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1stgenLX-Turbo

Help Editing NFS Race Script

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1stgenLX-Turbo

Hello,

If you dont know this script it can be found here:

LINK

 

I was wondering when you start the race is their a way to make the car spawn with carmods? Please let me know and my spawn a car with carmods script might help.

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ZAZ

 

Hello,

If you dont know this script it can be found here:

LINK

 

I was wondering when you start the race is their a way to make the car spawn with carmods? Please let me know and my spawn a car with carmods script might help.

Your linked script must crash because it starts with

 

 

:NFS2

0001: wait 0 ms

01C2: remove_references_to_actor $r_driver ;; Like turning an actor into a random pedestrian

01C3: remove_references_to_car $race_car ;; Like turning a car into any random car

 

 

$r_driver and $race_car didnt exist in the first moment

or which ist the start label ?

what is the name in the create thread line ?

 

 

 

 

To add tuningparts is like the spawning of other models

but with own codes

and make shure that the vehicle have a slot for the part

 

By insert of the model name must you define it in the Object Definition List at the top of the main,

in the 2. Segment/read Bart Waterducks readme>> "4.2.1 The segments"

Or insert the ID number, find it veh_mods.ide

 

 

 

06E9: request_car_component #hydralics06E9: request_car_component #NTO_B_S06E9: request_car_component 1115:Load_Model_Check0001: wait  0 ms00D6: if  206EA:   car_component_available #hydralics06EA:   car_component_available #NTO_B_S06EA:   car_component_available 1115004D: jump_if_false ££Load_Model_Check06E7: $NOS1 = add_car_component #NTO_B_S to_car $Auto106E7: $HYD1 = add_car_component #hydralics to_car $Auto106E7: $Tune1 = add_car_component 1115 to_car $Auto106EB: release_car_component #hydralics06EB: release_car_component #NTO_B_S06EB: release_car_component 1115

 

 

 

 

 

Make shure that the vehicle have a slot for the part

Insert a check to select untunable vehicles

 

 

 

:NOSbuy_10001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££NOSbuy_100D6: if  100DF:   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  17004D: jump_if_false ££NOSbuy_1;00D6: if  0;03B0:   garage 'BODLAWN' door_open;004D: jump_if_false ££NOSbuy_2;0002: jump ££NOSbuy_1:NOSbuy_200D6: if  4847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike 84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle84A7:   NOT   actor $PLAYER_ACTOR driving_boat8602:   NOT   actor $PLAYER_ACTOR driving_taxi_vehicule856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle004D: jump_if_false ££NOSbuy_100D6: if  280DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #VORTEX80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #AMBULAN004D: jump_if_false ££NOSbuy_103C0: @0 = actor $PLAYER_ACTOR car00D6: if  18969:   NOT @0;Rdtrain;Petro;Monster;DUMPER;FIRETRUK,Feuerwehrwagen,COMBINE,RHINO,TRACTOR,HOTDOG,DOZER,MULE,Trash,Barracks,Patriot,MrWoopi,Boxville,Yankee,Journey,Cement,Dft30,Dune,Hydra 8975:   NOT @0;police_cars,ambulance,enforcer,fbirancher,swat-transporter,FBITruck 004D: jump_if_false ££NOSbuy_506E9: request_car_component #nto_b_tw:NOSbuy_30001: wait  0 ms00D6: if  006EA:   car_component_available #nto_b_tw004D: jump_if_false ££NOSbuy_306E7: @1 = add_car_component #nto_b_tw to_car @000BA: text_styled 'BMBTN'  3000 ms  20001: wait  1000 ms06EB: release_car_component #nto_b_tw0006: @1 =  0 ;; integer values:NOSbuy_501C3: remove_references_to_car @0 ;; Like turning a car into any random car0001: wait  1000 ms0002: jump ££NOSbuy_1

 

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P.I.M.P_PL

hmm i have it in the custom mission script(cleo) and this not crashing(but i dont try start this mission but i dont know where is this mission starts.

 

Maybe somebody know??

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ZAZ

 

hmm i have it in the custom mission script(cleo) and this not crashing(but i dont try start this mission but i dont know where is this mission starts.

 

Maybe somebody know??

You mean because of this?

 

Your linked script must crash because it starts with

:NFS2

0001: wait 0 ms

01C2: remove_references_to_actor $r_driver ;; Like turning an actor into a random pedestrian

01C3: remove_references_to_car $race_car ;; Like turning a car into any random car

$r_driver and $race_car didnt exist in the first moment

or which ist the start label ?

what is the name in the create thread line ?

 

 

Its wrong, using variable which are not defined or created

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1stgenLX-Turbo

ZAZ

Sorry I should of said I converted it from sanny builder to mission builder 0.33 because I couldn't get it to work with cleo and I know a little bit of mission buiilder better. Where would I write the first batch of coding? The end of :NFS_1 before I load the model? Here is the one I currently use:

 

 

004F: create_thread ££NFS_1 

 

 

 

:NFS_103A4: name_thread 'NFS'0001: wait  0 ms01C2: remove_references_to_actor $12251;; Like turning an actor into a random pedestrian01C3: remove_references_to_car $12252;; Like turning a car into any random car00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££NFS_100D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££NFS_103C0: $12253 = actor $PLAYER_ACTOR car00D6: if  68137:   NOT   car $12253 id == #BMX8137:   NOT   car $12253 id == #BIKE8137:   NOT   car $12253 id == #MTBIKE84C8:   NOT $PLAYER_ACTOR 84A9:   NOT $PLAYER_ACTOR 84A7:   NOT $PLAYER_ACTOR 89AE:   NOT $PLAYER_ACTOR 004D: jump_if_false ££NFS_100D6: if  0010A:   player $PLAYER_CHAR money >  999004D: jump_if_false ££NFS_100D6: if  200DF:   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  200E1:   key_pressed  0  18004D: jump_if_false ££NFS_10407: create_coordinate $12254 $12255 $12256 from_car $12253 offset  20.0  20.0  0.00407: create_coordinate $12257 $12258 $12259 from_car $12253 offset -20.0 -20.0  0.0053E: $12252 = get_random_car_with_actors -1 in_area $12254 $12255 $12257 $1225800D6: if  080DB:   NOT   actor $PLAYER_ACTOR in_car $12252004D: jump_if_false ££NFS_100D6: if  0056E: $12252 004D: jump_if_false ££NFS_100D6: if  58137:   NOT   car $12252 id == #FREIGHT8137:   NOT   car $12252 id == #TRAM8137:   NOT   car $12252 id == #HUNTER8137:   NOT   car $12252 id == #SEASPAR8137:   NOT   car $12252 id == #SKIMMER8137:   NOT   car $12252 id == #SPARROW004D: jump_if_false ££NFS_100D6: if  68137:   NOT   car $12252 id == #RUSTLER8137:   NOT   car $12252 id == #MAVERICK8137:   NOT   car $12252 id == #VCNMAV8137:   NOT   car $12252 id == #POLMAV8137:   NOT   car $12252 id == #BEAGLE8137:   NOT   car $12252 id == #CROPDUST8137:   NOT   car $12252 id == #STUNT004D: jump_if_false ££NFS_100D6: if  68137:   NOT   car $12252 id == #SHAMAL8137:   NOT   car $12252 id == #HYDRA8137:   NOT   car $12252 id == #CARGOBOB8137:   NOT   car $12252 id == #NEVADA8137:   NOT   car $12252 id == #RAINDANC8137:   NOT   car $12252 id == #STREAKC8137:   NOT   car $12252 id == #AT400004D: jump_if_false ££NFS_100D6: if  18137:   NOT   car $12252 id == #ANDROM8137:   NOT   car $12252 id == #DODODODO004D: jump_if_false ££NFS_100D6: if  58137:   NOT   car $12252 id == #COPCARLA8137:   NOT   car $12252 id == #COPCARSF8137:   NOT   car $12252 id == #VCNMAV8137:   NOT   car $12252 id == #COPCARVG8137:   NOT   car $12252 id == #COPCARRU8137:   NOT   car $12252 id == #COPBIKE004D: jump_if_false ££NFS_100D6: if  08038:   NOT   $12252 == $12253;; integer values004D: jump_if_false ££NFS_100D6: if  08119:   NOT   car $12252 wrecked004D: jump_if_false ££NFS_1060A: unknown_create_entity  0 $12260 046C: $12251 = car $12252 driver00D6: if  0056D:   unknown_actor $12251 dead_but_valid004D: jump_if_false ££NFS_10441: $12261 = car $12252 model0174: $12262 = car $12252 z_angle00AA: store_car $12252 position_to $12263 $12264 $122650247: request_model $12261038B: load_requested_models:NFS_920001: wait  0 ms00D6: if  00248:   model $12261 available004D: jump_if_false ££NFS_9200BA: text_styled 'TRACE_1'  4000 ms  2; Race Tournament009B: destroy_actor_instantly $1225100A6: destroy_car $1225200A5: $12252 = create_car $12261 at $12263 $12264 $122650175: set_car $12252 z_angle_to $122620376: $12251 = create_random_actor -1576.88  55.26  8.57036A: put_actor $12251 in_car $122520186: $12266 = create_marker_above_car $1225200BA: text_styled 'TRACE_1'  4000 ms  2; Race Tournament00A9: set_car $12252 to_normal_driver00AD: set_car $12252 max_speed_to  100.0060B: unknown_actor_use_entity $12251 $12260 0224: set_car $12252 health_to  200002AA: set_car $12252 immune_to_nonplayer  102AB: set_actor $12251 immunities  1  1  1  1  100AE: unknown_set_car $12252 to_ignore_traffic_lights  200AF: set_car $12252 driver_behaviour_to  10002: jump ££NFS_114:NFS_1140001: wait  0 ms0407: create_coordinate $12267 $12268 $12269 from_car $12252 offset  0.0  7.0  0.000D6: if  10100:   actor $PLAYER_ACTOR near_point_in_car $12267 $12268 $12269 radius  5.0  5.0  5.0 sphere  00448:   actor $PLAYER_ACTOR in_car $12253004D: jump_if_false ££NFS_12200BC: text_highpriority 'MTIME3'  1000 ms  1; ~s~Come back between 9:00 and 17:00.0002: jump ££NFS_147:NFS_1220001: wait  0 ms00D6: if  280EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point $12267 $12268 radius  200.0  200.00448:   actor $12251 in_car $122528119:   NOT   car $12252 wrecked004D: jump_if_false ££NFS_1290002: jump ££NFS_135:NFS_1290001: wait  0 ms00D6: if  10119:   car $12252 wrecked82E0:   NOT   actor $PLAYER_ACTOR aggressive004D: jump_if_false ££NFS_1140002: jump ££NFS_147:NFS_1350001: wait  0 ms0164: disable_marker $122660249: release_model $1226102AB: set_actor $12251 immunities  0  0  0  0  000AD: set_car $12252 max_speed_to  20.000A8: set_car $12252 to_psycho_driver06C9: $12251 01C2: remove_references_to_actor $12251;; Like turning an actor into a random pedestrian01C3: remove_references_to_car $12252;; Like turning a car into any random car00BA: text_styled "M_FAIL"  5000 ms  10109: player $PLAYER_CHAR money += -10000002: jump ££NFS_1:NFS_1470164: disable_marker $122660249: release_model $1226102AB: set_actor $12251 immunities  0  0  0  0  000AD: set_car $12252 max_speed_to  20.000A8: set_car $12252 to_psycho_driver06C9: $12251 01C2: remove_references_to_actor $12251;; Like turning an actor into a random pedestrian01C3: remove_references_to_car $12252;; Like turning a car into any random car01E3: text_1number_styled "M_PASS"  1000  5000 ms  10109: player $PLAYER_CHAR money +=  10000002: jump ££NFS_1

