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Darkpact Mods


ZAZ
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______________________________________________________________

 

Play main mod with your savegames of original GTASA V1

Hotcoffemodv1-main and script and assosiated savegames are probably compatible

______________________________________________________________

 

Darkpact is a coding tech of Demarest: DP versionI DP versionIII

______________________________________________________________

 

UPDATE to Darkpactor versionIII:

______________________________________________________________

 

 

 

 

GTA_SA: The Car Saloon _Darkpactor

 

 

 

*** Car Saloon in Ottos Autohouse, car presentation on a turn table.

- Tuning,

- Open Doors and view details and a free movable camera,

- Boost ramp jumping,

- testraces

 

user posted image

 

 

***6 new savepoints:

Each one at the airports inkl. NRG-500, one in Ottos car shop inkl. NRG-500,

one at the top of Mount Chilliad, one at LS Downtown skyscraper

 

user posted imageuser posted imageuser posted imageuser posted image

 

 

***additional parked cars und weapon pickups

NRG-500, Remington und Jetpack in Grovestreet,

Infernus at SanFierro Garage, Hunter in Vegas West,

Shamal on St.Maria Beach, BodyAmour and MP5 in Arpatment.

 

 

*HC-freecode is included

 

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

 

 

 

GTASA_PleasureDome_Darkpactor

 

***Party Feeling in Pleasure Dome:

-smoke, drink and dance with dancing people

-press[Enter/Exit] to dance

user posted image

 

***6 new savepoints:

Each one at the airports inkl. NRG-500, one in Ottos car shop inkl. NRG-500,

one at the top of Mount Chilliad, one at LS Downtown skyscraper

 

 

***CALL HOMIES WITH HANDY

-press [LOOK BACK]key

however, not sitting in a vehicle and, also not in interiors.

a Car then gets by on 3 Homies started and gets out

they then must be recruited as usual

at every call another one comes

altogether 3 different one

user posted image

 

***additional parked cars und weapon pickups

NRG-500, Remington und Jetpack in Grovestreet,

Infernus at SanFierro Garage, Hunter in Vegas West,

Shamal on St.Maria Beach, BodyAmour and MP5 in Arpatment.

 

***Spawn a stunt ramp:

-press[NO-key] (N) on foot or in car

Z-niveau is different even if CJ is on foot, on bike or in a car

user posted image

 

*HC-freecode is included

 

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

 

 

__//___

 

INSTALL:

Replace MAIN.SCM in your Grand Theft Auto San Andreas\data\script -folder

with this one of the download file

Load your savegame and enjoy

 

__\\___

 

Much Credits goes to Demarest,

Bart Waterduck for Mission Builder,

Plynton, spaceeinstein, Craig Kostelecky, Patrik W.,

Opius, ceej, Y_Less, Nubbel, sleeper777, and much more who made basic work on mission coding

Also Credits

to "Hammer83" for GTA: San Andreas GXT Editor

to "Jacob" for San Andreas Place Manager

to "Scream2k4" for Ped Editor

to "Delfi - Jernej L." for Garage Mod Manager

Edited by ZAZ
  • Like 1
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You can just as easily showcase your mods and say that they are a Darkpactor (not Darkpactmain). Also, Darkpact has been developed to level III for SA. Meaning that people using a Darkpactor can load existing saves or start a new game and it will work the same. There's no real benefit to using level I Darkpact anymore.

 

Finally script.img NEVER has to be a specific version. Just any addresses refered to in main.scm must line up.

 

Phone a gang and set weather look quite useful. And a couple of the others look like fun. Good work smile.gif

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Thats some nice work there, yes. You should include a compiled main.scm with all the mods together, as well as a single Darkpactor with all the mods, for convenient quick installation for users who want all the mods.

Also, you should credit anybody whose work you use, instead of only Dem's Darkpact.

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Thx for comments. How ever i had problems in the past with darkpacting, now as i get it, its really easy to make darkpactors.

