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  1. Can you show me how to make a concept map please? what software is it that you can change the layer image overlay? I'm so confused how to make my own. https://www.gtaboom.com/fan-made-gta-6-map-fans-salivating-size/
  2. Hi, I recently downloaded a swimming mod as well as a Manual Drive-By mod which both use the VC.CustomAnimsData, and when I try to merge the animation entries together and change the IDs to avoid conflicts in VC.CustomAnimsData.dat, the game crashes when it tries to load a save game, anyway I can find a good tutorial on how to merge 2 VC.CustomAnimsData.dat files and change the entries to avoid conflicts?
  3. There are light lines on the back of Tommy's head on IG model. It's probably Tommy's face reflected in his hair. I think there are distortions in the model. What can I do for this? From which folder can I change Tommy's IG model?
  4. RubberDuck1970s

    I need help!!!

    I recently installed a few beta cars for Vice City and for some reason, the stripes on the police car is white. Instead of blue and red. How do I fix it?
  5. Hello, I have encountered a problem, please help me. The problem is that the taxi shortcut does not appear next to the player when the player is arrested or killed. I'm talking about a taxi that will take you to a place near the employer for whom you failed the mission. I use opcodes 058d and 058e, but the taxi does not appear at all. By process of elimination, I noticed that the taxi spawn is affected by the main.scm file, but the taxi spawns in traffic. I am writing my main.scm and I will be grateful for your help or support.
  6. A dream for many of us has become reality and has finally become mature enough to be officially announced here: Source code for GTA 3 and Vice City. Over the course of about 1.5 years a group of people has reverse engineered both games completely. Finally we're able to build both games from source which opens up a whole new level of modding. They have also already been ported to many other platforms (Linux, Nintendo Switch, Playstation Vita, Nintendo Wii U). You can find everything here: re3: https://github.com/GTAmodding/re3/tree/master reVC: https://github.com/GTAmodding/re3/tree/miami Join our discord guild: https://discord.gg/RFNbjsUMGg
  7. Obbe Vermeij (Former technical director at Rockstar from 1995-2009) had his blog taken down after complaints from R* devs after he shared some company secrets/development facts spanning from GTA 1, to GTA SA and the decision to go with 3 cities, all the way to Agent and it's eventual cancelation and 'ruining rockstar's mystique' https://www.pcgamer.com/a-former-gta-dev-made-an-ill-fated-blog-about-his-experiences-and-boy-did-rockstar-not-like-that-maybe-ill-try-again-in-a-decade-or-two/ Edit: additional tidbits of info including archived blog posts below: https://kotaku.com/gta-6-vice-city-rockstar-developer-blog-secrets-1851044987 WEB ARCHIVE OF BLOG POSTS: https://web.archive.org/web/20231122204437/https://insiderockstarnorth.blogspot.com/2023/11/development-of-vice-city-2002.html https://web.archive.org/web/20231122210731/https://insiderockstarnorth.blogspot.com/2023/11/the-trouble-with-cheats.html https://web.archive.org/web/20231122210836/https://insiderockstarnorth.blogspot.com/2023/11/the-development-of-gta-gta-2-1994-1999.html https://web.archive.org/web/20231122112428/https://insiderockstarnorth.blogspot.com/2023/11/development-of-san-andreas-2003-2004.html http://web.archive.org/web/20231121062024/https://insiderockstarnorth.blogspot.com/2023/11/the-development-of-manhunt-1999-2003.html https://web.archive.org/web/20231120164235/https://insiderockstarnorth.blogspot.com/2023/11/1999-beginnings-of-gta3.html https://web.archive.org/web/20231120164231/https://insiderockstarnorth.blogspot.com/2023/11/bugs-bugs-bugs.html https://web.archive.org/web/20231120164237/https://insiderockstarnorth.blogspot.com/2023/11/development-of-gta3-1999-2001.html https://web.archive.org/web/20231120164356/https://insiderockstarnorth.blogspot.com/2023/11/distractions-agent-z.html https://web.archive.org/web/20231120213458/https://insiderockstarnorth.blogspot.com/2023/11/streaming.html https://web.archive.org/web/20231120213458/https://insiderockstarnorth.blogspot.com/2023/11/how-does-weather-work.html https://web.archive.org/web/20231120213607/https://insiderockstarnorth.blogspot.com/2023/11/why-so-many-cars-of-same-type.html https://web.archive.org/web/20231120213607/https://insiderockstarnorth.blogspot.com/2023/11/network-game-in-gta3.html https://web.archive.org/web/20231120213502/https://insiderockstarnorth.blogspot.com/2023/11/why-does-moon-change-size-when-you.html
  8. DeadZeppelin

    Happy 20th Birthday Vice City

    I made this one last year commemorating the 20 year mark for GTA3.