 

Edited by 1stgenLX-Turbo

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P.I.M.P_PL
ZAZ

Sorry I should of said I converted it from sanny builder to mission builder 0.33 because I couldn't get it to work with cleo and I know a little bit of mission buiilder better. Where would I write the first batch of coding? The end of :NFS_1 before I load the model? Here is the one I currently use:

 

 

004F: create_thread ££NFS_1 

 

 

 

:NFS_103A4: name_thread 'NFS'0001: wait  0 ms01C2: remove_references_to_actor $12251;; Like turning an actor into a random pedestrian01C3: remove_references_to_car $12252;; Like turning a car into any random car00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££NFS_100D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££NFS_103C0: $12253 = actor $PLAYER_ACTOR car00D6: if  68137:   NOT   car $12253 id == #BMX8137:   NOT   car $12253 id == #BIKE8137:   NOT   car $12253 id == #MTBIKE84C8:   NOT $PLAYER_ACTOR 84A9:   NOT $PLAYER_ACTOR 84A7:   NOT $PLAYER_ACTOR 89AE:   NOT $PLAYER_ACTOR 004D: jump_if_false ££NFS_100D6: if  0010A:   player $PLAYER_CHAR money >  999004D: jump_if_false ££NFS_100D6: if  200DF:   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  200E1:   key_pressed  0  18004D: jump_if_false ££NFS_10407: create_coordinate $12254 $12255 $12256 from_car $12253 offset  20.0  20.0  0.00407: create_coordinate $12257 $12258 $12259 from_car $12253 offset -20.0 -20.0  0.0053E: $12252 = get_random_car_with_actors -1 in_area $12254 $12255 $12257 $1225800D6: if  080DB:   NOT   actor $PLAYER_ACTOR in_car $12252004D: jump_if_false ££NFS_100D6: if  0056E: $12252 004D: jump_if_false ££NFS_100D6: if  58137:   NOT   car $12252 id == #FREIGHT8137:   NOT   car $12252 id == #TRAM8137:   NOT   car $12252 id == #HUNTER8137:   NOT   car $12252 id == #SEASPAR8137:   NOT   car $12252 id == #SKIMMER8137:   NOT   car $12252 id == #SPARROW004D: jump_if_false ££NFS_100D6: if  68137:   NOT   car $12252 id == #RUSTLER8137:   NOT   car $12252 id == #MAVERICK8137:   NOT   car $12252 id == #VCNMAV8137:   NOT   car $12252 id == #POLMAV8137:   NOT   car $12252 id == #BEAGLE8137:   NOT   car $12252 id == #CROPDUST8137:   NOT   car $12252 id == #STUNT004D: jump_if_false ££NFS_100D6: if  68137:   NOT   car $12252 id == #SHAMAL8137:   NOT   car $12252 id == #HYDRA8137:   NOT   car $12252 id == #CARGOBOB8137:   NOT   car $12252 id == #NEVADA8137:   NOT   car $12252 id == #RAINDANC8137:   NOT   car $12252 id == #STREAKC8137:   NOT   car $12252 id == #AT400004D: jump_if_false ££NFS_100D6: if  18137:   NOT   car $12252 id == #ANDROM8137:   NOT   car $12252 id == #DODODODO004D: jump_if_false ££NFS_100D6: if  58137:   NOT   car $12252 id == #COPCARLA8137:   NOT   car $12252 id == #COPCARSF8137:   NOT   car $12252 id == #VCNMAV8137:   NOT   car $12252 id == #COPCARVG8137:   NOT   car $12252 id == #COPCARRU8137:   NOT   car $12252 id == #COPBIKE004D: jump_if_false ££NFS_100D6: if  08038:   NOT   $12252 == $12253;; integer values004D: jump_if_false ££NFS_100D6: if  08119:   NOT   car $12252 wrecked004D: jump_if_false ££NFS_1060A: unknown_create_entity  0 $12260 046C: $12251 = car $12252 driver00D6: if  0056D:   unknown_actor $12251 dead_but_valid004D: jump_if_false ££NFS_10441: $12261 = car $12252 model0174: $12262 = car $12252 z_angle00AA: store_car $12252 position_to $12263 $12264 $122650247: request_model $12261038B: load_requested_models:NFS_920001: wait  0 ms00D6: if  00248:   model $12261 available004D: jump_if_false ££NFS_9200BA: text_styled 'TRACE_1'  4000 ms  2; Race Tournament009B: destroy_actor_instantly $1225100A6: destroy_car $1225200A5: $12252 = create_car $12261 at $12263 $12264 $122650175: set_car $12252 z_angle_to $122620376: $12251 = create_random_actor -1576.88  55.26  8.57036A: put_actor $12251 in_car $122520186: $12266 = create_marker_above_car $1225200BA: text_styled 'TRACE_1'  4000 ms  2; Race Tournament00A9: set_car $12252 to_normal_driver00AD: set_car $12252 max_speed_to  100.0060B: unknown_actor_use_entity $12251 $12260 0224: set_car $12252 health_to  200002AA: set_car $12252 immune_to_nonplayer  102AB: set_actor $12251 immunities  1  1  1  1  100AE: unknown_set_car $12252 to_ignore_traffic_lights  200AF: set_car $12252 driver_behaviour_to  10002: jump ££NFS_114:NFS_1140001: wait  0 ms0407: create_coordinate $12267 $12268 $12269 from_car $12252 offset  0.0  7.0  0.000D6: if  10100:   actor $PLAYER_ACTOR near_point_in_car $12267 $12268 $12269 radius  5.0  5.0  5.0 sphere  00448:   actor $PLAYER_ACTOR in_car $12253004D: jump_if_false ££NFS_12200BC: text_highpriority 'MTIME3'  1000 ms  1; ~s~Come back between 9:00 and 17:00.0002: jump ££NFS_147:NFS_1220001: wait  0 ms00D6: if  280EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point $12267 $12268 radius  200.0  200.00448:   actor $12251 in_car $122528119:   NOT   car $12252 wrecked004D: jump_if_false ££NFS_1290002: jump ££NFS_135:NFS_1290001: wait  0 ms00D6: if  10119:   car $12252 wrecked82E0:   NOT   actor $PLAYER_ACTOR aggressive004D: jump_if_false ££NFS_1140002: jump ££NFS_147:NFS_1350001: wait  0 ms0164: disable_marker $122660249: release_model $1226102AB: set_actor $12251 immunities  0  0  0  0  000AD: set_car $12252 max_speed_to  20.000A8: set_car $12252 to_psycho_driver06C9: $12251 01C2: remove_references_to_actor $12251;; Like turning an actor into a random pedestrian01C3: remove_references_to_car $12252;; Like turning a car into any random car00BA: text_styled "M_FAIL"  5000 ms  10109: player $PLAYER_CHAR money += -10000002: jump ££NFS_1:NFS_1470164: disable_marker $122660249: release_model $1226102AB: set_actor $12251 immunities  0  0  0  0  000AD: set_car $12252 max_speed_to  20.000A8: set_car $12252 to_psycho_driver06C9: $12251 01C2: remove_references_to_actor $12251;; Like turning an actor into a random pedestrian01C3: remove_references_to_car $12252;; Like turning a car into any random car01E3: text_1number_styled "M_PASS"  1000  5000 ms  10109: player $PLAYER_CHAR money +=  10000002: jump ££NFS_1

 

1stgenLX-Turbo its be mission not normal script the mission must be defined in this line:

 

its be the missions defined lines:

 

:Third_Segment

0002: jump ££Fourth_Segment

DEFINE MISSIONS 135

DEFINE MISSION 0 AT ££INITIAL_1 ; originally: Initial 1

DEFINE MISSION 1 AT ££INITIL2_1 ; originally: Initial 2

DEFINE MISSION 2 AT ££INTRO_1 ; originally:

DEFINE MISSION 3 AT ££M_3_1 ; originally: Video game: They crawled from uranus

DEFINE MISSION 4 AT ££M_4_1 ; originally: Video game: Duality

DEFINE MISSION 5 AT ££M_5_1 ; originally: Video game: Go Go Space Monkey

DEFINE MISSION 6 AT ££M_6_1 ; originally: Video game: Let's get ready to BUMBLE

DEFINE MISSION 7 AT ££M_7_1 ; originally: Video game: poker

DEFINE MISSION 8 AT ££POOL2_1 ; originally: Pool

DEFINE MISSION 9 AT ££LOWR_1 ; originally: Lowrider (bet and dance)

DEFINE MISSION 10 AT ££M_10_1 ; originally: Beefy Baron

DEFINE MISSION 11 AT ££INTRO1_1 ; originally: Big Smoke

DEFINE MISSION 12 AT ££INTRO2_1 ; originally: Ryder

DEFINE MISSION 13 AT ££SWEET1_1 ; originally: Tagging up Turf

DEFINE MISSION 14 AT ££SWEET1B_1 ; originally: Cleaning the Hood

DEFINE MISSION 15 AT ££SWEET3_1 ; originally: Drive-thru

DEFINE MISSION 16 AT ££SWEET2_1 ; originally: Nines and AK's

DEFINE MISSION 17 AT ££SWEET4_1 ; originally: Drive-By

DEFINE MISSION 18 AT ££HOODS5_1 ; originally: Sweet's Girl

DEFINE MISSION 19 AT ££SWEET6_1 ; originally: Cesar Vialpando

DEFINE MISSION 20 AT ££SWEET7_1 ; originally: Los Sepulcros

DEFINE MISSION 21 AT ££CRASH4_1 ; originally: Doberman

DEFINE MISSION 22 AT ££CRASH1_1 ; originally: Burning Desire

DEFINE MISSION 23 AT ££DRUGS3_1 ; originally: Gray Imports

DEFINE MISSION 24 AT ££GUNS1_1 ; originally: Home Invasion

DEFINE MISSION 25 AT ££RYDER3_1 ; originally: Catalyst

DEFINE MISSION 26 AT ££RYDER2_1 ; originally: Robbing Uncle Sam

DEFINE MISSION 27 AT ££TWAR7_1 ; originally: OG Loc

DEFINE MISSION 28 AT ££SMOKE2_1 ; originally: Running Dog

DEFINE MISSION 29 AT ££SMOKE3_1 ; originally: Wrong Side of the Tracks

DEFINE MISSION 30 AT ££DRUGS1_1 ; originally: Just Business

DEFINE MISSION 31 AT ££MUSIC1_1 ; originally: Life's a Beach

DEFINE MISSION 32 AT ££MUSIC2_1 ; originally: Madd Dogg's Rhymes

DEFINE MISSION 33 AT ££MUSIC3_1 ; originally: Management Issues

DEFINE MISSION 34 AT ££MUSIC5_1 ; originally: House Party

DEFINE MISSION 35 AT ££M_35_1 ; originally: Race Tournament / 8-track / Dirt Track

DEFINE MISSION 36 AT ££CESAR1_1 ; originally: High Stakes, Low-rider

DEFINE MISSION 37 AT ££DRUGS4_1 ; originally: Reuniting the Families

DEFINE MISSION 38 AT ££LA1FIN2_1 ; originally: The Green Sabre

DEFINE MISSION 39 AT ££BCRASH1_1 ; originally: Badlands

DEFINE MISSION 40 AT ££M_40_1 ; originally: Catalina 1

DEFINE MISSION 41 AT ££CAT1_1 ; originally: Catalina 2

DEFINE MISSION 42 AT ££M_42_1 ; originally: Catalina 3

DEFINE MISSION 43 AT ££CAT3_1 ; originally: Catalina 4

DEFINE MISSION 44 AT ££CAT4_1 ; originally: Catalina 5

DEFINE MISSION 45 AT ££CATCUT_1 ; originally: King in Exile

DEFINE MISSION 46 AT ££TRUTH1_1 ; originally: Body Harvest

DEFINE MISSION 47 AT ££TRUTH2_1 ; originally: Are you going to San Fierro?