The update is a darkpactor vIII. I added 4 threads, parked cars, weapon pickups and changed a mission script.

But to add one more thread wont work. The capacity for script in the main part seems to reached the limit.

 

 

Finally script.img NEVER has to be a specific version. Just any addresses refered to in main.scm must line up.

I want to prevent that a user keep the script.img of any main mod by installing the darcpactor, because it would cause a crash by playing Basketball or Dancing.

Edited by ZAZ
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I want to prevent that a user keep the script.img of any main mod by installing the darcpactor, because it would cause a crash by playing Basketball or Dancing.

Then they're not true Darkpactors. Anybody can add code just before mission 0 and not crash as it doesn't disrupt the original code's addressing. The problem is that inserting a create_thread does. The entire theory behind Darkpact is to farm out that create_thread into a misison, where sizes can fluctuate without penalty. If your Darkpactor are true Darkpactors, they will work with the original script.img.

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  • 2 weeks later...

 

Decompiling code isn't the same as the source code.

I feel strange if a nobody comes and ask for the source code.

But i confirm to your words

 

I am VERY proud of the fact that coders in general share everything

.........which wouldn't have been possible without the pioneers that disected the SCM format and documented it, which wouldn't have been possible without R*'s work in bringing us the game

the context

 

So here is it. Btw, there isn´t any important different between source and decompiled code

 

CALL HOMIES WITH HANDY

 

