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[SA|CLEO] CLEO3 MODS (are working also for Cleo4 and higher)


ZAZ
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mercie_blink.gif  mercie_blink.gif  mercie_blink.gif

that new vehicle spawner is awesome.....its gorgeous.....fantastic.....incerdible

icon14.gif

thanks, only one thing was not possible: could not spawn the freibox as train wagon on railroad.

other adventure was that I saw the first time that it is possible to drive as passenger in the Streak train wagon

the trains extern script let you then skip from station to station

 

 

 

 

NEW:

 

Vehicle Spawner Premium

 

DOWNLOAD

press 7 to activate the vehicle spawner

 

 

user posted image

 

 

wow, this is replay number 1111

xmas.gif

Edited by ZAZ
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mercie_blink.gif  mercie_blink.gif  mercie_blink.gif

that new vehicle spawner is awesome.....its gorgeous.....fantastic.....incerdible

icon14.gif

thanks, only one thing was not possible: could not spawn the freibox as train wagon on railroad.

other adventure was that I saw the first time that it is possible to drive as passenger in the Streak train wagon

the trains extern script let you then skip from station to station

 

 

 

 

dontgetit.gif ......what?^^

 

which one is the Streak one?

 

the passenger or the freight train?

 

 

skip?

 

you mean that you are able to enter the train, press a key and you are in the next station? lol.gif never noticed that before....this game is still suprising me

 

congratulations to the coders of Rockstar North....and to ZAZ....I realy love this spwaner...much faster than the one I'm using.....

it's an extern programm which 'hacks' the .exe and spwans the choosen vehicle in front of you....damn that Alt+Tab is anoying

icon14.gif

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ZAZ, all of a sudden, when I press 'K' to kiss a girl on the street, the camera moves to the ground looking up and I cannot move it during the kiss! Do you know what's going on?

what are you talking about? I did'nt made a script which let girl kisses by key_press 'K'

It's a Cleo mod, so I thought it was yours - sorry! It must be based on your GirlXXX mod I suppose, but I cannot find it on the web. The file is called kiss.cs.

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mercie_blink.gif  mercie_blink.gif  mercie_blink.gif

that new vehicle spawner is awesome.....its gorgeous.....fantastic.....incerdible

icon14.gif

thanks, only one thing was not possible: could not spawn the freibox as train wagon on railroad.

other adventure was that I saw the first time that it is possible to drive as passenger in the Streak train wagon

the trains extern script let you then skip from station to station

 

 

which one is the Streak one?

the passenger or the freight train?

 

you mean that you are able to enter the train, press a key and you are in the next station? lol.gif never noticed that before....this game is still suprising me

 

yeh, STREAKC is the passenger wagon

 

trainsID...GXT...traintype590 'FRBOX'537 'FREIGHT'..13 engine, 12, 10, 6, 3, 0569 'FRFLAT'  538 'STREAK'...15 only engine, 11, 7, 5, 4, 2, 1570 'STREAKC'449 'TRAM' 9, 14 single, 8 double

 

FRBOX is the container wagon for freight train

 

@Cheetah_dot_chi: thx, any feedback to REbeta?

 

 

Vehicle Spawner Premium

 

DOWNLOAD

press 7 to activate the vehicle spawner

 

 

user posted image

 

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you mean that you are able to enter the train, press a key and you are in the next station?  lol.gif never noticed that before....this game is still suprising me 

 

 

yes, and you can also drive trailers like the tanker trailer and the tugstair

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Hey ZAZ do you think it's possible to give gangs random weapons each time they spawn using the gang war script ?

Or even always....

Cause it get's very repetitive with the same weapons everytime.

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Hey ZAZ do you think it's possible to give gangs random weapons each time they spawn using the gang war script ?

Or even always....

Cause it get's very repetitive with the same weapons everytime.

Yes, should be possible and also to change it by keypress but it needs a lot testing to find out which settings are good.

I think you would do the testings, right?

Can you edit and compile the script with sannybuilder or should I make a comfortable cleo file?

If you can edit and compile so use the script below, compile it and copy into cleo folder,

go ingame and look for the gang weapons.

Then edit the script and look again.