DEFINE MISSION 48 AT ££BCESAR4_1 ; originally: Wu Zi Mu / Farewell, my love...

DEFINE MISSION 49 AT ££GARAG1_1 ; originally: Wear Flowers in your Hair

DEFINE MISSION 50 AT ££DECON_1 ; originally: Deconstruction

DEFINE MISSION 51 AT ££SCRASH3_1 ; originally: 555 WE TIP

DEFINE MISSION 52 AT ££SCRASH2_1 ; originally: Snail Trail

DEFINE MISSION 53 AT ££WUZI1_1 ; originally: Mountain Cloud Boys

DEFINE MISSION 54 AT ££FARLIE4_1 ; originally: Ran Fa Li

DEFINE MISSION 55 AT ££DRIV6_1 ; originally: Lure

DEFINE MISSION 56 AT ££WUZI2_1 ; originally: Amphibious Assault

DEFINE MISSION 57 AT ££WUZI5_1 ; originally: The Da Nang Thang

DEFINE MISSION 58 AT ££SYN1_1 ; originally: Photo Opportunity

DEFINE MISSION 59 AT ££SYN2_1 ; originally: Jizzy

DEFINE MISSION 60 AT ££SYN3_1 ; originally: Outrider

DEFINE MISSION 61 AT ££SYND4_1 ; originally: Ice Cold Killa

DEFINE MISSION 62 AT ££SYN6_1 ; originally: Toreno's Last Flight

DEFINE MISSION 63 AT ££SYN7_1 ; originally: Yay Ka-Boom-Boom

DEFINE MISSION 64 AT ££SYN5_1 ; originally: Pier 69

DEFINE MISSION 65 AT ££DRIV2_1 ; originally: T-Bone Mendez

DEFINE MISSION 66 AT ££DRIV3_1 ; originally: Mike Toreno

DEFINE MISSION 67 AT ££STEAL1_1 ; originally: Zeroing In

DEFINE MISSION 68 AT ££STEAL2_1 ; originally: Test Drive

DEFINE MISSION 69 AT ££STEAL4_1 ; originally: Customs Fast Track

DEFINE MISSION 70 AT ££STEAL5_1 ; originally: Puncture Wounds

DEFINE MISSION 71 AT ££DSKOOL_1 ; originally: Back to School

DEFINE MISSION 72 AT ££M_72_1 ; originally: Air Raid

DEFINE MISSION 73 AT ££M_73_1 ; originally: Supply Lines...

DEFINE MISSION 74 AT ££ZERO4_1 ; originally: New Model Army

DEFINE MISSION 75 AT ££TORENO1_1 ; originally: Monster

DEFINE MISSION 76 AT ££TORENO2_1 ; originally: Highjack

DEFINE MISSION 77 AT ££DES3_1 ; originally: Interdiction

DEFINE MISSION 78 AT ££DESERT4_1 ; originally: Verdant Meadows

DEFINE MISSION 79 AT ££DESERT6_1 ; originally: N.O.E.

DEFINE MISSION 80 AT ££DESERT9_1 ; originally: Stowaway

DEFINE MISSION 81 AT ££MAF4_1 ; originally: Black Project

DEFINE MISSION 82 AT ££M_82_1 ; originally: Green Goo

DEFINE MISSION 83 AT ££DESERT5_1 ; originally: Learning to Fly

DEFINE MISSION 84 AT ££CASINO1_1 ; originally: Fender Ketchup

DEFINE MISSION 85 AT ££CASINO2_1 ; originally: Explosive Situation

DEFINE MISSION 86 AT ££CASINO3_1 ; originally: You've had your Chips

DEFINE MISSION 87 AT ££CASINO7_1 ; originally: Fish in a Barrel

DEFINE MISSION 88 AT ££CASINO4_1 ; originally: Don Peyote

DEFINE MISSION 89 AT ££CASINO5_1 ; originally: Intensive Care

DEFINE MISSION 90 AT ££CASINO6_1 ; originally: The Meat Business

DEFINE MISSION 91 AT ££CASINO9_1 ; originally: Freefall

DEFINE MISSION 92 AT ££CASIN10_1 ; originally: Saint Mark's Bistro

DEFINE MISSION 93 AT ££M_93_1 ; originally: Misappropriation

DEFINE MISSION 94 AT ££M_94_1 ; originally: High Noon

DEFINE MISSION 95 AT ££DOC2_1 ; originally: Madd Dogg

DEFINE MISSION 96 AT ££HEIST1_1 ; originally: Architectural Espionage

DEFINE MISSION 97 AT ££HEIST3_1 ; originally: Key to her Heart

DEFINE MISSION 98 AT ££HEIST2_1 ; originally: Dam and Blast

DEFINE MISSION 99 AT ££HEIST4_1 ; originally: Cop Wheels

DEFINE MISSION 100 AT ££HEIST5_1 ; originally: Up, Up and Away!

DEFINE MISSION 101 AT ££HEIST9_1 ; originally: Breaking the Bank at Caligula's

DEFINE MISSION 102 AT ££MANSIO1_1 ; originally: A Home In The Hills

DEFINE MISSION 103 AT ££MANSIO2_1 ; originally: Vertical Bird

DEFINE MISSION 104 AT ££MANSIO3_1 ; originally: Home Coming

DEFINE MISSION 105 AT ££MANSON5_1 ; originally: Cut Throat Business

DEFINE MISSION 106 AT ££GROVE1_1 ; originally: Beat Down on B Dup

DEFINE MISSION 107 AT ££GROVE2_1 ; originally: Grove 4 Life

DEFINE MISSION 108 AT ££RIOT1_1 ; originally: Riot

DEFINE MISSION 109 AT ££RIOT2_1 ; originally: Los Desperados

DEFINE MISSION 110 AT ££M_110_1 ; originally: End Of The Line (1)

DEFINE MISSION 111 AT ££M_111_1 ; originally: End Of The Line (2)

DEFINE MISSION 112 AT ££M_112_1 ; originally: End Of The Line (3)

DEFINE MISSION 113 AT ££SHRANGE_1 ; originally: Shooting range

DEFINE MISSION 114 AT ££GYMLS_1 ; originally: Los Santon Gym Fight School

DEFINE MISSION 115 AT ££GYMSF_1 ; originally: San Fierro Gym Fight School

DEFINE MISSION 116 AT ££GYMLV_1 ; originally: Las Venturas Gym Fight School

DEFINE MISSION 117 AT ££TRUCK_1 ; originally: Trucking

DEFINE MISSION 118 AT ££QUARRY_1 ; originally: Quarry

DEFINE MISSION 119 AT ££BOAT_1 ; originally: Boat School

DEFINE MISSION 120 AT ££BSKOOL_1 ; originally: Bike School

DEFINE MISSION 121 AT ££TAXIODD_1 ; originally: 'TAXI DRIVER' sub-mission

DEFINE MISSION 122 AT ££M_122_1 ; originally: Paramedic sub-mission

DEFINE MISSION 123 AT ££M_123_1 ; originally: Firefighter sub-mission

DEFINE MISSION 124 AT ££M_124_1 ; originally: Vigilante sub-mission

DEFINE MISSION 125 AT ££BURGJB_1 ; originally: Burglary sub-mission

DEFINE MISSION 126 AT ££FREIGHT_1 ; originally: Freight Train sub-mission

DEFINE MISSION 127 AT ££PIMP_1 ; originally: Pimping sub-mission

DEFINE MISSION 128 AT ££BLOOD_1 ; originally: Arena mission: Blood Ring

DEFINE MISSION 129 AT ££KICKSTA_1 ; originally: Arena mission: Kickstart

DEFINE MISSION 130 AT ££M_130_1 ; originally: Beat the Cock!

DEFINE MISSION 131 AT ££BCOUR_1 ; originally: Courier

DEFINE MISSION 132 AT ££M_132_1 ; originally: The Chiliad Challenge

DEFINE MISSION 133 AT ££M_133_1 ; originally: NRG-500

DEFINE MISSION 134 AT ££BUYPRO1_1 ; originally: Buy properties script

define new mission at this position with increased mission number

DEFINE MISSION (134<-- its be mission number)AT (££BUYPRO1_1<-- replace this with your script first label name)

 

and increase this line:

DEFINE MISSIONS 135<-- increase this number with one

 

the mission script you must past behind this mission: BUYPRO1_1 (search this thread with option find) and scroll to the end of this mission(in the original sa scm its be this line: BUYPRO1_337)

you find this below BUYPRO1_337:

 

;-----------------------------------------------------DEFINE EXTERNAL_SCRIPT_START AAA; Originally: player using parachute; The AAA script is created internally

 

and under this:

;-----------------------------------------------------

 

define this:

 

;-------------Mission (134 <--replace this number with your)---------------

; Originally: (Buy properties script <-- replace this with your mission name)

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ZAZ

 

1stgenLX-Turbo its be mission not normal script the mission must be  defined in this line:

 

its be the missions defined lines:

 

 

No, P.I.M.P_PL. Youre wrong!

It isnt a mission.

