demonj0e Posted September 25, 2005 Share Posted September 25, 2005 (edited) Hey all Converted this from Vc Original by PatrickW This will let you drop stingers if you are in a police vehicle(can be changed) after a while the stinger will dissapear so you dont end up with to many Add this to your create thread section 004F: create thread ££stinger_sniff_thread And This before mission 0 :Stinger_thread 03A4: name thread "STING"0247: request_model #TEMP_STINGER2038B: load_requested_models0004: @32 = 0 029B: @7 = init_object #TEMP_STINGER2 at @0 @1 @2 0177: set object @7 z angle to @301C7: remove_object_from_mission_cleanup_list @70007: @4 = @0000F: @4 -= 2.0000B: @0 += 2.00007: @5 = @1000F: @5 -= 2.0000B: @1 += 2.0 :Stinger_loop 0001: wait 250 ms0007: @6 = -1053E: @6 = get_random_car_with_actors -1 in_area @4 @5 @0 @1 00D6: if 08039: NOT @6 == -1;; integer values004D: jump_if_false ££Stinger_timer 04FE: deflate_tire 0 on_car @604FE: deflate_tire 1 on_car @604FE: deflate_tire 2 on_car @604FE: deflate_tire 3 on_car @6:Stinger_timer 00D6: if 00019: @32 > 10000004D: jump_if_false ££Stinger_loop 0249: release_model #TEMP_STINGER20108: destroy object @7004E: end_thread:stinger_sniff_thread03A4: name thread "ST_SNIF" :stinger_sniff_loop0001: wait 100 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false ££stinger_sniff_loop 00D6: if 100E1: key pressed 0 17 056C: actor $PLAYER_ACTOR driving_police_vehicle004D: jump_if_false ££stinger_sniff_loop 03C0: @10 = actor $PLAYER_ACTOR car0407: create coordinate @0 @1 @2 from car @10 offset 0.0 -2.5 1.00174: @3 = car @10 z_angle0009: @3 += 90.0;; floating-point values02CE: @2 = ground z @0 @1 @2000B: @2 += 0.1004F: create thread ££Stinger_thread @0 @1 @2 @30001: wait 500 ms0002: jump ££stinger_sniff_loop If you want to have it on all vehicles type you should replace 056C: actor $PLAYER_ACTOR driving_police_vehicle With 00DF: actor $PLAYER_ACTOR driving Or You can change it to 00DD: actor $PLAYER_ACTOR driving_vehicle_type #GREENWOO Of course you can change #GREENWOO to anythign else Edited October 24, 2005 by demonj0e Link to comment Share on other sites More sharing options...
Demarest Posted September 25, 2005 Share Posted September 25, 2005 I'm assuming that Patrick launched a separate thread because spikestrips in VC that were engine generated didn't have bite to them. In SA, this is no longer the case. Though the 2nd thread is a quick way to make sure memory doesn't get stuffed. Just remember that there is a thread limit and in SA, it's far less flexible than in previous GTAs. I don't know how (if at all) this matters as I'm not entirely familiar if/how R* optimized thread count. Link to comment Share on other sites More sharing options...
Lethal.Ambition Posted September 26, 2005 Share Posted September 26, 2005 Is there anyway to do a Rebirth on this? I would love this but I started playing Rebirth and I'm in Las Venturas and it took me forever I really want this mod though. Link to comment Share on other sites More sharing options...
spaceeinstein Posted September 26, 2005 Share Posted September 26, 2005 Change @16 to @32 and you're done, I think. Link to comment Share on other sites More sharing options...
Demarest Posted September 26, 2005 Share Posted September 26, 2005 Is there anyway to do a Rebirth on this? I would love this but I started playing Rebirth and I'm in Las Venturas and it took me forever I really want this mod though. I'm at a loss as to where all the confusion is. DARKPACT is the process that allows mods to be injected into code without having to restart. Rebirth is just one of many Code Tools I've developed that are made to work with your existing save. Rebirth in particular replaces the SCM. Your post makes it sound like you had to start over, but you didn't. To answer the question you meant to ask, yes, this could be Darkpacted into a SCM. Link to comment Share on other sites More sharing options...
KungFuJebus Posted September 27, 2005 Share Posted September 27, 2005 woah this would be so cool (and fitting) to use with the tumbler! i wish itd make it itno the next all in one mod Link to comment Share on other sites More sharing options...
SAZ Posted September 27, 2005 Share Posted September 27, 2005 yea man cud u possibly fit this to all rare cars....phoenix especially, swat tank, tank, racing cars..it wud b cool! Link to comment Share on other sites More sharing options...
Demarest Posted September 28, 2005 Share Posted September 28, 2005 dem0n gave instructions on how to make it work on ANY vehicle. Link to comment Share on other sites More sharing options...
careca Posted October 9, 2005 Share Posted October 9, 2005 (edited) Why it doesn't deflate the left front tire?? is it possible to make a change (another code) so the spikes generated inflate the tires? Edited October 13, 2005 by careca Link to comment Share on other sites More sharing options...
