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  1. Neon32

    Neon's Workshop

    GTA San Andreas Scripts: Medical Kit Remake - Portable medical kit (MKKJ's mod remake) Wanted Radar Warning - Makes the radar change colors like a siren when wanted, similar to GTA CW/GTA IV/GTA V Star Point Markers - Extra temporary markers Custom New Game Clothing - Let's you choose CJ's default clothing when starting a new game Club Front Noise - Music in front of the nightclubs Tutorial Free Roam - Disables the fixed camera during the tutorial when busted/wasted like in GTA VCS Weapon Bail - Adds the GTA:VCS mechanic of buying back your weapons if busted/wasted EHI Atmosphere Patch - Tweaks on the EHI's script to make it more lore-friendly Maps: HUS Binco - New LS Binco inspired on GTA V HUS Sub Urban - New SF Sub Urban inspired on GTA V Arcade Machine Fix - Fixes one of the arcade machine's texture Buyable Wetsone Trailer - Buyable Unnoficial Patch's trailer (for Buy Property) Jefferson Motel Roof Acess - Adds acess to the roof of Jefferson Motel through the interior Player: SNKRHEAD'S Paradise - Real life sneakers recreated to fit the game's universe Interface: LGRTB Remaster - "Bee minigame" with revamped new sprites HD Copyright Screen - HD copyright loadscreen More Mobile Icons - More radar icons based on the mobile version of the game (to be freely used as assets) GTA Vice City Scripts: Simple Regeneration - Regenerate life when with low health Hide Wanted Level - Hide wanted stars when not wanted Medical Kit - Portable medical kit Low Life Warning - Changes the life indicator color when with low health Wanted Radar Warning - Makes the radar change colors like a siren when wanted, similar to GTA CW/GTA IV/GTA V Interface: HD Original Hud + Clean Fonts - Original GTA VC's hud.txd recreated with 4x more definition + HD Fonts with no dirty textures GTA III Scripts: Simple Regeneration - Regenerate life when with low health Hide Wanted Level - Hide wanted stars when not wanted Remove Hud Money Zeros - Remove zeroes in front of the money count Wanted Radar Warning - Makes the radar change colors like a siren when wanted, similar to GTA CW/GTA IV/GTA V SAxVCxLC: SA Atmosphere Patch - Patch that transforms SAxVCxLC's LC and VC to be more lore-friendly Car Wash - Car Wash mod adapted to Vice City Taxi Ride - Taxi Ride mod adapted to the Liberty and Vice City taxis Radar Helper - Tool for adapting radar maps for SAxVCxLC Escobar Airport Security System - Security guards and metal detectors on VC's airport VC Assets - Original Vice City assets/properties adapted for SAxVCxLC (for Buy Property) Contributions Skin Galo de Tênis - Textures Rádios Originais em 320KBPS - Dopealicious FM Icon HUD e RADAR do Watch Dogs 2 - Icons Minimal HUD - Icons, Wanted Radar Warning Mini Malibu Safehouse Patch - Improvements for the original mod [VC] HD Radar Map Patch - Fix in one of the sprites and adaptation for the menu map SF Tags - Compact version for modloader
  2. Dynamic Stars by @H-G About: Screenshots: Credits: Download:
  3. The Hero

    Sharptrails

    I reimplemented trails in III and VC using d3d9 pixel shaders to remove the blur. You need a d3d8 to 9 wrapper (d3d8to9 included in the zip as d3d8.dll) and rwd3d9.dll, which adds d3d9 functionality to renderware (also included in the zip, but see the topic: http://gtaforums.com/topic/819551-rwd3d9-d3d9-extension-for-rw/). As of version 1.0 (finally a proper version number) it exposes some settings in the debug menu In III disabling trails now removes the overlay completely as there is no point in rendering the half-assed version. This mod also enables the trails menu option in Vice City, thanks Silent. See this post for some screenshots of VC: http://gtaforums.com/topic/750681-skygfx-ps2-graphics-for-pc/?p=1067959209 Get it here: https://github.com/aap/sharptrails/releases Changelog: - no version number: the basic features of this mod - 1.0: support for debugmenu - 2.0: support for skygfx postfx Enjoy!
  4. rwd3d9 is a library you can link your III and VC asi-mods against to get access to d3d9 features, namely vertex- and pixel-shaders. You still need a d3d8 to 9 wrapper that supports QueryInterface to get the d3d9 device (d3d8to9 recommended), so why should you use it? Simple, RW keeps a cache of pixel- and vertex-shaders that has to be kept up to date. When more than one mod wants to mess with the cache it will very likely become inconsistent and bad things will happen. So the idea is to have only one mod (this one) handle the cache and have all others dynamically link against it. Just include rwd3d9.h, link against rwd3d9.lib and put rwd3d9.dll into your game's main directory. When the dll is loaded it will hook all necessary places by itself. You can use it with asis that are loaded early (e.g. by the ultimate asi loader) or late (e.g. by the built-in mss32 loader). The library is very small currently because I just implemented what I needed for SkyGfx and sharptrails. If you make changes, please make a pull request or something so we won't have many incompatible versions. Currently supported GTA versions: 1.0, 1.1, steam III, 1.0, 1.1, steam VC Credits: steam III, 1.0 and steam VC support by Sergeanur repo: http://tohjo.eu/aap/rwd3d9 binaries: http://aap.papnet.eu/gta_/rwd3d9.zip
  5. ForeverL

    [VC] Fixed Peds & Improvements

    Some pedestrian models have some bugs. This mod, try to fix that.
  6. Sergeeeek

    Burning isn't fun

    This mod stops vehicles from catching fire when they're flipped. Tested on 1.0 and steam versions, should work on 1.1 too though. Might even work on SA and III but I don't have them installed to check now. If you tested it please report. Download Turns out I'm an idiot and somebody already made the same mod 4 years ago, whoops. I don't know about you, but in my opinion cars catching fire whenever they touch the ground with their roof is by far the most annoying feature in pre-HD era GTA games. That mod fixes it, as simple as that.
  7. Ryadica926