  9. Teorhus

    A new update?

    Some platforms received an update of 420mb some minutes ago Can someone verify on the whole trilogy?
  10. The Rampage on the second floor of the North Point Mall is bugged and immediately crashes my game and only give "Fatal Error!" as a crash message, I've restarted the game, removed all my mods and even started a new save game and it still crashes. does anyone know how to fix this?
  11. SomeGuy86

    [GTA III] Scripting Textures?

    Hey guys, just a quick one... With all those ASi plugins, limit adjusters and CLEO scripts that we got nowadays, would it be possible to have a flat model area (such as the billboard, for example) with "animated" texture? Animated as in having a script to scroll through IDK, 8-12 different texture slots every 0.5 second or less, loaded into the game from custom TXD library and thus make the illusion of being animated. For example, to make a flashing (neon-like) arrow or any other, similar animation which would benefit from flipbook and/or stop & go animation technique. Just a quick reminder that we are talking GTA III here (and perhaps Vice), and NOT San Andreas.
  12. Welcome! Long story short, i've been producing music for over a year now, and i've caught an interest in analysing some of my favourite songs of all time, trying to better understand the theory & the inner workings behind the madness, to grasp why those pieces of music work. I've been doing that for a while now, but I figure this could be a team effort, and what better way to start this than with the classic theme of the game that introduced me to Grand Theft Auto Below is a list of the different groups of instruments i've identified, along with some notes on the side. I may be skipping an instrument or two so feel free to join on the hunt and help BEGINNING SEQUENCE: - The very first thing we hear is what I believe to be an arpeggio sequence. This is reminiscent of Jan Hammer's style (Miami Vice OST for reference). Also worth pointing out that it seems to have a small Phaser-like effect on it. DRUMS: - Kick & Snare (very possibly from the Linn drum machines of the 80s) - Clap (maybe from the Linn drum machines) - Cowbell - Shaker - Riser & Crash - Congas (not sure about this one) BASS: - It's a synth bass, but I have no clue where it's from. It may come from a Moog, or it may not. I believe at the end it also presents a Phaser-like effect, just like the beginning sequence does. It's kinda fitting that this effect presents itself at the beginning and end. MELODY: - Guitar (Jan Hammer uses a very similar sound in the Miami Vice OST. I have a feeling it's a DX7 preset) - Piano (pretty sure it's a Rhodes electric piano, this one plays in the "chorus" of the song, the moment of most intensity, along with the Sax mentioned below. This is the same piano that continues until the end of the song, where it plays that melody that we hear when we complete a mission) - Lead Sax - Brass instrument (at the 1:33 minute mark we hear a brass instrument play. I don't know the specific instrument, if it was recorded live in the studio or they used a preset bank) The goal is to find all the specific sound banks, models of instruments and presets used. Thanks for reading (Video for reference when I mention a timestamp)
  13. Nour Eldein Mahmoud

    Passenger Drive By

    How To Gonna Find This Mod ? It's Amazing
