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DeeZire

Some Interesting Ped Tidbits

Recommended Posts

demonj0e
Actually i messed up, i put them under the burger guy. This time i put them under BIKDRUG (like he said to) and they work fine. Hilarious! I've been looking forward to this.

You've not included VWMOTR2 and SWMOTR4 ...is there a reason?

I also read elsewhere that sometimes they don't stop pissing, has anyone else noticed this because i've not.

Great stuff, thanks!

i might have missed some thats why they aint included but yeh just add em ureself

compiles fine for me make sure u have the ide files in ure mission builder folder

do they puke up for u? ive only seen em pissin so far

also ye sumtimes they walk around with the piss coming out of them and its out of place ive seen it come out from their arm

also sumtimes if u kill em while the piss animation is f*cked up they die but the pissin continues until the body dissapears

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brotherbozar

@DeeZire, funny you should say that because i found it a bit strange picking money off a dead tramp today (he got run over, honest!), although i didn't make the connection.

@ demonjOe, ok i'll add those other two.

Whats the 'PAULNMAC' animation ...is that the pissing one?

Do criminals use an external script like this? I don't remember noticing one for crims while i was there.

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poohead
I'm lovin' it:

user posted image

 

Somehow they only pee and nothing else. The pee thing is kind of glitched up. Sometimes if something obstruct their animations, their pee will go on forever until their body disappears. This will be in my mod.

small question, do the girls pee the same way in game? like is there 2 different types of peeing, 1 for men and 1 for women?

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Demarest

Yes and no. It seems to understand that girls can't shoot, but it doesn't seem to understand where it's supposed to come from.

 

user posted image

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Quadropheniac90
Lol! Maybe there's an origin coordinate or something in the script.

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Qortex

To make the peds do other things besides take a piss you just have to remove the line

 

0004: $9455 =  3 ;; integer values

 

from this bit of code

 

:HMLES_140209: $9455 = random_int  0  40004: $9455 =  3 ;; integer values00D6: if  08038:   NOT   $1787 ==  0 ;; integer values004D: jump_if_false £HMLES_220006: @12 =  1 ;; integer values004E: end_thread0002: jump £HMLES_34

 

which is located about 15 lines after DEFINE EXTERNAL_SCRIPT_START HOME_BRAINS smile.gif

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demonj0e

ah thanks ill try it now

 

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Demarest

Okay, the pic I posted above was with the = 3 still in (written to apply the effect to all 10 prostitute types). When it was like that, hardly any prostitutes appeared (which made no sense) and couple that did, did nothing except that ONE I took a pic of.

 

Removing the = 3 made prostitutes appear as much as ever (still makes no sense). Most of them were "normal", but I did find this one stumbling around

user posted image

...notice her lower jaw is missing? At first I thought maybe that was supposed to be puking and R* simply didn't include the anims or a replacement jaw.

 

After some more searching (in game), I hit the jackpot. This next one seemed fully afflicted by homebrains. She would randomly go from stumbling, to sitting on the curb, drinking and scratching herself, to actual vomiting (complete with green vomit, thought the pic doesn't show it well at all), to stopping to take a piss like a proper gent. Funny part was that sometimes her pissing routine would get interrupted, but the particle stream would remain. By time I was done watching her, she had a quadruple stream.

user posted image

...When puking, her jaw did NOT disappear. Though it would occassionaly disappear anyways. I suspect it was your typical drunk laughing at their own jokes type dealy a la Antoine from In Living Color. Also notice how in the upper right corner, she became flat chested and her testure was misapplied even to her face? I haven't quite made out what that was about. But I watched her for maybe 20 minutes and I only saw vomiting twice and I only saw that model deformity twice (unrelated to each other).

 

I'm off now to test what each value of int 0 4 does on its own. Maybe I'll be able to figure out about why most were not afflicted by it.

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Demarest

0 doesn't seem to do anything.

1 is the randomly sit, scratch self

2 is the drunkard, which includes the staggering, the drinking, and the vomiting

3 as we already knew is the pissing

user posted image

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demonj0e

yay finnaly we now know it totaly works i had a quick test found a bum he did nuttin sad.gif and not many appear i did remove that part of code he said

 

Is there a way to change how often theese thinsg happen?