Nobuyoshi2 Posted October 23, 2005 Share Posted October 23, 2005 (edited) Why it doesn't deflate the left front tire?? is it possible to make a change (another code) so the spikes generated inflate the tires? it's not like this mod is anything to get excited over anyway due to the fact that you have to start a new game , I hate main.scm edit's because they always require you to start a new game, so uncool. Edited January 11, 2006 by Nobuyoshi2 Link to comment Share on other sites More sharing options...
careca Posted October 24, 2005 Share Posted October 24, 2005 well...i start a new game everytime i play! what about that? i don't do any missions...i just cruise around checking new vehicles that i replace or whatever...now, i noticed why the cars don't deflate the left front tire...and i is very simple to fix...the original code... 04FE: deflate_tire 1 on_car @604FE: deflate_tire 2 on_car @604FE: deflate_tire 3 on_car @604FE: deflate_tire 4 on_car @6 this deflates the tire 1,2,3 and 4 well but there isn't any 4th tire!! the code is wrong just there because it tells the game to deflate a non existing tire... so if u want the stinger's to deflate all tires of a car...u just change the 4 to a 0 like this... 04FE: deflate_tire 0 on_car @604FE: deflate_tire 1 on_car @604FE: deflate_tire 2 on_car @604FE: deflate_tire 3 on_car @6 just change this in the code and now all tires will deflate. Link to comment Share on other sites More sharing options...
demonj0e Posted October 24, 2005 Author Share Posted October 24, 2005 ah thankyou careca, didnt realy notice it didnt deflate all tires ill update first post now Link to comment Share on other sites More sharing options...
careca Posted October 29, 2005 Share Posted October 29, 2005 nice to know i have said something usefull since i get here... Link to comment Share on other sites More sharing options...
brantje Posted October 30, 2005 Share Posted October 30, 2005 Can someone post the main.scm with this mod? Link to comment Share on other sites More sharing options...
careca Posted October 30, 2005 Share Posted October 30, 2005 I can't...if u want to go that way...well what will u do when u see 3 or 4 codes\scripts u like? will u get a single mod in each one of the scm's? anyway... it's not hard to add the code to ur scm! Link to comment Share on other sites More sharing options...
brantje Posted November 19, 2005 Share Posted November 19, 2005 ok i've tryed to do. Compling works. But if i start a new game, SA crasht. Why? I have chanced the 056C: actor $PLAYER_ACTOR driving_police_vehicle to 00DF: actor $PLAYER_ACTOR driving Link to comment Share on other sites More sharing options...
demonj0e Posted November 19, 2005 Author Share Posted November 19, 2005 where did u put the code? Link to comment Share on other sites More sharing options...
Mr. Someguy Posted December 14, 2005 Share Posted December 14, 2005 Where do I place the code? Link to comment Share on other sites More sharing options...
Demarest Posted December 14, 2005 Share Posted December 14, 2005 All code mods go before Mission 0 and always have. Link to comment Share on other sites More sharing options...
Mr. Someguy Posted December 14, 2005 Share Posted December 14, 2005 (edited) What file? btw; is it possible to drop: trash from garbagetruck Random boxes/barrels from Andromada Cardboard boxes from delivery trucks military/ammo crates from Barracks etc. from etc. Edited December 14, 2005 by Mr. Someguy Link to comment Share on other sites More sharing options...
Knife Posted December 14, 2005 Share Posted December 14, 2005 main.scm, opend with the mission builder. Link to comment Share on other sites More sharing options...
Mr. Someguy Posted December 14, 2005 Share Posted December 14, 2005 I get an error Link to comment Share on other sites More sharing options...
Demarest Posted December 15, 2005 Share Posted December 15, 2005 This is not editing discussion. Pop over there and use the search feature before hijacking a release thread. Link to comment Share on other sites More sharing options...
demonj0e Posted December 15, 2005 Author Share Posted December 15, 2005 What file? btw; is it possible to drop: trash from garbagetruck Random boxes/barrels from Andromada Cardboard boxes from delivery trucks military/ammo crates from Barracks etc. from etc. very possible just change the models and change what car u have to be driving in like ive shown u Link to comment Share on other sites More sharing options...
Mr. Someguy Posted December 15, 2005 Share Posted December 15, 2005 Tell me where to put the codes plz Link to comment Share on other sites More sharing options...
-Dark- Posted August 9, 2006 Share Posted August 9, 2006 (edited) I added all that code to the Main.scm ....and I can drop the stingers.....but they don't pop tires, (they do nothing but sit there) anyone know how to fix that Edited August 9, 2006 by -Dark- Link to comment Share on other sites More sharing options...
BulliteShot Posted August 14, 2006 Share Posted August 14, 2006 Same here, they don't pop tires - I'm going tot ry the all in one mod which has this Link to comment Share on other sites More sharing options...
-Dark- Posted August 22, 2006 Share Posted August 22, 2006 I added all that code to the Main.scm ....and I can drop the stingers.....but they don't pop tires, (they do nothing but sit there) anyone know how to fix that Nevermind ..... I got it working.... I just changed this bit of code: 053E: @6 = get_random_car_with_actors -1 in_area @4 @5 @0 @1 to this: 053E: @6 = get_random_car_in_area @4 @5 @0 @1 with_actor_type -1 and now it works Link to comment Share on other sites More sharing options...
gcapel Posted August 5, 2013 Share Posted August 5, 2013 I don't understand. all I want is throw spike strips from a broadway. can someone tell me how to make the script with ENOUGH parameters! I'm trying to fix it by myself but nothing works What do they mean with 'before threat section' and 'before mission 0' can someone paste sh*t to ONE code please? I'm a real noob iknow Link to comment Share on other sites More sharing options...
ZAZ Posted August 5, 2013 Share Posted August 5, 2013 I don't understand. all I want is throw spike strips from a broadway. can someone tell me how to make the script with ENOUGH parameters! I'm trying to fix it by myself but nothing works What do they mean with 'before threat section' and 'before mission 0'can someone paste sh*t to ONE code please? I'm a real noob iknow use Sannybuilder: http://sannybuilder.com/ If you wanna implement the script into main.scm, then follow the instruction of demonj0e, but convert the script first into sannybuilder syntax, use sannybuilder function in menue: Tools > Code converter > MB->SB If you wanna have it as cleoscript, then go here: http://www.gtaforums.com/index.php?showtop...st&p=1059007109 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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