  14. I'm trying to install the 80's Suits Pack, the first problem is stupid to limit adjuster keeps making the models white so I found a thread that told me to delete ExtraObjectsDir = 256 so I did it did work but when I tried to like to play a cutscene (The Kaufman Cabs) it goes to a black screen display the name and freezes it's even like that when I start a new game, but when I reinstate the stupid ExtraObjectsDir = 256 it somehow makes it work again but screws up the models, its bullcrap I have a choice or not progressing the game or dealing with the stupid buggy white model. I tried removing the stupid limiter by deleting it and making mix mods the new limit memory thing but it causes the game to crash when the game loading reaches the middle. IDK if its due to how buggy the damn limit adjuster or it's the mod pack from Steam i got is the one I got since idk which one is causing the one to make the damn cutscenes crash when i delete the ExtraobjectsDir=256 https://steamcommunity.com/sharedfiles/filedetails/?id=1959669205
  15. strejda603

    [VC] DrawCorona bug with Cleo Redux

    Hello guys, I'm using Cleo Redux for my GTA Vice City (Classic) with Ultra Mod installed, and I'm trying to create some mods with it... I've encountered some problems with "Fx.DrawCorona" command: No matter how many coronas I create, it shows only one of them.. Does anyone have an idea, how to fix it? Here's an example of my code: /// <reference path="./.config/vc.d.ts" /> import { KeyCode, ScriptSound, WaitState } from "./.config/enums"; if (HOST !== "vc" && HOST !== "reVC") { exit("Sorry, this script is for GTA VC only"); } let player = new Player(0); let playerChar = player.getChar(); const marinaDisco = { entryPos1: { x: -168.4236, y: -1284.7824, z: 10.423, r: 1.0, }, entryPos2: { x: -159.935, y: -1283.3222, z: 10.423, r: 1.0, }, entryPos3: { x: -169.9683, y: -1293.6324, z: 10.423, r: 1.0, }, insidePos: { x: -118.543, y: -1311.32, z: -7.2693, a: 91.0, }, exitPos1: { x: -116.854, y: -1309.5432, z: -7.2, r: 1.0, }, exitPos2: { x: -116.854, y: -1313.4788, z: -7.2, r: 1.0, }, outsidePos: { x: -171.443, y: -1284.22, z: 9.4307, a: 43.0, }, barmaidPos: { x: -144.5299, y: -1311.16, z: -7.1, a: 271.0 }, guardPos: { x: -142.8835, y: -1310.8981, z: -7.1, a: 90.0 }, ped1Pos: { x: -133.5422, y: -1311.8502, z: -7.2, a: 140.0 }, ped2Pos: { x: -129.123, y: -1311.845, z: -7.2, a: 40.0 }, ped3Pos: { x: -131.541, y: -1309.5947, z: -7.2, a: 232.0 }, ped4Pos: { x: -127.7548, y: -1309.8126, z: -7.2, a: 89.0 }, ped5Pos: { x: -127.5602, y: -1305.7991, z: -7.2, a: 180.0 }, ped6Pos: { x: -132.3991, y: -1304.9693, z: -7.2, a: 225.0 }, ped7Pos: { x: -129.6877, y: -1301.1688, z: -7.2, a: 172.0 }, ped8Pos: { x: -134.475, y: -1307.6766, z: -7.2, a: 264.0 }, ped9Pos: { x: -132.9195, y: -1302.21989, z: -7.1, a: 311.0 }, ped10Pos: { x: -135.5324, y: -1314.6976, z: -7.2, a: 334.0 }, ped11Pos: { x: -126.4633, y: -1313.8886, z: -7.1, a: 2.0 }, ped12Pos: { x: -131.4392, y: -1313.811, z: -7.1, a: 249.0 }, ped13Pos: { x: -126.8095, y: -1303.7259, z: -7.1, a: 127.0 }, }; // Marina Disco if ( atFeet(player, interiors.marinaDisco.entryPos1) || atFeet(player, interiors.marinaDisco.entryPos2) || atFeet(player, interiors.marinaDisco.entryPos3) ) { fade(0, 500); loadAnim("STRIP"); loadModel(55); loadModel(53); loadModel(51); loadModel(35); loadModel(30); loadModel(24); loadModel(15); loadModel(14); loadModel(11); loadModel(70); loadModel(13); loadModel(16); loadModel(73); wait(50); Streaming.LoadAllModelsNow(); // prettier-ignore let barmaid = spawnPed(70, 7, interiors.marinaDisco.barmaidPos) .setHealth(200); // prettier-ignore let guard = spawnPed(73, 7, interiors.marinaDisco.guardPos) .setHealth(200); // prettier-ignore let ped1 = spawnPed(53, 