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Demarest
Good question. I meant to add that in my last post. Even though I had it set for all 10 types of prostitutes and it wasn't hard to find 3-4 at any one time, I was disappointed to see that it was never happening to more than one prostitiute. This all but proves that an external script can only be running one at a time. Pity.

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DeeZire
To make the peds do other things besides take a piss you just have to remove the line

 

0004: $9455 =  3;; integer values

 

Thats weird but it explains why it always seems to work for me but some people dont see it as widespread.

 

If you decompile the main.scm for the PS2 version, you have that line '0004: $9455 = 3 ;; integer values' present, but when I decompiled the PC version the line wasnt there.

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Demarest
Sure it is. I commented it out for my 2nd and 3rd pics, then I enabled it, but set it to different values for the rest of my testing.

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Quadropheniac90

EDIT: Stupid of me lol.

Edited by teun.steenbekkers

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Demarest
Read the thread.

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justa_newbie

Demarest...in looking at some of the .ifp's via

Kam's Max script, I find that some of the

animations distort the mesh exactly like your

drunk pro. When I import a male mesh via Kam's

.dff importer, the weighted envelopes for the

skin have a much diminished area of influence

for "L breast" and "R breast". Thus, if you're

applying a "male" animation to a female actor,

it would appear that the vertices get jacked up

to the shoulder and flattened.

 

As an additional note, facial features can be

distorted in certain animations, as well as other

breast distortions for applying cutscene .ifp's

to peds that the anims weren't made for.

 

Kinda sucks, but it would seem that R*'s anim

team probably was under the pressure to ship

and didn't have a rigid standard set up.

 

justa-newbie

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brotherbozar

Anyone notice any other effects of drunken behaviour? Today i was watching the little skinny tramp ("Don't come near me with them shoes!"), a motercycle cop pulled up in the traffic and sat waiting for the lights seemingly minding his own buisiness, our (drunk) tramp walks over to him (not in 'fight mode' where a fighting stance is adopted) and knocks the copper clean off his moterbike. The tramp breaks off the attack and 'staggers drunkenly' away. The cop gets back on his bike and allows the tramp to simply stagger away.

...well i've never seen that little guy or any tramp do anything like that before and i wonder is it a part of drunken behaviour or just an amazing random encounter?

 

.... how would i go about editing those integers so i can keep drunken behaviour AND sunbathing but get rid of the bugged/broken pissing?

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Demarest

Immediately proceed it with an if not = 3 jf back.

 

In regards to the cop, anytime I was testing and saw one of those random cops in pursuit, my afflicted ped seemed to run. I didn't report it because many peds will run, so I couldn't say that it was the affliction.

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brotherbozar

Ok, been reading about 'if' and 'if not' but ... jf back?

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Demarest

jf means jump if false.

 

:HMLES_140001: wait  0 ms0209: $9455 = random_int  0  4ifNOT $9455 =  3jf £HMLES_14

 

Notice I added in a wait since I turned it into a loop?

 

I just realized I was making this harder than it needed to be. You only need to reduce the random param by one like so

 

0209: $9455 = random_int  0  3

 

Random integer commands never return the final number. The command doesn't mean "a number from 0 to 4". It means "a number starting at 0 with 4 possible outcomes". So in the original, it could return 0, 1, 2, or 3. Reducing it to 3 in the command will only allow it to return 0, 1, or 2, effectively ensuring it will never be pissing.

 

Oh and the pissing isn't broken. It just wasn't med for female models.

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brotherbozar

Well that works great, no more pissing. I'm kinda half understanding though. So i'm seeing that in the original code the first line:

 

0209: $9455 = random_int 0 4

 

...kind of prescribes the parameters and the second line:

 

0004: $9455 = 3 ;; integer values

 

...effectively overrides the first line by saying to use only that parameter.

, so we've removed the override and lessened the options so to speak? ( is it kinda lucky that pissing was 3 and not 2 or 1?)

For now i'll just accept that a loop needs a wait, however short it may be.

Demarest you were saying your peds were afflicted one at a time... not so in my game, there are often 2 or 3 drunken bums around me (edit: Ah, model TYPE! doh).

And by bugged/broken i meant that even the tramps (male peds) had glitches with the pissing/particles just like with the prostitutes.

Anyway since i got rid of the pissing i've watching my tramps and they do everything they should but pissing smile.gif

Edited by brotherbozar

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Demarest

Oh, you were talking about the way the particles will remain even when the animation is truncated sometimes. Good point.