Its a normal thread

 

I corrrcted it and added NOS

You must insert a check if a random car is found:

00D6: if 0

8038: NOT $Randomcar1 == -1 ;; integer values

004D: jump_if_false ££NFS_1

 

an this check inside your posted scrict have wrong opcode

 

00D6: if  0

8038:  NOT  $12252 == $12253;; integer values

004D: jump_if_false ££NFS_1

 

 

004F: create_thread ££NFS_0

 

 

:NFS_0;;;--------------------------MB0.33/sascm.ini vom 1.Sep.200503A4: name_thread 'NFS':NFS_10001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££NFS_100D6: if  100DF:   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  11;;--------------------------YES-KEY004D: jump_if_false ££NFS_100D6: if  384A9:   NOT   actor $PLAYER_ACTOR driving_helicopter84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle84A7:   NOT   actor $PLAYER_ACTOR driving_boat89AE:   NOT $PLAYER_ACTOR004D: jump_if_false ££NFS_100D6: if  280DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #BMX80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #BIKE80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #MTBIKE004D: jump_if_false ££NFS_104C4: create_coordinate @11 @12 @13 from_actor $PLAYER_ACTOR offset -20.0 5.0  0.004C4: create_coordinate @14 @15 @16 from_actor $PLAYER_ACTOR offset  20.0  30.0  0.0053E: $Randomcar1 = get_random_car_with_actors -1 in_area @11 @12 @14 @150001: wait  500 ms00D6: if  08038:   NOT   $Randomcar1 ==  -1;; integer values004D: jump_if_false ££NFS_103C0: $playercar1 = actor $PLAYER_ACTOR car00D6: if  0803A:   NOT   $Randomcar1 == $playercar1;; integer values and handles;8038:   NOT   $Randomcar1 == $playercar1;; integer values<<<<<<<<<<<<<<<<<<<<<<--wrong opcode in the NFS script004D: jump_if_false ££NFS_17700D6: if  08119:   NOT   car $Randomcar1 wrecked004D: jump_if_false ££NFS_177;060A: unknown_create_entity  0 $E122670441: $modelID1 = car $Randomcar1 model0174: $Rangle1 = car $Randomcar1 z_angle00AA: store_car $Randomcar1 position_to @11 @12 @130247: request_model $modelID1038B: load_requested_models:NFS_920001: wait  0 ms00D6: if  00248:   model $modelID1 available004D: jump_if_false ££NFS_9200BA: text_styled 'TRACE_1'  4000 ms  2; Race Tournament00A6: destroy_car $Randomcar10001: wait  0 ms00A5: $Randomcar1 = create_car $modelID1 at @11 @12 @130175: set_car $Randomcar1 z_angle_to $Rangle10376: $Randomdriver1 = create_random_actor -1576.88  55.26  8.57036A: put_actor $Randomdriver1 in_car $Randomcar10186: $Mark1 = create_marker_above_car $Randomcar100BA: text_styled 'TRACE_1'  4000 ms  2; Race Tournament00A9: set_car $Randomcar1 to_normal_driver00AD: set_car $Randomcar1 max_speed_to  100.0060B: unknown_actor_use_entity $Randomdriver1 $E122670224: set_car $Randomcar1 health_to  200002AA: set_car $Randomcar1 immune_to_nonplayer  102AB: set_actor $Randomdriver1 immunities  1  1  1  1  100AE: unknown_set_car $Randomcar1 to_ignore_traffic_lights  200AF: set_car $Randomcar1 driver_behaviour_to  104C4: create_coordinate @11 @12 @13 from_actor $PLAYER_ACTOR offset 0.0 -1.0  0.5015F: set_camera_position @11 @12 @13  0.0  0.0  0.00159: camera_on_ped $Randomdriver1  15  10001: wait  1000 ms06E9: request_car_component #nto_b_tw:NOSbuy_10001: wait  0 ms00D6: if  006EA:   car_component_available #nto_b_tw004D: jump_if_false ££NOSbuy_100D6: if  4847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle84A7:   NOT   actor $PLAYER_ACTOR driving_boat8602:   NOT   actor $PLAYER_ACTOR driving_taxi_vehicule856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle004D: jump_if_false ££NOSbuy_500D6: if  280DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #VORTEX80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #AMBULAN004D: jump_if_false ££NOSbuy_500D6: if  18969:   NOT $playercar1;Rdtrain;Petro;Monster;ect.8975:   NOT $playercar1;police_cars,ambulance,enforcer,fbirancher,swat-transporter,FBITruck004D: jump_if_false ££NOSbuy_506E7: @1 = add_car_component #nto_b_tw to_car $playercar100BA: text_styled 'BMBTN'  3000 ms  2:NOSbuy_500D6: if  4847A:   NOT   actor $Randomdriver1 driving_a_motorbike84C8:   NOT   actor $Randomdriver1 driving_flying_vehicle84A7:   NOT   actor $Randomdriver1 driving_boat8602:   NOT   actor $Randomdriver1 driving_taxi_vehicule856C:   NOT   actor $Randomdriver1 driving_police_vehicle004D: jump_if_false ££NOSbuy_900D6: if  280DD:   NOT   actor $Randomdriver1 driving_vehicle_type #VORTEX80DD:   NOT   actor $Randomdriver1 driving_vehicle_type #FIRETRUK80DD:   NOT   actor $Randomdriver1 driving_vehicle_type #AMBULAN004D: jump_if_false ££NOSbuy_900D6: if  18969:   NOT $Randomcar1;Rdtrain;Petro;Monster;ect.8975:   NOT $Randomcar1;police_cars,ambulance,enforcer,fbirancher,swat-transporter,FBITruck004D: jump_if_false ££NOSbuy_906E7: @2 = add_car_component #nto_b_tw to_car $Randomcar1:NOSbuy_90001: wait  1000 ms06EB: release_car_component #nto_b_tw0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut:NFS_1140001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££NFS_14700D6: if  00202:   actor $PLAYER_ACTOR near_car $Randomcar1 radius  5.0  5.0 unknown  0004D: jump_if_false ££NFS_12200BC: text_highpriority 'MTIME3'  1000 ms  1; ~s~Come back between 9:00 and 17:00.0002: jump ££NFS_147:NFS_1220001: wait  0 ms00D6: if  48119:   NOT   car $playercar1 wrecked8119:   NOT   car $Randomcar1 wrecked0202:   actor $PLAYER_ACTOR near_car $Randomcar1 radius  200.0  200.0 unknown  00448:   actor $Randomdriver1 in_car $Randomcar10448:   actor $PLAYER_ACTOR in_car $playercar1004D: jump_if_false ££NFS_1350002: jump ££NFS_114:NFS_1350001: wait  0 ms0164: disable_marker $Mark10249: release_model $modelID102AB: set_actor $Randomdriver1 immunities  0  0  0  0  000AD: set_car $Randomcar1 max_speed_to  20.000A8: set_car $Randomcar1 to_psycho_driver;06C9: $Randomdriver101C2: remove_references_to_actor $Randomdriver1;; Like turning an actor into a random pedestrian00BA: text_styled "M_FAIL"  5000 ms  1;0109: player $PLAYER_CHAR money += -10000002: jump ££NFS_177:NFS_1470164: disable_marker $Mark10249: release_model $modelID102AB: set_actor $Randomdriver1 immunities  0  0  0  0  000AD: set_car $Randomcar1 max_speed_to  20.000A8: set_car $Randomcar1 to_psycho_driver;06C9: $Randomdriver101C2: remove_references_to_actor $Randomdriver1;; Like turning an actor into a random pedestrian01E3: text_1number_styled "M_PASS"  1000  5000 ms  10109: player $PLAYER_CHAR money +=  10000002: jump ££NFS_177:NFS_17701C3: remove_references_to_car $Randomcar1;; Like turning a car into any random car01C3: remove_references_to_car $playercar1;; Like turning a car into any random car0002: jump ££NFS_1

 

 

 

for Sannybuilder

 

 

004F: create_thread @NFS_0

 

 