4, interiors.marinaDisco.ped1Pos) .setWaitState(WaitState.Stripper, 60000000); // prettier-ignore let ped2 = spawnPed(51, 4, interiors.marinaDisco.ped2Pos) .setWaitState(WaitState.Stripper, 60000000); // prettier-ignore let ped3 = spawnPed(35, 4, interiors.marinaDisco.ped3Pos) .setWaitState(WaitState.Stripper, 60000000); // prettier-ignore let ped4 = spawnPed(30, 4, interiors.marinaDisco.ped4Pos) .setWaitState(WaitState.Stripper, 60000000); // prettier-ignore let ped5 = spawnPed(24, 4, interiors.marinaDisco.ped5Pos) .setWaitState(WaitState.Stripper, 60000000); // prettier-ignore let ped6 = spawnPed(15, 4, interiors.marinaDisco.ped6Pos) .setWaitState(WaitState.Stripper, 60000000); // prettier-ignore let ped7 = spawnPed(14, 4, interiors.marinaDisco.ped7Pos) .setWaitState(WaitState.Stripper, 60000000); // prettier-ignore let ped8 = spawnPed(11, 4, interiors.marinaDisco.ped8Pos) .setWaitState(WaitState.Stripper, 60000000); // prettier-ignore let ped9 = spawnPed(16, 4, interiors.marinaDisco.ped9Pos) .setWaitState(WaitState.Stripper, 60000000); // prettier-ignore let ped10 = spawnPed(13, 4, interiors.marinaDisco.ped10Pos) .setWaitState(WaitState.Stripper, 60000000); // prettier-ignore let ped11 = spawnPed(53, 4, interiors.marinaDisco.ped11Pos) .setWaitState(WaitState.Stripper, 60000000); // prettier-ignore let ped12 = spawnPed(55, 4, interiors.marinaDisco.ped12Pos) .setWaitState(WaitState.Stripper, 60000000); // prettier-ignore let ped13 = spawnPed(14, 4, interiors.marinaDisco.ped13Pos) .setWaitState(WaitState.Stripper, 60000000); wait(200); let raiding = 0; let time = 0; Streaming.SetAreaVisible(17); // Game.SetIsInStadium(true); Weather.ForceNow(0); World.SwitchRubbish(false); movePlayer(player, interiors.marinaDisco.insidePos); fade(1, 500); while (true) { wait(0); time++; // prettier-ignore Fx.CreateSingleParticle(27, -140.136, -1309.0, 0.3419, 0.0, 0.0, 0.0, 1.0); // prettier-ignore Fx.CreateSingleParticle(27, -140.136, -1314.2, 0.3419, 0.0, 0.0, 0.0, 1.0); // prettier-ignore Fx.CreateSingleParticle(27, -140.136, -1306.3, 0.3419, 0.0, 0.0, 0.0, 1.0); // prettier-ignore Fx.CreateSingleParticle(27, -140.136, -1304.0, 0.3419, 0.0, 0.0, 0.0, 1.0); // prettier-ignore Fx.CreateSingleParticle(27, -140.136, -1311.8, 0.3419, 0.0, 0.0, 0.0, 1.0); // prettier-ignore Fx.CreateSingleParticle(20, -120.736, -1319.2, -8.7581, 0.0, 0.0, 0.0, 1.0); // prettier-ignore Fx.CreateSingleParticle(20, -120.736, -1295.8, -8.7581, 0.0, 0.0, 0.0, 1.0); // prettier-ignore Fx.CreateSingleParticle(20, -137.836, -1295.8, -8.7581, 0.0, 0.0, 0.0, 1.0); // prettier-ignore Fx.CreateSingleParticle(20, -139.336, -1319.1, -8.7581, 0.0, 0.0, 0.0, 1.0); if (time > 1000) { Fx.DrawCorona(-137.536, -1319.9, -3.1581, 1.0, 4, 1, 255, 0, 0); Fx.DrawCorona(-122.836, -1319.9, -3.1581, 1.0, 4, 1, 0, 0, 255); Fx.DrawCorona(-120.136, -1318.3, -3.1581, 1.0, 4, 1, 0, 255, 0); Fx.DrawCorona(-120.136, -1303.6, -3.1581, 1.0, 4, 1, 255, 0, 0); Fx.DrawCorona(-122.836, -1295.5, -3.1581, 1.0, 4, 1, 0, 255, 0); Fx.DrawCorona(-136.936, -1295.5, -3.1581, 1.0, 4, 1, 0, 0, 255); Fx.DrawCorona(-139.436, -1302.1, -3.1581, 1.0, 4, 1, 255, 0, 0); Fx.DrawCorona(-139.436, -1316.9, -3.1581, 1.0, 4, 1, 0, 0, 255); } if (time > 2000) { Fx.DrawCorona(-137.536, -1319.9, -3.1581, 1.0, 4, 1, 0, 255, 0); Fx.DrawCorona(-122.836, -1319.9, -3.1581, 1.0, 4, 1, 255, 0, 0); Fx.DrawCorona(-120.136, -1318.3, -3.1581, 1.0, 4, 1, 0, 0, 255); Fx.DrawCorona(-120.136, -1303.6, -3.1581, 1.0, 4, 1, 0, 255, 0); Fx.DrawCorona(-122.836, -1295.5, -3.1581, 1.0, 4, 1, 0, 0, 255); Fx.DrawCorona(-136.936, -1295.5, -3.1581, 