 

And you're not lucky that it was 3. If it was a different number, you could just use the loop I suggested. But since it is 3, removing the one line and "lowering the other" is all you need smile.gif

 

Wonder why mine only worked one at a time? Maybe it was only one type at a time and I just never got to see more than one afflicted. Strange. I'm glad though. I didn't want it to be as limited as I was seeing.

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DiCanio

Thanx for the updated info - wondered why they were only

pissin and nothing else wink.gif

 

 

brotherbozar

 

re-Tramp attacking the policeman

I saw the exact same thing with an ordinary Ped. She punched

the cop off his bike and kept attacking him for no reason - he was

quietly sitting on his bike at traffic lights. I've got a screenshot of that.

He eventually got on his bike and drove off without doing anything

and the Ped gave chase wink.gif

 

The oddest thing I've seen was a Ped who ended on the roof of a taxi

after a crash and he kicked hard on the roof - either trying to attack

the driver or letting him know he was there. It was an odd moment

as I'd never sene anything like this before. He fell off when the taxi

halted suddenly wink.gif

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Un3462
Wonder why mine only worked one at a time? Maybe it was only one type at a time and I just never got to see more than one afflicted. Strange. I'm glad though. I didn't want it to be as limited as I was seeing.

too many connections to external threads set up, maybe? you can only add 8 more to the original scm.

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Demarest
It's interesting to hear there's a limit. I was using a stripped SCM though, so there were only the 10 calls and 1 external.

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tomworld10

Hi everyone

This topic has given me an idea but as i was making the "dream come true", i had a major problem, I CANNOT GET THE DROPS !!!!!!!!!!!!!!!!!!!

 

I made a piece of code that make cj needed to piss (cns would love that coz that real back to reality !!!!!!!, but don't tell him i wanted to do him a suprise !!! smile.gif)

 

I know i get the animation with :

 

0605: unknown_action_sequence $3 "PISS_IN" "PAULNMAC"  1.0  0  0  0  0 -1 0605: unknown_action_sequence $3 "PISS_LOOP" "PAULNMAC"  1.0  0  0  0  0  -10605: unknown_action_sequence $3 "PISS_OUT" "PAULNMAC" 1.0  0  0  0  0 -1

 

but no little piss drop !!!!!!!!!!!!!!!!

This don't even worth working (that's probably why i left that aside for a while...smile.gif) on it if there isn't the little drops !!!!!!!!!!!!!!! (drives me mad!!!!!!!!!!!!!!!!)

 

I'd like to know how you (space and dream, and others) do get that

 

I'm lovin' it:

user posted image

 

user posted image

 

Here is the code of the piss needing:

This seems to work on a stripped scm only

 

