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Turn off or remove cop cars' sirens

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ReyEspada45
  • ReyEspada45

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  • Joined: 16 Apr 2013

#1

Posted 17 December 2013 - 01:42 AM

Is there a way to remove the sirens of every cop car in the game?

 

I tried to use this:

053E: 0@ = get_random_car_with_model #COPCARSF in_rectangle_cornerA 10@ 11@ cornerB 12@ 13@

obviously I used it with all the models of any kind of patrol, but I read in a post that that opcode only catch cars that appear randomly in traffic or spawn by parked car generators, and it looks like it doesn't include patrols and cop cars.

 

Or maybe it didn't work because I didn't store the coords of 10@ 11@ 12@ and 13@ from the player, an actor or an object, instead of that I set those vars by: 

10@ = -3000.0
11@ = -3000.0
12@ = 3000.0
13@ = 3000.0

I don't know if there's a difference between that and storing the coords

 

So, is there a configuration in a .dat, .ide, or any kind of file that I can change to remove the sirens of any car that has it?, or another way to turn the sirens off by a cleo script?, or is there a mod that can do that for me?


jackusCTB
  • jackusCTB

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#2

Posted 17 December 2013 - 08:17 PM

http://gtaforums.com...s/?p=1057371157

 

Here there are some memory addresses related to sirens. Use in conjunction with:

0A8C: write_memory 0xC0BC15 size 1 val 1 vp 0


ReyEspada45
  • ReyEspada45

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  • Joined: 16 Apr 2013

#3

Posted 17 December 2013 - 11:56 PM Edited by ReyEspada45, 18 December 2013 - 12:02 AM.

Can you please make me the script to stop cop cars' sirens? I don't know how to control memory addresses yet.

 

If it is possible, I want that the script remove either siren's sound or siren's sprites





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