1.0, 4, 1, 0, 255, 0); Fx.DrawCorona(-139.436, -1302.1, -3.1581, 1.0, 4, 1, 0, 255, 0); Fx.DrawCorona(-139.436, -1316.9, -3.1581, 1.0, 4, 1, 255, 0, 0); } if (time > 3000) { Fx.DrawCorona(-137.536, -1319.9, -3.1581, 1.0, 4, 1, 0, 0, 255); Fx.DrawCorona(-122.836, -1319.9, -3.1581, 1.0, 4, 1, 0, 255, 0); Fx.DrawCorona(-120.136, -1318.3, -3.1581, 1.0, 4, 1, 255, 0, 0); Fx.DrawCorona(-120.136, -1303.6, -3.1581, 1.0, 4, 1, 0, 0, 255); Fx.DrawCorona(-122.836, -1295.5, -3.1581, 1.0, 4, 1, 255, 0, 0); Fx.DrawCorona(-136.936, -1295.5, -3.1581, 1.0, 4, 1, 255, 0, 0); Fx.DrawCorona(-139.436, -1302.1, -3.1581, 1.0, 4, 1, 0, 0, 255); Fx.DrawCorona(-139.436, -1316.9, -3.1581, 1.0, 4, 1, 0, 255, 0); } if (time > 4000) { Fx.DrawCorona(-137.536, -1319.9, -3.1581, 1.0, 4, 1, 255, 255, 255); Fx.DrawCorona(-122.836, -1319.9, -3.1581, 1.0, 4, 1, 255, 255, 255); Fx.DrawCorona(-120.136, -1318.3, -3.1581, 1.0, 4, 1, 255, 255, 255); Fx.DrawCorona(-120.136, -1303.6, -3.1581, 1.0, 4, 1, 255, 255, 255); Fx.DrawCorona(-122.836, -1295.5, -3.1581, 1.0, 4, 1, 255, 255, 255); Fx.DrawCorona(-136.936, -1295.5, -3.1581, 1.0, 4, 1, 255, 255, 255); Fx.DrawCorona(-139.436, -1302.1, -3.1581, 1.0, 4, 1, 255, 255, 255); Fx.DrawCorona(-139.436, -1316.9, -3.1581, 1.0, 4, 1, 255, 255, 255); } if (time > 5000) { time = 0; } if (player.isShooting() && raiding == 0) { loadModel(279); loadModel(275); wait(50); Streaming.LoadAllModelsNow(); if (!Char.IsDead(barmaid)) { barmaid .giveWeapon(21, 30) .setAccuracy(80) .setObjKillPlayerAnyMeans(player); } if (!Char.IsDead(guard)) { guard .giveWeapon(18, 30) .setAccuracy(80) .setObjKillPlayerAnyMeans(player); } ped1.clearWaitState(); ped2.clearWaitState(); ped3.clearWaitState(); ped4.clearWaitState(); ped5.clearWaitState(); ped6.clearWaitState(); ped7.clearWaitState(); ped8.clearWaitState(); ped9.clearWaitState(); ped10.clearWaitState(); ped11.clearWaitState(); ped12.clearWaitState(); ped13.clearWaitState(); if (player.storeWantedLevel() < 3) { player.alterWantedLevel(3); } Streaming.MarkModelAsNoLongerNeeded(279); Streaming.MarkModelAsNoLongerNeeded(275); raiding = 1; } if ( atFeet(player, interiors.marinaDisco.exitPos1) || atFeet(player, interiors.marinaDisco.exitPos2) || !player.isPlaying() ) { fade(0, 500); barmaid.markAsNoLongerNeeded().delete(); guard.markAsNoLongerNeeded().delete(); ped1.markAsNoLongerNeeded().delete(); ped2.markAsNoLongerNeeded().delete(); ped3.markAsNoLongerNeeded().delete(); ped4.markAsNoLongerNeeded().delete(); ped5.markAsNoLongerNeeded().delete(); ped6.markAsNoLongerNeeded().delete(); ped7.markAsNoLongerNeeded().delete(); ped8.markAsNoLongerNeeded().delete(); ped9.markAsNoLongerNeeded().delete(); ped10.markAsNoLongerNeeded().delete(); ped11.markAsNoLongerNeeded().delete(); ped12.markAsNoLongerNeeded().delete(); ped13.markAsNoLongerNeeded().delete(); Streaming.SetAreaVisible(0); // Game.SetIsInStadium(false); Weather.Release(); World.SwitchRubbish(true); // World.ClearExtraColors(true); movePlayer(player, interiors.marinaDisco.outsidePos); fade(1, 500); continue main; } } } // Functions /** * @param {{x: float, y: float, z: float}} pos * @param {string} spec solid/car/char/object/particle */ function areaOccupied(pos, spec) { if (spec === "solid") { return World.IsAreaOccupied( pos.x - 2.0, pos.y - 2.0, pos.z - 2.0, pos.x + 2.0, pos.y + 2.0, pos.z + 2.0, true, false, false, false, false ); } else if (spec === "car") { return World.IsAreaOccupied( pos.x - 2.0, pos.y - 2.0, pos.z - 2.0, pos.x + 2.0, pos.y + 2.0, pos.z + 2.0, false, true, false, false, false ); } else if (spec === "char") { return