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SA - Hit Squad

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thalilmythos
  • thalilmythos

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#1

Posted 23 September 2017 - 06:02 PM 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:

 

http://www.mediafire...g/Hit squad.rar

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Silent
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#2

Posted 23 September 2017 - 06:19 PM

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.
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ThirteenAG
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#3

Posted 23 September 2017 - 06:55 PM

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

MKKJ
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#4

Posted 23 September 2017 - 08:06 PM

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
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#5

Posted 23 September 2017 - 09:05 PM

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 25 September 2017 - 11:25 AM

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
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#7

Posted 25 September 2017 - 08:39 PM

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 27 September 2017 - 04:11 AM

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
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#9

Posted 27 September 2017 - 05:57 PM

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 27 September 2017 - 06:33 PM Edited by Silent, 27 September 2017 - 06:33 PM.

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.
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thalilmythos
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#11

Posted 28 September 2017 - 08:53 PM Edited by thalilmythos, 28 September 2017 - 08:53 PM.

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 29 September 2017 - 06:30 AM Edited by Junior_Djjr, 29 September 2017 - 07:14 AM.

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 29 September 2017 - 06:22 PM Edited by thalilmythos, 29 September 2017 - 06:22 PM.

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.
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#14

Posted 29 September 2017 - 07:01 PM

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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thalilmythos
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#15

Posted 02 November 2017 - 09:47 PM Edited by thalilmythos, 21 December 2017 - 06:00 PM.

New update.

 

-Now the hit squad will find you more often, they appear closer now, but you still won't know where they are.

-Now the Hit squad ain't so overkill, they have pistols and uzis while in driveby mod, but pull out the heavy guns on foot.

 

PSDT: If you want to be a hardcore boy and not have a warning, just remove the text file.

 

http://www.mediafire...rkill fixed.rar

 

Also, corrected subtitles.

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Irsis
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#16

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

Im sorry for 3 months bump, but even after the last update san fierro rifa are still not appearing in my game. Thank you.

thalilmythos
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#17

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

Im sorry for 3 months bump, but even after the last update san fierro rifa are still not appearing in my game. Thank you.

 

http://www.mediafire...g/Hit squad.rar

 

Chill, no problem, i personally play with this so i am 100% sure they appear, hell, they were the last guys from a hit squad to kill me.

 

Alongside with the adding of the SFR on the mod, there were some tweaks to the driveby mode of the enemies which is now less overkill, less constant they take more pauses allowing you to get away without getting blown up if you try.

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Irsis
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#18

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

Nice!! But you need to change Rifa pedtype to gang4. Because after you killed Rifa and if people(me included) have your Reinforcement mod, Da nang boy will appear instead of Rifa.
By the way, do you plan to update your reinforcement mod? I see some error in your random integers that makes some of reinforcement gang cannot be killed(yes, cursor above head is black but they keep shooting at me)
Your hit squad + reinforcement makes the game more awesome and challenging!! Thank you!!
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#19

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.

It actually was correct, you made it incorrect.


thalilmythos
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#20

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

Nice!! But you need to change Rifa pedtype to gang4. Because after you killed Rifa and if people(me included) have your Reinforcement mod, Da nang boy will appear instead of Rifa.
By the way, do you plan to update your reinforcement mod? I see some error in your random integers that makes some of reinforcement gang cannot be killed(yes, cursor above head is black but they keep shooting at me)
Your hit squad + reinforcement makes the game more awesome and challenging!! Thank you!!

 

Is really nice of you to be noticing this glitches, i am really tired of doing it all myself, so thank you, but well, enough thanking, here it is all fixed.

 

Reinforcements

http://www.mediafire...nforcements.rar

 

Rifas pedtype fixed on hit squad

 

Link removed

 

I have to tell you i never experimented that problem of gang reinforcements not dying, but however, i've seen it happen in other mods and the loop that may be causing it, is not a loop anymore, just a one time thread, so it should be permanently fixed, if it happens again, it must be something else.

 

Edit:

 

Turns out the peds not dying was happening with Hit squad not reinforcements.

 

http://www.mediafire...g/Hit squad.rar

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anthony
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#21

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

Nice! I'm gonna test that. Perfect with roleplay.
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Irsis
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#22

Posted 2 weeks ago

Do you still accepting ideas on Hit squad? If yes, What about adding russians mafia driving a black Burrito and 2 bikers with passengers driving freeways. Just to add more varieties.

thalilmythos
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#23

Posted 2 weeks ago

Nice! I'm gonna test that. Perfect with roleplay.

 

I'm glad, just be carefull with your cars, your girlfriends and your life, because these dangerous individuals are allways lurking around the corner, waiting for an oportunity.

So, Don't let yourself get attached to anything you are not willing to walk out on in 30 seconds flat if you feel the heat around the corner.

PSDT:

Man i couldn't help myself, am such a fan of heat and i see you like it too, so i had to do it.

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lolleroz
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#24

Posted 2 weeks ago

Love your mods man, once again you made me set up a single player SA just for all the recent cleos you've done. And heat is one of my favorite movies too :) Chris (Val Kilmer) was my fav.


thalilmythos
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#25

Posted 2 weeks ago

Love your mods man, once again you made me set up a single player SA just for all the recent cleos you've done. And heat is one of my favorite movies too :) Chris (Val Kilmer) was my fav.

 

Thanks man, if you have any problem with the mods, don't hesitate to tell me over here, i really want everything running fine and dandy.

If you are using reinforcements, redownload it, it was crashing when trying to get away from the enemies.


Irsis
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#26

Posted A week ago Edited by Irsis, A week ago.

Reinforcement:
If you make the reinforcements keep coming to you(9/10 cars, maybe more iirc) and you kill all of them, the game will crash when you kill the last person who come from reinforcement car. I already tested it many times.

thalilmythos
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#27

Posted A week ago

Reinforcement:
If you make the reinforcements keep coming to you(9/10 cars, maybe more iirc) and you kill all of them, the game will crash when you kill the last person who come from reinforcement car. I already tested it many times.

 

I have to ask, what mods do you have installed? just to make sure it is reinforcements indeed and not your game crashing after playing for a while.


Irsis
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#28

Posted A week ago Edited by Irsis, A week ago.

Car saloon, n races, buy a drug, drink at bar, business, ragdoll by madleg, no more abandoned, criminal side mission, reinforce and hit squad.

thalilmythos
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#29

Posted A week ago Edited by thalilmythos, A week ago.

Man i really don't know what can i do for you, i have been testing reinforcements with a lot of cars from the start and i have never experimented that crash, but i'm still trying to look into it by reading some things on tutorials, maybe some day i'll fix it but for now, i'd be more inclined to believe is something else

 

 

Edit: maybe is the pedestrians or actors limit? which would be really weird because as soon as the first car is dead, the actors and the car is released which would make them dissapear so the rest can load and the script restarts which mean that the actual loop, is perfectly done, if i had done something wrong, it would just crash at the first car, you get what i'm saying? i really don't know.

 

Edit 2:

 

I just went through the pain of "dispatching" 22 reinforcement cars, with no crash, so i am going to consider this fixed since i spend the whole day working on it.

 

http://www.mediafire...ments fixed.rar

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lolleroz
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#30

Posted A week ago Edited by lolleroz, A week ago.

A small idea, if its not too hard to do: when you kill a dealer there should be a chance of a hit squad coming after you, like in Scarface. Killing the black dealer = ballas come after you, killing the white dealer = vagos, etc.

great work on the update, havent noticed any issues so far





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