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1stgenLX-Turbo

Help Editing NFS Race Script

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ZAZ

 

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

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.

 

 

Oh, I forgot, there is a way to set the status bar to a other position

use 04F7: instead of 03C4:

its also recomand by using more then one status bars

 

04F7: status_text $Distn1 1 line 3 'dummy'

 

line 1, 2 or 3 can be set

 

 

edit the vertical position of the textur with the colored parameter

 

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

 

 

 

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)

Dont know if I understand right.

First sequence is catch the enemy till distance is 5.0

then there is a wait of 2000 ms (maybe increase this wait time to give the player more chance to drive away)

after the wait

Second sequence enemy try to catch the player till distance is 5.0

then there is a wait of 2000 ms (maybe increase this wait time to give the enemy more chance to drive away)

after the wait

the code jumps back to the first sequence and so on

 

 

and traffic dont set to lower;)

set the traffic density your self

I set

01EB: set_car_density_to ? at 4 times

first by start

second when player catched enemy

third when enemy catched player

fourth at the script end to restore the traffic to default

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P.I.M.P_PL

to zaz:

 

about traffic:

 

now i know what settings i must change to higher or lower traffic set.(With this is no problems)

 

and i have problem with texture (it dont showing correctly it showing right down corner for one second and hide)only status bar is show correct maby its be but i have installed speedometer with textures from txd??(ok i try to uninstall the speedometer and texture from nfs script work correct) i most know what is problem maybe the texture from script spread with this from speedometer script.

 

And some new question to you:

 

Maybe you can do this:

 

increase to highest tack of the enemy cars.

and make like this:

 

with the motorbikes you can race when you be in the motorbike and when you be in car you can only race with cars.

 

And i found bug maybe you can correct this(when the enemy car want to twist to some street and he bump to some alley he instead of drive in this alley to next street he try to return to street from who drive in alley) maybe you can correct this??(i surely listen sometime at opcode who can add to car ignore paths maybe its be help??)

 

And maybe you can add the texture from script above the status bar from script not under.

 

Its all now.

 

Its be the script to edit(i paste script now but i have some edited traffic):

 

 

: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 values04F7: status_text $Distn1 1 line 3 'dummy'01EB: set_car_density_to  0.00390: load_txd_dictionary 'LD_NFS'038F: request_texture "race" as  1  // Load dictionary with 0390 first038D:  1  560.0  220.0  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  0.00001: 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  0.00001: 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

 

bye and thanks

Edited by P.I.M.P_PL

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ZAZ

 

i have problem with texture (it dont showing correctly it showing right down corner for one second and hide)only status bar is show correct maby its be but i have installed speedometer with textures from txd??

Yes its because 03F0: toggle_text_draw 1 in speedometer script to refresh the textur.

I tried it to set the texturcode in the loop like in speedometer script.

The effect was that the race textur was flickery because of the loop of NFS script is more slowly as this one of speedometer.

The NFS script loop must more calculate.

I found a solution.

I create an extra thread for the textur display by race start

 

004F: create_thread @LOAD_NFS

 

this will be stoped at race end

 

0459: end_thread_named 'LDNS'

 

it works fine

 

And maybe you can add the texture from script above the status bar from script not under.

 

status bar is now on line 3 and textur a bit above and a bit more left,

so that a other status bar on line 1 will displayed above the textur

 

 

with the motorbikes you can race when you be in the motorbike and when you be in car you can only race with cars.

I added a check to select this but often needs much time

I can not check for a random motorbike

I can only check for a random vehicle and when its be found select if the vehicle types are matching

if its not matching the script must check again for a new random vehicle

 

If you dont like it, delete the check

I marked this script part with comments

 

 

 

 

And i found bug maybe you can correct this(when the enemy car want to twist to some street and he bump to some alley he instead of drive in this alley to next street he try to return to street from who drive in alley) maybe you can correct this??(i surely listen sometime at opcode who can add to car ignore paths maybe its be help??)

No idea to fix it. Thats the different between NFS and GTA. In NFS the course is close.

I can not check if the vehicle bump in a alley and also i can not check if the player leaves the paths.

A stuck car check would also have no positive effect.

The code

00AF: set_car $Randomcar1 driver_behaviour_to 2

works automaticly and very well. The car drives back and correct his drive behavior if its stuck and turn beside if a other car is blocking the way

and in the other case, the code

00AF: set_car $Randomcar1 driver_behaviour_to 1

works fine

 

 

 

 

: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 $Randomcar1 wrecked004D: jump_if_false @NFS_177/////// delete this part below vv if the check for same vehicle type needs to much timeif or  Car.Model($Randomcar1) == #pizzaboy  Car.Model($Randomcar1) == #pcj600  Car.Model($Randomcar1) == #faggio  Car.Model($Randomcar1) == #copbike  Car.Model($Randomcar1) == #bf400  Car.Model($Randomcar1) == #wayfarerjf @NFS_3jump @NFS_11 :NFS_3if or  Car.Model($Randomcar1) == #freeway  Car.Model($Randomcar1) == #sanchez  Car.Model($Randomcar1) == #fcr900  Car.Model($Randomcar1) == #nrg500jf @NFS_5jump @NFS_11 :NFS_5if or  Car.Model($Randomcar1) == #bike  Car.Model($Randomcar1) == #mtbike  Car.Model($Randomcar1) == #bmxjf @NFS_7if or  Car.Model($playercar1) == #bike  Car.Model($playercar1) == #mtbike  Car.Model($playercar1) == #bmxjf @NFS_177jump @NFS_22:NFS_7if  Car.Model($playercar1) == #quadjf @NFS_9if  Car.Model($Randomcar1) == #quadjf @NFS_177:NFS_9if047A:   actor $PLAYER_ACTOR driving_bikejf @NFS_22jump @NFS_177:NFS_11if047A:   actor $PLAYER_ACTOR driving_bikejf @NFS_177jump @NFS_22/////// delete this part above^^ if the check for same vehicle type needs to much time:NFS_220441: $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,ect.8975:   NOT $playercar1//police_cars,ambulance,enforcer,fbirancher,swat-transporter,ect.004D: 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,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_jumpcut0006: $Distn1 =  100  // integer values04F7: status_text $Distn1  1 line  3 'dummy'01EB: set_car_density_to  0.0004F: create_thread @LOAD_NFS :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] 0090: $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  0.00001: 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]:  1  540.0  190.0  120.0  60.0  255 255 255 255 0090: $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  0.00001: 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  1.00459: end_thread_named 'LDNS'0002: jump @NFS_177:NFS_17703F0: text_draw_toggle  001C3: 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:LOAD_NFS03A4: name_thread 'LDNS'0390: load_txd_dictionary 'LD_NFS' 038F: request_texture "race" as  1  // Load dictionary with 0390 first:LOAD_NFS10001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @LOAD_NFS103F0: enable_text_draw 1038D:  1  540.0  190.0  120.0  60.0  255 255 255 2550002: jump @LOAD_NFS1