World.IsAreaOccupied( pos.x - 2.0, pos.y - 2.0, pos.z - 2.0, pos.x + 2.0, pos.y + 2.0, pos.z + 2.0, false, false, true, false, false ); } else if (spec === "object") { return World.IsAreaOccupied( pos.x - 2.0, pos.y - 2.0, pos.z - 2.0, pos.x + 2.0, pos.y + 2.0, pos.z + 2.0, false, false, false, true, false ); } else if (type === "particle") { return World.IsAreaOccupied( pos.x - 2.0, pos.y - 2.0, pos.z - 2.0, pos.x + 2.0, pos.y + 2.0, pos.z + 2.0, false, false, false, false, true ); } else { return false; } } /** * @param {(number|string)} id * @param {boolean} [special=false] * @param {int} [slot=null] */ export function loadModel(id, special = false, slot = null) { if (typeof id === "string" && special == true && slot != null) { Streaming.LoadSpecialCharacter(slot, id); while (!Streaming.HasSpecialCharacterLoaded(slot)) { wait(100); } } else { Streaming.RequestModel(id); while (!Streaming.HasModelLoaded(id)) { wait(100); } } } /** * @param {string} name */ function loadAnim(name) { Streaming.RequestAnimation(name); while (!Streaming.HasAnimationLoaded(name)) { wait(100); } } /** * @param {int} inout 0 - out, 1 - in * @param {int} time in ms */ function fade(inout, time) { if (inout == 0) { // Game.SetPoliceIgnorePlayer(player, true); // Game.SetEveryoneIgnorePlayer(player, true); player.setControl(false); Camera.DoFade(time, 0); wait(time); } else if (inout == 1) { Camera.DoFade(time, 1); wait(time); player.setControl(true); // Game.SetPoliceIgnorePlayer(player, false); // Game.SetEveryoneIgnorePlayer(player, false); } } /** * @param {Player} player * @param {{x: float, y: float, z: float, r: {x: float, y: float, z: float} | float}} pos */ function atFeet(player, pos) { if (isObject(pos.r)) { return player.locateOnFoot3D( pos.x, pos.y, pos.z, pos.r.x, pos.r.y, pos.r.z, false ); } else { return player.locateOnFoot3D( pos.x, pos.y, pos.z, pos.r, pos.r, pos.r, false ); } } /** * @param {Player} player * @param {{x: float, y: float, z: float, a?: float}} pos */ function movePlayer(player, pos) { let ground = World.GetGroundZFor3DCoord(pos.x, pos.y, pos.z); player.setCoordinates(pos.x, pos.y, ground); if (pos.hasOwnProperty("a")) { player.setHeading(pos.a); } Camera.SetBehindPlayer(); Camera.RestoreJumpcut(); } /** * @param {int} id Needs to be loaded first via "loadModel"! / "Streaming.MarkModelAsNoLongerNeeded" not needed * @param {int} type * @param {{x: float, y: float, z: float, a?: float}} pos */ function spawnPed(id, type, pos) { let ped; // loadModel(id); if (areaOccupied(pos, "char")) { World.ClearAreaOfChars( pos.x - 0.5, pos.y - 0.5, pos.z - 0.5, pos.x + 0.5, pos.y + 0.5, pos.z + 0.5 ); } let ground = World.GetGroundZFor3DCoord(pos.x, pos.y, pos.z); ped = Char.Create(type, id, pos.x, pos.y, ground); if (pos.hasOwnProperty("a")) { ped.setHeading(pos.a); } Streaming.MarkModelAsNoLongerNeeded(id); return ped; }
  16. I edited Maibu club outside, by replacing a statue from the entrance. The day time model works fine, but at night variant crashes the game. I've exported every model separately with original hierarchy in 3DS Max. (the night model has more objects) I don't know which setting I should use for the night time models. I just want to keep original lights and apply them to added statue model. I have the same problem with Pay N Spray model. After exported model crashes the game while object is rendering. I'm using KAM's Script Gold Fish release. EDIT: Ok, I think I have found a solution. Before export the file that have Omni lights, you have to hide them. And of course while exporting select DAY.