    LCS Styled Comet

    This mod provides LCS Styled Comet based on VC PC Model with added license plate. DOWNLOAD
  8. High resolution menu and loading screens textures for GTA: Vice City. PS2 Loadscreens by Silent is required. Download Here Things that have been remaked/remastered: fronten1.txd intro1-4.txd loadsc0-13.txd outro.txd What left to do: fonts.txd fronten2.txd hud.txd splash1-3.txd (don't sure if it's need to be remastered because Project2DFX disables splash screens) Preview: Version 1.0: Is here
  9. Hello I see a lot of interest in my previous menu enter of 180 people I've decided to do one, but less complicated this time benefits very easy base 100%, stable works on smaller versions of cleo works on 2 gta sa and gta vc games note the options you need to write in the fxt file as you want to use in gta vc because cleo for gta vc does not support 0adf: opcode unless easy see #fxt for test menu ite1 menu test item1 option 1 item2 option 2 item3 option 3 item4 option 4 item5 option 5 note, the menu is on 5 options options are added from line 0146 to line 0166 in the editor eg sanny builder but this is just info for novices attention base, not tested in gta vc because I have no way to check but you have guarantees that 100% works in gta sa I can only tell you that I compile easily on gta vc and find this error if compiled on gta vc because i dont have gta vc ;( 00000256 & 1: [033F] SET_TEXT_SCALE 0.3 0.8 00000268 & 1: [033E] DISPLAY_TEXT 23.0 80.0 "đ ÷" 033E: text_draw 32.0 302.0 'HOTR_19' // vc 033E: set_draw_text_position 320.0 180.333 GXT 'BJ_PUSH' // sa 033F: set_text_draw_letter_size 0.3 0.8 hex 02 00 49 54 45 31 00 00 73 5F <- error end dont worries see gta vc and gta sa have the same opcode on draw text it will work for you if you find text bugs in gta vc add this opcodes 0341: set_text_draw_align_justify 1 0342: set_text_draw_centered 0 0343: set_text_linewidth 500.0 0348: set_text_draw_proportional 1 03E4: set_text_draw_align_right 0 in gta sa work without this opcodes see photo 100% real source {$CLEO .cs} //-------------MAIN--------------- 0000: const items = [email protected] pos_y = [email protected] pos_x = [email protected] spacing = [email protected] count = [email protected] pad_x = [email protected] pad_y = [email protected] pad_sx = [email protected] pad_sy = [email protected] catch = [email protected] r = [email protected] g = [email protected] b = [email protected] a = [email protected] fstate = [email protected] end var count:int items:int pos_y:float spacing:float end :start repeat repeat wait 0 until if Player.Defined($PLAYER_CHAR) until if 00E1: player 0 pressed_button 7 // pad r1 pc E Player.CanMove($PLAYER_CHAR) = False items = 1 //first items fstate = false //pulse state while true wait 0 pos_y = 80.0 //screen position y up or down pos_x = 23.0 //screen position x left or right spacing = 10.0 //screen text spacing 10.0 min r = 200 //option selector red g = 0 //option selector green b = 0 //option selector blue for count = 0 to 5 step 1 //pulse selector func if fstate == false then if not a >= 255 //alpha then a += 1 else fstate = true end end if fstate == true then if a > 1 then a -= 1 else fstate = false end end //logo if count == 0 then 033F: set_text_draw_letter_width_height 0.3 0.8 033E: text_draw pos_x pos_y 'ite1' end //selector func 0340: set_text_draw_color 255 255 255 255 //text color white if count == items then 0340: set_text_draw_color r g b a //mark actual options end //options info if count == 1 then 033F: set_text_draw_letter_width_height 0.3 0.8 033E: text_draw pos_x pos_y 'item1' end if count == 2 then 033F: set_text_draw_letter_width_height 0.3 0.8 033E: text_draw pos_x pos_y 'item2' end if count == 3 then 033F: set_text_draw_letter_width_height 0.3 0.8 033E: text_draw pos_x pos_y 'item3' end if count == 4 then 033F: set_text_draw_letter_width_height 0.3 0.8 033E: text_draw pos_x pos_y 'item4' end if count == 5 then 033F: set_text_draw_letter_width_height 0.3 0.8 033E: text_draw pos_x pos_y 'item5' end pos_y += spacing end 03F0: enable_text_draw 0 0494: get_joystick 0 data_to pad_x pad_y pad_sx pad_sy //scroll dpad down if and pad_y > 0 // integer values 80E1: not player 0 pressed_button 16 catch == false then catch = true if items >= 5 then items = 1 else items++ 018C: play_sound 16 at 0.0 0.0 0.0 //scroll audio end end //scroll dpad up if and 0 > pad_y // integer values 80E1: not player 0 pressed_button 16 catch == false then catch = true if 1 >= items then items = 5 else items-- 018C: play_sound 16 at 0.0 0.0 0.0 //scroll audio end end //exit menu if 00E1: player 0 pressed_button 15 then Player.CanMove($PLAYER_CHAR) = True 03F0: enable_text_draw 0 goto @start end //command func if and 00E1: player 0 pressed_button 16 //accept options catch == false then catch = true ///case if items == 1 then end if items == 2 then end if items == 3 then end if items == 4 then end if items == 5 then end //key state else if and 80E1: not player 0 pressed_button 16 not 0 > pad_y // integer values not pad_y > 0 // integer values then catch = false end end end understand have fun welcome comments
  10. ThirteenAG

