Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
      4. Frontier Pursuits
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. Diamond Casino & Resort
      2. DLC
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Grand Theft Auto Series

    3. GTA 6

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA IV Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA SA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA VC Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA III Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

Sign in to follow this  
Persanity

JetPack Script

Recommended Posts

Persanity

Hello, Im just getting into all the modding for San Andreas, I am use to modding in GTA 3 & VC though, So here is what I wanna do, I created a Goblin Glider for a player character of the Green Goblin I made, I need a script that will allow me to make the glider a object that will fly( like the skyglider in the alien city modVideo) or change the animation for the jetpack so his feet dont move around when you change directions ORR modify the animation of him sitting in the plane. From what I have checked so far with animations the sitting animation is universal for all vehicles with wheels (as in boats are seperate anim) so I cant just change the sit animation unless he will stand in everything. I have tried changing the hydra to to use the boat animation but I keep getting crashes. The Jetpack seems the easiest way to go but its kinda slow, I can live with that if I get the glider in game. The other option is scripting a whole new object like the alien city mods skyglider which I cant do(which is why Im posting here for help) Anyway what do you guys think? Any help would be great! Thank you

Share this post


Link to post
Share on other sites
ZAZ

If you attach CJ to an object, the cam change into first person view.

You must use the move code 083C for actor like PLPyntons SuperCJ and attach the object to CJ

like in the Flying Carpet mod and let him do any animation during moving

 

 

Share this post


Link to post
Share on other sites
Persanity

Ok, I found the Flying carpet script mod and I will try to use it to get my goblin glider in game. I just need to find the model it uses as it only has a txd file and I am assuming it uses a ingame dff. Though I guess the script needs to assign that dff and I can probaly find it if I search the script. I need to make it so he is always standing too,Ever seen the GG lay down on his glider?, And I am very happy you can use any weapon as I wont have to find away to use the gernades since thy are now pumpkin bombs in my game. HAHAHAHAHA!!!

Edited by Persanity

Share this post


Link to post
Share on other sites
Persanity

ZAZ was kind enough to provide me with the script for the flying carpet but it was made/is for darkpact. How can I make it work with sanny builder? When I try it says expecting 1 parameter. Im going to be changing the animations and file it references to attach in my script so let me know if that will be a problem. Thanks for any help.

Edited by Persanity

Share this post


Link to post
Share on other sites
ZAZ

The opcode which got changed param order by different sascm.ini is:

0819: $PLAYER_ACTOR [email protected]//distance_from_ground;;----old

0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground;;;---new

 

I changed something more to make it as CLEO script

Now press O like Open to spawn the carpet

And objects must be spawnt by using ID-number

 

I testet it with the mission "Torenos last Flight" and made a strange experience with a heavy bug

but only by completing the mission successful.

I had alook into the mission passed section of "Torenos last Flight" and only i found was

0004: $1522 = 2 ;; integer values

I asume the global variable setting of the mission did corrupt the global variable of the cleo script.

And right, I used then

0AB3: var 99 = 0

0AB4: $Devilon1 = var 99

00D6: if 0

0038: $Devilon1 == 0 // integer values

004D: jump_if_false @FlyC_6

0AB3: var 99 = 1

 

And the script works correct now.

An exemble for Seemanns hint in the Sanny-help for Cleo-scripts:

 

such a script becomes very sensible to the any main.scm change. Implicitly, a CLEO script should be sufficient for itself and use minimum of the SCM data

 

 

Share this post


Link to post
Share on other sites
ZAZ

Ok.

Flying Carpet for CJ:

Press O like Open to spawn the carpet

The Flying Carpet appears as pickup and after leaving, it disappear

Press again O to spawn the carpet

 

-handling similar as jetpack

controle on foot:

-press [GO FORWARD] to move forward

-left/right or mouse moving to turn left/right

-press [PED SPRINT] to lift off, in combination with [GO FORWARD] move faster

-press [GO BACKWARD] to decrease the height

-press [ENTER/EXIT] to exit the carpet

use fireing or aming to stay in position

 

FlyCarpet.cs

 