 

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P.I.M.P_PL

 

status bar is now on line 3 and textur a bit above and a bit more left,

so that a other status bar on line 1 will displayed above the textur

 

 

 

 

and what about line 2 this display above or under the texture??(and its be also to text??)

 

and it can be set some other line but 1, 2 or 3??

 

Please look in this script(its your script edit by me):

 

First part(first file):

 

{$VERSION 3.1.0023}{$CLEO .cs}//-------------MAIN---------------0000: NOP :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 $Randomcar1 wrecked004D: jump_if_false @NFS_177/////// delete this part below vv if the check for same vehicle type needs to much timeif or Car.Model($Randomcar1) == #pizzaboy Car.Model($Randomcar1) == #pcj600 Car.Model($Randomcar1) == #faggio Car.Model($Randomcar1) == #copbike Car.Model($Randomcar1) == #bf400 Car.Model($Randomcar1) == #wayfarerjf @NFS_3jump @NFS_11:NFS_3if or Car.Model($Randomcar1) == #freeway Car.Model($Randomcar1) == #sanchez Car.Model($Randomcar1) == #fcr900 Car.Model($Randomcar1) == #nrg500jf @NFS_5jump @NFS_11:NFS_5if or Car.Model($Randomcar1) == #bike Car.Model($Randomcar1) == #mtbike Car.Model($Randomcar1) == #bmxjf @NFS_7if or Car.Model($playercar1) == #bike Car.Model($playercar1) == #mtbike Car.Model($playercar1) == #bmxjf @NFS_177jump @NFS_22:NFS_7if Car.Model($playercar1) == #quadjf @NFS_9if Car.Model($Randomcar1) == #quadjf @NFS_177:NFS_9if047A:   actor $PLAYER_ACTOR driving_bikejf @NFS_22jump @NFS_177:NFS_11if047A:   actor $PLAYER_ACTOR driving_bikejf @NFS_177jump @NFS_22/////// delete this part above^^ if the check for same vehicle type needs to much time:NFS_220441: $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,ect.8975:   NOT $playercar1//police_cars,ambulance,enforcer,fbirancher,swat-transporter,ect.004D: 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,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_jumpcut0006: $Distn1 =  100  // integer values04F7: status_text $Distn1  1 line  3 'dummy'01EB: set_car_density_to  0.00A92: create_custom_thread "gtal\NFS Race script 2.cs":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  0.00001: 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]:  1  540.0  220.0  120.0  60.0  255 255 255 2550090: $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  0.00001: 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  1.00459: end_thread_named 'LDNS'0002: jump @NFS_177:NFS_17703F0: text_draw_toggle  001C3: 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

 

 

second part(second file):

 

 

{$VERSION 3.1.0023}{$CLEO .cs}//-------------MAIN---------------0000: NOP :LOAD_NFS03A4: name_thread 'LDNS'0390: load_txd_dictionary 'LD_NFS'038F: request_texture "race" as  1  // Load dictionary with 0390 first:LOAD_NFS10001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @LOAD_NFS103F0: enable_text_draw 1038D:  1  540.0  190.0  120.0  60.0  255 255 255 2550002: jump @LOAD_NFS1

 

i partition this script to two file but i use cleo library custom script files and in the cleo library custom script it can;t be

004F: create_thread

opcode but can be

0A92: create_custom_thread

(this opcode create other thread from other custom script file or custom mission file) and this opcode operates like the create_thread from main.scm.

 

 

And when i be in the  motorbike i can't racing with other motorbike but with cars also not (and its be great) but i dont know why i can't racing when i be in motorbike with other motorbike.

About this up(motorbike racing) its my mistake but i can drive with some motorbikes but i have problem when i be in the sanchez i start race with the sanchez and when i try to start race second time(with wayfarer)i cant start this.And when i racing with the motorbike i dont see enemy in the radar( not showing square in the radar)

 

But in cars it work great.

 

And one idea:

 

Maybe you can create one point in the map of sa with custom xyz coords(i edit it to my xyz coords) and when the enemy or player cross this point the police is going to him(sure when i cross one point the police going to me but when enemy cross some other point it also going to him) this point must be from end to other end of the street.

 

----------------------------------------------EDIT-------------------------------------------------------------------------

Sorry for later edit(i forgot paste second part of the script but i create two but i use cleo library to play this script) but info to you:

i don:t edit second part (part with thread_name LOAD_NFS) and when you edit some in the script don:t worry when you edit this thread from your old post but i don:t change anything in this.

 

Bye.

Edited by P.I.M.P_PL

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