    Custom Sniper Scope

    I made a proper texture draw function, when i was working on gasoline and zonetext mods, but i didn't found a way to use it, and decided to make a little tutorial. There's what you need to know to make a texture mod: 1) TXD. I just downloaded dalva's custom scope DSS.TXD. Then, using txd workshop, i converted it to vice city format, and left only one scope texture. 2)CLEO. Well, draw function itself: CODE :draw_texture {example: 05F5: call_scm_func @draw_texture params 9 _and it is - position 220.0 170.0 size 191.25 170.0 RGBA 255 255 255 255 texture_id 1 } 05E0: [email protected] = read_memory 0xA0FD04 size 4 virtual_protect 1 //X 1920 05E0: [email protected] = read_memory 0xA0FD08 size 4 virtual_protect 1 //Y 1080 0093: [email protected] = integer [email protected] to_float 0093: [email protected] = integer [email protected] to_float //coordX = sa_coordX*(currentResX/640.0) 0015: [email protected] /= 640.0 // currentResX/640.0 0069: [email protected] *= [email protected] // floating-point values 0015: [email protected] /= 448.0 // currentResY/448.0 0069: [email protected] *= [email protected] // floating-point values 0069: [email protected] *= [email protected] // floating-point values 0069: [email protected] *= [email protected] // floating-point values 03F0: enable_text_draw 1 038D: draw_texture [email protected] position [email protected] [email protected] size [email protected] [email protected] RGBA [email protected] [email protected] [email protected] [email protected] 05F6: ret 0 Position and size values are independent to game resolution, just like in SA. They can be 0.0 - 640.0 for X, and 0.0 - 448.0 for Y. And the full code: CODE {$CLEO} 0000: 0390: load_txd_dictionary 'DSS' 038F: load_texture 'SCOPE' as 1 while true wait 0 gosub @AimingCheck if [email protected] == true then if 02D7: player $PLAYER_CHAR currentweapon == 28 //#SNIPER then 05DF: write_memory 0x5786A0 size 4 value 0x90 virtual_protect 1 05DF: write_memory 0x5786A0 size 2 value 0x28C2 virtual_protect 1 05DF: write_memory 0x5786A2 size 1 value 0x00 virtual_protect 1 05F5: call_scm_func @draw_texture params 9 _and it is - position 320.0 224.0 size 640.0 448.0 RGBA 255 255 255 255 texture_id 1 end else 05E0: [email protected] = read_memory 0x5786A0 size 1 virtual_protect 1 if [email protected] <> 0x8B then 05DF: write_memory 0x5786A0 size 4 value 0x0424448B virtual_protect 1 //restore CTexture__Draw end end end :draw_texture {example: 05F5: call_scm_func @draw_texture params 9 _and it is - position 220.0 170.0 size 191.25 170.0 RGBA 255 255 255 255 texture_id 1 } 05E0: [email protected] = read_memory 0xA0FD04 size 4 virtual_protect 1 //X 1920 05E0: [email protected] = read_memory 0xA0FD08 size 4 virtual_protect 1 //Y 1080 0093: [email protected] = integer [email protected] to_float 0093: [email protected] = integer [email protected] to_float //coordX = sa_coordX*(currentResX/640.0) 0015: [email protected] /= 640.0 // currentResX/640.0 0069: [email protected] *= [email protected] // floating-point values 0015: [email protected] /= 448.0 // currentResY/448.0 0069: [email protected] *= [email protected] // floating-point values 0069: [email protected] *= [email protected] // floating-point values 0069: [email protected] *= [email protected] // floating-point values 03F0: enable_text_draw 1 038D: draw_texture [email protected] position [email protected] [email protected] size [email protected] [email protected] RGBA [email protected] [email protected] [email protected] [email protected] 05F6: ret 0 :AimingCheck 05E6: [email protected] = actor $PLAYER_ACTOR struct [email protected] += 0x244 05E0: [email protected] = read_memory [email protected] size 1 virtual_protect 1 if [email protected] <> 0x0C then [email protected] = false else [email protected] = true end return Download example[full mod below] - [VC]Custom_Sniper_Scope.zip
  11. spaceeinstein

    Get Drunk

    Introduction This mod lets you get drunk at the Pole Position and the Malibu Clubs. Drinks are free at the Pole Position Club and at the Malibu Club if you have bought it. Each drink costs $100 if you have not bought the Malibu Club. The drunk effect is exactly like "Boomshine Saigon": the screen will be washed out, the camera will wave around, your handling of cars will be impeded, and driving past a cop will earn you a wanted level. The effect will wear off over time. If you drink too much, you will pass out and wake up in up to 13 random locations around the city but it is limited to the parts of the city you have unlocked already. Debug mode can be enabled by typing "DRUNK". While in this mode, you can teleport yourself to the Malibu by pressing the camera key. Spawn locations can be selected by typing a number (but not with the number pad) and then pressing the enter/exit key. This mod utilizes CLEO Library for Vice City. Installation Download the mod at GTAGarage. Download CLEO for Vice City at http://cleo.li/. From the CLEO download, copy VC.CLEO.asi into the main VC directory folder. If CLEO.asi already exists in the main VC directory folder, you must delete that file. From this mod download, place the CLEO folder containing SEDrunk.cs and SEDrunk.fxt into the main VC directory folder. This mod has been tested only on VC v.1.00 US. Video
  12. PS2 loadscreens Yeah, another mod from me. However, it's the first ASI plugin by me, and I think it works well Some time ago I watched a YouTube video from GTA III, which was recorded from PS2. I saw different splashes while loading (SA style) and I was like "WTF? Why it's absent from PC version?". I decided to recover it, and it was pretty easy. The best part is that most of randomizing functions still exist and it's used (!), I had only to finish them. Check modification's source code on GitHub! https://github.com/CookiePLMonster/PS2Loadscreens Screenshots: GTA III GTA VC Showcase video Download http://www.gtagarage.com/mods/show.php?id=16957 Supported games GTA III 1.0 (all versions) GTA III 1.1 (all versions, including Steam version) GTA VC 1.0 (all versions) GTA VC 1.1 (all versions, including Steam version) I should thank Deji here for introducing me into C++ - mod couldn't be made without it* * That was written in 2011.
  13. Kalvin

    MC Tommy

    Recreation of the "MC Tommy" outfit, referenced in the game files. Download: http://www.gtagarage.com/mods/show.php?id=28176 Installation:
  14. Kalvin

    BETA Diaz Mansion

    Recreation of Diaz's Mansion from one of the development stages of the game. Download: http://www.gtagarage.com/mods/show.php?id=28159 Original:
  15. Old_Tree