{$VERSION 3.1.0027}{$CLEO .cs}:Fly_Carpet03A4: name_thread 'FlyC'0AB3: var 99 = 0//0004: $Devilon1 =  0  // integer values0001: wait  2000 ms:FlyC_010001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @FlyC_0100D6: if 00AB0:   key_pressed 79004D: jump_if_false @FlyC_01077E: get_active_interior_to $Active_Interior00A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: if  10023:   500.0 > [email protected]  // floating-point values 0021:   [email protected] > 0.0  // floating-point values 004D: jump_if_false @FlyC_0100D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving 004D: jump_if_false @FlyC_0101B6: set_weather  5// = SUNNY_SF0001: wait  2000 ms04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.5  4.5 0.004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.5  1.5 0.50213: [email protected] = create_pickup 1642 type  3 at [email protected] [email protected] [email protected]: [email protected] = create_asset_radar_marker_with_icon  37 at [email protected] [email protected] [email protected]: show_on_radar [email protected]  2:FlyC_30001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @FlyC_300D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving 004D: jump_if_false @FlyCarpet_2400D6: if  00214:   pickup [email protected] picked_up004D: jump_if_false @FlyCarpet_10AB4: $Devilon1 = var 9900D6: if  00038:   $Devilon1 ==  0  // integer values004D: jump_if_false @FlyC_60AB3: var 99 = 1//0004: $Devilon1 =  1  // integer values00D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving 004D: jump_if_false @FlyC_6:FlyC_40001: wait 0 ms 04ED: load_animation "BEACH"00D6: if  004EE:   animation "BEACH" loaded004D: jump_if_false @FlyC_404AE: unknown [email protected] radar_icon_or_model  3061029B: [email protected] = init_object [email protected] at 0.0  0.0  900.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection  00750: [email protected]  0//set_object visibility04AE: unknown [email protected] radar_icon_or_model  1642029B: [email protected] = init_object [email protected] at [email protected] [email protected] [email protected]: object [email protected] scale_model  2.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection  100A1: put_actor $PLAYER_ACTOR at  [email protected] [email protected] [email protected]: $PLAYER_ACTOR  0 069B: [email protected] $PLAYER_ACTOR  0.0  0.0 -1.0  0.0  0.0  0.0 0812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -20AB3: var 99 = 1//0004: $DevilON1 =  1  // integer values0AB3: var 98 = 0//0004: $startDev1 =  0  // integer values0007: [email protected] =  3.5  // floating-point values0007: [email protected] =  5.0  // floating-point values032A: unknown  20619: $PLAYER_ACTOR  10164: disable_marker [email protected]: [email protected] =  0  // integer values0002: jump @FlyCarpet_1:FlyC_60AB4: $Devilon1 = var 9900D6: if  00038:   $Devilon1 ==  1  // integer values004D: jump_if_false @FlyC_30AB3: var 99 = 0//0004: $Devilon1 =  0  // integer values00A1: put_actor $PLAYER_ACTOR at  [email protected] [email protected] [email protected]: [email protected] = create_pickup 1642 type  3 at [email protected] [email protected] [email protected]: jump @FlyC_3:FlyCarpet_10001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_210AB4: $Devilon1 = var 9900D6: if  00038:   $Devilon1 ==  1  // integer values004D: jump_if_false @FlyC_300D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_2100A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false @FlyCarpet_2300D6: if  180E1:   NOT   key_pressed  0  1780E1:   NOT   key_pressed  0  6004D: jump_if_false @FlyCarpet_170AB4: $startDev1 = var 9800D6: if  10038:   $startDev1 ==  0  // integer values00E1:   key_pressed 0 1 004D: jump_if_false @FlyCarpet_200D6: if 0 00E1:   key_pressed 0 1 004D: jump_if_false @FlyC_3 04D7: lock_actor $PLAYER_ACTOR in_current_position 00619: $PLAYER_ACTOR  1 0AB3: var 98 = 1//0004: $startDev1 =  1  // integer values0007: [email protected] =  3.5  // floating-point values0007: [email protected] =  5.0  // floating-point values0006: [email protected] =  0  // integer values0006: [email protected] =  0  // integer values0812: unknown_action_sequence $PLAYER_ACTOR "LAY_BAC_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 :FlyCarpet_20AB4: $startDev1 = var 9800D6: if  00038:   $startDev1 ==  1  // integer values004D: jump_if_false @FlyCarpet_4:FlyCarpet_30001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_21 0223: set_actor $PLAYER_ACTOR health_to  200 00D6: if 000E1:   key_pressed 0 1  004D: jump_if_false @FlyCarpet_12 00D6: if 23 0021:   [email protected] > 3500.0  // floating-point values 0023:   -3500.0 > [email protected]  // floating-point values 0021:   [email protected] > 3500.0  // floating-point values 0023:   -3500.0 > [email protected]  // floating-point values 004D: jump_if_false @FlyCarpet_40172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  180.0  // floating-point values0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: wait 250 ms 04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 [email protected] -1.0 0007: [email protected] =  150.0  // floating-point values02F6: [email protected] = cosine [email protected]  // sinus swapped with cosine02F7: [email protected] = sinus [email protected] // cosine swapped with sinus 006B: [email protected] *= [email protected]  // floating-point values006B: [email protected] *= [email protected]  // floating-point values0013: [email protected] *=  -1.0  // floating-point values083C: $PLAYER_ACTOR [email protected] [email protected] 150.00001: wait 3000 ms :FlyCarpet_404C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.000D6: if 000E1:   key_pressed 0 1  004D: jump_if_false @FlyCarpet_5068D: [email protected] [email protected] [email protected]//get_camera_position0087: [email protected] = [email protected]  // floating-point values only0087: [email protected] = [email protected]  // floating-point values only0063: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  -2.0  // floating-point values0013: [email protected] *=  -2.0  // floating-point values005B: [email protected] += [email protected]  // floating-point values 005B: [email protected] += [email protected]  // floating-point values0509: [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected]: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  5.0  // floating-point values0013: [email protected] *=  5.0  // floating-point values0604: [email protected] [email protected] [email protected]//get_point angle_to0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: wait 0 ms:FlyCarpet_50494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 080E1:   NOT   key_pressed  0  1004D: jump_if_false @FlyCarpet_900D6: if 00039:   [email protected] ==  0  // integer values004D: jump_if_false @FlyCarpet_70172: [email protected] = actor $PLAYER_ACTOR z_angle0002: jump @FlyCarpet_9:FlyCarpet_700D6: if 0 0019:   [email protected] >  0  // integer values004D: jump_if_false @FlyCarpet_80172: [email protected] = actor $PLAYER_ACTOR z_angle000F: [email protected] -=  8.5  // floating-point values0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: jump @FlyCarpet_9:FlyCarpet_800D6: if 0 001B:    0 > [email protected]  // integer values004D: jump_if_false @FlyCarpet_90172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  8.5  // floating-point values0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: jump @FlyCarpet_9:FlyCarpet_900D6: if  1001B:    0 > [email protected]  // integer values00E1:   key_pressed 0 16  004D: jump_if_false @FlyCarpet_9a0007: [email protected] =  150.0  // floating-point values0002: jump @FlyCarpet_10:FlyCarpet_9a00D6: if  0001B:    0 > [email protected]  // integer values004D: jump_if_false @FlyCarpet_9b0007: [email protected] =  50.0  // floating-point values  0002: jump @FlyCarpet_10:FlyCarpet_9b00D6: if 00039:   [email protected] ==  0  // integer values004D: jump_if_false @FlyCarpet_9c0007: [email protected] =  5.0  // floating-point values0002: jump @FlyCarpet_10:FlyCarpet_9c00D6: if 00019:   [email protected] >  0  // integer values004D: jump_if_false @FlyCarpet_100007: [email protected] =  5.0  // floating-point values0002: jump @FlyCarpet_10:FlyCarpet_1002F6: [email protected] = cosine [email protected]  // sinus swapped with cosine02F7: [email protected] = sinus [email protected] // cosine swapped with sinus 006B: [email protected] *= [email protected]  // floating-point values006B: [email protected] *= [email protected]  // floating-point values0013: [email protected] *=  -1.0  // floating-point values083C: $PLAYER_ACTOR [email protected] [email protected] [email protected]: wait 0 ms  0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground00D6: if  0002B:    0 >= [email protected]  // integer values 004D: jump_if_false @FlyCarpet_11a00D6: if 2300E1:   key_pressed 0 16  04AD:   actor $PLAYER_ACTOR touching_water 0023:   10.0 > [email protected]  // floating-point values 0023:   7.0 > [email protected]  // floating-point values 004D: jump_if_false @FlyCarpet_110007: [email protected] =  350.0  // floating-point values00D6: if  00039:   [email protected] ==  0  // integer values004D: jump_if_false @FlyCarpet_10006: [email protected] =  1  // integer values0006: [email protected] =  0  // integer values0812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0002: jump @FlyCarpet_1:FlyCarpet_1100D6: if 1 0021:   [email protected] > 50.0  // floating-point values0021:   [email protected] > 17.0  // floating-point values004D: jump_if_false @FlyCarpet_13:FlyCarpet_11a00D6: if  00021:   [email protected] > 7.5  // floating-point values004D: jump_if_false @FlyCarpet_11b0007: [email protected] =  -70.0  // floating-point values00D6: if  00039:   [email protected] ==  0  // integer values004D: jump_if_false @FlyCarpet_10006: 18@ =  0  // integer values0006: [email protected] =  1  // integer values0812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0002: jump @FlyCarpet_1 :FlyCarpet_11b0223: set_actor $PLAYER_ACTOR health_to  200//<<<<<<<<<<<<<0002: jump @FlyCarpet_17 :FlyCarpet_120AB3: var 98 = 0//0004: $startDev1 =  0  // integer values0007: [email protected] =  3.5  // floating-point values00D6: if 210039:   [email protected] ==  1  // integer values0039:   [email protected] ==  1  // integer values004D: jump_if_false @FlyCarpet_130812: unknown_action_sequence $PLAYER_ACTOR "LAY_BAC_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0006: [email protected] =  0  // integer values0006: [email protected] =  0  // integer values0002: jump @FlyCarpet_13 :FlyCarpet_1300D6: if 10021:   [email protected] > 7.0  // floating-point values0021:   [email protected] > 20.0  // floating-point values004D: jump_if_false @FlyCarpet_140007: [email protected] =  -5.0  // floating-point values0002: jump @FlyCarpet_1 :FlyCarpet_1400D6: if 0 0021:   [email protected] > 10.0  // floating-point values004D: jump_if_false @FlyCarpet_10007: [email protected] =  1.0  // floating-point values0002: jump @FlyCarpet_1 :FlyCarpet_170001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_210223: set_actor $PLAYER_ACTOR health_to  200//<<<<<<<<<<<<<00D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_2100D6: if 180E1:   NOT   key_pressed  0  080E1:   NOT   key_pressed  0  1004D: jump_if_false @FlyCarpet_19a00D6: if 080E1:   NOT   key_pressed  0  14004D: jump_if_false @FlyCarpet_10619: $PLAYER_ACTOR  004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.3  0.0 -0.204C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.00172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  90.0  // floating-point values01BC: put_object [email protected] at [email protected] [email protected] [email protected]: object [email protected] set_rotation  0.0  90.0 [email protected]: put_actor $PLAYER_ACTOR at [email protected] [email protected] [email protected] 0382: set_object [email protected] collision_detection  10619: $PLAYER_ACTOR  10682: [email protected]  0.0  0.0 0.0  0   069A: attach_object [email protected] to_object [email protected] at_offset  0.0  0.3  0.0 rotation  90.0  270.0  0.0 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground :FlyCarpet_180001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_2100D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_2100D6: if  2202D8:   actor $PLAYER_ACTOR currentweapon ==  3502D8:   actor $PLAYER_ACTOR currentweapon ==  3600E1:   key_pressed 0 6004D: jump_if_false @FlyCarpet_18c00D6: if  582D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  2582D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  2682D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  2782D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3082D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3182D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  37004D: jump_if_false @FlyCarpet_18d:FlyCarpet_18a00D6: if  582D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3382D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3482D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3582D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3682D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3882D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  43004D: jump_if_false @FlyCarpet_18d:FlyCarpet_18c04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.0068D: [email protected] [email protected] [email protected]//get_camera_position0087: [email protected] = [email protected]  // floating-point values only0087: [email protected] = [email protected]  // floating-point values only0063: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  -2.0  // floating-point values0013: [email protected] *=  -2.0  // floating-point values005B: [email protected] += [email protected]  // floating-point values 005B: [email protected] += [email protected]  // floating-point values0509: [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected]: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  5.0  // floating-point values0013: [email protected] *=  5.0  // floating-point values0604: [email protected] [email protected] [email protected]//get_point angle_to0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: wait 0 ms :FlyCarpet_18d0494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 40025:   [email protected] > [email protected]  // floating-point values  80E1:   NOT   key_pressed  0  00029:   [email protected] >=  0  // integer values80E1:   NOT   key_pressed  0  1480E1:   NOT   key_pressed  0  16004D: jump_if_false @FlyCarpet_2000D6: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false @FlyCarpet_2300D6: if 10021:   [email protected] > 1.0  // floating-point values0019:   [email protected] >  0  // integer values004D: jump_if_false @FlyCarpet_1801B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0382: set_object [email protected] collision_detection  00812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0682: [email protected]  0.0  0.0 0.0  0   069B: [email protected] $PLAYER_ACTOR  0.0  0.0 -1.0  0.0  0.0  0.0 0001: wait 250 ms 01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen):FlyCarpet_190001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_2100D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_210494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 380E1:   NOT   key_pressed  0  00029:   [email protected] >=  0  // integer values80E1:   NOT   key_pressed  0  1480E1:   NOT   key_pressed  0  16004D: jump_if_false @FlyCarpet_2000D6: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false @FlyCarpet_2300D6: if 10021:   [email protected] > 1.0  // floating-point values0019:   [email protected] >  0  // integer values004D: jump_if_false @FlyCarpet_19a00A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 0.0 -15.0 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 0007: [email protected] =  1.0  // floating-point values02F6: [email protected] = cosine [email protected]  // sinus swapped with cosine02F7: [email protected] = sinus [email protected] // cosine swapped with sinus 006B: [email protected] *= [email protected]  // floating-point values006B: [email protected] *= [email protected]  // floating-point values0013: [email protected] *=  -1.0  // floating-point values083C: $PLAYER_ACTOR [email protected] [email protected] -5.00002: jump @FlyCarpet_19:FlyCarpet_19a01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0619: $PLAYER_ACTOR  004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.3  0.0 -0.204C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.00172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  90.0  // floating-point values01BC: put_object [email protected] at [email protected] [email protected] [email protected]: object [email protected] set_rotation  0.0  90.0 [email protected]: put_actor $PLAYER_ACTOR at [email protected] [email protected] [email protected] 0382: set_object [email protected] collision_detection  10619: $PLAYER_ACTOR  10682: [email protected]  0.0  0.0 0.0  0   069A: attach_object [email protected] to_object [email protected] at_offset  0.0  0.3  0.0 rotation  90.0  270.0  0.0 :FlyCarpet_19b0001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_19c00D6: if  10038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_19c00D6: if  280E1:   NOT   key_pressed  0  080E1:   NOT   key_pressed  0  180E1:   NOT   key_pressed  0  15004D: jump_if_false @FlyCarpet_19b:FlyCarpet_19c01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0002: jump @FlyCarpet_18 :FlyCarpet_200682: [email protected]  0.0  0.0  0.0  0   069B: [email protected] $PLAYER_ACTOR  0.0  0.0 -1.0  0.0  0.0  0.0 0382: set_object [email protected] collision_detection  001BC: put_object [email protected] at 0.0  0.0  900.004D7: lock_actor $PLAYER_ACTOR in_current_position 0 0812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0002: jump @FlyCarpet_1:FlyCarpet_210619: $PLAYER_ACTOR  104D7: lock_actor $PLAYER_ACTOR in_current_position 0 04EF: release_animation "BEACH"0108: destroy_object [email protected]: destroy_object [email protected]:FlyCarpet_220001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_2200D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_220AB3: var 99 = 0//0004: $Devilon1 =  0  // integer values0001: wait  2000 ms0925: (unknown)015A: restore_camera0002: jump @FlyC_01:FlyCarpet_230108: destroy_object [email protected]: destroy_object [email protected]: put_actor $PLAYER_ACTOR at [email protected] [email protected] -100.0 04EF: release_animation "BEACH"0619: $PLAYER_ACTOR  104D7: lock_actor $PLAYER_ACTOR in_current_position 00AB3: var 99 = 0//0004: $Devilon1 =  0  // integer values0925: (unknown)015A: restore_camera0001: wait  2000 ms0002: jump @FlyC_01:FlyCarpet_24Pickup.Destroy([email protected])0164: disable_marker [email protected]: var 99 = 0//0004: $Devilon1 =  0  // integer values0002: jump @FlyC_01

