ZAZ Posted June 27, 2007 Share Posted June 27, 2007 (edited) ______________________________________________________________ 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 ***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 ***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 ***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 ***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 *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 September 11, 2007 by ZAZ RyanDri3957V 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Demarest Posted June 27, 2007 Share Posted June 27, 2007 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 Link to comment Share on other sites More sharing options...
Bigun Posted June 30, 2007 Share Posted June 30, 2007 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. Link to comment Share on other sites More sharing options...
ZAZ Posted July 1, 2007 Author Share Posted July 1, 2007 (edited) 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 July 1, 2007 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Demarest Posted July 2, 2007 Share Posted July 2, 2007 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. Link to comment Share on other sites More sharing options...
BgRaCer_G Posted July 12, 2007 Share Posted July 12, 2007 hi can u give here codes of call gangs ? Link to comment Share on other sites More sharing options...
ZAZ Posted July 12, 2007 Author Share Posted July 12, 2007 hi can u give here codes of call gangs ? Are you not able to decompile ? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Demarest Posted July 13, 2007 Share Posted July 13, 2007 Decompiling code isn't the same as the source code. Link to comment Share on other sites More sharing options...
ZAZ Posted July 13, 2007 Author Share Posted July 13, 2007 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 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
BgRaCer_G Posted July 14, 2007 Share Posted July 14, 2007 (edited) i have some problem Edited July 14, 2007 by BgRaCer_G Link to comment Share on other sites More sharing options...
ZAZ Posted July 14, 2007 Author Share Posted July 14, 2007 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 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
GaduS! Posted July 14, 2007 Share Posted July 14, 2007 Good work but add too fam4 and fam5. Link to comment Share on other sites More sharing options...
ZAZ Posted July 14, 2007 Author Share Posted July 14, 2007 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. CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
CHEATHAKER Posted July 15, 2007 Share Posted July 15, 2007 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! Link to comment Share on other sites More sharing options...
ZAZ Posted July 17, 2007 Author Share Posted July 17, 2007 (edited) I guess he wanted to post this in one of spaceeinstein's topics. Ah yes, you must be right. Edited July 17, 2007 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
SteaVor Posted July 17, 2007 Share Posted July 17, 2007 I guess he wanted to post this in one of spaceeinstein's topics. Link to comment Share on other sites More sharing options...
evilrex Posted September 12, 2007 Share Posted September 12, 2007 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. Link to comment Share on other sites More sharing options...
ZAZ Posted September 12, 2007 Author Share Posted September 12, 2007 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. Which script do you mean ? CarSaloon ? PlesurDomeParty ? Call gang with Handy ? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
GamerShotgun Posted September 13, 2007 Share Posted September 13, 2007 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¢¢ Link to comment Share on other sites More sharing options...
evilrex Posted September 14, 2007 Share Posted September 14, 2007 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. Which script do you mean ? CarSaloon ? PlesurDomeParty ? Call gang with Handy ? I mean the car saloon. Link to comment Share on other sites More sharing options...
1stgenLX-Turbo Posted September 15, 2007 Share Posted September 15, 2007 (edited) 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 September 15, 2007 by 1stgenLX-Turbo Link to comment Share on other sites More sharing options...
evilrex Posted September 16, 2007 Share Posted September 16, 2007 So.... could you post the script for the CarSaloon? Link to comment Share on other sites More sharing options...
ZAZ Posted September 16, 2007 Author Share Posted September 16, 2007 So.... could you post the script for the CarSaloon? Get the source script here CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ZAZ Posted September 16, 2007 Author Share Posted September 16, 2007 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 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
GamerShotgun Posted September 18, 2007 Share Posted September 18, 2007 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! Link to comment Share on other sites More sharing options...
geelock817 Posted April 5, 2008 Share Posted April 5, 2008 iT doesn't work 4 mehhh Link to comment Share on other sites More sharing options...
ZAZ Posted April 5, 2008 Author Share Posted April 5, 2008 iT doesn't work 4 mehhh You have GTASA V1 or 2. Edition ? or 3. Edition ? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
philster_12 Posted June 22, 2008 Share Posted June 22, 2008 nice mod i wish know how to mod scm files, btw nice graphics Link to comment Share on other sites More sharing options...
ngaliwet Posted June 23, 2008 Share Posted June 23, 2008 Bro, please change key for spawn homie from "look behind" to . or ' or something else. I just want a normal key for look behind:) Link to comment Share on other sites More sharing options...
'V.x.' Posted June 26, 2008 Share Posted June 26, 2008 AWSOME!!!! I cant say any thing more ( but it useless ) Link to comment Share on other sites More sharing options...
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