:NFS_0////----------SannyBuilder03A4: name_thread 'NFS':NFS_10001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @NFS_100D6: if  100DF:   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  11//--------------------------YES-KEY004D: jump_if_false @NFS_100D6: if  384A9:   NOT   actor $PLAYER_ACTOR driving_helicopter84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle84A7:   NOT   actor $PLAYER_ACTOR driving_boat89AE:   NOT $PLAYER_ACTOR004D: jump_if_false @NFS_100D6: if  280DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #BMX80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #BIKE80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #MTBIKE004D: jump_if_false @NFS_104C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset -20.0 5.0  0.004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  20.0  30.0  0.0053E: $Randomcar1 = get_random_car_with_actors -1 in_area [email protected] [email protected] [email protected] [email protected]: wait  500 ms00D6: if  08038:   NOT   $Randomcar1 ==  -1  // integer values004D: jump_if_false @NFS_103C0: $playercar1 = actor $PLAYER_ACTOR car00D6: if  0803A:   NOT   $Randomcar1 == $playercar1  // integer values and handles//8038:   NOT   $Randomcar1 == $playercar1// integer values<<<<<<<<<<<<<<<<<<<<<<--wrong opcode in the NFS script004D: jump_if_false @NFS_17700D6: if  08119:   NOT   car $Randomcar1 wrecked004D: jump_if_false @NFS_177//060A: unknown_create_entity  0 $E122670441: $modelID1 = car $Randomcar1 model0174: $Rangle1 = car $Randomcar1 z_angle00AA: store_car $Randomcar1 position_to [email protected] [email protected] [email protected]: request_model $modelID1038B: load_requested_models:NFS_920001: wait  0 ms00D6: if  00248:   model $modelID1 available004D: jump_if_false @NFS_9200BA: text_styled 'TRACE_1'  4000 ms  2// Race Tournament00A6: destroy_car $Randomcar10001: wait  0 ms00A5: $Randomcar1 = create_car $modelID1 at [email protected] [email protected] [email protected]: set_car $Randomcar1 z_angle_to $Rangle10376: $Randomdriver1 = create_random_actor -1576.88  55.26  8.57036A: put_actor $Randomdriver1 in_car $Randomcar10186: $Mark1 = create_marker_above_car $Randomcar100BA: text_styled 'TRACE_1'  4000 ms  2// Race Tournament00A9: set_car $Randomcar1 to_normal_driver00AD: set_car $Randomcar1 max_speed_to  100.0060B: unknown_actor_use_entity $Randomdriver1 $E122670224: set_car $Randomcar1 health_to  200002AA: set_car $Randomcar1 immune_to_nonplayer  102AB: set_actor $Randomdriver1 immunities  1  1  1  1  100AE: unknown_set_car $Randomcar1 to_ignore_traffic_lights  200AF: set_car $Randomcar1 driver_behaviour_to  104C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 -1.0  0.5015F: set_camera_position [email protected] [email protected] [email protected]  0.0  0.0  0.00159: camera_on_ped $Randomdriver1  15  10001: wait  1000 ms06E9: request_car_component #nto_b_tw:NOSbuy_10001: wait  0 ms00D6: if  006EA:   car_component_available #nto_b_tw004D: jump_if_false @NOSbuy_100D6: if  4847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle84A7:   NOT   actor $PLAYER_ACTOR driving_boat8602:   NOT   actor $PLAYER_ACTOR driving_taxi_vehicule856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle004D: jump_if_false @NOSbuy_500D6: if  280DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #VORTEX80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #AMBULAN004D: jump_if_false @NOSbuy_500D6: if  18969:   NOT $playercar1//Rdtrain//Petro//Monster/ect.8975:   NOT $playercar1//police_cars,ambulance,enforcer,fbirancher,swat-transporter,FBITruck004D: jump_if_false @NOSbuy_506E7: [email protected] = add_car_component #nto_b_tw to_car $playercar100BA: text_styled 'BMBTN'  3000 ms  2:NOSbuy_500D6: if  4847A:   NOT   actor $Randomdriver1 driving_a_motorbike84C8:   NOT   actor $Randomdriver1 driving_flying_vehicle84A7:   NOT   actor $Randomdriver1 driving_boat8602:   NOT   actor $Randomdriver1 driving_taxi_vehicule856C:   NOT   actor $Randomdriver1 driving_police_vehicle004D: jump_if_false @NOSbuy_900D6: if  280DD:   NOT   actor $Randomdriver1 driving_vehicle_type #VORTEX80DD:   NOT   actor $Randomdriver1 driving_vehicle_type #FIRETRUK80DD:   NOT   actor $Randomdriver1 driving_vehicle_type #AMBULAN004D: jump_if_false @NOSbuy_900D6: if  18969:   NOT $Randomcar1//Rdtrain//Petro//Monster/ect.8975:   NOT $Randomcar1//police_cars,ambulance,enforcer,fbirancher,swat-transporter,FBITruck004D: jump_if_false @NOSbuy_906E7: [email protected] = add_car_component #nto_b_tw to_car $Randomcar1:NOSbuy_90001: wait  1000 ms06EB: release_car_component #nto_b_tw0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut:NFS_1140001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @NFS_14700D6: if  00202:   actor $PLAYER_ACTOR near_car $Randomcar1 radius  5.0  5.0 unknown  0004D: jump_if_false @NFS_12200BC: text_highpriority 'MTIME3'  1000 ms  1// ~s~Come back between 9:00 and 17:00.0002: jump @NFS_147:NFS_1220001: wait  0 ms00D6: if  48119:   NOT   car $playercar1 wrecked8119:   NOT   car $Randomcar1 wrecked0202:   actor $PLAYER_ACTOR near_car $Randomcar1 radius  200.0  200.0 unknown  00448:   actor $Randomdriver1 in_car $Randomcar10448:   actor $PLAYER_ACTOR in_car $playercar1004D: jump_if_false @NFS_1350002: jump @NFS_114:NFS_1350001: wait  0 ms0164: disable_marker $Mark10249: release_model $modelID102AB: set_actor $Randomdriver1 immunities  0  0  0  0  000AD: set_car $Randomcar1 max_speed_to  20.000A8: set_car $Randomcar1 to_psycho_driver//06C9: $Randomdriver101C2: remove_references_to_actor $Randomdriver1// Like turning an actor into a random pedestrian00BA: text_styled "M_FAIL"  5000 ms  1//0109: player $PLAYER_CHAR money += -10000002: jump @NFS_177:NFS_1470164: disable_marker $Mark10249: release_model $modelID102AB: set_actor $Randomdriver1 immunities  0  0  0  0  000AD: set_car $Randomcar1 max_speed_to  20.000A8: set_car $Randomcar1 to_psycho_driver//06C9: $Randomdriver101C2: remove_references_to_actor $Randomdriver1// Like turning an actor into a random pedestrian01E3: text_1number_styled "M_PASS"  1000  5000 ms  10109: player $PLAYER_CHAR money +=  10000002: jump @NFS_177:NFS_17701C3: remove_references_to_car $Randomcar1// Like turning a car into any random car01C3: remove_references_to_car $playercar1// Like turning a car into any random car0002: jump @NFS_1

 

Edited by ZAZ

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P.I.M.P_PL

 

1stgenLX-Turbo its be mission not normal script the mission must be  defined in this line:

 

its be the missions defined lines:

 

 

No, P.I.M.P_PL. Youre wrong!

It isnt a mission.

Its a normal thread

 

I corrrcted it and added NOS

You must insert a check if a random car is found:

00D6: if 0

8038: NOT $Randomcar1 == -1 ;; integer values

004D: jump_if_false ££NFS_1

 

an this check inside your posted scrict have wrong opcode

 

00D6: if  0

8038:  NOT  $12252 == $12253;; integer values

004D: jump_if_false ££NFS_1

 

the original thread crashing game i try to you zaz.

 

----------------------------------------------------------------

i try tou and with yopur script the game load i test this thread and take answer;)but i must know one what the place or vehicle i can start this script??

Edited by P.I.M.P_PL

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ZAZ

 

what the place or vehicle i can start this script??

There is no place

While driving any car or motorbike keep pressing [YES-key] key_pressed 0 11

But there must be other cars near CJ, radus 50.0

Edited by ZAZ

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P.I.M.P_PL
what the place or vehicle i can start this script??

There is no place

While driving any car or motorbike keep pressing [YES-key] key_pressed 0 11

But there must be other cars near CJ, radus 50.0

eh maybe you know how to edit this to the mission(additional mission you can go to point (the some marker) and in this you have some tracks(i can make for you the checpoints x, y, z positions).

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ZAZ

 

what the place or vehicle i can start this script??

There is no place

While driving any car or motorbike keep pressing [YES-key] key_pressed 0 11

But there must be other cars near CJ, radus 50.0

eh maybe you know how to edit this to the mission(additional mission you can go to point (the some marker) and in this you have some tracks(i can make for you the checpoints x, y, z positions).

Maybe, when i like the idea.

Whats your plan ?

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P.I.M.P_PL
what the place or vehicle i can start this script??

There is no place

While driving any car or motorbike keep pressing [YES-key] key_pressed 0 11

But there must be other cars near CJ, radus 50.0

eh maybe you know how to edit this to the mission(additional mission you can go to point (the some marker) and in this you have some tracks(i can make for you the checpoints x, y, z positions).

Maybe, when i like the idea.

Whats your plan ?

my plan is this to be some missions:

one its be the missions who starts whe you drive to some place and it this place its be some tuning cars rally and you can(in the begin version of the script you can choose the racing mission(some new be unlocked when you get some needed quantity of points who you collect in the races)and in the races can the police going you(and it be hot:D)not helicopters only random police cars(i send you names of this when you have the complete script and you change to this car who be can going you)

 

and sure in the tuning rally in the begin version of script its not must be the cars with tuning parts;)

 

and second script who i plan i send you tomorrow but today i not have more time:(

 

bye and thanks;)

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1stgenLX-Turbo

ZAZ

Thank you for adding the nitrous in now its time for me to test it out in game and I will make it harder by player spawn 5x nitrous:^: icon14.gif

 

P.I.M.P_PL

Yes ZAZ is correct you do not need to add the mission thread in but you explained to me how to do it for other scripts that require it. This also works when you want to race a bike and you can be driving a cop car. Its fun for vigilante missions. I usually just pull in front or in back of the car I want to race with cool.gif

 

biggrin.gif P.I.M.P_PL I SPEAKING OF RACE SCRIPTS biggrin.gif

I have a russian race creator program that automaticly creates scripts by entering the XYZ of items. I dont know how to use it though because I need someone to take screenshots and just write the english translation. Then I know where to enter the values of the script properly. The beauty of the race program is that you can add different types of races too. I rewrote some scripts so you can drift race for points and some other street racing.

 

confused.gif I just need to figure out how to make a drag race script and maybe make it in slow motion near the end for effect. As well as figure out how to make the cars spawn with objects using ZAZ additon of the nitrous code perhaps. confused.gif

Edited by 1stgenLX-Turbo

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P.I.M.P_PL

 

ZAZ

Thank you for adding the nitrous in now its time for me to test it out in game and I will make it harder by player spawn 5x nitrous:^:  icon14.gif

 

P.I.M.P_PL

Yes ZAZ is correct you do not need to add the mission thread in but you explained to me how to do it for other scripts that require it. This also works when you want to race a bike and you can be driving a cop car. Its fun for vigilante missions. I usually just pull in front or in back of the car I want to race with cool.gif

 

biggrin.gif  P.I.M.P_PL I SPEAKING OF RACE SCRIPTS biggrin.gif 

I have a russian race creator program that automaticly creates scripts by entering the XYZ of items. I dont know how to use it though because I need someone to take screenshots and just write the english translation. Then I know where to enter the values of the script properly. The beauty of the race program is that you can add different types of races too. I rewrote some scripts so you can drift race for points and some other street racing.

 

confused.gif I just need to figure out how to make a drag race script and maybe make it in slow motion near the end for effect. As well as figure out how to make the cars spawn with objects using ZAZ additon of the nitrous code perhaps. confused.gif

but this script when the i start the race with car its be end of when i touch the car of enemy(damage) but its be most funny when you can racing with this car and when you damage he the racing dont end.(and its be great when its be some meter who do mensuration the interval and when you lost this car to some interval you lost and when you be ahead of the enemy cars for some interval you win.

 

to 1stgenLX-Turbo :

 

about you drift script(you know whereabouts i speak)

 

i delete some bugs(double labels in script) and i test this i sure its starts in zr350 car but its bedefined this car) when i have some complications i can send this scipt to this topic for some help(i do this question but it your script)

 

Edited by P.I.M.P_PL

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1stgenLX-Turbo

Yeah Pimp the scripts you have with the race program are not the ones I wrote and fixed up

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P.I.M.P_PL

to zaz:

 

you like my idea or maybe i must add some ne w features and some extra(but im working to the some more story to this plan when i have some free time)adn maybe you be interestin to write to me mission(sure when you like the idea)and you be writen in the author of the missions in the credits;)

(the idea of other m,issions i have in tct bu its in the polish language and i must translate itfirst to english).

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ZAZ

 

to zaz:

 

you like my idea or maybe i must add some ne w features and some extra(but im working to the some more story to this plan when i have some free time)adn maybe you be interestin to write to me mission(sure when you like the idea)and you be writen in the author of the missions in the credits;)

(the idea of other m,issions i have in tct bu its in the polish language and i must translate itfirst to english).

hmm.., you should describe a more detailed concept.

 

Should it be based on a stripped main or into original main ?

In original main, how should the user reach race feature ?

Or should it be for a TC or a map mod ?

 

Race mission ? Maybe like this ? >>CLICK<<

 

What should be tuning cars rally?

It should be possible to drive the race with tuning parts like wheels, spoiler paintjobs ect. ?

 

Which routes would you use ? this from the original SA races ?

 

Do you wonna have a select menue ?

 

How should be the conditions of " the police can going you" ?

set the wanted level by passing a specified chechpoint ?

 

Till now I only like the NFS script above and this dont need to make it as mission

because its the characteristic of that race gameplay that you can drive through the town and

start a race with every random car at every time you like.

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P.I.M.P_PL

ok zaz i write new scenary later.

 

But i have idea for edit this NFS Script who be in up posts.