 

Share this post


Link to post
Share on other sites
Persanity

Ok, I copied that script into sanny builder and compiled it, THen I added flyingcarpet.cs to the cleo folder in my GTA SA directory, I start a new game and press O as in Open to spawn a carpet, Nothing happens. Did I do something wrong? Or did I not do something I need to do? Your help and guidence is much appreciated.

Share this post


Link to post
Share on other sites
ZAZ

 

Did I do something wrong?

Seems so.

Are shure CLEO3 works correct on your game? Any success with it ?

Have the actually CLEO and Sannybuilder ?

 

Try this

DEMOTESTTEXT

Unzip the DEMOTESTTEXT.cs into your CLEO-folder

Go ingame, you must get then the message "OK" after game loading

(If you start new game with original main, skip the intro and enter the bike, then the message appears)

Edited by ZAZ

Share this post


Link to post
Share on other sites
Persanity

Very strange indeed, I tried the test script, Didnt work. So I uninstalled SA and Sanny Builder then reinstalled both and I had sanny builder install Cleo 3 Libary and tried test script again. No message. I checked the sanny builder site and it says "CLEO 3 uses 3 files in work: vorbisFile.dll, vorbishooked.dll, cleo.asi" I have those 3 files in my SA directory where the program placed them so Im pretty sure Im not doing anything wrong. I do not know what the problem is. I have version 2.0 But I had patched it to version 1.0. I tried it on a fresh install at version 2.0 and I tried it patched to version 1.0.