The last 3 numbers are weapon numbers, current setting is 9 9 8 and means: Chainsaw Chainsaw Katana

 

{$CLEO .cs}thread 'GNGWEAP'wait 10000237: set_gang 1 weapons_to 9 9 80A93: end_custom_thread

 

 

these are the weapon numbers

 

melee                  0  Unarmed             1  Brass Knuckles    2  Golf Club         3  Night Stick       4  Knife             5  Baseball Bat      6  Shovel            7  Pool cue          8  Katana            9  Chainsaw 10  Purple Dildo       11  White Dildo        12  Long White Dildo   13  White Dildo        14  Flowers            15  Cane        projectiles              16   Grenades            17   Tear Gas            18   Molotovs           handguns                 22  Pistol              23  Silenced Pistol     24  Desert Eagle       shotguns                 25   Shotgun             26   Sawn Off Shotgun    27   Combat Shotgun     sub-machineguns          28   Micro Uzi (Mac 10)  29   MP5                 32   Tec9               machineguns              30   AK47                31   M4                 rifles                   33   Rifle               34   Sniper Rifle       specials                 35   RPG                 36   Missile Launcher    37   Flame Thrower       38   Minigun             39   Sachet Charges      40   Detonator           41   Spray Paint        42   Fire Extinguisher  43   Camera             44   Nightvision Goggles45   Thermal Goggles    46   Parachute

 

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Hey ZAZ is it possible to make police cops inside the police choppers when they attack us not empty just like policeriding heli in gta 4

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MephiticCorpse
Hey ZAZ is it possible to make police cops inside the police choppers when they attack us not empty just like policeriding heli in gta 4

I second the motion.

I've thought of attempting this effect myself, but I'm not quite sure where to start.

Also, the news chopper is empty, a couple reporters to pick off wouldn't be a bad idea.

Wouldn't it be awesome to snipe the pilots and watch the choppers crash(models permitting), rather than having to blow them up in the sky?

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Hey ZAZ is it possible to make police cops inside the police choppers when they attack us not empty just like policeriding heli in gta 4

No, I didn't got control of the police chopper. I can get the control of the police cars, bikes, fbitruck but not of the police chopper.

I played around today with the get_random_car codes. They works not good. The engine don't get every car wich appears in the range of the player. It often catches the same car. And to contlol them is mostly unstable.

In T_Trail and UC will it be replaced with a new car.

I decided to use get_random_ped and check if he drives a car to get the control of the cars. Worked better.

The result is little funny script which let the cars flip and explode.

they should make a flip and then explode but mostly they explode and flip at same time

Check it out

Flip traffic

 