    GTA Vasya Gorod 0.3

    This is a mod about the character: Danil Shovel. Who lost his bun This 0.3 Date Added many retexture, the sound arrangement.Fixes were flickering textures at the Hotel and in Vice Point,more missions. (as always). Replaced by:Replaced all the radio stations.Breech toilet - FM replaced by Kuphard-FM (toilet left)Lenamobil replaced by Shovelmobil. Listed:New Sounds SFX New people to voice conversations. Many retexture in Vice Point.Feramir.New missions.Removed CLEO (departures should not be) Video before the gameIn fashion there was a group vk.com/vasya_gorod Author: vk.com/id_pingas. Wait for updates...
  16. spaceeinstein

    Vice City Detonator

    Introduction Normally when throwing a remote grenade or using a remote car bomb from 8-Ball's, the detonator that is given to you prevents you from switching to another weapon until you use it. This mod allows you to switch to other weapons and throw more than one remote grenade without being stuck with the detonator. Using the detonator detonates all remote grenades and remote car bombs that are present in the world. The weapons cheat PROFESSIONALTOOLS is also modified to give you 100 remote grenades to play with. This mod utilizes CLEO Library for Vice City. Installation Download the mod at GTAGarage. Download CLEO for Vice City at http://cleo.li/. From the CLEO download, copy VC.CLEO.asi into the main VC directory folder. If CLEO.asi already exists in the main VC directory folder, you must delete that file. From this mod download, place the CLEO folder containing SEDetonator.cs into the main VC directory folder. This mod has been tested only on VC v.1.00 US. Video
  17. Cell Tennyson

    [VC] Talk To Peds

    GTA Vice City: Talk To Pedestrians Here's a [Cleo]script Mod which allows the Player to talk with the pedestrians nearby. The player remains silent but most of the Pedestrians give their replies. If you've ever wanted to chat with NPC's then I'm sure this mod will come handy. Download Also, I will recommend using Ped Speech Patch by Mr Sergeanur which will increase the talkativeness of a Pedestrian. Lastly, Thanks to Sergeanur for his great Speech Patch.
  18. Wojski

    Wojski's Workshop

    I decided to make a Workshop for my poor quality mods Vehicles made from scratch:
  19. spaceeinstein