Edited by Persanity

Share this post


Link to post
Share on other sites
ZAZ
Very strange indeed, I tried the test script, Didnt work. So I uninstalled SA and Sanny Builder then reinstalled both and I had sanny builder install Cleo 3 Libary and tried test script again. No message. Im not doing anything wrong. I am sure of that.

Did Cleo3 ever work by you ?

Share this post


Link to post
Share on other sites
Persanity

Im not sure what you mean by did it ever work. I never tried to install any .cs files in my cleo folder before. I have use diferent main.scm files before and they worked. BTW I edited my last post so please re-read it.

Share this post


Link to post
Share on other sites
ZAZ

 

Im not sure what you mean by did it ever work. I never tried to install any .cs files in my cleo folder before. I have use diferent main.scm files before and they worked. BTW I edited my last post so please re-read it.

Ok, its you first run of CLEO.

You have 2.Edition but Seemann say Cleo was testet succsessful on V1.01

This belongs only to the Exe.

Try the vorbis files of JernejLs ASI plugin loader

http://www.gtatools.com/filedb/action.php?action=file&id=19

 

 

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

edit

I forgot:

You should use a crack for 1.01patched version

Edited by ZAZ

Share this post


Link to post
Share on other sites
Persanity

Ok, I downloaded those 2 files and replaced the ones I have, Now ther game wont run at all. LOL this is starting to be so frustrating its funny. Your script for the flying carpet is in the main.scm can you make me a sanny builder version of the main.scm with your script in it and I can probaly go from there. I wantted to say too, Im 24 yo and I can model and kinda animate and do a little texturing but I cant script, I understand what it does and the concept behind how it should work but is an area of knowledge I have tried to learn but cant seem to conquer. I wantted to say that just so you didnt think I was 12yo trying to get somebody to do my work for me. Look at it like this too, If we all worked for rockstar Id be the one making the models and somebody else would be doing the animations and yet still somebody else would be doing the scripting for the models and animations other people made. So basicly this community is a company and my part of thejob is "finished" if somebody could finish the rest of what I am uncapable of doing I would appreciate it so that the entire community can use "our" work. BTW here is picture of my work Glider

Goblin Head

Share this post


Link to post
Share on other sites
ZAZ

 

Ok, I downloaded those 2 files and replaced the ones I have, Now ther game wont run at all. LOL this is starting to be so frustrating its funny. Your script for the flying carpet is in the main.scm can you make me a sanny builder version of the main.scm with your script in it and I can probaly go from there. I wantted to say too, Im 24 yo and I can model and kinda animate and do a little texturing but I cant script, I understand what it does and the concept behind how it should work but is an area of knowledge I have tried to learn but cant seem to conquer. I wantted to say that just so you didnt think I was 12yo trying to get somebody to do my work for me. Look at it like this too, If we all worked for rockstar Id be the one making the models and somebody else would be doing the animations and yet still somebody else would be doing the scripting for the models and animations other people made. So basicly this community is a company and my part of thejob is "finished" if somebody could finish the rest of what I am uncapable of doing I would appreciate it so that the entire community can use "our" work. BTW here is picture of my work Glider

Goblin Head

What a pity. CLEO is a very nice modding feature.

I first had the same problems like you. But with GTA SA V1.

I was going crazy and wrote romans to Seemanns forum

Cleo3 support1 ...CLEO3 support2

I got it to work then with JernejLs ASI plugin loader

Meanwhile I installed MS servicepack2 and now CLEO also works with Seemanns vorbisfiles

Whats your system ? windows xp ? servicepacks installed ?

 

Anyway

I added the script in a stripped main

press [YES]-key to spawn the carpet

edit this code at 3 times to bring your goblin to the right position

069B: [email protected] $PLAYER_ACTOR 0.0 0.0 -1.0 0.0 0.0 0.0

 

 

