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[REL][CODE] PAINTJOBS and car colours


ZAZ
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Paintjobs are not possible to save in save garages.

So I made a script to make CJ able to change car colours and paintjobs

with the spraycan at any time.

1. CJ must have a spraycan as current weapon

2. CJ must enter the choosed car

3. When the radio play, CJ must exit the car

4. Let CJ spray/press fire bottum

Now have CJ ca. 20 sek. to change colours. Do not put the car in a save garage during these sequence and make shure CJ haven´t the spraycan as current weapon by exiting the garage.

Otherwise, the game will crash.

 

Paintjobs and car colours with spraycan update1

 

004F: create_thread ££Pjob_1

 

 

:Pjob_103A4: name_thread 'PJ':Pjob_20001: wait  250 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££Pjob_200D6: if  002D8:   actor $PLAYER_ACTOR currentweapon ==  41004D: jump_if_false ££Pjob_200D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££Pjob_203C0: @0 = actor $PLAYER_ACTOR car:Pjob_30001: wait  250 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££Pjob_1000D6: if  1 8119:   NOT   car @0 wrecked82BF:   NOT   car @0 sunk004D: jump_if_false ££Pjob_1000D6: if  080DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££Pjob_301BD: @1 = current_time_in_ms:Pjob_40001: wait  250 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££Pjob_1000D6: if  2 8119:   NOT   car @0 wrecked82BF:   NOT   car @0 sunk0202:   actor $PLAYER_ACTOR near_car @0 radius  10.0  10.0 unknown  0004D: jump_if_false ££Pjob_1000D6: if  080DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££Pjob_201BD: @2 = current_time_in_ms0085: @3 = @2;; integer values and handles0062: @3 -= @1;; integer values 00D6: if  0001B:    25000 > @3;; integer values004D: jump_if_false ££Pjob_1000D6: if  102D8:   actor $PLAYER_ACTOR currentweapon ==  4100E1:   key_pressed  0  17004D: jump_if_false ££Pjob_4 00D6: if  00019:   @3 >  2000;; integer values004D: jump_if_false ££Pjob_40407: create_coordinate @21 @22 @23 from_car @0 offset 0.0 1.0 0.50407: create_coordinate @24 @25 @26 from_car @0 offset 0.5 -1.0 0.5064B: @4 = create_particle "WALLBUST" at  @24 @25 @26  1064B: @5 = create_particle "WALLBUST" at  @24 @25 @26  1064C: make_particle @4 visible064C: make_particle @5 visible00D6: if  00019:   @3 >  7000;; integer values004D: jump_if_false ££Pjob_50407: create_coordinate @21 @22 @23 from_car @0 offset 0.0 1.0 0.50407: create_coordinate @24 @25 @26 from_car @0 offset 0.5 -1.0 0.5064B: @6 = create_particle "WALLBUST" at  @24 @25 @26  1064B: @7 = create_particle "WALLBUST" at  @24 @25 @26  1064C: make_particle @6 visible064C: make_particle @7 visible:Pjob_500D6: if  220137:   car @0 id == #CAMPER096E:   car @0 lowrider096F:   car @0 street_racing_vehicle004D: jump_if_false ££Pjob_8:Pjob_600D6: if  00137:   car @0 id == #CAMPER004D: jump_if_false ££Pjob_70050: gosub ££Pjob_210001: wait  2000 ms0002: jump ££Pjob_9:Pjob_70050: gosub ££Pjob_110001: wait  2000 ms0002: jump ££Pjob_9:Pjob_80050: gosub ££Pjob_310001: wait  2000 ms:Pjob_90650: delete_particle @40650: delete_particle @50650: delete_particle @60650: delete_particle @70002: jump ££Pjob_4:Pjob_1001C3: remove_references_to_car @0;; Like turning a car into any random car0002: jump ££Pjob_2:Pjob_110988: get_car @0 paintjob @1100D6: if  00039:   @11 ==  -1;; integer values004D: jump_if_false ££Pjob_120229: set_car @0 color_to  6  1706ED: set_car @0 paintjob  00002: jump ££Pjob_15:Pjob_1200D6: if  00039:   @11 ==  0;; integer values004D: jump_if_false ££Pjob_130229: set_car @0 color_to  1  106ED: set_car @0 paintjob  10002: jump ££Pjob_15:Pjob_1300D6: if  00039:   @11 ==  1;; integer values004D: jump_if_false ££Pjob_140229: set_car @0 color_to  1  106ED: set_car @0 paintjob  20002: jump ££Pjob_15:Pjob_1400D6: if  00039:   @11 ==  2;; integer values004D: jump_if_false ££Pjob_150229: set_car @0 color_to  0  1706ED: set_car @0 paintjob  -1:Pjob_150110: clear_player $PLAYER_CHAR wanted_level0051: return   :Pjob_210988: get_car @0 paintjob @1100D6: if  00039:   @11 ==  -1;; integer values004D: jump_if_false ££Pjob_220229: set_car @0 color_to  1  106ED: set_car @0 paintjob  00002: jump ££Pjob_23:Pjob_2200D6: if  00039:   @11 ==  0;; integer values004D: jump_if_false ££Pjob_230229: set_car @0 color_to  0  1706ED: set_car @0 paintjob  -1:Pjob_230110: clear_player $PLAYER_CHAR wanted_level0051: return:Pjob_3103F3: get_car @0 color @12 @1300D6: if  10039:   @12 ==  0;; integer values0039:   @13 ==  17;; integer values004D: jump_if_false ££Pjob_320229: set_car @0 color_to  0  00002: jump ££Pjob_37:Pjob_3200D6: if  00039:   @12 ==  0;; integer values004D: jump_if_false ££Pjob_330229: set_car @0 color_to  1  10002: jump ££Pjob_37:Pjob_3300D6: if  00039:   @12 ==  1;; integer values004D: jump_if_false ££Pjob_340229: set_car @0 color_to  17  170002: jump ££Pjob_37:Pjob_3400D6: if  00039:   @12 ==  17;; integer values004D: jump_if_false ££Pjob_350229: set_car @0 color_to  53  200002: jump ££Pjob_37:Pjob_3500D6: if  00039:   @12 ==  53;; integer values004D: jump_if_false ££Pjob_360229: set_car @0 color_to  44  60002: jump ££Pjob_37:Pjob_360229: set_car @0 color_to  0  17:Pjob_370110: clear_player $PLAYER_CHAR wanted_level0051: return