    Vice City Hover Wheels

    Introduction This mod allows the wheels of the car that you are driving to hover, similar in effect to the SEAWAYS cheat but also working when not on water. Type "HOVER" to toggle the effect on or off. The angle of rotation of the wheels can be modified through SEHover.dat, a plain text file. The single number in that file represents the wheels' rotation in degrees for both the SEAWAYS and HOVER cheats. If HOVER and COMEFLYWITHME are both on, you can fly your car like an airplane. This mod utilizes CLEO Library for Vice City. Installation Download the mod at GTAGarage. Download CLEO for Vice City at http://cleo.li/. From the CLEO download, copy VC.CLEO.asi into Vice City's folder. If CLEO.asi already exists in the folder, you must delete that file. From this mod download, place the CLEO folder containing SEHover.cs and SEHover.dat into Vice City's folder. This mod has been tested only on VC v.1.00 US. Screenshots Video
  20. I am not sure if the values i set are all ok for everyone ,so i will post here all the values that i consider appropriate , if anyone is interested let me know and i will post the .dat file in the apposite section for the download. You all will notice that some weapons are terribly useless ( the 9mm without silencer in gta san andreas , and some other weapons in gta vice city ) , i do that on purpose because those weapons are mostly used by the a.i , also , make the basic 9mm useless in gta san andreas it's a good idea because it make pretty sweet the mission " Rubbing uncle Sam " , because soldiers will never be able to kill rayder : for vice city # Weapons data # A: Weapon name # B: Fire type # C: Range # D: Firing Rate # E: Reload # F: Amount of Ammunition # G: Damage # H: Speed # I: Radius # J: Life span # K: Spread # L,M,N: Fire offset vector # P: animation to play # Q: animation to play # R: animation loop start # S: animation loop end # T: point in animation where weapon is fired # U: animation2 loop start # V: animation2 loop end # W: point in animation2 where weapon is fired # X: point in anim where we can breakout of anim/attack and run away # Y: model id # Z: model2 id # a: Flags -> Stored in HEX... so (from right to left) # 1st digit 1:USE_GRAVITY 2:SLOWS_DOWN 4:DISSIPATES 8:RAND_SPEED # 2nd digit 1:EXPANDS 2:EXPLODES 4:CANAIM 8:CANAIM_WITHARM # 3rd digit 1:1ST_PERSON 2:HEAVY 4:THROW 8:RELOAD_LOOP2START # 4th digit 1:USE_2ND 2:GROUND_2ND 4:FINISH_3RD 8:RELOAD # 5th digit 1:FIGHTMODE 2:CROUCHFIRE 4:COP3_RD 8:GROUND_3RD # 6th digit 1:PARTIALATTACK 2:ANIMDETONATE # # b: Weapon Slot (Group to which this weapon belongs to, different from Fire type) # ###### NOT USED IN THIS VERSION ############## # a: 1st person version of anim (using orig HGUN & PUMP cause they work better at mo') # b: 1st person vers of 2nd anim # # FPS anims loaded (ie available): FPS_PUNCH, FPS_BAT, FPS_UZI, FPS_PUMP, FPS_AK, FPS_M16, FPS_ROCKET ############################################## # # A B C D E F G H I J K L M N P R S T U V W X Y Y a b Unarmed MELEE 2.4 1 1 1000 999 -1.0 0.6 -1.0 -1.0 0.1 0.65 0.30 unarmed 0 12 11 0 12 11 1 -1 -1 102000 0 BrassKnuckle MELEE 2.0 1 1 1000 999 -1.0 0.8 -1.0 -1.0 0.1 0.8 0.30 unarmed 1 12 11 1 12 11 1 259 -1 102000 0 ScrewDriver MELEE 1.8 1 1 1000 999 -1.0 0.5 -1.0 -1.0 0.0 0.7 0.20 knife 1 12 11 1 12 11 1 260 -1 115000 1 GolfClub MELEE 1.5 1 1 1000 999 -1.0 0.8 -1.0 -1.0 0.1 0.8 0.30 knife 1 12 11 1 12 11 1 261 -1 102000 1 NightStick MELEE 1.5 1 1 1000 999 -1.0 0.8 -1.0 -1.0 0.1 0.8 0.30 knife 1 12 11 1 12 11 1 262 -1 102000 1 Knife MELEE 1.8 1 1 1000 999 -1.0 0.5 -1.0 -1.0 0.0 0.8 0.20 knife 1 12 11 1 12 11 1 263 -1 115000 1 BaseballBat MELEE 2.0 1 1 1000 999 -1.0 0.8 -1.0 -1.0 0.1 0.8 0.30 knife 1 12 11 1 12 11 1 264 -1 102000 1 Hammer MELEE 1.5 1 100 1000 50 -1.0 0.8 -1.0 -1.0 0.1 0.8 0.30 baseball 1 12 11 1 12 11 1 265 -1 102000 1 Cleaver MELEE 1.9 1 1 1000 999 -1.0 0.6 -1.0 -1.0 0.0 0.9 0.20 knife 1 12 11 1 12 11 1 266 -1 115000 1 Machete MELEE 2.0 1 1 1000 999 -1.0 0.6 -1.0 -1.0 0.0 1.0 0.20 knife 1 12 11 1 12 11 1 267 -1 115000 1 Katana MELEE 2.1 1 1 1000 999 -1.0 0.7 -1.0 -1.0 0.0 1.2 0.30 knife 1 12 11 1 12 11 1 268 -1 115000 1 Chainsaw MELEE 1.7 1 1 1000 999 -1.0 0.55 -1.0 -1.0 0.0 1.3 0.10 knife 11 12 11 11 12 11 1 269 -1 102000 1 Grenade PROJECTILE 30.0 1 1 1 999 0.25 -1.0 800.0 1.0 0.0 0.0 0.0 grenade 11 12 11 11 12 11 1 270 -1 2424 2 DetonateGrenade PROJECTILE 30.0 1 1 1 75 0.25 -1.0 800.0 1.0 0.0 0.0 0.0 grenade 11 12 11 11 12 11 1 270 291 2424 2 TearGas PROJECTILE 30.0 1 1 1 999 0.25 -1.0 800.0 1.0 0.0 0.0 0.0 grenade 11 12 11 11 12 11 1 271 -1 2424 2 Molotov PROJECTILE 25.0 1 1 1 999 0.25 -1.0 2000.0 5.0 0.0 0.0 0.0 grenade 11 12 11 11 12 11 1 272 -1 2424 2 Rocket PROJECTILE 30.0 1 1 1 999 0.25 -1.0 800.0 1.0 0.0 0.0 0.0 unarmed 11 12 11 11 12 11 1 273 -1 2424 2 Colt45 INSTANT_HIT 50.0 250 1 17 05 -1.0 -1.0 -1.0 -1.0 0.30 0.0 0.09 colt45 11 18 14 11 18 12 1 274 -1 680C0 3 Python INSTANT_HIT 100.0 1 