// sannybuilder published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 04.08.2007DEFINE OBJECTS  6           DEFINE OBJECT ([email protected])                 // This is an unused object. You can put anything here.DEFINE OBJECT INFO                        // Object number -1DEFINE OBJECT KEYCARD                     // Object number -2DEFINE OBJECT PICKUPSAVE                  // Object number -3DEFINE OBJECT BODYARMOUR                  // Object number -4DEFINE OBJECT BRIBE                       // Object number -5DEFINE MISSIONS  1DEFINE MISSION 0 AT @INITIAL_1   // originally: Initial 1DEFINE EXTERNAL_SCRIPTS  0DEFINE UNKNOWN_EMPTY_SEGMENT  0DEFINE UNKNOWN_THREADS_MEMORY  0//-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN'016A: fade  0 ()  0 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  001F0: set_max_wanted_level_to  60111: set_wasted_busted_check_to  0 (disabled)00C0: set_current_time  10  004E4: unknown_refresh_game_renderer_at  2494.5 -1668.503CB: set_camera  2494.5 -1668.5 13.40053: $PLAYER_CHAR = create_player #NULL at  2494.5 -1668.5 13.407AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR0173: set_actor $PLAYER_ACTOR z_angle_to  180.00373: set_camera_directly_behind_player0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat0998: add_respect 1000062A: change_stat 165 (energy) to 800.0 // float062A: change_stat 23 (muscle) to 800.0 // float062A: change_stat 21 (fat) to 200.0 // float062A: change_stat 160 (driving skill) to 1000.0 // float062A: change_stat 223 (pilot skill) to 1000.0 // float062A: change_stat 229 (bike skill) to 1000.0 // float062A: change_stat 230 (cycling skill) to 1000.0 // float0629: change_stat 225 (lung capasity) to 1000 // integer see statdisp.dat0629: change_stat 22 (stamina) to 1000 // integer see statdisp.dat0629: change_stat 156 (dance skill) to 1000 // integer see statdisp.dat062A: change_stat 81 (gambling skill) to 1000.0 // integer see statdisp.dat0629: change_stat 64 (respect) to 1000 // integer see statdisp.dat0629: change_stat 65 () to 1000 // integer see statdisp.dat062A: change_stat 69 (Weap skill: pistol) to 1000.0 // float062A: change_stat 70 (Weap skill: silence) to 1000.0 // integer see statdisp.dat062A: change_stat 71 (Weap skill: desert ) to 1000.0 // integer see statdisp.dat062A: change_stat 72 (Weap skill: shotgun) to 1000.0 // integer see statdisp.dat062A: change_stat 73 (Weap skill: sawn of) to 1000.0 // integer see statdisp.dat062A: change_stat 74 (Weap skill: combat ) to 1000.0 // integer see statdisp.dat062A: change_stat 75 (Weap skill: machine) to 1000.0 // integer see statdisp.dat062A: change_stat 76 (Weap skill: smg) to 1000.0 // integer see statdisp.dat062A: change_stat 77 (Weap skill: ak-47) to 1000.0 // integer see statdisp.dat062A: change_stat 78 (Weap skill: m4) to 1000.0 // integer see statdisp.dat062A: change_stat 79 (Weap skill: rifle) to 1000.0 // integer see statdisp.dat0629: change_stat 181 (islands unlocked) to 4 // integer see statdisp.dat0A1F: 24 500.0//Healthskill055E: set_player $PLAYER_CHAR max_health += 150055F: set_player $PLAYER_CHAR max_armour += 1500223: set_actor $PLAYER_ACTOR health_to 250035F: set_actor $PLAYER_ACTOR armour_to 2500330: set_player $PLAYER_CHAR infinite_run_to 1 (true)07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 60572: set_taxi_boost_jump 1087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack"  0087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1070D: $PLAYER_CHAR0109: player $PLAYER_CHAR money += 50000008DE:  0 // (Keep stuff after busted)(0=on/1=off)08DD:  0 // (Keep stuff after wasted)(0=on/1=off)0180: set_on_mission_flag_to $ONMISSION077E: get_active_interior_to $Active_Interior02FA: garage 'BODLAWN' change_to_type  3802FA: garage 'MODLAST' change_to_type  3602FA: garage 'MDSSFSE' change_to_type  3802FA: garage 'MDS1SFS' change_to_type  3702FA: garage 'VECMOD' change_to_type  3802FA: garage 'MICHDR' change_to_type  502FA: garage 'HBGDSFS' change_to_type  190237: gang_weapons  1  30  32  2401B6: set_weather  104BB: select_interior  0  // select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)01B7: release_weather016C: restart_if_wasted at  2494.5 -1668.5 13.4 angle  180.0 unknown  0016D: restart_if_busted at  2494.5 -1668.5 13.4 angle  180.0 unknown  00417: start_mission  0004F: create_thread @SAVE_1004F: create_thread @Fly_Carpet016A: fade  1 ()  1000 ms0001: wait  100 ms03E6: remove_text_box:MAIN_30001: wait 2500 ms0002: jump @MAIN_3:Fly_Carpet03A4: name_thread 'FlyC'0004: $Devilon1 =  0  // integer values0001: wait  2000 ms:FlyC_010001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @FlyC_0100D6: if 000E1:   key_pressed  0  11004D: jump_if_false @FlyC_0100A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: if  10023:   500.0 > [email protected]  // floating-point values 0021:   [email protected] > 0.0  // floating-point values 004D: jump_if_false @FlyC_0100D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving 004D: jump_if_false @FlyC_0101B6: set_weather  5// = SUNNY_SF0001: wait  2000 ms04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.5  4.5 0.004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.5  1.5 0.50213: [email protected] = create_pickup 1642 type  3 at [email protected] [email protected] [email protected]: [email protected] = create_asset_radar_marker_with_icon  37 at [email protected] [email protected] [email protected]: show_on_radar [email protected]  2:FlyC_30001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @FlyC_300D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving 004D: jump_if_false @FlyCarpet_2400D6: if  00214:   pickup [email protected] picked_up004D: jump_if_false @FlyCarpet_100D6: if  00038:   $Devilon1 ==  0  // integer values004D: jump_if_false @FlyC_60004: $Devilon1 =  1  // integer values00D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving 004D: jump_if_false @FlyC_6:FlyC_40001: wait 0 ms 04ED: load_animation "BEACH"00D6: if  004EE:   animation "BEACH" loaded004D: jump_if_false @FlyC_404AE: unknown [email protected] radar_icon_or_model  3061029B: [email protected] = init_object [email protected] at 0.0  0.0  900.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection  00750: [email protected]  0//set_object visibility04AE: unknown [email protected] radar_icon_or_model  1642029B: [email protected] = init_object [email protected] at [email protected] [email protected] [email protected]: object [email protected] scale_model  2.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection  100A1: put_actor $PLAYER_ACTOR at  [email protected] [email protected] [email protected]: $PLAYER_ACTOR  0 069B: [email protected] $PLAYER_ACTOR  0.0  0.0 -1.0  0.0  0.0  0.0 0812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -20004: $DevilON1 =  1  // integer values0004: $startDev1 =  0  // integer values0007: [email protected] =  3.5  // floating-point values0007: [email protected] =  5.0  // floating-point values032A: unknown  20619: $PLAYER_ACTOR  10164: disable_marker [email protected]: [email protected] =  0  // integer values0002: jump @FlyCarpet_1:FlyC_600D6: if  00038:   $Devilon1 ==  1  // integer values004D: jump_if_false @FlyC_30004: $Devilon1 =  0  // integer values00A1: put_actor $PLAYER_ACTOR at  [email protected] [email protected] [email protected]: [email protected] = create_pickup 1642 type  3 at [email protected] [email protected] [email protected]: jump @FlyC_3:FlyCarpet_10001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_2100D6: if  00038:   $Devilon1 ==  1  // integer values004D: jump_if_false @FlyC_300D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_2100A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false @FlyCarpet_2300D6: if  180E1:   NOT   key_pressed  0  1780E1:   NOT   key_pressed  0  6004D: jump_if_false @FlyCarpet_1700D6: if  10038:   $startDev1 ==  0  // integer values00E1:   key_pressed 0 1 004D: jump_if_false @FlyCarpet_200D6: if 0 00E1:   key_pressed 0 1 004D: jump_if_false @FlyC_3 04D7: lock_actor $PLAYER_ACTOR in_current_position 00619: $PLAYER_ACTOR  1 0004: $startDev1 =  1  // integer values0007: [email protected] =  3.5  // floating-point values0007: [email protected] =  5.0  // floating-point values0006: [email protected] =  0  // integer values0006: [email protected] =  0  // integer values0812: unknown_action_sequence $PLAYER_ACTOR "LAY_BAC_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 :FlyCarpet_200D6: if  00038:   $startDev1 ==  1  // integer values004D: jump_if_false @FlyCarpet_4:FlyCarpet_30001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_21 0223: set_actor $PLAYER_ACTOR health_to  200 00D6: if 000E1:   key_pressed 0 1  004D: jump_if_false @FlyCarpet_12 00D6: if 23 0021:   [email protected] > 3500.0  // floating-point values 0023:   -3500.0 > [email protected]  // floating-point values 0021:   [email protected] > 3500.0  // floating-point values 0023:   -3500.0 > [email protected]  // floating-point values 004D: jump_if_false @FlyCarpet_40172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  180.0  // floating-point values0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: wait 250 ms 04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 [email protected] -1.0 0007: [email protected] =  150.0  // floating-point values02F6: [email protected] = cosine [email protected]  // sinus swapped with cosine02F7: [email protected] = sinus [email protected] // cosine swapped with sinus 006B: [email protected] *= [email protected]  // floating-point values006B: [email protected] *= [email protected]  // floating-point values0013: [email protected] *=  -1.0  // floating-point values083C: $PLAYER_ACTOR [email protected] [email protected] 150.00001: wait 3000 ms :FlyCarpet_404C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.000D6: if 000E1:   key_pressed 0 1  004D: jump_if_false @FlyCarpet_5068D: [email protected] [email protected] [email protected]//get_camera_position0087: [email protected] = [email protected]  // floating-point values only0087: [email protected] = [email protected]  // floating-point values only0063: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  -2.0  // floating-point values0013: [email protected] *=  -2.0  // floating-point values005B: [email protected] += [email protected]  // floating-point values 005B: [email protected] += [email protected]  // floating-point values0509: [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected]: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  5.0  // floating-point values0013: [email protected] *=  5.0  // floating-point values0604: [email protected] [email protected] [email protected]//get_point angle_to0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: wait 0 ms:FlyCarpet_50494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 080E1:   NOT   key_pressed  0  1004D: jump_if_false @FlyCarpet_900D6: if 00039:   [email protected] ==  0  // integer values004D: jump_if_false @FlyCarpet_70172: [email protected] = actor $PLAYER_ACTOR z_angle0002: jump @FlyCarpet_9:FlyCarpet_700D6: if 0 0019:   [email protected] >  0  // integer values004D: jump_if_false @FlyCarpet_80172: [email protected] = actor $PLAYER_ACTOR z_angle000F: [email protected] -=  8.5  // floating-point values0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: jump @FlyCarpet_9:FlyCarpet_800D6: if 0 001B:    0 > [email protected]  // integer values004D: jump_if_false @FlyCarpet_90172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  8.5  // floating-point values0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: jump @FlyCarpet_9:FlyCarpet_900D6: if  1001B:    0 > [email protected]  // integer values00E1:   key_pressed 0 16  004D: jump_if_false @FlyCarpet_9a0007: [email protected] =  150.0  // floating-point values0002: jump @FlyCarpet_10:FlyCarpet_9a00D6: if  0001B:    0 > [email protected]  // integer values004D: jump_if_false @FlyCarpet_9b0007: [email protected] =  50.0  // floating-point values  0002: jump @FlyCarpet_10:FlyCarpet_9b00D6: if 00039:   [email protected] ==  0  // integer values004D: jump_if_false @FlyCarpet_9c0007: [email protected] =  5.0  // floating-point values0002: jump @FlyCarpet_10:FlyCarpet_9c00D6: if 00019:   [email protected] >  0  // integer values004D: jump_if_false @FlyCarpet_100007: [email protected] =  5.0  // floating-point values0002: jump @FlyCarpet_10:FlyCarpet_1002F6: [email protected] = cosine [email protected]  // sinus swapped with cosine02F7: [email protected] = sinus [email protected] // cosine swapped with sinus 006B: [email protected] *= [email protected]  // floating-point values006B: [email protected] *= [email protected]  // floating-point values0013: [email protected] *=  -1.0  // floating-point values083C: $PLAYER_ACTOR [email protected] [email protected] [email protected]: wait 0 ms  0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground00D6: if  0002B:    0 >= [email protected]  // integer values 004D: jump_if_false @FlyCarpet_11a00D6: if 2300E1:   key_pressed 0 16  04AD:   actor $PLAYER_ACTOR touching_water 0023:   10.0 > [email protected]  // floating-point values 0023:   7.0 > [email protected]  // floating-point values 004D: jump_if_false @FlyCarpet_110007: [email protected] =  350.0  // floating-point values00D6: if  00039:   [email protected] ==  0  // integer values004D: jump_if_false @FlyCarpet_10006: [email protected] =  1  // integer values0006: [email protected] =  0  // integer values0812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0002: jump @FlyCarpet_1:FlyCarpet_1100D6: if 1 0021:   [email protected] > 50.0  // floating-point values0021:   [email protected] > 17.0  // floating-point values004D: jump_if_false @FlyCarpet_13:FlyCarpet_11a00D6: if  00021:   [email protected] > 7.5  // floating-point values004D: jump_if_false @FlyCarpet_11b0007: [email protected] =  -70.0  // floating-point values00D6: if  00039:   [email protected] ==  0  // integer values004D: jump_if_false @FlyCarpet_10006: [email protected] =  0  // integer values0006: [email protected] =  1  // integer values0812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0002: jump @FlyCarpet_1 :FlyCarpet_11b0223: set_actor $PLAYER_ACTOR health_to  200//<<<<<<<<<<<<<0002: jump @FlyCarpet_17 :FlyCarpet_120004: $startDev1 =  0  // integer values0007: [email protected] =  3.5  // floating-point values00D6: if 210039:   [email protected] ==  1  // integer values0039:   [email protected] ==  1  // integer values004D: jump_if_false @FlyCarpet_130812: unknown_action_sequence $PLAYER_ACTOR "LAY_BAC_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0006: [email protected] =  0  // integer values0006: [email protected] =  0  // integer values0002: jump @FlyCarpet_13 :FlyCarpet_1300D6: if 10021:   [email protected] > 7.0  // floating-point values0021:   [email protected] > 20.0  // floating-point values004D: jump_if_false @FlyCarpet_140007: [email protected] =  -5.0  // floating-point values0002: jump @FlyCarpet_1 :FlyCarpet_1400D6: if 0 0021:   [email protected] > 10.0  // floating-point values004D: jump_if_false @FlyCarpet_10007: [email protected] =  1.0  // floating-point values0002: jump @FlyCarpet_1 :FlyCarpet_170001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_210223: set_actor $PLAYER_ACTOR health_to  200//<<<<<<<<<<<<<00D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_2100D6: if 180E1:   NOT   key_pressed  0  080E1:   NOT   key_pressed  0  1004D: jump_if_false @FlyCarpet_19a00D6: if 080E1:   NOT   key_pressed  0  14004D: jump_if_false @FlyCarpet_10619: $PLAYER_ACTOR  004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.3  0.0 -0.204C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.00172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  90.0  // floating-point values01BC: put_object [email protected] at [email protected] [email protected] [email protected]: object [email protected] set_rotation  0.0  90.0 [email protected]: put_actor $PLAYER_ACTOR at [email protected] [email protected] [email protected] 0382: set_object [email protected] collision_detection  10619: $PLAYER_ACTOR  10682: [email protected]  0.0  0.0 0.0  0   069A: attach_object [email protected] to_object [email protected] at_offset  0.0  0.3  0.0 rotation  90.0  270.0  0.0 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground :FlyCarpet_180001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_2100D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_2100D6: if  2202D8:   actor $PLAYER_ACTOR currentweapon ==  3502D8:   actor $PLAYER_ACTOR currentweapon ==  3600E1:   key_pressed 0 6004D: jump_if_false @FlyCarpet_18c00D6: if  582D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  2582D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  2682D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  2782D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3082D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3182D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  37004D: jump_if_false @FlyCarpet_18d:FlyCarpet_18a00D6: if  582D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3382D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3482D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3582D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3682D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  3882D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  43004D: jump_if_false @FlyCarpet_18d:FlyCarpet_18c04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.0068D: [email protected] [email protected] [email protected]//get_camera_position0087: [email protected] = [email protected]  // floating-point values only0087: [email protected] = [email protected]  // floating-point values only0063: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  -2.0  // floating-point values0013: [email protected] *=  -2.0  // floating-point values005B: [email protected] += [email protected]  // floating-point values 005B: [email protected] += [email protected]  // floating-point values0509: [email protected] = distance between point [email protected] [email protected] and point [email protected] [email protected]: [email protected] -= [email protected]  // floating-point values0063: [email protected] -= [email protected]  // floating-point values0013: [email protected] *=  5.0  // floating-point values0013: [email protected] *=  5.0  // floating-point values0604: [email protected] [email protected] [email protected]//get_point angle_to0173: set_actor $PLAYER_ACTOR z_angle_to  [email protected]: wait 0 ms :FlyCarpet_18d0494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 40025:   [email protected] > [email protected]  // floating-point values  80E1:   NOT   key_pressed  0  00029:   [email protected] >=  0  // integer values80E1:   NOT   key_pressed  0  1480E1:   NOT   key_pressed  0  16004D: jump_if_false @FlyCarpet_2000D6: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false @FlyCarpet_2300D6: if 10021:   [email protected] > 1.0  // floating-point values0019:   [email protected] >  0  // integer values004D: jump_if_false @FlyCarpet_1801B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0382: set_object [email protected] collision_detection  00812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0682: [email protected]  0.0  0.0 0.0  0   069B: [email protected] $PLAYER_ACTOR  0.0  0.0 -1.0  0.0  0.0  0.0 0001: wait 250 ms 01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen):FlyCarpet_190001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_2100D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_210494: get_joystick_data  0 [email protected] [email protected] [email protected] [email protected]: if 380E1:   NOT   key_pressed  0  00029:   [email protected] >=  0  // integer values80E1:   NOT   key_pressed  0  1480E1:   NOT   key_pressed  0  16004D: jump_if_false @FlyCarpet_2000D6: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false @FlyCarpet_2300D6: if 10021:   [email protected] > 1.0  // floating-point values0019:   [email protected] >  0  // integer values004D: jump_if_false @FlyCarpet_19a00A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 0.0 -15.0 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 0007: [email protected] =  1.0  // floating-point values02F6: [email protected] = cosine [email protected]  // sinus swapped with cosine02F7: [email protected] = sinus [email protected] // cosine swapped with sinus 006B: [email protected] *= [email protected]  // floating-point values006B: [email protected] *= [email protected]  // floating-point values0013: [email protected] *=  -1.0  // floating-point values083C: $PLAYER_ACTOR [email protected] [email protected] -5.00002: jump @FlyCarpet_19:FlyCarpet_19a01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0619: $PLAYER_ACTOR  004C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.3  0.0 -0.204C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  0.0 0.00172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  90.0  // floating-point values01BC: put_object [email protected] at [email protected] [email protected] [email protected]: object [email protected] set_rotation  0.0  90.0 [email protected]: put_actor $PLAYER_ACTOR at [email protected] [email protected] [email protected] 0382: set_object [email protected] collision_detection  10619: $PLAYER_ACTOR  10682: [email protected]  0.0  0.0 0.0  0   069A: attach_object [email protected] to_object [email protected] at_offset  0.0  0.3  0.0 rotation  90.0  270.0  0.0 :FlyCarpet_19b0001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_19c00D6: if  10038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_19c00D6: if  280E1:   NOT   key_pressed  0  080E1:   NOT   key_pressed  0  180E1:   NOT   key_pressed  0  15004D: jump_if_false @FlyCarpet_19b:FlyCarpet_19c01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0002: jump @FlyCarpet_18 :FlyCarpet_200682: [email protected]  0.0  0.0  0.0  0   069B: [email protected] $PLAYER_ACTOR  0.0  0.0 -1.0  0.0  0.0  0.0 0382: set_object [email protected] collision_detection  001BC: put_object [email protected] at 0.0  0.0  900.004D7: lock_actor $PLAYER_ACTOR in_current_position 0 0812: unknown_action_sequence $PLAYER_ACTOR "PARKSIT_M_LOOP" from_file "BEACH"  1.0  1  0  0  1 -2 0002: jump @FlyCarpet_1:FlyCarpet_210619: $PLAYER_ACTOR  104D7: lock_actor $PLAYER_ACTOR in_current_position 0 04EF: release_animation "BEACH"0108: destroy_object [email protected]: destroy_object [email protected]:FlyCarpet_220001: wait 0 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlyCarpet_2200D6: if  209E7: $PLAYER_CHAR//not_frozen (if)0038:   $ACTIVE_INTERIOR ==  0  // integer values80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false @FlyCarpet_220004: $Devilon1 =  0  // integer values0001: wait  2000 ms0925: (unknown)015A: restore_camera0002: jump @FlyC_01:FlyCarpet_230108: destroy_object [email protected]: destroy_object [email protected]: put_actor $PLAYER_ACTOR at [email protected] [email protected] -100.0 04EF: release_animation "BEACH"0619: $PLAYER_ACTOR  104D7: lock_actor $PLAYER_ACTOR in_current_position 00004: $Devilon1 =  0  // integer values0925: (unknown)015A: restore_camera0001: wait  2000 ms0002: jump @FlyC_01:FlyCarpet_24Pickup.Destroy([email protected])0164: disable_marker [email protected]: $Devilon1 =  0  // integer values0002: jump @FlyC_01:SAVE_103A4: name_thread 'SAVE'0570: $sv02 = create_asset_radar_marker_with_icon 35 at 2496.8 -1700.1 24.39018B: show_on_radar $sv02 2:SAVE_20001: wait 0 ms0213: $sv01 = create_pickup #PICKUPSAVE type 3 at 2491.3 -1699.7 1014.75:SAVE_50001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @SAVE_500D6: if 00214: pickup $sv01 picked_up004D: jump_if_false @SAVE_50050: gosub @SAVE_140002: jump @SAVE_2 :SAVE_1400D6: if  00038:   $ONMISSION ==  0  // integer values004D: jump_if_false @SAVE_170004: $ONMISSION =  1  // integer values01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)0001: wait  350 ms03D8: show_SAVE_screen:SAVE_1500D6: if  083D9:   NOT   save_done004D: jump_if_false @SAVE_160001: wait  0 ms0002: jump @SAVE_15:SAVE_1600A1: put_actor $PLAYER_ACTOR at 2493.03 -1701.17 1014.801B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0004: $ONMISSION =  1  // integer values0001: wait  350 ms0004: $ONMISSION =  0  // integer values:SAVE_170051: return//-------------Mission 0---------------// Originally: Initial 1:INITIAL_103A4: name_thread 'INITIAL'014B: $MR1 = init_parked_car_generator #PCJ600 0 17 1 alarm 0 door_lock 0 0 10000 at 2490.0 -1682.0 13.5 angle 90.0014C: set_parked_car_generator $MR1 cars_to_generate_to 101032B: $WP1 = create_weapon_pickup #AK47 15 ammo 3000 at 2490.0 -1662.0 13.5032B: $WP2 = create_weapon_pickup #JETPACK 15 ammo 0 at 2492.0 -1662.0 13.50213: $OP1 = create_pickup #BODYARMOUR type 15 at 2494.0 -1662.0 13.50213: $OP2 = create_pickup #GUN_PARA type 15 at 2496.0 -1662.0 13.50213: $OP3 = create_pickup #BRIBE type 15 at 2498.0 -1662.0 13.5004E: end_thread