{$CLEO .cs}:FlipTraffic03A4: name_thread 'FLPTRFC' 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = 0 0006: [email protected] = 12 0006: [email protected] = -1 0006: [email protected] = 0 :FlipTrfc_1370001: wait 250 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlipTrfc_137 077E: get_active_interior_to [email protected] 00D6: if and010F:   player $PLAYER_CHAR wanted_level > -1 0039:   [email protected] == 0 0038:   $ONMISSION == 0 8965:   not actor $PLAYER_ACTOR swimming 84A7:   not actor $PLAYER_ACTOR driving_boat 89AE:   not actor $PLAYER_ACTOR driving_train 004D: jump_if_false @FlipTrfc_137 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if 0023:   20.0 > [email protected] 004D: jump_if_false @FlipTrfc_137 :FlipTrfc_2390001: wait 250 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlipTrfc_985 077E: get_active_interior_to [email protected] 00D6: if and010F:   player $PLAYER_CHAR wanted_level > -1 0039:   [email protected] == 0 0038:   $ONMISSION == 0 8965:   not actor $PLAYER_ACTOR swimming 84A7:   not actor $PLAYER_ACTOR driving_boat 89AE:   not actor $PLAYER_ACTOR driving_train 004D: jump_if_false @FlipTrfc_985 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if 0023:   20.0 > [email protected] 004D: jump_if_false @FlipTrfc_985 //03F0: enable_text_draw 1//045A: draw_text_1number 220.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~00D6: if 002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @FlipTrfc_782 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 71.5 handle_as [email protected]([email protected],16i) 0001: wait 50 ms 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @FlipTrfc_239 00D6: if 8118:   not actor [email protected]([email protected],16i) dead 004D: jump_if_false @FlipTrfc_760 00D6: if 00DF:   actor [email protected]([email protected],16i) driving 004D: jump_if_false @FlipTrfc_75000D6: if 8039:   not  [email protected] == -1 004D: jump_if_false @FlipTrfc_623 00D6: if 803B:   not  [email protected]([email protected],16i) == [email protected]([email protected],16i) // (int) 004D: jump_if_false @FlipTrfc_768 :FlipTrfc_62303C0: [email protected] = actor [email protected]([email protected],16i) car 0441: [email protected] = car [email protected] model 0085: [email protected] = [email protected] // (int) 0186: [email protected] = create_marker_above_car [email protected] 07E0: set_marker [email protected] type_to 1 00D6: if 0119:   car [email protected] wrecked 004D: jump_if_false @FlipTrfc_718 0001: wait 500 ms 0164: disable_marker [email protected] 01C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian 0001: wait 250 ms 00A6: destroy_car [email protected] 0002: jump @FlipTrfc_239 :FlipTrfc_7180633: AS_actor [email protected]([email protected],16i) exit_car0001: wait 250 ms 07DB: set_car [email protected] rotation_velocity_XYZ 9.0 0.0 0.0 through_center_of_mass 0001: wait 2500 ms 0164: disable_marker [email protected] 020B: explode_car [email protected] // versionA 0001: wait 2000 ms 01C3: remove_references_to_car [email protected] // Like turning a car into any random car 0002: jump @FlipTrfc_768:FlipTrfc_75005BE: AS_kill_actor [email protected]([email protected],16i) 0002: jump @FlipTrfc_768:FlipTrfc_7600001: wait 500 ms009B: destroy_actor [email protected]([email protected],16i) 0002: jump @FlipTrfc_239:FlipTrfc_768000A: [email protected] += 1 0002: jump @FlipTrfc_239 :FlipTrfc_7820006: [email protected] = 0 :FlipTrfc_7890001: wait 250 ms //03F0: enable_text_draw 1 //045A: draw_text_1number 220.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~00D6: if 002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @FlipTrfc_1175 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @FlipTrfc_971 0002: jump @FlipTrfc_962 00D6: if 8118:   not actor [email protected]([email protected],16i) dead 004D: jump_if_false @FlipTrfc_962 :FlipTrfc_96201C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian :FlipTrfc_971000A: [email protected] += 1 0002: jump @FlipTrfc_789 :FlipTrfc_9850085: [email protected] = [email protected] // (int) 000E: [email protected] -= 1 0006: [email protected] = 0 :FlipTrfc_10070001: wait 0 ms //03F0: enable_text_draw 1//045A: draw_text_1number 220.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~00D6: if 002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @FlipTrfc_1175 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @FlipTrfc_1161 01C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian :FlipTrfc_1161000A: [email protected] += 1 0002: jump @FlipTrfc_1007 :FlipTrfc_11750006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = 0 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = 12 0006: [email protected] = 0 0002: jump @FlipTrfc_137 

 

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Thanks ZAZ it works perfectly actually smile.gif

i added more lines for the gangs, sometimes other weapons appear not the ones your choosed, but random weapons is what i really wanted so that's good !

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Thanks ZAZ it works perfectly actually smile.gif

i added more lines for the gangs, sometimes other weapons appear not the ones your choosed, but random weapons is what i really wanted so that's good !

Ok, I made it but I think it's not a good idea. The gameengine won't accept all settings.

Sometimes it crashes by recruiting and mostly the have pistols.

 

script below choose weapon numbers between 1 and 43 exept 19, 20, 21, 39, 40

press G+W together to choose random setting

 

{$CLEO .cs}:GNGWEAPSet_103A4: name_thread 'GNGWEAP' :GNGWEAPSet_30001: wait 0 ms if0256:   player $PLAYER_CHAR defined 004D: jump_if_false @GNGWEAPSet_3 if  and 0AB0:   key_pressed 71//--- key = G0AB0:   key_pressed 87//--- key = W0038:   $ONMISSION ==  0  // integer values004D: jump_if_false @GNGWEAPSet_30050: gosub @GNGWEAPSet_sub10237: set_gang 1 weapons_to [email protected] [email protected] [email protected]: wait 1000 ms0002: jump @GNGWEAPSet_3:GNGWEAPSet_sub10209: [email protected] = random_int  1  43 0209: [email protected] = random_int  1  430209: [email protected] = random_int  1  43if  or0039:   [email protected] ==  19  // integer values0039:   [email protected] ==  20  // integer values0039:   [email protected] ==  21  // integer values0039:   [email protected] ==  39  // integer values0039:   [email protected] ==  40  // integer values004D: jump_if_false @GNGWEAPSet_sub20006: [email protected] = 38:GNGWEAPSet_sub2if  or0039:   [email protected] ==  19  // integer values0039:   [email protected] ==  20  // integer values0039:   [email protected] ==  21  // integer values0039:   [email protected] ==  39  // integer values0039:   [email protected] ==  40  // integer values004D: jump_if_false @GNGWEAPSet_sub30006: [email protected] = 9:GNGWEAPSet_sub3if  or0039:   [email protected] ==  19  // integer values0039:   [email protected] ==  20  // integer values0039:   [email protected] ==  21  // integer values0039:   [email protected] ==  39  // integer values0039:   [email protected] ==  40  // integer values004D: jump_if_false @GNGWEAPSet_sub40006: [email protected] = 36:GNGWEAPSet_sub403F0: text_draw_toggle  10001: wait  50 ms03F0: text_draw_toggle  00001: wait  50 ms033F: set_text_draw_letter_width_height 0.8 2.5045A: text_draw_1number  450.0  150.0 'NUMBER' [email protected]    // value033F: set_text_draw_letter_width_height 0.8 2.5045A: text_draw_1number  510.0  150.0 'NUMBER' [email protected]    // value033F: set_text_draw_letter_width_height 0.8 2.5045A: text_draw_1number  570.0  150.0 'NUMBER' [email protected]    // valuewait 300003F0: text_draw_toggle  00051: return