1 6 999 -1.0 -1.0 -1.0 -1.0 0.41 0.03 0.12 colt45 11 12 11 11 12 11 1 275 -1 28040 3 Shotgun INSTANT_HIT 100.0 1 1 1 150 -1.0 -1.0 -1.0 -1.0 0.86 -0.02 0.28 colt45 11 12 11 11 12 11 1 277 -1 20040 4 Spas12Shotgun INSTANT_HIT 100.0 1 1 7 150 -1.0 -1.0 -1.0 -1.0 0.85 -0.06 0.19 colt45 11 12 11 11 12 11 1 278 -1 20040 4 StubbyShotgun INSTANT_HIT 100.0 1 1 1 150 -1.0 -1.0 -1.0 -1.0 0.55 -0.02 0.13 colt45 11 12 11 11 12 11 1 279 -1 20040 4 Tec9 INSTANT_HIT 30.0 250 1 50 05 -1.0 -1.0 -1.0 -1.0 0.45 -0.05 0.11 colt45 10 31 14 14 37 16 1 281 -1 280C0 5 Uzi INSTANT_HIT 45.0 250 1 30 05 -1.0 -1.0 -1.0 -1.0 0.45 0.00 0.12 colt45 10 31 14 14 37 16 1 282 -1 28840 5 SilencedIngram INSTANT_HIT 30.0 250 1 30 05 -1.0 -1.0 -1.0 -1.0 0.36 0.02 0.11 colt45 10 31 14 14 37 16 1 283 -1 280C0 5 Mp5 INSTANT_HIT 100.0 1 1 30 25 -1.0 -1.0 -1.0 -1.0 0.51 -0.01 0.20 colt45 11 12 11 11 12 11 1 284 -1 28840 5 m4 INSTANT_HIT 100.0 1 1 30 25 -1.0 -1.0 -1.0 -1.0 0.88 -0.04 0.16 colt45 11 12 11 11 12 11 1 280 -1 28050 6 Ruger INSTANT_HIT 100.0 1 1 30 25 -1.0 -1.0 -1.0 -1.0 1.00 -0.06 0.17 colt45 11 12 11 11 12 11 1 276 -1 28040 6 SniperRifle INSTANT_HIT 100.0 1 1 1 999 -1.0 -1.0 -1.0 -1.0 0.0 0.66 0.05 unarmed 11 12 11 0 12 11 1 285 -1 100 8 LaserScope INSTANT_HIT 100.0 1 1 7 999 -1.0 -1.0 -1.0 -1.0 0.0 0.66 0.05 unarmed 11 12 11 0 12 11 1 286 -1 100 8 RocketLauncher PROJECTILE 55.0 1 1 1 999 2.0 -1.0 1000.0 1.0 0.42 0.0 0.05 unarmed 0 12 11 0 12 11 1 287 -1 324 7 FlameThrower AREA_EFFECT 5.1 1 1 500 999 0.65 0.075 1000.0 3.0 1.30 0.0 0.56 colt45 11 12 11 11 12 11 1 288 -1 1E 7 M60 INSTANT_HIT 100.0 1 1 100 999 -1.0 -1.0 -1.0 -1.0 1.0 0.00 0.23 colt45 11 12 11 11 12 11 1 289 -1 8040 7 Minigun INSTANT_HIT 100.0 1 1 500 999 -1.0 -1.0 -1.0 -1.0 1.28 0.00 0.50 colt45 11 12 11 11 12 11 1 290 294 40 7 Detonator PROJECTILE 25.0 100 1 1 0 2.0 -1.0 2000.0 5.0 0.0 0.0 0.13 man 0 10 3 0 10 3 99 291 -1 200024 9 HeliCannon INSTANT_HIT 100.0 1 100 150 100 -1.0 -1.0 -1.0 -1.0 1.00 0.00 0.23 m60 12 16 13 10 14 12 30 289 -1 8040 7 Camera CAMERA 100.0 500 1401 36 0 -1.0 -1.0 -1.0 -1.0 0.0 0.66 0.05 unarmed 0 10 3 0 10 3 25 -------------------- for san andreas # Melee Weapons #-----------------------ranges------modelIds----slot----baseCombo---numCombos---flags---steathanimgrp---- # A B C D E F I J K L M £ UNARMED MELEE 10.0 1.6 -1 -1 0 UNARMED 4 1 null £ BRASSKNUCKLE MELEE 10.0 1.6 331 -1 0 SWORD 4 801 null £ GOLFCLUB MELEE 10.0 1.6 333 -1 1 BBALLBAT 1 801 null £ NIGHTSTICK MELEE 10.0 1.6 334 -1 1 BBALLBAT 1 801 null £ KNIFE MELEE 10.0 1.6 335 -1 1 SWORD 1 801 stealth_kn £ BASEBALLBAT MELEE 10.0 1.6 336 -1 1 BBALLBAT 1 801 null £ SHOVEL MELEE 10.0 1.6 337 -1 1 BBALLBAT 1 801 null £ POOLCUE MELEE 10.0 1.6 338 -1 1 BBALLBAT 1 801 null £ KATANA MELEE 10.0 1.6 339 -1 1 SWORD 1 801 null #£ SKATEBOARD MELEE 10.0 1.6 340 -1 1 SKATEBOARD 1 1 null £ CHAINSAW MELEE 10.0 1.6 341 -1 1 CHAINSAW 1 801 null # gifts ---------------- £ DILDO1 MELEE 10.0 1.6 321 -1 10 DILDO 1 801 null £ DILDO2 MELEE 10.0 1.6 322 -1 10 KNIFE 1 801 null £ VIBE1 MELEE 10.0 1.6 323 -1 10 DILDO 1 801 null £ VIBE2 MELEE 10.0 1.6 324 -1 10 KNIFE 1 801 null £ FLOWERS MELEE 10.0 1.6 325 -1 10 FLOWERS 1 801 null £ CANE MELEE 10.0 1.6 326 -1 10 SWORD 1 801 null #- special ------------- £ PARACHUTE MELEE 10.0 1.6 371 -1 11 UNARMED 1 1 null # # Gun Weapons #-------------------------------ranges------modelIds----slot-animgrp----ammo-dam----offset--------------skill---------------loop1--------loop2----break-flags-------old_shot_data------- # A B C D E F I J K L M N O P Q R S T U V W X Y Z a b c d e ################ $ GRENADE PROJECTILE 30.0 40.0 342 -1 8 grenade 1 999 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 8 1 100 0.25 -1.0 800.0 1.0 $ TEARGAS PROJECTILE 30.0 40.0 343 -1 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 1 100 0.25 -1.0 800.0 1.0 $ MOLOTOV PROJECTILE 30.0 999.0 344 -1 8 grenade 1 75 0.0 0.0 0.0 1 0 999 1.0 1 2 1 1 2 1 1 100 $ ROCKET PROJECTILE 30.0 40.0 345 -1 8 null 1 999 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 1 100 0.25 -1.0 800.0 1.0 $ ROCKET_HS PROJECTILE 30.0 40.0 345 -1 8 null 1 999 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 1 100 0.25 -1.0 800.0 1.0 $ FREEFALL_BOMB PROJECTILE 30.0 40.0 345 -1 8 null 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 1 100 0.25 -1.0 800.0 1.0 ################ $ PISTOL INSTANT_HIT 25.0 25.0 346 -1 2 colt45 5 01 0.25 0.05 0.09 0 0 0.50 1.0 7 36 8 7 36 8 99 43033 $ PISTOL INSTANT_HIT 25.0 25.0 346 -1 2 colt45 5 01 0.25 0.05 0.09 1 01 0.50 1.0 7 36 8 7 36 8 99 43033 $ PISTOL INSTANT_HIT 25.0 25.0 346 -1 2 colt45pro 5 01 0.25 0.05 0.09 2 01 0.50 1.0 7 36 8 7 36 8 99 43033 $ PISTOL INSTANT_HIT 25.0 25.0 346 -1 2 colt_cop 5 01 0.25 0.05 0.09 3 01 0.50 1.0 7 36 8 7 36 8 99 7033 $ PISTOL_SILENCED INSTANT_HIT 25.0 30.0 347 -1 2 silenced 17 40 0.40 0.05 0.15 0 0 1.0 1.0 6 20 6 6 20 6 40 7823 $ PISTOL_SILENCED INSTANT_HIT 30.0 35.0 347 -1 2 silenced 17 40 0.40 0.05 0.15 1 01 1.25 1.2 6 18 6 6 18 6 