 

Ok, I made 3 downloadable mods:

One with original main and one

with a tiny stripped main for a faster check out

PJOB_MOD1_in_Orig_MAIN

PJOB_MOD1_in_STRIPPED_MAIN

with Installscript for San Andreas Mod Installer

 

You have to start a new game!

 

 

and GTASA_PJOB_Darkpactor

playable with original savegames of GTASA V1

 

 

tounge2.gifbiggrin.gif

user posted image

http://www.zazmahall.de/ZAZGTASANATORIUM/index.htm

 

 

 

.................................................................................................................................

 

Cleo 3 script

click here

Paintjobs with Spraycan

 

I got Cleo3 only working by installing ASILoader

Edited by ZAZ
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wow, that sounds awesome m8 inlove.gif

But would u be so kind to place a link to an allready compiled 'main.scm' please?

I really don't understand a thing about this mission coding sad.gif

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Ok, I made two downloadable mods:

One with original main and one

with a tiny stripped main for a faster check out

PJOB_MOD1_in_Orig_MAIN

PJOB_MOD1_in_STRIPPED_MAIN

with Installscript for San Andreas Mod Installer

 

You have to start a new game!

Edited by ZAZ
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  • 2 years later...

well i have one main.scm mod but when i replace it witj this main.scm then i will dont have that mod what i downloaded

can someone tell me how to install that script so i would have 2 mods in main.scm ? please ?

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well i have one main.scm mod but when i replace it witj this main.scm then i will dont have that mod what i downloaded

can someone tell me how to install that script so i would have 2 mods in main.scm ? please ?

The script is posted in the first post above.

You need Bart Waterducks MissionBuilder 0.33

or

SannyBuilder

Do you have any experience with one of this tool ?

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well i have one main.scm mod but when i replace it witj this main.scm then i will dont have that mod what i downloaded

can someone tell me how to install that script so i would have 2 mods in main.scm ? please ?

The script is posted in the first post above.

You need Bart Waterducks MissionBuilder 0.33

or

SannyBuilder

Do you have any experience with one of this tool ?