:GangA_103A4: name_thread 'GGA'0001: wait  1000 ms0004: $GG1 =  0 ;; integer values0004: $LG1 =  0 ;; integer values:GangA_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££GangA_200D6: if  30038:   $ACTIVE_INTERIOR ==  0 ;; integer values80DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  19    0038:   $LG1 ==  0 ;; integer values004D: jump_if_false ££GangA_200D6: if  00038:   $GG1 ==  0 ;; integer values004D: jump_if_false ££GangB_20004: $LG1 =  1 ;; integer values0247: request_model #savanna0247: request_model #CELLPHONE0247: request_model #fam10247: request_model #fam20247: request_model #fam30247: request_model #MICRO_UZI0247: request_model #AK470247: request_model #SAWNOFF06E9: request_car_component #NTO_B_S023C: load_special_actor  1 'ogloc':GangA_300D6: if  24823D:   NOT   special_actor  1 loaded8248:   NOT   model #MICRO_UZI available8248:   NOT   model #AK47 available8248:   NOT   model #SAWNOFF available8248:   NOT   model #CELLPHONE available004D: jump_if_false ££GangA_13023C: load_special_actor  1 'ogloc'0001: wait 0 ms0002: jump ££GangA_3:GangA_130001: wait  0 ms00D6: if  40248:   model #fam1 available0248:   model #fam2 available0248:   model #fam3 available0248:   model #savanna available06EA:   car_component_available #NTO_B_S004D: jump_if_false ££GangA_130729: AS_actor $PLAYER_ACTOR hold_cellphone  10004: $time2 =  90000 ;; integer values014E: set_timer_to $time2 type  10004: $GG1 =  1 ;; integer values:GangA_190001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££GangA_1900D6: if  00018:   $time2 >  0 ;; integer values004D: jump_if_false ££GangA_8004C4: create_coordinate @11 @12 @13 from_actor $PLAYER_ACTOR offset -800.0 -800.0  0.004C4: create_coordinate @14 @15 @16 from_actor $PLAYER_ACTOR offset  800.0  800.0  0.0053E: @0 = get_random_car_with_actors -1 in_area @11 @12 @14 @1500D6: if  08039:   NOT   @0 == -1 ;; integer values004D: jump_if_false ££GangA_190407: create_coordinate @17 @18 @19 from_car @0 offset  0.0  0.0  0.00174: @10 = car @0 z_angle00A5: @1 = create_car #savanna at @17 @18 @190175: set_car @1 z_angle_to @100229: set_car @1 color_to  1  106ED: set_car @1 paintjob  206E7: @7 = add_car_component #NTO_B_S to_car @10129: @2 = create_actor  8 #SPECIAL01 in_car @1 driverseat01C8: @3 = create_actor  8 #fam1 in_car @1 passenger_seat  001C8: @4 = create_actor  8 #fam2 in_car @1 passenger_seat  101C8: @5 = create_actor  8 #fam3 in_car @1 passenger_seat  200A6: destroy_car @00004: $LG1 =  0 ;; integer values0187: @9 = create_marker_above_actor @201B2: give_actor @2 weapon  28 ammo  99999 ;; Load the weapon model before using this01B2: give_actor @3 weapon  30 ammo  99999 ;; Load the weapon model before using this01B2: give_actor @4 weapon  26 ammo  99999 ;; Load the weapon model before using this01B2: give_actor @5 weapon  30 ammo  99999 ;; Load the weapon model before using this02E2: set_actor @2 weapon_accuracy_to  10002E2: set_actor @3 weapon_accuracy_to  10002E2: set_actor @4 weapon_accuracy_to  10002E2: set_actor @5 weapon_accuracy_to  1000223: set_actor @2 health_to  30000223: set_actor @3 health_to  10000223: set_actor @4 health_to  30000223: set_actor @5 health_to  10000001: wait  1000 ms04C4: create_coordinate @21 @22 @23 from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000A7: car @1 drive_to @21 @22 @2304BA: set_car @1 speed_instantly  20.000AF: set_car @1 driver_behaviour_to  100AE: unknown_set_car @1 to_ignore_traffic_lights  20729: AS_actor $PLAYER_ACTOR hold_cellphone  00249: release_model #savanna0249: release_model #CELLPHONE0249: release_model #AK470249: release_model #fam10249: release_model #fam20249: release_model #fam30249: release_model #SAWNOFF0249: release_model #MICRO_UZI06EB: release_car_component #NTO_B_S0296: unload_special_actor  1;00BA: text_styled 'MSWE14L'  1000 ms  5;gleich02AC: set_car @1 immunities  1  1  1  1  1:GangA_440001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££GangA_7900D6: if  40038:   $ACTIVE_INTERIOR ==  0 ;; integer values8119:   NOT   car @1 wrecked81F4:   NOT   car @1 flipped80E1:   NOT   key_pressed  0  190018:   $time2 >  0 ;; integer values004D: jump_if_false ££GangA_7900D6: if  00202:   actor $PLAYER_ACTOR near_car @1 radius  10.0  10.0 unknown  0004D: jump_if_false ££GangA_6600AD: set_car @1 max_speed_to  0.00001: wait  0 ms0633: AS_actor @2 