40 7833 $ PISTOL_SILENCED INSTANT_HIT 999.0 999.0 347 -1 2 silenced 99 999 0.0 0.50 0.0 2 01 999 1.5 1 2 1 1 2 1 1 42833 $ DESERT_EAGLE INSTANT_HIT 25.0 30.0 348 -1 2 colt45 7 999 0.41 0.03 0.12 0 0 0.75 1.0 7 36 8 6 30 7 40 7823 $ DESERT_EAGLE INSTANT_HIT 30.0 35.0 348 -1 2 colt45 7 999 0.41 0.03 0.12 1 01 1.0 1.2 6 30 7 6 28 7 40 7833 $ DESERT_EAGLE INSTANT_HIT 999.0 999.0 348 -1 2 colt45 99 999 0.0 0.50 0.0 2 01 999 1.5 1 2 1 1 2 1 1 42833 ################ $ SHOTGUN INSTANT_HIT 30.0 40.0 349 -1 3 shotgunbad 1 10 0.82 -0.02 0.23 0 0 1.0 1.0 6 40 7 6 40 7 28 2823 $ SHOTGUN INSTANT_HIT 35.0 40.0 349 -1 3 shotgun 1 10 0.82 -0.02 0.25 1 01 1.2 1.1 6 38 7 6 40 7 20 2833 $ SHOTGUN INSTANT_HIT 999.0 999.0 349 -1 3 shotgun 99 999 0.0 0.50 0.0 2 01 999 1.5 1 2 1 1 2 1 1 42833 $ SAWNOFF INSTANT_HIT 25.0 30.0 350 -1 3 sawnoff 2 999 0.56 0.0 0.15 0 0 0.7 1.0 6 15 6 6 15 6 30 3833 $ SAWNOFF INSTANT_HIT 30.0 35.0 350 -1 3 sawnoff 2 999 0.56 0.0 0.15 1 01 0.8 1.1 6 15 6 6 15 6 30 3833 $ SAWNOFF INSTANT_HIT 999.0 999.0 350 -1 3 sawnoffpro 99 999 0.0 0.50 0.0 2 01 999 1.5 1 2 1 1 2 1 1 42833 $ SPAS12 INSTANT_HIT 35.0 40.0 351 -1 3 buddy 7 15 0.75 -0.06 0.22 0 0 1.4 1.0 6 18 7 6 18 7 35 7823 $ SPAS12 INSTANT_HIT 40.0 40.0 351 -1 3 colt45pro 7 15 0.75 -0.06 0.22 1 01 1.8 1.0 6 16 7 6 16 7 35 7833 $ SPAS12 INSTANT_HIT 999.0 999.0 351 -1 3 colt45pro 99 999 0.0 0.50 0.0 2 01 999 1.5 1 2 1 1 2 1 1 42833 ################ $ MICRO_UZI INSTANT_HIT 999.0 999.0 352 -1 4 colt45 50 30 0.25 0.0 0.11 0 0 999 1.5 1 2 1 1 2 1 1 43833 $ MICRO_UZI INSTANT_HIT 999.0 999.0 352 -1 4 colt45 50 30 0.25 0.0 0.11 1 01 999 1.5 1 2 1 1 2 1 1 43833 $ MICRO_UZI INSTANT_HIT 999.0 999.0 352 -1 4 colt45pro 99 30 0.0 0.50 0.0 2 01 999 1.5 1 2 1 1 2 1 1 42833 $ TEC9 INSTANT_HIT 25.0 30.0 372 -1 4 colt45 50 30 0.45 -0.05 0.11 0 0 0.75 1.0 11 15 12 6 11 7 99 3833 $ TEC9 INSTANT_HIT 30.0 35.0 372 -1 4 colt45 50 30 0.45 -0.05 0.11 1 01 1.05 1.0 11 15 12 6 11 7 99 3833 $ TEC9 INSTANT_HIT 999.0 999.0 372 -1 4 colt45pro 99 30 0.0 0.50 0.0 2 01 999 1.5 1 2 1 1 2 1 1 42833 $ MP5 INSTANT_HIT 35.0 40.0 353 -1 4 uzibad 30 30 0.51 -0.01 0.20 0 0 0.75 1.1 6 9 7 6 9 6 30 7823 $ MP5 INSTANT_HIT 40.0 45.0 353 -1 4 uzi 30 30 0.51 -0.01 0.20 1 01 1.0 1.3 6 9 7 6 9 6 30 7833 $ MP5 INSTANT_HIT 999.0 999.0 353 -1 4 uzi 99 30 0.0 0.50 0.0 2 01 999 1.5 1 2 1 1 2 1 1 42833 ################ $ AK47 INSTANT_HIT 40.0 70.0 355 -1 5 riflebad 30 30 0.78 -0.06 0.13 0 0 0.40 0.9 6 10 7 6 10 7 99 7823 $ AK47 INSTANT_HIT 45.0 70.0 355 -1 5 rifle 30 30 0.78 -0.06 0.13 1 01 0.50 1.0 6 10 7 6 10 7 99 7833 $ AK47 INSTANT_HIT 999.0 999.0 355 -1 5 rifle 99 30 0.0 0.50 0.0 2 01 999 1.5 1 2 1 1 2 1 1 42833 $ M4 INSTANT_HIT 40.0 90.0 356 -1 5 riflebad 50 30 0.74 -0.04 0.13 0 0 0.45 0.9 6 10 7 6 10 7 99 7823 $ M4 INSTANT_HIT 45.0 90.0 356 -1 5 rifle 50 30 0.74 -0.04 0.13 1 01 0.65 1.0 6 10 7 6 10 7 99 7833 $ M4 INSTANT_HIT 999.0 999.0 356 -1 5 rifle 99 30 0.0 0.50 0.0 2 01 999 1.5 1 2 1 1 2 1 1 42833 ################ #$ COUNTRYRIFLE INSTANT_HIT 999.0 999.0 357 -1 6 sniper 1 150 0.0 0.50 0.0 0 0 999 1.0 1 2 1 1 2 1 1 48A33 $ COUNTRYRIFLE INSTANT_HIT 999.0 999.0 357 -1 6 sniper 99 150 0.0 0.50 0.0 1 01 999 1.5 1 2 1 1 2 1 1 42833 #$ COUNTRYRIFLE INSTANT_HIT 999.0 999.0 357 -1 6 sniper 1 150 0.0 0.50 0.0 2 01 999 1.5 1 2 1 1 2 1 1 48A33 #$ SNIPERRIFLE INSTANT_HIT 40.0 100.0 358 -1 6 sniper 1 999 0.0 0.50 0.0 0 0 999 1.0 1 2 1 1 2 1 1 4A833 $ SNIPERRIFLE INSTANT_HIT 999.0 999.0 358 -1 6 sniper 99 999 0.0 0.50 0.0 1 01 999 1.5 1 2 1 1 2 1 1 42833 #$ SNIPERRIFLE INSTANT_HIT 999.0 999.0 358 -1 6 sniper 1 999 0.0 0.50 0.0 2 01 999 1.5 1 2 1 1 2 1 1 4A833 ################ $ RLAUNCHER PROJECTILE 999.0 999.0 359 -1 7 rocket 1 999 0.42 0.0 0.05 1 0 999 1.0 11 19 12 14 99 15 99 48034 $ RLAUNCHER_HS PROJECTILE 999.0 999.0 360 -1 7 rocket 1 999 0.42 0.0 0.05 1 0 999 1.0 1 2 1 1 2 1 1 48035 $ FTHROWER AREA_EFFECT 5.1 5.1 361 -1 7 flame 500 999 0.0 0.30 0.0 1 0 1.0 1.0 11 12 11 1 99 11 99 40833 $ MINIGUN INSTANT_HIT 999.0 999.0 362 -1 7 flame 500 999 0.0 0.50 0.0 1 0 999 1.5 1 2 1 1 2 1 1 40833 ############# $ SATCHEL_CHARGE PROJECTILE 30.0 40.0 363 364 8 grenade 1 999 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 9 99 40920 $ DETONATOR USE 25.0 25.0 364 -1 12 null 1 0 0.0 0.0 0.13 1 0 1.0 1.0 0 10 3 0 10 3 99 0 ################ $ SPRAYCAN AREA_EFFECT 4.0 6.1 365 -1 9 spraycan 500 01 0.20 0.0 -0.1 1 0 1.0 1.0 12 58 13 11 58 13 99 0431 0.05 0.5 1000.0 0.01 $ EXTINGUISHER AREA_EFFECT 10.0 10.1 366 -1 9 flame 500 01 0.45 0.10 0.15 1 0 1.0 1.0 11 12 11 11 12 11 35 0038 0.1 0.5 1000.0 0.01 $ CAMERA CAMERA 70.0 100.0 367 -1 9 rifle 36 0 0.0 -0.0 -0.0 1 0 1.0 1.0 10 99 11 14 99 15 0 4 ################ $ NIGHTVISION USE 70.0 100.0 368 -1 11 goggles 0 0 0.0 -0.0 -0.0 1 0 1.0 1.0 10 99 11 14 99 15 0 0 $ INFRARED USE 70.0 100.0 369 -1 11 goggles 0 0 0.0 -0.0 -0.0 1 0 1.0 1.0 10 99 11 14 99 15 0 0 #$ JETPACK USE 25.0 25.0 370 -1 9 null 1 0 0.0 0.0 0.13 1 0 1.0 1.0 0 2 1 0 2 1 1 0
  21. spaceeinstein