:CJPISS_10001: wait  0 ms0164: disable_marker $chiots103BD: destroy_sphere $chiots20164: disable_marker $chiot1103BD: destroy_sphere $chiot120164: disable_marker $chiot2103BD: destroy_sphere $chiot220164: disable_marker $chiot3103BD: destroy_sphere $chiot320164: disable_marker $chiot4103BD: destroy_sphere $chiot420164: disable_marker $chiot5103BD: destroy_sphere $chiot520164: disable_marker $chiot510164: disable_marker $chiot610164: disable_marker $chiot710164: disable_marker $chiot810164: disable_marker $chiot910164: disable_marker $chiot020111: set_wasted_busted_check_to  1 (enabled)00D6: if  00112:   wasted_or_busted004D: jump_if_false ££CJPISS_20002: jump ££CJPISS_1:CJPISS_20001: wait  1000 ms0209: $secleft = random_int  1200  15000209: $urgleft = random_int  300  480 ;; integer values04ED: load_animation "PAULNMAC"0002: jump ££TIMER_1:CHKTIMER0_100D6: if  08019:  NOT $secleft  >  0 ;; integer values004D: jump_if_false ££TIMER_10002: jump ££TIMER_2:TIMER_10001: wait  1000 ms000E: $secleft -=  1 ;; integer values0002: jump ££CHKTIMER_1:TIMER_20001: wait  1000 ms000E: $urgleft -=  1 ;; integer values0002: jump ££CHKTIMER_3:CHKTIMER_100D6: if  00019:  $secleft  >  1 ;; integer values004D: jump_if_false ££PISSNEED_10002: jump ££KEYPRESS_1:CHKTIMER_300D6: if  00019:   $urgleft  >  1 ;; integer values004D: jump_if_false ££CRAPAS_10002: jump ££KEYPRESS_1:CHIOTTES_100D6: if  5 00FF:   actor $3  0 ()near_point_on_foot 2238.0   -1068.0   1049.0 radius  1.0  1.0  1.000FF:   actor $3  0 ()near_point_on_foot 2279.0   -1139.0   1050.0 radius  1.0  1.0  1.000FF:   actor $3  0 ()near_point_on_foot 2193.0   -1223.0   1049.0 radius  1.0  1.0  1.000FF:   actor $3  0 ()near_point_on_foot 2344.0   -1062.0   1049.0 radius  1.0  1.0  1.000FF:   actor $3  0 ()near_point_on_foot 2254.0   -1217.0   1049.0 radius  1.0  1.0  1.000FF:   actor $3  0 ()near_point_on_foot 2321.0   -1005.0   1054.0 radius  1.0  1.0  1.0004D: jump_if_false ££TEXT_20002: jump ££CJPISS_1:KEYPRESS_100D6: if  180DF:   NOT   actor $3 driving00E1:   key_pressed  0  11004D: jump_if_false ££CHKTIMER0_10002: jump ££ANIM_1:ANIM_100D6: if  00256:   player $2 defined004D: jump_if_false ££ANIM_100D6: if  004EE:   animation "PAULNMAC" loaded004D: jump_if_false ££ANIM_20002: jump ££PISSNG_1:ANIM_204ED: load_animation "PAULNMAC"0002: jump ££PISSNG_1:PISSNG_10001: wait  0 ms01B4: set_player $2 frozen_state  0 (frozen)0605: unknown_action_sequence $3 "PISS_IN" "PAULNMAC"  1.0  0  0  0  0 -1 0605: unknown_action_sequence $3 "PISS_LOOP" "PAULNMAC"  1.0  0  0  0  0  -10605: unknown_action_sequence $3 "PISS_OUT" "PAULNMAC" 1.0  0  0  0  0 -101B4: set_player $2 frozen_state  1 (unfrozen)0001: wait  2000 ms0002: jump ££CHIOTTES_1:COPAS_10001: wait  2000 ms01C0: $want = player $2 wanted_level0008: $want +=  1 ;; integer values010D: set_player $2 wanted_level_to  $want0002: jump ££CJPISS_1:TEXT_203E5: text_box 'DUNLOCK'0001: wait  5000 ms03E6: remove_text_box0002: jump ££COPAS_1:CRAPAS_100BA: text_styled 'M_FAIL'  1000 ms  1 0002: jump ££COPAS_1:PISSNEED_10004: $secleft =  -1 ;; integer values03E5: text_box 'DUNLOCK'0001: wait  5000 ms03E6: remove_text_box03BC: $chiots2 = create_sphere  2238.0   -1068.0   1049.0  1.003BC: $chiot12 = create_sphere  2279.0   -1139.0   1050.0  1.003BC: $chiot22 = create_sphere  2193.0   -1223.0   1049.0  1.003BC: $chiot32 = create_sphere  2344.0   -1062.0   1049.0  1.003BC: $chiot42 = create_sphere  2254.0   -1217.0   1049.0  1.003BC: $chiot52 = create_sphere  2321.0   -1005.0   1054.0  1.004CE: $chiots1 = create_icon_marker_without_sphere 32 at 1333.0   -628.0   109.004CE: $chiot11 = create_icon_marker_without_sphere 32 at 2233.0   159.0   27.004CE: $chiot21 = create_icon_marker_without_sphere 32 at -2080.0   -2309.0   30.004CE: $chiot31 = create_icon_marker_without_sphere 32 at -1444.0   -1534.0   101.004CE: $chiot41 = create_icon_marker_without_sphere 32 at -2028.0   -44.0   38.004CE: $chiot51 = create_icon_marker_without_sphere 32 at -2100.0   899.0    76.004CE: $chiot61 = create_icon_marker_without_sphere 32 at -1048.0   1545.0    33.004CE: $chiot71 = create_icon_marker_without_sphere 32 at 1277.0   2522.0     10.004CE: $chiot81 = create_icon_marker_without_sphere 32 at 2371.0   2165.0     10.004CE: $chiot91 = create_icon_marker_without_sphere 32 at -1534.0     2650.0    55.004CE: $chiot02 = create_icon_marker_without_sphere 32 at 206.0   -109.0   4.00002: jump ££TIMER_2

 

 

No need of screenies I DON'T GET THOSE DROPS !!!!!!!! (It's PISSing me off smile.gif)

 

And by the way if anyone see the mistake(s) i've done jumping in his(her) eyes, let me now. Actually in the big main.scm as soon as you press the touch to piss against a tree, or quietly at home on the toilets, the game engine crap it's pants and ask me if i want to send the report to microsoft of this disgusting error !!!!!!