exit_vehicle0633: AS_actor @3 exit_vehicle0633: AS_actor @4 exit_vehicle0633: AS_actor @5 exit_vehicle0002: jump ££GangA_79:GangA_6600D6: if  00202:   actor $PLAYER_ACTOR near_car @1 radius  50.0  50.0 unknown  0004D: jump_if_false ££GangA_7204C4: create_coordinate @21 @22 @23 from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000A7: car @1 drive_to @21 @22 @230002: jump ££GangA_44:GangA_7200D6: if  00202:   actor $PLAYER_ACTOR near_car @1 radius  100.0  100.0 unknown  0004D: jump_if_false ££GangA_7804C4: create_coordinate @21 @22 @23 from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000A7: car @1 drive_to @21 @22 @230002: jump ££GangA_44:GangA_7800D6: if  00202:   actor $PLAYER_ACTOR near_car @1 radius  300.0  300.0 unknown  0004D: jump_if_false ££GangA_4404C4: create_coordinate @21 @22 @23 from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000A7: car @1 drive_to @21 @22 @230002: jump ££GangA_44:GangA_79014F: stop_timer $time20006: @6 =  0 ;; integer values0006: @7 =  0 ;; integer values0164: disable_marker @901C2: remove_references_to_actor @2 ;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor @3 ;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor @4 ;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor @5 ;; Like turning an actor into a random pedestrian02AC: set_car @1 immunities  0  0  0  0  001C3: remove_references_to_car @1 ;; Like turning a car into any random car0002: jump ££GangA_2:GangA_80014F: stop_timer $time20729: AS_actor $PLAYER_ACTOR hold_cellphone  00249: release_model #savanna0249: release_model #CELLPHONE0249: release_model #AK470249: release_model #fam10249: release_model #fam20249: release_model #fam30249: release_model #SAWNOFF0249: release_model #MICRO_UZI06EB: release_car_component #NTO_B_S0296: unload_special_actor  10004: $LG1 =  0 ;; integer values0002: jump ££GangA_2:GangB_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££GangB_200D6: if  20038:   $ACTIVE_INTERIOR ==  0 ;; integer values80DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  19004D: jump_if_false ££GangB_200D6: if  00038:   $GG1 ==  1 ;; integer values004D: jump_if_false ££GangD_20004: $LG1 =  1 ;; integer values0247: request_model #patriot0247: request_model #CELLPHONE0247: request_model #fam10247: request_model #fam20247: request_model #fam30247: request_model #DESERT_EAGLE0247: request_model #AK470247: request_model #SAWNOFF023C: load_special_actor  2 'sweet':GangB_300D6: if  23823D:   NOT   special_actor  2 loaded8248:   NOT   model #DESERT_EAGLE available8248:   NOT   model #AK47 available8248:   NOT   model #SAWNOFF available004D: jump_if_false ££GangB_13023C: load_special_actor  2 'sweet'0001: wait 0 ms0002: jump ££GangB_3:GangB_130001: wait  0 ms00D6: if  40248:   model #fam1 available0248:   model #fam2 available0248:   model #fam3 available0248:   model #patriot available0248:   model #CELLPHONE available004D: jump_if_false ££GangB_130004: $GG1 =  3 ;; integer values0729: AS_actor $PLAYER_ACTOR hold_cellphone  10004: $time3 =  90000 ;; integer values014E: set_timer_to $time3 type  1:GangB_190001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££GangB_1900D6: if  00018:   $time3 >  0 ;; integer values004D: jump_if_false ££GangB_8004C4: create_coordinate @11 @12 @13 from_actor $PLAYER_ACTOR offset -800.0 -800.0  0.004C4: create_coordinate @14 @15 @16 from_actor $PLAYER_ACTOR offset  800.0  800.0  0.0053E: @0 = get_random_car_with_actors -1 in_area @11 @12 @14 @1500D6: if  08039:   NOT   @0 == -1 ;; integer values004D: jump_if_false ££GangB_190407: create_coordinate @17 @18 @19 from_car @0 offset  0.0  0.0  0.00174: @10 = car @0 z_angle00A5: @1 = create_car #patriot at @17 @18 @190175: set_car @1 z_angle_to @100229: set_car @1 color_to  0  17;06ED: set_car @1 paintjob  20129: @2 = create_actor  8 #SPECIAL02 in_car @1 driverseat01C8: @3 = create_actor  8 #fam1 in_car @1 passenger_seat  001C8: @4 = create_actor  8 #fam2 in_car @1 passenger_seat  101C8: @5 = create_actor  8 #fam3 in_car @1 passenger_seat  200A6: destroy_car @00004: $LG1 =  0 ;; integer values01B2: give_actor @2 weapon  24 ammo  99999 ;; Load the weapon model before using this01B2: give_actor @3 weapon  30 ammo  99999 ;; Load the weapon model before using this01B2: give_actor @4 weapon  26 ammo  99999 ;; Load the weapon model before using this01B2: give_actor @5 weapon  30 ammo  99999 ;; Load the weapon model before using this02E2: set_actor @2 weapon_accuracy_to  10002E2: set_actor @3 weapon_accuracy_to  10002E2: set_actor @4 weapon_accuracy_to  10002E2: set_actor @5 weapon_accuracy_to  1000223: set_actor @2 health_to  30000223: set_actor @3 health_to  10000223: set_actor @4 health_to  30000223: set_actor @5 health_to  1000081A: actor @2 weapon_skill  20187: @9 = create_marker_above_actor @20001: wait  1000 ms04C4: create_coordinate @21 @22 @23 from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000A7: car @1 drive_to @21 @22 @2304BA: set_car @1 speed_instantly  20.000AF: set_car @1 driver_behaviour_to  100AE: unknown_set_car @1 to_ignore_traffic_lights  20729: AS_actor $PLAYER_ACTOR hold_cellphone  00249: release_model #patriot0249: release_model #CELLPHONE0249: release_model #AK470249: release_model #fam10249: release_model #fam20249: release_model #fam30249: release_model #SAWNOFF0249: release_model #DESERT_EAGLE0296: unload_special_actor  2;00BA: text_styled 'MSWE14L'  1000 ms  5;gleich02AC: set_car @1 immunities  1  1  1  1  1:GangB_440001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££GangB_7900D6: if  40038:   $ACTIVE_INTERIOR ==  0 ;; integer values8119:   NOT   car @1 wrecked81F4:   NOT   car @1 flipped80E1:   NOT   key_pressed  0  190018:   $time3 >  0 ;; integer values004D: jump_if_false ££GangB_7900D6: if  00202:   actor $PLAYER_ACTOR near_car @1 radius  10.0  10.0 unknown  0004D: jump_if_false ££GangB_6600AD: set_car @1 max_speed_to  0.00001: wait  0 ms0633: AS_actor @2 exit_vehicle0633: AS_actor @3 exit_vehicle0633: AS_actor @4 exit_vehicle0633: AS_actor @5 exit_vehicle0002: jump ££GangB_79:GangB_6600D6: if  00202:   actor $PLAYER_ACTOR near_car @1 radius  50.0  50.0 unknown  0004D: jump_if_false ££GangB_7204C4: create_coordinate @21 @22 @23 from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000A7: car @1 drive_to @21 @22 @230002: jump ££GangB_44:GangB_7200D6: if  00202:   actor $PLAYER_ACTOR near_car @1 radius  100.0  100.0 unknown  0004D: jump_if_false ££GangB_7804C4: create_coordinate @21 @22 @23 from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000A7: car @1 drive_to @21 @22 @230002: jump ££GangB_44:GangB_7800D6: if  00202:   actor $PLAYER_ACTOR near_car @1 radius  300.0  300.0 unknown  0004D: jump_if_false ££GangB_4404C4: create_coordinate @21 @22 @23 from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000A7: car @1 drive_to @21 @22 @230002: jump ££GangB_44:GangB_79014F: stop_timer $time30164: disable_marker @901C2: remove_references_to_actor @2 ;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor @3 ;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor @4 ;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor @5 ;; Like turning an actor into a random pedestrian02AC: set_car @1 immunities  0  0  0  0  001C3: remove_references_to_car @1 ;; Like turning a car into any random car0002: jump ££GangB_2:GangB_80014F: stop_timer $time30729: AS_actor $PLAYER_ACTOR hold_cellphone  00249: release_model #patriot0249: release_model #CELLPHONE0249: release_model #AK470249: release_model #fam10249: release_model #fam20249: release_model #fam30249: release_model #SAWNOFF0249: release_model #DESERT_EAGLE0296: unload_special_actor  20004: $LG1 =  0 ;; integer values0002: jump ££GangB_2:GangD_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££GangD_200D6: if  20038:   $ACTIVE_INTERIOR ==  0 ;; integer values80DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  19004D: jump_if_false ££GangD_200D6: if  00038:   $GG1 ==  3 ;; integer values004D: jump_if_false ££GangA_20004: $LG1 =  1 ;; integer values0247: request_model #SLAMVAN0247: request_model #CELLPHONE0247: request_model #fam20247: request_model #MP5LNG0247: request_model #AK470247: request_model #SAWNOFF06E9: request_car_component #NTO_B_S023C: load_special_actor  4 'cesar':GangD_300D6: if  23823D:   NOT   special_actor  4 loaded8248:   NOT   model #MP5LNG available8248:   NOT   model #AK47 available8248:   NOT   model #SAWNOFF available004D: jump_if_false ££GangD_130001: wait 0 ms023C: load_special_actor  4 'cesar'0002: jump ££GangD_3:GangD_130001: wait  0 ms00D6: if  30248:   model #fam2 available0248:   model #SLAMVAN available0248:   model #CELLPHONE available06EA:   car_component_available #NTO_B_S004D: jump_if_false ££GangD_130729: AS_actor $PLAYER_ACTOR hold_cellphone  10004: $time5 =  90000 ;; integer values014E: set_timer_to $time5 type  10004: $GG1 =  4 ;; integer values:GangD_190001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££GangD_1900D6: if  00018:   $time5 >  0 ;; integer values004D: jump_if_false ££GangD_8004C4: create_coordinate @11 @12 @13 from_actor $PLAYER_ACTOR offset -800.0 -800.0  0.004C4: create_coordinate @14 @15 @16 from_actor $PLAYER_ACTOR offset  800.0  800.0  0.0053E: @0 = get_random_car_with_actors -1 in_area @11 @12 @14 @1500D6: if  08039:   NOT   @0 == -1 ;; integer values004D: jump_if_false ££GangD_190407: create_coordinate @17 @18 @19 from_car @0 offset  0.0  0.0  0.00174: @10 = car @0 z_angle00A5: @1 = create_car #SLAMVAN at @17 @18 @190175: set_car @1 z_angle_to @100229: set_car @1 color_to  1  106ED: set_car @1 paintjob  106E7: @6 = add_car_component #NTO_B_S to_car @10129: @2 = create_actor  8 #SPECIAL04 in_car @1 driverseat01C8: @3 = create_actor  8 #fam2 in_car @1 passenger_seat  000A6: destroy_car @00004: $LG1 =  0 ;; integer values0187: @9 = create_marker_above_actor @201B2: give_actor @2 weapon  30 ammo  99999 ;; Load the weapon model before using this01B2: give_actor @3 weapon  29 ammo  99999 ;; Load the weapon model before using this02E2: set_actor @2 weapon_accuracy_to  10002E2: set_actor @3 weapon_accuracy_to  1000223: set_actor @2 health_to  30000223: set_actor @3 health_to  10000001: wait  1000 ms04C4: create_coordinate @21 @22 @23 from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000A7: car @1 drive_to @21 @22 @2304BA: set_car @1 speed_instantly  20.000AF: set_car @1 driver_behaviour_to  100AE: unknown_set_car @1 to_ignore_traffic_lights  20729: AS_actor $PLAYER_ACTOR hold_cellphone  00249: release_model #SLAMVAN0249: release_model #CELLPHONE0249: release_model #AK470249: release_model #fam20249: release_model #bmydrug0249: release_model #fam30249: release_model #SAWNOFF0249: release_model #MP5LNG06EB: release_car_component #NTO_B_S0296: unload_special_actor  4;00BA: text_styled 'MSWE14L'  1000 ms  5;gleich02AC: set_car @1 immunities  1  1  1  1  1:GangD_440001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££GangD_7900D6: if  40038:   $ACTIVE_INTERIOR ==  0 ;; integer values8119:   NOT   car @1 wrecked81F4:   NOT   car @1 flipped80E1:   NOT   key_pressed  0  190018:   $time5 >  0 ;; integer values004D: jump_if_false ££GangD_7900D6: if  00202:   actor $PLAYER_ACTOR near_car @1 radius  10.0  10.0 unknown  0004D: jump_if_false ££GangD_6600AD: set_car @1 max_speed_to  0.00001: wait  0 ms0633: AS_actor @2 exit_vehicle0633: AS_actor @3 exit_vehicle0002: jump ££GangD_79:GangD_6600D6: if  00202:   actor $PLAYER_ACTOR near_car @1 radius  50.0  50.0 unknown  0004D: jump_if_false ££GangD_7204C4: create_coordinate @21 @22 @23 from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000A7: car @1 drive_to @21 @22 @230002: jump ££GangD_44:GangD_7200D6: if  00202:   actor $PLAYER_ACTOR near_car @1 radius  100.0  100.0 unknown  0004D: jump_if_false ££GangD_7804C4: create_coordinate @21 @22 @23 from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000A7: car @1 drive_to @21 @22 @230002: jump ££GangD_44:GangD_7800D6: if  00202:   actor $PLAYER_ACTOR near_car @1 radius  300.0  300.0 unknown  0004D: jump_if_false ££GangD_4404C4: create_coordinate @21 @22 @23 from_actor $PLAYER_ACTOR offset  0.0  0.0  1.000A7: car @1 drive_to @21 @22 @230002: jump ££GangD_44:GangD_79014F: stop_timer $time50006: @6 =  0 ;; integer values0006: @8 =  0 ;; integer values0164: disable_marker @901C2: remove_references_to_actor @2 ;; Like turning an actor into a random pedestrian01C2: remove_references_to_actor @3 ;; Like turning an actor into a random pedestrian02AC: set_car @1 immunities  0  0  0  0  001C3: remove_references_to_car @1 ;; Like turning a car into any random car0004: $GG1 =  0 ;; integer values0002: jump ££GangD_2:GangD_80014F: stop_timer $time50729: AS_actor $PLAYER_ACTOR hold_cellphone  00249: release_model #SLAMVAN0249: release_model #CELLPHONE0249: release_model #AK470249: release_model #fam20249: release_model #bmydrug0249: release_model #fam30249: release_model #SAWNOFF0249: release_model #MP5LNG06EB: release_car_component #NTO_B_S0296: unload_special_actor  40004: $LG1 =  0 ;; integer values0002: jump ££GangD_2