    Lethal Slices

    Introduction Lethal Slices is a modification for Grand Theft Auto: Vice City utilizing the CLEO Library. It increases the chance that the katana can slice off heads and allows all other sharp weapons (knife, cleaver, and machete) to slice off heads. Hits that knock peds down to the ground cannot slice off heads. Type "SLICES" to toggle this effect on or off. Bonus feature: type "HEADLESS" to pop off Tommy’s head. Installation Download the mod at GTAGarage. Download CLEO for Vice City at http://cleo.li/. From the CLEO download, copy VC.CLEO.asi into Vice City's folder. If CLEO.asi already exists in the folder, you must delete that file. From this mod download, place the CLEO folder containing SESlices.cs into Vice City's folder. This mod has been tested only on VC v1.00 US. Video Source Thanks to dxtest for the initial idea.
  22. Heavy Weapons Guy

    Vice City Beta Weapons

    Vice City Beta Weapons About: Beta Weapons are weapons that were removed from a GTA game during its development. It also includes some weapons that didn't make it to the final game and weapons have their models changed, and some still exist in the game files. Many made well during development and it is unknown why they were removed. Credit: Heavy Weapons Guy Vadim M Rockstar Games Download: Download link Video: IMPORTANT: Read the Readme file, It's very important!
  23. goodidea82

    SCM Variable Usage Analyzer

    This is rather a quick and dirty pyhon script than a tool, but it gets the job done. SCM Variable Usage Analyzer 0.1 by GoodIdea82, 2015 This is a quick and dirty python script. It analyzes in which sections of main.scm (main, missions, external scripts) local and global variables are used. It requires that the main.scm has been decompiled with SannyBuilder. It should work with any main.scm, e.g. SA, VC, LC. Usage. Edit the script and change the dir variable so that it contains the path to your main.txt. Generate main.txt by decompiling main.scm using SannyBuilder. This script reads the decompiled code and creates the files variableUsage.txt and sideEffectFreeVariables.txt. The file variableUsage.txt finds for all sections (main, missions, external scripts) which variables are used. After each variable it lists in which other section the variable is also used. The file sideEffectFreeVariables.txt finds all variables which occur only in one section and do not occur in main, mission 1, or mission 2. Hence, the side-effect free variables are used only locally in a one section. Actually not variables are analyzed but variable expressions. For example the array access $123($45,i4) and $123(3,i4) may refer to the same variable if $45=3. For example: - An excerpt from variableUsage.txt - An excerpt from sideEffectFreeVariables.txt Download: http://www.gtainside.com/sanandreas/tools/81289-scm-variable-usage-analyzer/
  24. GTA Vice City use Uzi sound for all SMG when you use them for "drive-by". this plugin "fix" it by changing the sound id depending on what SMG Tommy is having. Download here: http://www.mediafire.com/file/oletmvweps0d422/VC.DriveBySoundFix.zip
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