  • Joined: 24 May 2010

#47

Posted 21 November 2011 - 09:11 AM

QUOTE (methodunderg @ Monday, Nov 21 2011, 14:08)
I don't think he is really after beginners mate .. His is a CLEO-genius, and isn't programming this mod in CLEO at all. Good luck on your mods icon14.gif Open up a new thread somewhere if you want to discuss them and/or release them

thanks a lot. I'll be posting my mods soon. thing is i can do math coding n stuff. its' really not so that u code the main script for a car repair. since it was posted here about car repairs n stuff. I posted here.. tanx for ur suppport icon14.gif

Deji
  • Deji

    Coding like a Rockstar!

  • Feroci Racing
  • Joined: 24 Dec 2007
  • None

#48

Posted 22 December 2011 - 05:57 PM Edited by Deji, 22 December 2011 - 06:00 PM.

Vigilante Justice Dev Preview


Some clips of stuff happening with Vigilante Justice installed. Also featuring SanAndbox by Ryosuke (Color Mod and my debug scripts also running, but not part of the show).

Watch the preview!

zmudziak32
  • zmudziak32

    Thug

  • Members
  • Joined: 14 Dec 2007
  • Poland

#49

Posted 22 December 2011 - 06:01 PM

This is looks like multiplayer mod.

1nickbrick
  • 1nickbrick

    ThatOneIowan

  • Members
  • Joined: 01 May 2010

#50

Posted 22 December 2011 - 08:11 PM

Sweet work man!!! Can't wait!

Methical
  • Methical

    Gramps

  • Members
  • Joined: 23 May 2008
  • New-Zealand

#51

Posted 22 December 2011 - 08:57 PM

WHat is SanAndbox?

Deji
  • Deji

    Coding like a Rockstar!

  • Feroci Racing
  • Joined: 24 Dec 2007
  • None

#52

Posted 23 December 2011 - 03:22 PM

Just a seemingly abandoned mod by Ryosuke839 (http://youtu.be/1OaA0JiZUXI/). There is no particular relevance between VJ and SanAndbox, I just felt like making a video for them both and a lot of what I used in SanAndbox showed off some VJ features anyway.

SA-Modding
  • SA-Modding

    Grand Theft Auto Fan

  • BUSTED!
  • Joined: 29 Feb 2012

#53

Posted 23 April 2012 - 07:30 AM

Everything beautiful and supernatural to end but You Make The Mission With DYOM or SCM Codding ? ? ?

ChopTheDog.
  • ChopTheDog.

    War. War never changes.

  • Members
  • Joined: 31 May 2010
  • None

#54

Posted 23 April 2012 - 09:42 AM

QUOTE (SA-Modding @ Monday, Apr 23 2012, 08:30)
Everything beautiful and supernatural to end but You Make The Mission With DYOM or SCM Codding ? ? ?

Deji doesn't need the aid of DYOM, He's a fully knowledgeable coder/programmer (AFAIK) one of the best on the forums, Your post was disrespectful in all honesty.

Aljohnk
  • Aljohnk

    *Intensifies*

  • Members
  • Joined: 24 May 2010
  • Australia

#55

Posted 23 April 2012 - 10:01 AM Edited by [MM]Grove4life(New account), 23 April 2012 - 10:08 AM.

Dont bump old threads please wink.gif

SA-Modding
  • SA-Modding

    Grand Theft Auto Fan

  • BUSTED!
  • Joined: 29 Feb 2012

#56

Posted 23 April 2012 - 10:24 AM

QUOTE (The_Sorrow @ Monday, Apr 23 2012, 09:42)
QUOTE (SA-Modding @ Monday, Apr 23 2012, 08:30)
Everything beautiful and supernatural to end but You Make The Mission With DYOM or SCM Codding ? ? ?

Deji doesn't need the aid of DYOM, He's a fully knowledgeable coder/programmer (AFAIK) one of the best on the forums, Your post was disrespectful in all honesty.

@The_Sorrow aye I Can Deji Is of the best People For Making Modding , But I Read in The Post It will make Storyline , I said to myself that it Dyom , ok sorry . blush.gif
@Deji I Hope You Good Luck icon14.gif

TheGodfather.
  • TheGodfather.

    Nobody likes me here...I think...

  • Members
  • Joined: 19 Jun 2012

#57

Posted 15 September 2012 - 02:48 AM

Saw the mod quite impressive but the progress is bit slow huh!!
Never mind just waiting for its release I really liked the clock tower ,Police car headlights & other small tweaks done
Just a bit info I want to know when probably the mod is going to be released ??Or how much work is completed...??
BEST OF LUCK...

Deji
  • Deji

    Coding like a Rockstar!

  • Feroci Racing
  • Joined: 24 Dec 2007
  • None

#58

Posted 15 September 2012 - 02:27 PM

I'm still waiting for SOMEONE to get back to me on modelling an interior, crucial for the intro mission. Progress would be a lot faster if I could have the biggest gap in the mod filled out...

ChopTheDog.
  • ChopTheDog.

    War. War never changes.

  • Members
  • Joined: 31 May 2010
  • None

#59

Posted 02 October 2012 - 10:16 AM

Will there be a save feature in this?

I know that without the original missions in the SCM you can't save, right?

TheGodfather.
  • TheGodfather.

    Nobody likes me here...I think...

  • Members
  • Joined: 19 Jun 2012

#60

Posted 02 October 2012 - 10:32 AM

No, Wrong ..
Saving isn't completely related to missions...
You can make your own save ..Just have a look at the org. main.SCM..
Alt. you can make a save script like this too
CODE

{$CLEO .cs}
:SAVE_1
03A4: name_thread 'SAVE'
0A95: enable_thread_saving
0570: 1@ = create_asset_radar_marker_with_icon 35 at 1722.2682 -1647.6366 42.4687
018B: show_on_radar 1@ 2

:SAVE_2
0001: wait 0 ms
0213: 2@ = create_pickup 1277 type 3 at 1720.7397 -1645.6292 20.2267

:SAVE_5
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false @SAVE_5
00D6: if 0
0214: pickup 2@ picked_up
004D: jump_if_false @SAVE_5
0050: gosub @SAVE_14
0002: jump @SAVE_2

:SAVE_14
00D6: if  0
0038:   $ONMISSION ==  0  // integer values
004D: jump_if_false @SAVE_17
0004: $ONMISSION =  1  // integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  350 ms
03D8: show_SAVE_screen

:SAVE_15
00D6: if  0
83D9:   NOT   save_done
004D: jump_if_false @SAVE_16
0001: wait  0 ms
0002: jump @SAVE_15

:SAVE_16
00A1: put_actor $PLAYER_ACTOR at 1724.3228 -1646.5193 20.2272
0173: set_actor $PLAYER_ACTOR z_angle_to 176.8
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $ONMISSION =  1  // integer values
0001: wait  350 ms
0004: $ONMISSION =  0  // integer values

:SAVE_17
0051: return




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users