 

Thanks in advance for all the help you send me.

 

And always have fun people

 

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tomworld10

reHi

somehow it didn't want me to post the image of the icons

 

I even done two little icons (and their alphas) for the HUD.TXD (to replace the red property icon)

but i can't show them because :"not allowed to use that image extension on this board"

and the format i was using was valid!!!!! (that's like the drops, pissing me off)

 

So, because of that, you'll have to go to http://tomworld10.free.fr/GTASA/cj_need_piss/

Chiottes01.bmp, Chiottes01a.bmp (alpha) and Chiottes02.bmp, Chiottes02a.bmp (alpha)

 

have fun again

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Demarest

Okay, your code is littered with errors. First things first, what you posted is NOT stripped code. For one thing, you disable markers which have nothing to do with the code posted and you've bothered with a wasted busted check. In my 2+ years of SCM coding, I've NEVER had to touch wasted busted checks except in missions (which is sort of built in by default). Secondly, I hope my lesson on thread timers in that other thread will help you understand how to use @32 and @33 instead of $secleft and $urgleft which will not only cut down on memory needed, but also on the code itself. Next we have

:CHIOTTES_100D6: if  500FF:   actor $3  0 ()near_point_on_foot 2238.0   -1068.0   1049.0 radius  1.0  1.0  1.000FF:   actor $3  0 ()near_point_on_foot 2279.0   -1139.0   1050.0 radius  1.0  1.0  1.000FF:   actor $3  0 ()near_point_on_foot 2193.0   -1223.0   1049.0 radius  1.0  1.0  1.000FF:   actor $3  0 ()near_point_on_foot 2344.0   -1062.0   1049.0 radius  1.0  1.0  1.000FF:   actor $3  0 ()near_point_on_foot 2254.0   -1217.0   1049.0 radius  1.0  1.0  1.000FF:   actor $3  0 ()near_point_on_foot 2321.0   -1005.0   1054.0 radius  1.0  1.0  1.0004D: jump_if_false ££TEXT_20002: jump ££CJPISS_1

You used 5 as your operand for the if. 5 is an AND check and under no circumstances will your player be within 1 unit (your radius) of all 6 of those at the same time. You most probably meant 25, which is an OR operand. Like I recommended before (which I do of experienced coders to and myself benefit from), reading the Builder readme is VERY helpful for such things. Fourth, we have

:KEYPRESS_100D6: if  180DF:   NOT   actor $3 driving00E1:   key_pressed  0  11004D: jump_if_false ££CHKTIMER0_1

You want to use an if player defined check before conditionals that reference the player. In your code, your if player defined comes afterwards which still could allow it to crash. Next, there's

00D6: if  004EE:   animation "PAULNMAC" loaded004D: jump_if_false ££ANIM_20002: jump ££PISSNG_1:ANIM_204ED: load_animation "PAULNMAC"0002: jump ££PISSNG_1

You want your load command to come before you check if it's loaded. I know you had one earlier, but that means you don't need this one. In fact, it SHOULD be axe the first one and here have

:KEYPRESS_100D6: if  0004D: jump_if_false ££KEYPRESS_100D6: if  180DF:   NOT   actor $3 driving00E1:   key_pressed  0  11004D: jump_if_false ££KEYPRESS_104ED: load_animation "PAULNMAC":ANIM_10001: wait  0 ms00D6: if  10256:   player $2 defined04EE:   animation "PAULNMAC" loaded004D: jump_if_false ££ANIM_1

This is a good example of when you can lump conditionals together and when you shouldn't as well as the difference between high and low priority loops. In your code, you had

00D6: if  004EE:   animation "PAULNMAC" loaded004D: jump_if_false ££ANIM_20002: jump ££PISSNG_1:ANIM_204ED: load_animation "PAULNMAC"0002: jump ££PISSNG_1:PISSNG_1

Which is essentially going to call on the sequence when it's NOT loaded.