 

Share this post


Link to post
Share on other sites
Persanity

Ok, Now that works! I assume if I want i could add all the missions back into that stript scm? I dont really care as far as I go but some people might not download it if they cant play missions. Anyway...

 

 

edit this code at 3 times to bring your goblin to the right position

069B: [email protected] $PLAYER_ACTOR 0.0 0.0 -1.0 0.0 0.0 0.0

 

 

What does that mean? I understand the co-ordinates are for where it appears under the player, But what do you mean edit this code at 3 times? Thank you for all your help ZAZ you are a good person to have around these forums.

Share this post


Link to post
Share on other sites
ZAZ

 

Ok, Now that works! I assume if I want i could add all the missions back into that stript scm?

No, If your script is ready you have to add it into the original main

Please read tutorials.

 

 

edit this code at 3 times to bring your goblin to the right position

069B: [email protected] $PLAYER_ACTOR 0.0 0.0 -1.0 0.0 0.0 0.0

 

 

 

What does that mean? I understand the co-ordinates are for where it appears under the player, But what do you mean edit this code at 3 times?

This code exist at 3 positions in the script

 

 

069B: [email protected] $PLAYER_ACTOR 0.0 0.0 -1.0 0.0 0.0 0.0

 

x y z distance-coords of object center from actor center

x y z angle of object

Share this post


Link to post
Share on other sites
Persanity

OkI gotcha, So the 3 place whee that code is will be for X Y & Z co-ordinence. I should be able to handle that easily. I have this script working in game now and have changed the animations that I am using from the animations you used, However I cant find icon_or_model 1642 which you said was the ID of the beach carpet, and I cant find AD_FLATDOOR either which you said you used for its col file. I used the search function in sanny to look (I didnt look with my eyes by scanning the text). I am gonna search the code and see if I can find a model reference but I figured Id tell you so while I am looking you could perhaps make a suggestion. And again thank you I couldnt have done this without you.

Edited by Persanity

Share this post


Link to post
Share on other sites
Persanity

Nevermind, I got that. Its saying @22 is the carpet and @23 is the object that is invisible but you used its colision. Right? How do I find out what my object number is? Do I use the offset number in the Img file?

Share this post


Link to post
Share on other sites
ZAZ

 

Nevermind, I got that. Its saying @22 is the carpet and @23 is the object that is invisible but you used its colision. Right? How do I find out what my object number is? Do I use the offset number in the Img file?

