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SA - Hit Squad

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thalilmythos
  • thalilmythos

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#1

Posted 3 weeks ago Edited by thalilmythos, 2 weeks ago.

Hit Squad

 

 

 

We all know, Carl Johnson, or whoever the hell you play with, is a dangerous individual, it bugs me, how you could mess with so much people, and never have no type of retaliation, so i had this idea. With inspiration from Mafia III i present to you, hit squad.

 

 

This will make any enemy gang (from storymode) send hit squads to you once in a while randomly during your playtime, don't worry, you won't be getting hits all the time, but be on the lookout for them, you can leave them behind, hide in an interior, or kill them, your choice.

 

 

 

egUDMQJ.png

 

 

 

yZdSd2I.png

 

 

 

ig1NbJO.png

 

 

Have fun.

 

Link:

 

https://www.mediafir...uad (Final).rar

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Silent
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#2

Posted 3 weeks ago

Just by looking at screenshot I'd say it's a bad idea to have them marked with a blip/marker - would feel better if you would have to look for suspicious vehicles/people instead of looking for this giant diamond.
  • R4gN0r0K, eagle152, MKKJ and 4 others like this

ThirteenAG
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#3

Posted 3 weeks ago

But that's already in the game, you just have to owe some money to casino.

MKKJ
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#4

Posted 3 weeks ago

Yoo another one? San Andreas on 100% getting busier lately.

And yep, agree with above. The best part of having someone to cap you is the surprise, and best part of surprise is when you trying to anticipate it.


thalilmythos
  • thalilmythos

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#5

Posted 3 weeks ago

Just by looking at screenshot I'd say it's a bad idea to have them marked with a blip/marker - would feel better if you would have to look for suspicious vehicles/people instead of looking for this giant diamond.

 

Here's your cookie

 

https://www.mediafir...d realistic.rar

 

 

Yoo another one? San Andreas on 100% getting busier lately.

And yep, agree with above. The best part of having someone to cap you is the surprise, and best part of surprise is when you trying to anticipate it.

 

You can have a cookie too

 

But that's already in the game, you just have to owe some money to casino.

 

Yeah, but do you want to waste all your money to owe it to a casino just to make them appear? that's what i thought.


Terrc87
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#6

Posted 3 weeks ago

Does this script work in a same way like hitman hit on GTA LCS? How to trigger the hit squad? do we must kill a gang member to make the hit squad hunt on us? Anyway this looking great! another mod goes to real gangsta experience
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thalilmythos
  • thalilmythos

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#7

Posted 3 weeks ago

Does this script work in a same way like hitman hit on GTA LCS? How to trigger the hit squad? do we must kill a gang member to make the hit squad hunt on us? Anyway this looking great! another mod goes to real gangsta experience

 

All you have to do is play and wait, they will come eventually, you don't have to do nothing at all, that's the thrill and fun of it, you don't know when they will come, maybe when you have 10% health without bullets after a mission, anytime, just wait.


Junior_Djjr
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#8

Posted 3 weeks ago

Don't use thread name with more than 7 characters (MISSIONCALL), the limit is just 7. For real you don't have need thread name (why you need this? Just put a 0000:)

Use random int opcode to get "wait" time for next hit squad instead of get 6 numbers and check. It will save lines of code and make it more natural. Also, random opcode with "0 6" also return "0".

You've requested models and at same time checked if all loaded, obvious it isn't loaded, it took seconds to load all of them, and if not loaded, you returned and marked models to be loaded again, and again... again... until load. You did a memory leak here, you don't have to mark model to load again (and again, and again... 60 FPS = 60 times each second). Just mark models and wait until it's loaded, don't need to load again

The mod will crash if any actor or vehicle is deleted. It will not delete easy because it's script controlled, but, you know, other mods.....
It's not so easy to crash if you just use good mods, but if you want to fix, just use 056D: 056E: opcodes after each "wait" while actors and cars exist, if some of them didn't exist anymore, immediately do something to stop all of this.


Your mistakes are the same as so many people do but that any good tutorial explains very well. Are you learning cleo scripting by decompiling script from other people? Stop this.
One of the best cleo scripting tutorials is by LINK/2012 here (a bit old)(use Google Translator), but mine tutorial (using GTA3script) is much more complete and well explained. From wait to memory handling.
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thalilmythos
  • thalilmythos

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#9

Posted 2 weeks ago

Don't use thread name with more than 7 characters (MISSIONCALL), the limit is just 7. For real you don't have need thread name (why you need this? Just put a 0000:)

Use random int opcode to get "wait" time for next hit squad instead of get 6 numbers and check. It will save lines of code and make it more natural. Also, random opcode with "0 6" also return "0".