 

We've reached the speculation part of our programming. That is to say that I don't have experience with action sequences and am merely regurgitating what I've read as best as I remember it. So don't take this as gospel by any means. Action sequences can be use in succession to build "an animation" Judging by the commands I see here, the PAULNMAC is established by setting it as a series of action sequences combined (which is why they're denoted as action sequences and not generic wait states). If this is trues, you'd probably want to search HOMEBRAINS for where the pissing routine is "assembled". After that, you'd only need to call upon it instead of all of its states.

 

If I had more time, I'd look into this more in-depth. Hopefully though, you have plenty to at least get you set up in the right direction for now smile.gif

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tomworld10

Hi

thanks for your time correcting. First i didn't mean it was stripped code i was just saying that i work on a stripped (very very short) main.scm (with 0 missions and 0external script) because saves time on compiling and avoid the size limit. The markers i was disabling were in the code but not used everytime (i fixed that). Tha wasted and busted check was because i was going crazy on no restarting of the script when wasted or busted (fixed that too with a player defined). Your lesson on thread timers was right on time it was kind of exactly what i wanted !!! The if 5 was a forgotten (how did i not see taht !!!!), and don't worry i actually read the readme files i get with the programs i download (and often saves me from installing !!!!). I've fixed the checks to merge most of them together and put them in a better order.

For HOMEBRAINS, i don't want to call the whole script because as you know they don't only piss and i actually don't understand much of what's happenning in this script (it's full of more or less unknown opcodes), and i don't really want to use something i don't understand. Anyway i've still had a look to it and with some little web search i found what i was looking for: THOSE LITTLE DROPS !!!!

 

user posted image

Yahooo !!!!!!!!!!!!!!!!!!! tounge.gifbiggrin.gifcolgate.gifrolleyes.giftounge2.gifthat_guy2057_evilgrin.gif youpiii I'm so happy

 

user posted image

 

to get those drops you got to attached(and create) the little particles with this line:

 

066A: attach_particle "PETROLCAN" to_actor $PLAYER_ACTOR offset 0.0  .58 -.08  0.0  .01  0.0  1 @17;; this create the particules that make the little drops  tahnks to spaceeinstein to find 0669 which is really close to it

 

 

Then you got to make it visible with:

 

064C: make_particle_visible  @17                            ;; make the particule @17 visible, thanks to spaceeinstein to find the opcode

 

 

And then, use this to disable or destroy or make unvisible the particles :

 

0650: destroy_particle @17            ;; destroy the little drops

 

 

And now everything seems to work fine on my stripped main and actually works on the original complete main.scm too. But doesn't on the complete main.scm of B2R mod probably because of this bloody size limit (that's a shame).

 

Anyway this gets a bit off-topic all the code and the rest belongs now to B2R topic, so if you want to know more Back to Reality MOD topic on end of page 14.

 

Thanks to Demarest for everything, without him nothing would have been possible biggrin.gif

 

Have fun people.

 

 

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Demarest

(with 0 missions and 0external script) because saves time on compiling and avoid the size limit.
I totally feel the faster compile. Just wanted to let you know that the 200000 byte limitation of main is of main only. Missions and externals are not counted towards that limit (they have their own).

 

 

Your lesson on thread timers was right on time it was kind of exactly what i wanted !!!
Aren't they just the coolest? colgate.gif

 

 

don't worry i actually read the readme files i get with the programs i download
Just keep in mind that everybody benefits from reading that particular one from time to time. It helps remind us of things we had forgotten due to lack of use.

 

 

For HOMEBRAINS, i don't want to call the whole script because as you know they don't only piss and i actually don't understand much of what's happenning in this script (it's full of more or less unknown opcodes), and i don't really want to use something i don't understand.
It's commendable that you would make the extra effort both for the sake of keeping it lean AND familiar. Just wanted to point out that the release version of HOMEBRAINS has an =3 in it that DOES force it to only piss.

 

 

user posted image
Aww, he's housebroken. NOW who's Fido? lol.gif You could also have it from time to time make him sit on it instead wink.gif

 

It was my pleasure. And thank YOU for taking the time to also post your findings smile.gif

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