 

You can starts the race whatever you want and any time but you dont must damage or catch the enemy car so you must racing with this car and you to win you must revive this car to some meters(change with your choice) but for beta it can be 100 ingame meters.(it my second idea to edit this script but dont complete(its only idea for beta version of the script).

and maybe you can change with the main.scm traffic to the minimum or medium??(but when it be traffic orginally its maybe be hard to complete)

 

You can do it??

 

About First idea(who i post up i change and add to you some information about it later)

i can you tell this: that script its for TC mod and its be some new map(but orginal san andreas map its be still but replaced some models and textures etc.)

And new map its be the city.

More information i tell you later

 

And i have last question about tuning parts in the tuning category(rear bumpers, front bumpers, side skirts etc.)maybe you know where be defined how many of the parts can be showed correctly in the one category??i know that be in the carmods external script but i dont know what parameter it is. And maybe its be can add some new colors to the tuning shop(orginally you can paint the car with 64 colors but maybe its be can increased to more??)but in the carcols its be more defned colors.

 

Thanks and bye.

Edited by P.I.M.P_PL

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P.I.M.P_PL
ok zaz i write new scenary later.

 

But i have idea for edit this NFS Script who be in up posts.

 

You can starts the race whatever you want and any time but you dont must damage or catch the enemy car so you must racing with this car and you to win you must revive this car to some meters(change with your choice) but for beta it can be 100 ingame meters.(it my second idea to edit this script but dont complete(its only idea for beta version of the script).

and maybe you can change with the main.scm traffic to the minimum or medium??(but when it be traffic orginally its maybe be hard to complete)

About this question.

when you can do this??

 

 

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ZAZ

 

You can starts the race whatever you want and any time but you dont must damage or catch the enemy car so you must racing with this car and you to win you must revive this car to some meters(change with your choice) but for beta it can be 100 ingame meters.(it my second idea to edit this script but dont complete(its only idea for beta version of the script).

 

You mean like NFS?

If player reaches the enemy car, player should drive away to get a specified distance and the enemy car should catch the player ?

 

 

 

and maybe you can change with the main.scm traffic to the minimum or medium??(but when it be traffic orginally its maybe be hard to complete)

 

set the car traffic is no problem

I will see whats optimal

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P.I.M.P_PL

You mean like NFS?

If player reaches the enemy car, player should drive away to get a specified distance and the enemy car should catch the player ?

 

set the car traffic is no problem

I will see whats optimal

Yeah like NFS Underground 2 you can drive to enemy car and when you near this you can drive with him(maybe you play the NFS U2??when yes you know about what i talking)

 

yes when you racing you must racing away(to specific distance when you cross this for example its defined to 100 meters and when you cross this to 101 you win) and the enemy hurry(its must drive to you and going to overtake you) but enemy dont want catch you(the racing dont end when he damage you and reverse).

when he overtake you you have the meters with minus and when its going to for example - 100 you lose.

 

When you dont know something please talk about it in this topic and i answer you;)

 

 

 

 

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ZAZ

 

maybe you play the NFS U2??when yes you know about what i talking

Yes.

needs to display the distance by status bar

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P.I.M.P_PL

maybe you play the NFS U2??when yes you know about what i talking

Yes.

needs to display the distance by status bar

yes its be great when you can add display status bar.

 

And maybe you can add to this status bar texture from txd??(i can make txd) its not must in script its only my question;)

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ZAZ

I can add textur

Its possible to increase or decrease the size of a txd

Edited by ZAZ

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P.I.M.P_PL

 

I can add textur

Its possible to increase or decrease the size of a txd

ok and maybe you can do this:

 

the textures is move when the distance is lower or higher to enemy car??

 

and i create for you txd file and send you today or tomorrow.

 

bye.

 

-----------------------------------------------------------

 

Beta of the TXD created i send this to you in pm.

Edited by P.I.M.P_PL

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ZAZ

 

ok and maybe you can do this:

the textures is move when the distance is lower or higher to enemy car??

 

 

move when the distance is lower or higher?

Dont know if this makes sence.

Staus bar and textur display are different stuff

Shure is it possible to use only a texture with adjusted size to the distance

but it only looks nice if size and position is ok

 

I made it fix for now. Test it !

 

 

 

Your Textur "NFS_RACE":

I renamed it in "LD_NFS" because the entry name was to long

and added it into GTASA\models\txd - folder

the codes are

0390: load_txd_dictionary 'LD_NFS'

038F: request_texture "race" as 1 ;; Load dictionary with 0390 first

038D: 1 560.0 190.0 120.0 60.0 180 180 180 255

the game will crash if you use the wrong sascm.ini

 

 

The status bar:

I first init it with text "Distance"

therefore the codes

054C: use_GXT_table 'BOAT'

03C4: set_status_text_to $Distn1 1 (bar) 'BOAT_11'

 

Then I changed 'BOAT_11' into 'dummy' to disable the text

 

So if you wonna show the text "Distance", change 'dummy' into 'BOAT_11'

 

If you like it without text "Distance", keep the entry 'dummy' and delete the line:

054C: use_GXT_table 'BOAT'

 

BTW.: the positon of status bar can not be changed

 

 

:NFS_0;;;--------------------------MB0.33/sascm.ini vom 1.Sep.200503A4: name_thread 'NFS':NFS_10001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££NFS_100D6: if  100DF:   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  11;;--------------------------YES-KEY004D: jump_if_false ££NFS_100D6: if  384A9:   NOT   actor $PLAYER_ACTOR driving_helicopter84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle84A7:   NOT   actor $PLAYER_ACTOR driving_boat89AE:   NOT $PLAYER_ACTOR004D: jump_if_false ££NFS_100D6: if  280DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #BMX80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #BIKE80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #MTBIKE004D: jump_if_false ££NFS_104C4: create_coordinate @11 @12 @13 from_actor $PLAYER_ACTOR offset -20.0 5.0  0.004C4: create_coordinate @14 @15 @16 from_actor $PLAYER_ACTOR offset  20.0  30.0  0.0053E: $Randomcar1 = get_random_car_with_actors -1 in_area @11 @12 @14 @150001: wait  500 ms00D6: if  08038:   NOT   $Randomcar1 ==  -1;; integer values004D: jump_if_false ££NFS_103C0: $playercar1 = actor $PLAYER_ACTOR car00D6: if  0803A:   NOT   $Randomcar1 == $playercar1;; integer values and handles004D: jump_if_false ££NFS_17700D6: if  08119:   NOT   car $Randomcar1 wrecked004D: jump_if_false ££NFS_1770441: $modelID1 = car $Randomcar1 model0174: $Rangle1 = car $Randomcar1 z_angle00AA: store_car $Randomcar1 position_to @11 @12 @130247: request_model $modelID1038B: load_requested_models:NFS_920001: wait  0 ms00D6: if  00248:   model $modelID1 available004D: jump_if_false ££NFS_9200BA: text_styled 'TRACE_1'  4000 ms  2; Race Tournament00A6: destroy_car $Randomcar10001: wait  0 ms00A5: $Randomcar1 = create_car $modelID1 at @11 @12 @130175: set_car $Randomcar1 z_angle_to $Rangle10376: $Randomdriver1 = create_random_actor -1576.88  55.26  8.57036A: put_actor $Randomdriver1 in_car $Randomcar10186: $Mark1 = create_marker_above_car $Randomcar100BA: text_styled 'TRACE_1'  4000 ms  2; Race Tournament00A9: set_car $Randomcar1 to_normal_driver00AD: set_car $Randomcar1 max_speed_to  100.00224: set_car $Randomcar1 health_to  200002AA: set_car $Randomcar1 immune_to_nonplayer  102AB: set_actor $Randomdriver1 immunities  1  1  1  1  100AE: unknown_set_car $Randomcar1 to_ignore_traffic_lights  200AF: set_car $Randomcar1 driver_behaviour_to  104C4: create_coordinate @11 @12 @13 from_actor $PLAYER_ACTOR offset 0.0 -1.0  0.5015F: set_camera_position @11 @12 @13  0.0  0.0  0.00159: camera_on_ped $Randomdriver1  15  10001: wait  1000 ms06E9: request_car_component #nto_b_tw:NOSbuy_10001: wait  0 ms00D6: if  006EA:   car_component_available #nto_b_tw004D: jump_if_false ££NOSbuy_100D6: if  4847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle84A7:   NOT   actor $PLAYER_ACTOR driving_boat8602:   NOT   actor $PLAYER_ACTOR driving_taxi_vehicule856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle004D: jump_if_false ££NOSbuy_500D6: if  280DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #VORTEX80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #AMBULAN004D: jump_if_false ££NOSbuy_500D6: if  18969:   NOT $playercar1;Rdtrain;Petro;Monster;DUMPER;FIRETRUK,Feuerwehrwagen,COMBINE,RHINO,ect8975:   NOT $playercar1;police_cars,ambulance,enforcer,fbirancher,swat-transporter,FBITruck004D: jump_if_false ££NOSbuy_506E7: @1 = add_car_component #nto_b_tw to_car $playercar100BA: text_styled 'BMBTN'  3000 ms  2:NOSbuy_500D6: if  4847A:   NOT   actor $Randomdriver1 driving_a_motorbike84C8:   NOT   actor $Randomdriver1 driving_flying_vehicle84A7:   NOT   actor $Randomdriver1 driving_boat8602:   NOT   actor $Randomdriver1 driving_taxi_vehicule856C:   NOT   actor $Randomdriver1 driving_police_vehicle004D: jump_if_false ££NOSbuy_900D6: if  280DD:   NOT   actor $Randomdriver1 driving_vehicle_type #VORTEX80DD:   NOT   actor $Randomdriver1 driving_vehicle_type #FIRETRUK80DD:   NOT   actor $Randomdriver1 driving_vehicle_type #AMBULAN004D: jump_if_false ££NOSbuy_900D6: if  18969:   NOT $Randomcar1;Rdtrain;Petro;Monster;DUMPER;FIRETRUK,Feuerwehrwagen,COMBINE,RHINO,ect8975:   NOT $Randomcar1;police_cars,ambulance,enforcer,fbirancher,swat-transporter,FBITruck004D: jump_if_false ££NOSbuy_906E7: @2 = add_car_component #nto_b_tw to_car $Randomcar1:NOSbuy_90001: wait  1000 ms06EB: release_car_component #nto_b_tw0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut054C: use_GXT_table 'BOAT'0006: $Distn1 =  100;; integer values03C4: set_status_text_to $Distn1  1 (bar) 'dummy'01EB: set_car_density_to  0.50390: load_txd_dictionary 'LD_NFS' 038F: request_texture "race" as  1;; Load dictionary with 0390 first038D:  1  560.0  190.0  120.0  60.0  180  180  180  255 :NFS_1140001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££NFS_16900A0: store actor $PLAYER_ACTOR position to @11 @12 @1300A0: store actor $Randomdriver1 position to @14 @15 @160509: @17 = distance between point @11 @12 and point @14 @150090: $Distn1 = float_to_integer @1700D6: if  00202:   actor $PLAYER_ACTOR near_car $Randomcar1 radius  5.0  5.0 unknown  0004D: jump_if_false ££NFS_12200BA: text_styled "FEM_OK"  2000 ms  401EC: make_car $Randomcar1 very_heavy  100AF: set_car $Randomcar1 driver_behaviour_to  200AD: set_car $Randomcar1 max_speed_to  100.001EB: set_car_density_to  1.00001: wait  2000 ms0002: jump ££NFS_130:NFS_1220001: wait  0 ms00D6: if  48119:   NOT   car $playercar1 wrecked8119:   NOT   car $Randomcar1 wrecked0202:   actor $PLAYER_ACTOR near_car $Randomcar1 radius  200.0  200.0 unknown  00448:   actor $Randomdriver1 in_car $Randomcar10448:   actor $PLAYER_ACTOR in_car $playercar1004D: jump_if_false ££NFS_1690002: jump ££NFS_114:NFS_1300001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££NFS_16900A0: store actor $PLAYER_ACTOR position to @11 @12 @1300A0: store actor $Randomdriver1 position to @14 @15 @160509: @17 = distance between point @11 @12 and point @14 @150090: $Distn1 = float_to_integer @1700D6: if  08202:   NOT   actor $PLAYER_ACTOR near_car $Randomcar1 radius  100.0  100.0 unknown  0004D: jump_if_false ££NFS_1310002: jump ££NFS_171:NFS_13100D6: if  00202:   actor $PLAYER_ACTOR near_car $Randomcar1 radius  5.0  5.0 unknown  0004D: jump_if_false ££NFS_13200BA: text_styled "FEM_RET"  2000 ms  401EC: make_car $Randomcar1 very_heavy  000AE: unknown_set_car $Randomcar1 to_ignore_traffic_lights  200AF: set_car $Randomcar1 driver_behaviour_to  100AD: set_car $Randomcar1 max_speed_to  100.001EB: set_car_density_to  0.50001: wait  2000 ms0002: jump ££NFS_114:NFS_1320001: wait  0 ms00D6: if  48119:   NOT   car $playercar1 wrecked8119:   NOT   car $Randomcar1 wrecked0202:   actor $PLAYER_ACTOR near_car $Randomcar1 radius  200.0  200.0 unknown  00448:   actor $Randomdriver1 in_car $Randomcar10448:   actor $PLAYER_ACTOR in_car $playercar1004D: jump_if_false ££NFS_1690002: jump ££NFS_130:NFS_16900BA: text_styled "M_FAIL"  5000 ms  1010B: @20 = player $PLAYER_CHAR money00D6: if  00019:   @20 >  1000;; integer values004D: jump_if_false ££NFS_1750109: player $PLAYER_CHAR money += -10000002: jump ££NFS_175:NFS_17101E3: text_1number_styled "M_PASS"  1000  5000 ms  10109: player $PLAYER_CHAR money +=  10000002: jump ££NFS_175:NFS_1750164: disable_marker $Mark10249: release_model $modelID102AB: set_actor $Randomdriver1 immunities  0  0  0  0  000AD: set_car $Randomcar1 max_speed_to  20.000A8: set_car $Randomcar1 to_psycho_driver01C2: remove_references_to_actor $Randomdriver1;; Like turning an actor into a random pedestrian0151: remove_status_text $Distn101EB: set_car_density_to  1.003F0: text_draw_toggle  00002: jump ££NFS_177:NFS_17701C3: remove_references_to_car $Randomcar1;; Like turning a car into any random car01C3: remove_references_to_car $playercar1;; Like turning a car into any random car0002: jump ££NFS_1