Right.

I changed AD_FLATDOOR with the ID number 3061

find the object IDs in the data\map\*.ide files

mostly in data\map\generic

and in data\maps\leveldes\levelxre.ide

 

To view object use MEd, Map Editer 0.32

Share this post


Link to post
Share on other sites
Persanity

Can I add a object into gta3.IMG and give it a number in one of the .ide data files? Or do I need to replace a object? Say I want to replace a object, Can I replace "1314, twoplayer, icons4, 100, 128" in dynamic.ide? Where as twoplayer is the .dff and icons4 is the .txd? It seems that is left over from the ps2 2 player and wont be used by computer. If I can use that would I find its model and txd in the gta3.img or another .img file? If I can do all that would I script it by defining [email protected] as 1314 so everytime I write [email protected] it is defined as that object? If I'm right I guess it proves Im a quick learner. If Im wrong well.... Lets hope Im not wrong, LOL

Edited by Persanity

Share this post


Link to post
Share on other sites
ZAZ

 

Can I add a object into gta3.IMG and give it a number in one of the .ide data files? Or do I need to replace a object? Say I want to replace a object, Can I replace "1314, twoplayer, icons4, 100, 128" in dynamic.ide? Where as twoplayer is the .dff and icons4 is the .txd? It seems that is left over from the ps2 2 player and wont be used by computer. If I can use that would I find its model and txd in the gta3.img or another .img file? If I can do all that would I script it by defining [email protected] as 1314 so everytime I write [email protected] it is defined as that object?  If I'm right I guess it proves Im a quick learner. If Im wrong well.... Lets hope Im not wrong, LOL

You can add objects

read the tut:

http://www.gtaforums.com/index.php?showtopic=223668&st=0

use as new id number 19001

 

twoplayer-stuff is not used in PC version, dont know what happens if you replace it

 

04AE: unknown [email protected] radar_icon_or_model 1642<<--change this number will change the visible model as you like

04AE: unknown [email protected] radar_icon_or_model 3061<<--change this number will change the unvisible model as you like

Share this post


Link to post
Share on other sites
Persanity

I GOT IT TO WORK!!! I replaced the twoplayer Icon with my glider and changed your blanket code to the twoplayer icons code. For some reason when I stop to fire the glider shakes like crazy, Probaly cause it has no col and the door model is still there with its col. Im gonna try adding a col to the glider dff and get rid of the door all together. Unless I can set the glider to be soild and the door to not be..ah Ill screw around a lil bit more. Im gonna go get some screen shots. Thank you so much ZAZ!

Share this post


Link to post
Share on other sites
Persanity

First off here is a screen shot Glider in game (finally!). I got the Glider in the game at the correct height and correct rotation, The problem comes when you press the fire button, The model does a 180 to its original position before I used script code to rotate it and it shakes. Im thinking it shakes because of the other object attached to it but I cant be sure. Ill try turning the glider 180 in the dff to see what happens. I doubt it will work since the code controls the size and rotation and I had to use the script code to make it bigger instead of scaling it in the dff. After all that is done though I wanna try to get it to fly more a plane or the skywing from the aliencity mod by Deniska. Time will tell. But I won't give up.

Edited by Persanity

Share this post


Link to post
Share on other sites
ZAZ

Nice to hear.

The turning angle of CJ when stoped is controlled by the script

The mouse movement must be read and calculate the angle

while aiming with some weapons too

There are some different kinds of weapons

one kind provides the the rotating automaticly

some of these turn the angle to 180 degrees like sniper, rocket launcher ect.

some others not, they must be rotated by the script

therefor the current_weapon-checking in the script which let skip the script-rotating

maybe I forget some weapons like silence pistol

then the automatic rotating works against the script rotating

the effect will be this shaking

Do you wonna send me your model ?

 

The ingame screenshot of your goblin looks not like that pic from zmodeler

especially its very small now

It looks like a vampire, this give me an Idea:

CJ transforms to a vampir biggrin.gif if he is unvisible, dont know if this is possible

 

Edited by ZAZ

Share this post


Link to post
Share on other sites
Persanity

I used a different model of the Glider for the script. After it is all sorted out Ill switch to the other model, Its the same thing except the wings are not angled and they are bigger. If it will be easier to use the model I plan to use to fix the shaking I can whip it up real quick. I dont want to post the glider in the forum yet so if you give me your e-mail in a PM Ill send it via email along with the script I modified.

Share this post


Link to post
Share on other sites
Persanity

I was reading other topics and I was wondering if I could do something like this, Mind you that this code is basicly gbberish its just to give an idea.

 

 

check player moving forward

attach_particle "JETTHRUST" to_object [email protected] with_offset 0.0 0.0 -1.0 rotation 0.0 0.01 0.0 flag 1

 

check player moving up

attach_particle "JETTHRUST" to_object [email protected] with_offset 1.0 0.0 -1.0 rotation 0.0 0.01 0.0 flag 1

 

check player moving up

attach_particle "JETTHRUST" to_object [email protected] with_offset 1.0 1.0 -1.0 rotation 0.0 0.01 0.0 flag 1

 

 

Basicly the last 2 parts are for jetthrust like hydra has when you move up and the 1st part is jetthrust when moving forward. I imagine it can probaly be done but the code would need to be real not my gibberish.

 

Share this post


Link to post
Share on other sites
ZAZ

You must test it to see, play around with different particle, its funny

but i think the game cam is to near by the object and CJ

 

try also

attach_particle "EXPLOSION_SMALL"

or

attach_particle "CAMFLASH"

and dont forget to

064C: make_particle $pt1 visible

 

some particles are difficult, they wont disappear

Share this post


Link to post
Share on other sites
Persanity

Yeah, I found out that Sanny has a opcode database so Im gonna find a few .scm mods and disassemble them to learn how there built and I should be able to figure things out from there, I think Im learning pretty quick for having known nothing a few days ago. Can you recommand any tutorials for me to read? Ive read everything in the pinned topics so I know all that stuff. Figure anything out with the shaking problem? Oh and I was wondering, If I added airplane parts to the twoplayer.dff like say wingtip_pos elevator_l rudder_pos elevator_pos aileron_pos elevator_r rudder aileron_l aileron_r etc.. would the game engine handle them like it handles them normaly r do I need to define how it handles each part? If I can put my old goblin glider model in the game like how we added the current glider itd be nice cause my old model has moving elevators and alerions and a jet thruster as a rudder so it looks really cool wen your flying. Anyway Im gonna start disassembely of some coding and see what I can learn and any more info you can throw my way in the mean time would be appreciated like always. Thanks ZAZ.

 

Share this post


Link to post
Share on other sites
ZAZ

 

I think Im learning pretty quick for having known nothing a few days ago. Can you recommand any tutorials for me to read? Ive read everything in the pinned topics so I know all that stuff.

Amazing

But to know it is not enough. You must make experience.

Write your own little threads. Spawn a car with an actor inthere and let the car drive to a target point.

Learn to build the right script structure.

Learn to create models

The init_object is a special situation

To create models like actor or cars you have to request a model and buid a load-model-check

Learn to build conditional checks and what "Loop" means and how to release your stuff in a clean-up part.

Learn to use math coding to build switches and to build a time check with @33

 

Maybe you have done that. So your tutorial will be the original main.

Learn how gosub works and write a mission script

 

 

Figure anything out with the shaking problem?

No, sorry.

Share this post


Link to post
Share on other sites
ZAZ

The Goblin looks really good but for the head i wish me more shape. What did you show in your zmodeler screenshot ?

The script crashed as I picked up the Gpick. Will have a look tomorow. by.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.