You've requested models and at same time checked if all loaded, obvious it isn't loaded, it took seconds to load all of them, and if not loaded, you returned and marked models to be loaded again, and again... again... until load. You did a memory leak here, you don't have to mark model to load again (and again, and again... 60 FPS = 60 times each second). Just mark models and wait until it's loaded, don't need to load again

The mod will crash if any actor or vehicle is deleted. It will not delete easy because it's script controlled, but, you know, other mods.....
It's not so easy to crash if you just use good mods, but if you want to fix, just use 056D: 056E: opcodes after each "wait" while actors and cars exist, if some of them didn't exist anymore, immediately do something to stop all of this.


Your mistakes are the same as so many people do but that any good tutorial explains very well. Are you learning cleo scripting by decompiling script from other people? Stop this.
One of the best cleo scripting tutorials is by LINK/2012 here (a bit old)(use Google Translator), but mine tutorial (using GTA3script) is much more complete and well explained. From wait to memory handling.

 

Roger that sir, Fixes/Tutorial reading incoming, over.


Silent
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#10

Posted 2 weeks ago Edited by Silent, 2 weeks ago.

You've requested models and at same time checked if all loaded, obvious it isn't loaded, it took seconds to load all of them, and if not loaded, you returned and marked models to be loaded again, and again... again... until load. You did a memory leak here, you don't have to mark model to load again (and again, and again... 60 FPS = 60 times each second). Just mark models and wait until it's loaded, don't need to load again


It's a valid complaint but I don't think it "leaks memory" in any way - aren't models just listed as required by scripts once? Sure, it may clog streaming queue (if RequestModel adds it to such instantly) but that's it.

IMO the bigger problem would be code duplication, as it makes the thing harder to maintain and ease of maintenance is extremely important.
  • Junior_Djjr likes this

thalilmythos
  • thalilmythos

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#11

Posted 2 weeks ago Edited by thalilmythos, 2 weeks ago.

Update:

 

-Removed probable "memory leaks" on script.

-Fixed probable crashes by other scripts deleting the car or the actors (which is highly unlikely).

-Removed the possibility to escape the Hit squad entering an interior.

-Included SFR (San Fierro Rifa).

-Increased the Hit squad weapon skills.

-Removed the marker version since it wasn't updated and no one seemed to like it.

 

http://www.mediafire...uad (Final).rar

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Junior_Djjr
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#12

Posted 2 weeks ago Edited by Junior_Djjr, 2 weeks ago.

You've requested models and at same time checked if all loaded, obvious it isn't loaded, it took seconds to load all of them, and if not loaded, you returned and marked models to be loaded again, and again... again... until load. You did a memory leak here, you don't have to mark model to load again (and again, and again... 60 FPS = 60 times each second). Just mark models and wait until it's loaded, don't need to load again


It's a valid complaint but I don't think it "leaks memory" in any way - aren't models just listed as required by scripts once? Sure, it may clog streaming queue (if RequestModel adds it to such instantly) but that's it.

Thanks for clarification.

 
to improve organization by decreasing repeated codes, use gosub
1.jpg
 
if gosub @IsDefined
There different ways to write gosub with condition. I generally use this:
 
:IsDefined
if and
056D:   actor [email protected] defined 
056D:   actor [email protected] defined 
056D:   actor [email protected] defined 
056D:   actor [email protected] defined 
056E:   car [email protected] defined
then
    0485:  return_true
else
    059A:  return_false
end
return
As Silent said, there's a lot of code duplication, but I don't know if it's too hard for you to fix all of this. Maybe you can try, it will serve as a learning, for example make the code work in just one code instead and the variations be controlled with variables (oh, such convenient...)

It's better to wait until the model is available (loaded) instead of use 038B:, because 038B: will force to load all models in same frame, that can disrupt the gameplay doing a little freeze to load all models, mainly if you're using HD models.
1.jpg
In this way it will wait until all models are loaded before continue, it's better for "gameplaying stuff", while 038B: is better for "stopped stuff" (e.g. a faded black screen loading resources for a mission), or to load things that you really need now (e.g. a mod that will press a key and will instantly appear some object)
 

...and now your script name has 8 not 7 characters :p
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thalilmythos
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#13

Posted 2 weeks ago Edited by thalilmythos, 2 weeks ago.

Update:

 

-Implemented "gosub" for the defined actors.

-Some tweaks to each gang that gives some a distinctive style of approach

 

Ballas will be loud and fast, and most likely won't get out of the car unless they are really close to you or you kill their driver.

The Leone's will aproach slow blending in with traffic, and will only shoot when they are near.

 

-Fixed a scripting error that prevented the SFR from appearing.

 

I think, that should be all?

 

https://www.mediafir...l) improved.rar

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gts.
  • gts.

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#14

Posted 2 weeks ago

New subtitles, corrected and they would fit more:

Someone has sent a hit squad against you.
You have lost the hit squad.

Great work by the way.

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