 

Edited by ZAZ

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P.I.M.P_PL

ok thanks i test it and add answer later.

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P.I.M.P_PL

hi i have one error when i have to racing and i be near the car i press conversation yes button(y) its be do nothing(race dont start and nothing text showing).

 

I compile the code with Bartons builder(0.33 version)And import this main.scm with sanny builder and i put it to new txt file(but i want to compile it as .cs file(cleo custom script file).

 

Its be code from sanny builder:

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 04.08.2007{$VERSION 3.1.0023}{$CLEO .cs}//-------------MAIN---------------0000: NOP :NFSthread 'NFS' :NFS_11wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @NFS_11 if and  Actor.Driving($PLAYER_ACTOR)00E1:   player 0 pressed_key 11 else_jump @NFS_11 if and84A9:   not actor $PLAYER_ACTOR driving_heli 84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 84A7:   not actor $PLAYER_ACTOR driving_boat 89AE:   not actor $PLAYER_ACTOR driving_train else_jump @NFS_11 if and  not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)  not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)  not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)else_jump @NFS_11 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -20.0 5.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 20.0 30.0 0.0 053E: $10965 = get_random_car_with_model [email protected] in_rectangle_cornerA -1 [email protected] cornerB [email protected] [email protected] wait 500 if   not $10965 == -1 else_jump @NFS_11 03C0: $10964 = actor $PLAYER_ACTOR car if 803A:   not  $10965 == $10964 // (int) else_jump @NFS_1572 if   not Car.Wrecked($10965)else_jump @NFS_1572 $10963 = Car.Model($10965)$10962 = Car.Angle($10965)Car.StorePos($10965, [email protected], [email protected], [email protected])Model.Load($10963)038B: load_requested_models :NFS_299wait 0 if   Model.Available($10963)else_jump @NFS_299 00BA: show_text_styled GXT 'TRACE_1' time 4000 style 2  // TurniejCar.Destroy($10965)wait 0 $10965 = Car.Create($10963, [email protected], [email protected], [email protected])Car.Angle($10965) = $109620376: $10961 = create_random_actor_at -1576.88 55.26 8.57 036A: put_actor $10961 in_car $10965 $10960 = Marker.CreateAboveCar($10965)00BA: show_text_styled GXT 'TRACE_1' time 4000 style 2  // TurniejCar.SetToNormalDriver($10965)Car.SetMaxSpeed($10965, 100.0)Car.Health($10965) = 2000Car.ImmuneToNonPlayer($10965) = TrueActor.SetImmunities($10961, 1, 1, 1, 1, 1)00AE: set_car $10965 traffic_behavior_to 2 Car.SetDriverBehaviour($10965, FollowRoad)04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 0.5 Camera.SetPosition([email protected], [email protected], [email protected], 0.0, 0.0, 0.0)Camera.OnPed($10961, 15, 1)wait 1000 06E9: load_car_component #NTO_B_TW :NFS_554wait 0 if 06EA:   car_component #NTO_B_TW available else_jump @NFS_554 if and847A:   not actor $PLAYER_ACTOR driving_bike 84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 84A7:   not actor $PLAYER_ACTOR driving_boat   not Actor.DrivingTaxiVehicle($PLAYER_ACTOR)  not Actor.DrivingPoliceVehicle($PLAYER_ACTOR)else_jump @NFS_693 if and  not Actor.DrivingVehicleType($PLAYER_ACTOR, #VORTEX)  not Actor.DrivingVehicleType($PLAYER_ACTOR, #FIRETRUK)  not Actor.DrivingVehicleType($PLAYER_ACTOR, #AMBULAN)else_jump @NFS_693 if and8969:   not car $10964 is_noncivilian_vehicle 8975:   not car $10964 emergency_vehicle else_jump @NFS_693 06E7: [email protected] = add_car_component #NTO_B_TW to_car $10964 00BA: show_text_styled GXT 'BMBTN' time 3000 style 2  // Nitro 10x:NFS_693if and847A:   not actor $10961 driving_bike 84C8:   not actor $10961 driving_flying_vehicle 84A7:   not actor $10961 driving_boat   not Actor.DrivingTaxiVehicle($10961)  not Actor.DrivingPoliceVehicle($10961)else_jump @NFS_796 if and  not Actor.DrivingVehicleType($10961, #VORTEX)  not Actor.DrivingVehicleType($10961, #FIRETRUK)  not Actor.DrivingVehicleType($10961, #AMBULAN)else_jump @NFS_796 if and8969:   not car $10965 is_noncivilian_vehicle 8975:   not car $10965 emergency_vehicle else_jump @NFS_796 06E7: [email protected] = add_car_component #NTO_B_TW to_car $10965 :NFS_796wait 1000 06EB: release_car_component #NTO_B_TW Camera.SetBehindPlayerCamera.Restore_WithJumpCut054C: use_GXT_table 'BOAT' $10959 = 100 03C4: set_status_text $10959 type 1 GXT 'DUMMY' // global_variable 01EB: set_traffic_density_multiplier_to 0.5 0390: load_txd_dictionary 'LD_NFS' 038F: load_texture "RACE" as 1 // Load dictionary with 0390 first 038D: create_texture 1 position 560.0 190.0 size 120.0 60.0 RGBA 180 180 180 255 :NFS_908wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @NFS_1414 Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])Actor.StorePos($10961, [email protected], [email protected], [email protected])0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY [email protected] [email protected] 0090: $10959 = float [email protected] to_integer if 0202:   actor $PLAYER_ACTOR near_car $10965 radius 5.0 5.0 flag 0 else_jump @NFS_1070 00BA: show_text_styled GXT "FEM_OK" time 2000 style 4 01EC: make_car $10965 very_heavy 1 Car.SetDriverBehaviour($10965, KillThePlayer)Car.SetMaxSpeed($10965, 100.0)01EB: set_traffic_density_multiplier_to 1.0 wait 2000 jump @NFS_1138 :NFS_1070wait 0 if and  not Car.Wrecked($10964)  not Car.Wrecked($10965)0202:   actor $PLAYER_ACTOR near_car $10965 radius 200.0 200.0 flag 0 0448:   actor $10961 in_car $10965 0448:   actor $PLAYER_ACTOR in_car $10964 else_jump @NFS_1414 jump @NFS_908 :NFS_1138wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @NFS_1414 Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])Actor.StorePos($10961, [email protected], [email protected], [email protected])0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY [email protected] [email protected] 0090: $10959 = float [email protected] to_integer if 8202:   not actor $PLAYER_ACTOR near_car $10965 radius 100.0 100.0 flag 0 else_jump @NFS_1249 jump @NFS_1471 :NFS_1249if 0202:   actor $PLAYER_ACTOR near_car $10965 radius 5.0 5.0 flag 0 else_jump @NFS_1346 00BA: show_text_styled GXT "FEM_RET" time 2000 style 4 01EC: make_car $10965 very_heavy 0 00AE: set_car $10965 traffic_behavior_to 2 Car.SetDriverBehaviour($10965, FollowRoad)Car.SetMaxSpeed($10965, 100.0)01EB: set_traffic_density_multiplier_to 0.5 wait 2000 jump @NFS_908 :NFS_1346wait 0 if and  not Car.Wrecked($10964)  not Car.Wrecked($10965)0202:   actor $PLAYER_ACTOR near_car $10965 radius 200.0 200.0 flag 0 0448:   actor $10961 in_car $10965 0448:   actor $PLAYER_ACTOR in_car $10964 else_jump @NFS_1414 jump @NFS_1138 :NFS_141400BA: show_text_styled GXT "M_FAIL" time 5000 style 1 [email protected] = Player.Money($PLAYER_CHAR)if  [email protected] > 1000 else_jump @NFS_1504 Player.Money($PLAYER_CHAR) += -1000jump @NFS_1504 :NFS_147101E3: show_text_1number_styled GXT "M_PASS" number 1000 time 5000 style 1 Player.Money($PLAYER_CHAR) += 1000jump @NFS_1504 :NFS_1504Marker.Disable($10960)Model.Destroy($10963)Actor.SetImmunities($10961, 0, 0, 0, 0, 0)Car.SetMaxSpeed($10965, 20.0)Car.SetToPsychoDriver($10965)Actor.RemoveReferences($10961)0151: remove_status_text $10959 01EB: set_traffic_density_multiplier_to 1.0 03F0: toggle_text_draw 0 jump @NFS_1572 :NFS_1572Car.RemoveReferences($10965)Car.RemoveReferences($10964)jump @NFS_11 

 

 

Please help.