  17. At 3 am I got a sudden idea to play Bad Apple in GTA, previously seeing similar variations of the video on the internet. And after 2 hours I did. At first I exported the video to .pngs using VLC Mediaplayer, then wrote a little C# program that helped me create a folder for each frame, later converting them all to individual TXDs. Using MagicTXD I did that and moved 6574 frames to the game directory. Using another program and a simple pattern I generated a Sanny Builder code that implements frame-by-frame splashcreen change, resulting in a main.scm. Finally I replaced random .wav with the song itself and here it is. And no, I didn't use CLEO or any other extension. Only vanilla Vice City opcodes.
  18. Hi, I am making cleo script for Vice City, I have one vehicle assigned in local variable 1@, I am freezing it with the command below, 0574: freeze_car 1@ position_and_dont_load_collision 1 I can set and get z angle of this vehicle via 0175: set_car @1 z_angle_to @0 0174: @0 = car @1 z_angle how can I set x and y angle of this vehicle?
  19. So far I've found GTAMods Memory Addresses (VC) page and DimZet's post regarding colours offsets. But, in none of them the colours of "Redefine Controls" is mentioned (picture, I'm talking about the colours of the text, green frame and blue menu behind the list as well as black/white colours of the controls themselves). Has anyone ever looked for these HEX offsets? I want to change colours to fit other menus so it doesn't stand out in a bad way.
  20. Who can teach me about " Fastman92 Limit Adjuster " I'm using Gta san andreas pc version..
  21. I have some problem about gta san andreas..How to change gta san andreas normal game ( Not Multiplayer ) map boarder ( BOUNDS )space ? I tried to create a new island on out of san andreas area and add it on map but i couldn't it because of I don't know how to increase map boarder space and how it's proccess..How to do it?? ( Like this gta 3 and vice city map )
  22. Hello, sorry to disturb you. Recently I was trying to mod the GTA Vice City Mobile game but I am getting a strange model error as seen in the picture. Unfortunately, I did not understand why. I am replacing the Player.dff file with a mod I made, but the problem appears in the picture. Then I change the name of the Player.dff file to Player2.dff and open it in the game, no problem. I'm experiencing the same thing with car mods. I was wondering if there was a problem with Kam's Script and I downloaded DFF Converter, I tried that too, but still the same error. Can anyone share with me why such a problem occurs? By the way, I don't know if it is forbidden to ask questions in this section, if not, I ask the admins to move the topic to a section where sharing is not prohibited. Thanks. Ok, I solved the problem, there is a solution for this. I wish you good work.
  23. Всем привет! Я маппер, создаю мод, переносящий Либерти-Сити и сюжет из GTA Advance на почву reVC (восстановленный исходный код Vice City). Ищу скриптера, который готов безвозмездно (помочь) писать скрипты и миссии (в целом несложные) для мода. Hi all! I'm a mapper, making a mod that takes Liberty City and the story from GTA Advance to reVC (Vice City source code restored). I'm looking for a scripter who is ready to free (help) write scripts and missions (generally simple) for the mod. This is progress (part1+part2)
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