 

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i have some problem

 

Its a typical newbie failure.

Read the readme.txt of the MissionBuilder:

 

2  Installation

 

Unzip to anywhere. Copy your 'default.ide', 'peds.ide' and

'VEHICLES.IDE' to this location.

 

Please post those questions in future in the Mission Coding forum

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Good work but add too fam4 and fam5.

Thx, but fam4 or fam5 didn´t exist in the original SA. Maybe cutscene model which wont work for gameplay.

This Darkpactor-mod havn´t association to any textur mod like the S_Acid mod.

 

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sorry i havent been on in a while. been outa town. space dont quit making mods. you have the inteligence to do this. some of us are smart and some are dumber than a stack of rocks. i happend to be both at times. you are by far the best gtasa modder i have seen in years. and i cannot find the yellow triangle but i will keep looking. thank you for all that you have done in gtasa. and i agree about the petrol mod. wat is the point in that? speed mod i can see but gas? thats gay!

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I guess he wanted to post this in one of spaceeinstein's topics. ph34r.gif

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  • 1 month later...

I really like this mod but don't want to overwrite my already-modded main.scm.

Could you give us the full code so we can add it to our already modded MAIN.scm ourselves?

 

Nice work, btw. cool.gif

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I really like this mod but don't want to overwrite my already-modded main.scm.

Could you give us the full code so we can add it to our already modded MAIN.scm ourselves?

 

Nice work, btw.  cool.gif

Which script do you mean ?

CarSaloon ?

PlesurDomeParty ?

Call gang with Handy ?

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Zaz, Gadus talked about the fam4 and fam5 characters.. And they aren't cutscene models.. As far as i know they work as simple peds.. I know because i've replaced two of the original fam members with those¢¢

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I really like this mod but don't want to overwrite my already-modded main.scm.

Could you give us the full code so we can add it to our already modded MAIN.scm ourselves?