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ZAZ

 

I compile the code with Bartons builder(0.33 version)And import this main.scm with sanny builder and i put it to new txt file(but i want to compile it as .cs file(cleo custom script file).

 

Dont compile and decompile!

Use Sannybuilder Converter

-Open a new empty page in SannyBuilder

-insert the BWMB code script

-click on Programms>>Code-Converter>> MB -> SB

tada, the converted script appears in a new untiteld page

-copy the converted script and paste it into your main

 

Maybe there is no car in the search area, so there will be no effect by pressing key 11

Or maybe keep pressing the key till a random car is found

 

 

:NFS_0////----------SannyBuilder03A4: name_thread 'NFS':NFS_10001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @NFS_100D6: if  100DF:   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  11//--------------------------YES-KEY004D: jump_if_false @NFS_100D6: if  384A9:   NOT   actor $PLAYER_ACTOR driving_helicopter84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle84A7:   NOT   actor $PLAYER_ACTOR driving_boat89AE:   NOT $PLAYER_ACTOR004D: jump_if_false @NFS_100D6: if  280DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #BMX80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #BIKE80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #MTBIKE004D: jump_if_false @NFS_104C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset -20.0 5.0  0.004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  20.0  30.0  0.0053E: $Randomcar1 = get_random_car_with_actors -1 in_area [email protected] [email protected] [email protected] [email protected]: wait  500 ms00D6: if  08038:   NOT   $Randomcar1 ==  -1  // integer values004D: jump_if_false @NFS_103C0: $playercar1 = actor $PLAYER_ACTOR car00D6: if  0803A:   NOT   $Randomcar1 == $playercar1  // integer values and handles004D: jump_if_false @NFS_17700D6: if  08119:   NOT   car $Randomcar1 wrecked004D: jump_if_false @NFS_1770441: $modelID1 = car $Randomcar1 model0174: $Rangle1 = car $Randomcar1 z_angle00AA: store_car $Randomcar1 position_to [email protected] [email protected] [email protected]: request_model $modelID1038B: load_requested_models:NFS_920001: wait  0 ms00D6: if  00248:   model $modelID1 available004D: jump_if_false @NFS_9200BA: text_styled 'TRACE_1'  4000 ms  2// Race Tournament00A6: destroy_car $Randomcar10001: wait  0 ms00A5: $Randomcar1 = create_car $modelID1 at [email protected] [email protected] [email protected]: set_car $Randomcar1 z_angle_to $Rangle10376: $Randomdriver1 = create_random_actor -1576.88  55.26  8.57036A: put_actor $Randomdriver1 in_car $Randomcar10186: $Mark1 = create_marker_above_car $Randomcar100BA: text_styled 'TRACE_1'  4000 ms  2// Race Tournament00A9: set_car $Randomcar1 to_normal_driver00AD: set_car $Randomcar1 max_speed_to  100.00224: set_car $Randomcar1 health_to  200002AA: set_car $Randomcar1 immune_to_nonplayer  102AB: set_actor $Randomdriver1 immunities  1  1  1  1  100AE: unknown_set_car $Randomcar1 to_ignore_traffic_lights  200AF: set_car $Randomcar1 driver_behaviour_to  104C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 -1.0  0.5015F: set_camera_position [email protected] [email protected] [email protected]  0.0  0.0  0.00159: camera_on_ped $Randomdriver1  15  10001: wait  1000 ms06E9: request_car_component #nto_b_tw:NOSbuy_10001: wait  0 ms00D6: if  006EA:   car_component_available #nto_b_tw004D: jump_if_false @NOSbuy_100D6: if  4847A:   NOT   actor $PLAYER_ACTOR driving_a_motorbike84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle84A7:   NOT   actor $PLAYER_ACTOR driving_boat8602:   NOT   actor $PLAYER_ACTOR driving_taxi_vehicule856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle004D: jump_if_false @NOSbuy_500D6: if  280DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #VORTEX80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #FIRETRUK80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type #AMBULAN004D: jump_if_false @NOSbuy_500D6: if  18969:   NOT $playercar1//Rdtrain//Petro//Monster//DUMPER//FIRETRUK,Feuerwehrwagen,COMBINE,RHINO,ect8975:   NOT $playercar1//police_cars,ambulance,enforcer,fbirancher,swat-transporter,FBITruck004D: jump_if_false @NOSbuy_506E7: [email protected] = add_car_component #nto_b_tw to_car $playercar100BA: text_styled 'BMBTN'  3000 ms  2:NOSbuy_500D6: if  4847A:   NOT   actor $Randomdriver1 driving_a_motorbike84C8:   NOT   actor $Randomdriver1 driving_flying_vehicle84A7:   NOT   actor $Randomdriver1 driving_boat8602:   NOT   actor $Randomdriver1 driving_taxi_vehicule856C:   NOT   actor $Randomdriver1 driving_police_vehicle004D: jump_if_false @NOSbuy_900D6: if  280DD:   NOT   actor $Randomdriver1 driving_vehicle_type #VORTEX80DD:   NOT   actor $Randomdriver1 driving_vehicle_type #FIRETRUK80DD:   NOT   actor $Randomdriver1 driving_vehicle_type #AMBULAN004D: jump_if_false @NOSbuy_900D6: if  18969:   NOT $Randomcar1//Rdtrain//Petro//Monster//DUMPER//FIRETRUK,Feuerwehrwagen,COMBINE,RHINO,ect8975:   NOT $Randomcar1//police_cars,ambulance,enforcer,fbirancher,swat-transporter,FBITruck004D: jump_if_false @NOSbuy_906E7: [email protected] = add_car_component #nto_b_tw to_car $Randomcar1:NOSbuy_90001: wait  1000 ms06EB: release_car_component #nto_b_tw0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut054C: use_GXT_table 'BOAT'0006: $Distn1 =  100  // integer values03C4: set_status_text_to $Distn1  1 (bar) 'dummy'01EB: set_car_density_to  0.50390: load_txd_dictionary 'LD_NFS' 038F: request_texture "race" as  1  // Load dictionary with 0390 first038D:  1  560.0  190.0  120.0  60.0  180  180  180  255 :NFS_1140001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @NFS_16900A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: store actor $Randomdriver1 position to [email protected] [email protected] [email protected]: [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected]: $Distn1 = float_to_integer [email protected]: if  00202:   actor $PLAYER_ACTOR near_car $Randomcar1 radius  5.0  5.0 unknown  0004D: jump_if_false @NFS_12200BA: text_styled "FEM_OK"  2000 ms  401EC: make_car $Randomcar1 very_heavy  100AF: set_car $Randomcar1 driver_behaviour_to  200AD: set_car $Randomcar1 max_speed_to  100.001EB: set_car_density_to  1.00001: wait  2000 ms0002: jump @NFS_130:NFS_1220001: wait  0 ms00D6: if  48119:   NOT   car $playercar1 wrecked8119:   NOT   car $Randomcar1 wrecked0202:   actor $PLAYER_ACTOR near_car $Randomcar1 radius  200.0  200.0 unknown  00448:   actor $Randomdriver1 in_car $Randomcar10448:   actor $PLAYER_ACTOR in_car $playercar1004D: jump_if_false @NFS_1690002: jump @NFS_114:NFS_1300001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @NFS_16900A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: store actor $Randomdriver1 position to [email protected] [email protected] [email protected]: [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected]: $Distn1 = float_to_integer [email protected]: if  08202:   NOT   actor $PLAYER_ACTOR near_car $Randomcar1 radius  100.0  100.0 unknown  0004D: jump_if_false @NFS_1310002: jump @NFS_171:NFS_13100D6: if  00202:   actor $PLAYER_ACTOR near_car $Randomcar1 radius  5.0  5.0 unknown  0004D: jump_if_false @NFS_13200BA: text_styled "FEM_RET"  2000 ms  401EC: make_car $Randomcar1 very_heavy  000AE: unknown_set_car $Randomcar1 to_ignore_traffic_lights  200AF: set_car $Randomcar1 driver_behaviour_to  100AD: set_car $Randomcar1 max_speed_to  100.001EB: set_car_density_to  0.50001: wait  2000 ms0002: jump @NFS_114:NFS_1320001: wait  0 ms00D6: if  48119:   NOT   car $playercar1 wrecked8119:   NOT   car $Randomcar1 wrecked0202:   actor $PLAYER_ACTOR near_car $Randomcar1 radius  200.0  200.0 unknown  00448:   actor $Randomdriver1 in_car $Randomcar10448:   actor $PLAYER_ACTOR in_car $playercar1004D: jump_if_false @NFS_1690002: jump @NFS_130:NFS_16900BA: text_styled "M_FAIL"  5000 ms  1010B: [email protected] = player $PLAYER_CHAR money00D6: if  00019:   [email protected] >  1000  // integer values004D: jump_if_false @NFS_1750109: player $PLAYER_CHAR money += -10000002: jump @NFS_175:NFS_17101E3: text_1number_styled "M_PASS"  1000  5000 ms  10109: player $PLAYER_CHAR money +=  10000002: jump @NFS_175:NFS_1750164: disable_marker $Mark10249: release_model $modelID102AB: set_actor $Randomdriver1 immunities  0  0  0  0  000AD: set_car $Randomcar1 max_speed_to  20.000A8: set_car $Randomcar1 to_psycho_driver01C2: remove_references_to_actor $Randomdriver1// Like turning an actor into a random pedestrian0151: remove_status_text $Distn101EB: set_car_density_to  1.003F0: text_draw_toggle  00002: jump @NFS_177:NFS_17701C3: remove_references_to_car $Randomcar1// Like turning a car into any random car01C3: remove_references_to_car $playercar1// Like turning a car into any random car0002: jump @NFS_1

 

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P.I.M.P_PL

Thanks man for your help. ok i try this;)

 

Ok some bugs i discover:

 

When i start race the status bar dont show(maybe its dont show but i have petrol mod with status bar and the your status bar is be this same coords what is be this from petrol mod.

 

But next bugs:

 

When i race with enemy and when he be ahead me this drive but i dont must going behind him but when i overtake him he going around of me and i loose(with this because i overtake him and

he should loose)

 

and traffic dont set to lower;)

 

bye and thanks.

Edited by P.I.M.P_PL

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