I dont know how to use this tools and where i can download Both tools ? and is there a tool that it will add mods to main.scm like u know ... u have 1 mod and wanna have 2 mods but when u dont use a tool and replace the old main.scm with 1 mod and replace new main.scm with 1 new mod then u will have 1 new mod and the old mod is gone ... understand me ? wink.gif

Edit: oh oh ! can u edit it to darkpactor so we can load our old savegames ?

u know we dont want to start again =p

Edited by JOSA
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JOSA: Seriously, get that CJ Piss code outta here. If you want help installing it, ask the author (tomworld10) or ask someone else via PM - don't muck up ZAZ's release topic for a request like that... it's just rude. sly.gif You can find Sanny Builder here at gtaforums... just like you can find tutorials on how to code.

 

ZAZ: wow.gif !! Awesome concept! Will you be providing this mod in a CLEO script?

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JOSA: Seriously, get that CJ Piss code outta here. If you want help installing it, ask the author (tomworld10) or ask someone else via PM - don't muck up ZAZ's release topic for a request like that... it's just rude. sly.gif You can find Sanny Builder here at gtaforums... just like you can find tutorials on how to code.

Can u tell me where i can find the tutorial to main.scm scripting ? happy.gif

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Can u tell me where i can find the tutorial to main.scm scripting ? happy.gif

Find here Bart Waterducks San Andreas Mission Builder V0.33

Read the readme !!!!!!!!!

Look for tuts here:

Mission Coding Directory

or ask in GTAForums.com » GTA Modding » Editing Discussion » Mission Coding

 

or use sannybuilder

 

 

can u edit it to darkpactor so we can load our old savegames ?

GTASA_PJOB_Darkpactor

 

 

 

@Midnightz:

Cleo wont work on my game

have a look here: http://sannybuilder.com/forums/viewtopic.php?pid=2296#p2296

maybe you wonna test this Pjob_1.cs

Edited by ZAZ
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I can't test a file I can't find.  Try using rapidshare to upload. wink.gif

ups, no access at file-upload.net ?

a big pop up appears first infront

just refresh the page and it disappear

 

or klick here

http://zazmahall.de/ZAZGTASANATORIUM/zazmo...00100/Pjob_1.cs

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i try to test your cleo file zaz but it dont work(when i want to enter to some car)when i have a spraycan.

 

i try to create cleo file with your code who you paste in first post but it crashing not when i enter but when i want to exit from car when i have the spraycan.(i have converted code with sannyu builder options from MB to SB version)

 

Ok i found bug its be but i compile it with the sascm.ini from B2R.

 

To zaz:

 

Maybe i can publish .cs file from your script(but your i test and it dont work yet)

 

bye.

Edited by P.I.M.P_PL
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Reason of crash by using the sript is different param order of

 

064B: @4 = create_particle "WALLBUST" at  @24 @25 @26  1064B: @5 = create_particle "WALLBUST" at  @24 @25 @26  1;;;...064B: @6 = create_particle "WALLBUST" at  @24 @25 @26  1064B: @7 = create_particle "WALLBUST" at  @24 @25 @26  1

 

 

The exemble above is written with sascm.ini of 1.sep.2005

I mostly write my script with that

 

To make a Darkpactor I use sascm.ini of 8.june2005

then it looks so

 

064B: "WALLBUST" @24 @25 @26  1 @4

 

 

Plyntons UnifiedOpcodesDatabase-Reloaded define it so

 

064B=6,create_FxSystem %1h% at_3D_coord %2d% %3d% %4d% FxType %5h% handle_as %6d%

 

 

 

 

 

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Advice: Use the newest Sanny Builder and the included CLEO and SASCM.INI when developing a CLEO script. I learned this the hard way.

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Are you suggesting that the default vorbis files included in CLEO do not work for you but some other ones do? Or did you not have them installed at all at first?

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GaryRoachSanderson

lol can you post the cleo version? It will be sweet to use it without starting a new game tounge.gif and cleo is the only way.

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lol can you post the cleo version? It will be sweet to use it without starting a new game tounge.gif and cleo is the only way.

Cleo is not the only way

Look in the first post for GTASA_PJOB_Darkpactor

 

Get Cleo at http://cleo.sannybuilder.com/

For me is Cleo3 only working by installing ASILoader

 

the Pjob_1.cs did I posted here

http://www.gtaforums.com/index.php?showtop...st&p=1057301115

 

 

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default vorbis files included in CLEO are not working for me

maybe you have old version of cleo 3??

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default vorbis files included in CLEO are not working for me

maybe you have old version of cleo 3??

Do Seemann host old version on his page ?

i dont know this but i install cleo with sanny builder(when you install sanny builder you can choose to install the cleo library to your sa installation.Maybe when you download latest sanny builder version and instal with this cleo its be working ok.

 

 

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