 

Nice work, btw.  cool.gif

Which script do you mean ?

CarSaloon ?

PlesurDomeParty ?

Call gang with Handy ?

I mean the car saloon. smile.gif

 

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1stgenLX-Turbo

Yes I would also like the car saloon with only the garage save point and nothing else like the extra save points and car spawns.

 

Edited by 1stgenLX-Turbo
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Zaz, Gadus talked about the fam4 and fam5 characters.. And they aren't cutscene models.. As far as i know they work as simple peds.. I know because i've replaced two of the original fam members with those¢¢

@GaduS!, @MasterK

To use cutscene models as peds is NOT a good idea.

 

It is possible to add 2 more peds to the gta3.img

 

In the S_Acid mod and San Grove Fam

Redman and i replaced some peds with

fam1, fam2, fam3, fam6, fam7, fam 8, fam10, fam11, fam12

 

Not fam4 and fam5 because they are present in the cutscene.img

 

it needs to edit the peds.ide

 

105, FAM1, FAM1, GANG2, STAT_GANG2, gang2, 110F,1, null,5,5,PED_TYPE_GANG,VOICE_GNG_FAM1 ,VOICE_GNG_FAM2

106, FAM2, FAM2, GANG2, STAT_GANG2, gang1, 110F,1, null,5,5,PED_TYPE_GANG,VOICE_GNG_FAM3 ,VOICE_GNG_FAM4

107, FAM3, FAM3, GANG2, STAT_GANG2, gang2, 110F,1, null,5,5,PED_TYPE_GANG,VOICE_GNG_FAM5 ,VOICE_GNG_FAM5

89, FAM6, FAM6, GANG2, STAT_GANG2, gang1, 110F,1, null,5,5,PED_TYPE_GANG,VOICE_GNG_FAM3 ,VOICE_GNG_FAM3

134, FAM7, FAM7, GANG2, STAT_GANG2, gang1, 110F,1, null,5,5,PED_TYPE_GANG,VOICE_GNG_FAM5 ,VOICE_GNG_FAM5

218, FAM8, FAM8, GANG2, STAT_GANG2, gang1, 110F,1, null,5,5,PED_TYPE_GANG,VOICE_GNG_FAM2 ,VOICE_GNG_FAM2

224, FAM9, FAM9, GANG2, STAT_GANG2, gang1, 110F,1, null,5,5,PED_TYPE_GANG,VOICE_GNG_FAM3 ,VOICE_GNG_FAM3

231, FAM10, FAM10, GANG2, STAT_GANG2, gang1, 110F,1, null,5,5,PED_TYPE_GANG,VOICE_GNG_FAM5 ,VOICE_GNG_FAM5

39, FAM11, FAM11, GANG2, STAT_GANG2, gang2, 110F,1, null,5,5,PED_TYPE_GANG,VOICE_GNG_FAM3 ,VOICE_GNG_FAM4

53, FAM12, FAM12, GANG2, STAT_GANG2, gang2, 110F,1, null,5,5,PED_TYPE_GANG,VOICE_GNG_FAM5 ,VOICE_GNG_FAM5

 

and by editing the pedgrp.dat a part of them appeare as homies

FAM1, FAM2, FAM3, FAM6, FAM7, FAM8, FAM9, FAM10, FAM11, FAM12 # Gang 2 (THE FAMILIES - PLAYER GANG - AKA GROVE)

 

All 10 Homie appear only with the S_Acid mod and San Grove Fam

by the "CALL HOMIES WITH HANDY" script

 

 

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Okay, i didn't say to include them, just wanted to help you out if you wanted to do it. And they work as simple peds too (i tried it, by replacing two of the original GSF members with fam4 and fam5).

 

Anyways, good luck continuing this!

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  • 6 months later...
  • 2 months later...
philster_12

nice mod i wish know how to mod scm files, btw nice graphics

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Bro, please change key for spawn homie from "look behind" to . or ' or something else. I just want a normal key for look behind:)

 

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