 

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Could you do a mod for GTA SA where if you hit 'K' you could kiss a woman you are more or less facing on the street, etc? It's just I cannot find the original one I had anywhere and I think it has died and it must have used part of your GirlXXX mod because the kiss was the same animation from that mod, as the kiss part is a subset of your GirlXXX mod,

 

I am hoping I am asking you to do something very simple and quick. if not, then I am sorry ZAZ!

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Could you do a mod for GTA SA where if you hit 'K' you could kiss a woman you are more or less facing on the street, etc? It's just I cannot find the original one I had anywhere and I think it has died and it must have used part of your GirlXXX mod because the kiss was the same animation from that mod, as the kiss part is a subset of your GirlXXX mod,

 

I am hoping I am asking you to do something very simple and quick. if not, then I am sorry ZAZ!

OK, go near a girl and press K to follow you

stand close to her and press K to kiss

press H to let the girl go away

 

{$CLEO .cs}:KissAllGirl03A4: name_thread 'KISSGRL'0001: wait  3000 ms:KissAllGirl_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @KissAllGirl_2if  and80DF:  not actor $PLAYER_ACTOR driving0038:   $ONMISSION == 00AB0:   key_pressed 75//--- key = K 004D: jump_if_false @KissAllGirl_20006: [email protected] =  -1  // integer values00A0: store actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]: get_actor_in_sphere [email protected] [email protected] [email protected] radius 4.0 handle_as [email protected]: wait  50 msif8039:   NOT   [email protected] ==  -1  // integer values004D: jump_if_false @KissAllGirl_2//made by ZAZif8118:   NOT   actor [email protected] dead004D: jump_if_false @KissAllGirl_5089F: get_actor [email protected] pedtype_to [email protected]  or0039:   [email protected] ==  5  // integer values0039:   [email protected] ==  22  // integer values004D: jump_if_false @KissAllGirl_503FE: set_actor [email protected] money 300000850: AS_actor [email protected] follow_actor $PLAYER_ACTOR0002: jump @KissAllGirl_L01:KissAllGirl_501C2: remove_references_to_actor [email protected]// Like turning an actor into a random pedestrian0001: wait  1000 ms0002: jump @KissAllGirl_2:KissAllGirl_L010001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @KissAllGirl_L9600D6: if  08118:   NOT   actor [email protected] dead004D: jump_if_false @KissAllGirl_L9600D6: if  000F2:   actor [email protected] near_actor $PLAYER_ACTOR radius 70.8  70.8  0004D: jump_if_false @KissAllGirl_L95if0039:   [email protected] ==  0  // integer values004D: jump_if_false @KissAllGirl_L01if80DF:  not actor $PLAYER_ACTOR driving004D: jump_if_false @KissAllGirl_L08if851A:  not actor [email protected] damaged_by_actor $PLAYER_ACTOR004D: jump_if_false @KissAllGirl_L05if  and80E1:   NOT   key_pressed  0  170038:   $ONMISSION ==  0  // integer values00F3:   actor $PLAYER_ACTOR near_actor_on_foot [email protected] radius  1.5  2.1  0 0AB0:   key_pressed 75//--- key = K004D: jump_if_false @KissAllGirl_L020002: jump @KissAllGirl_Lkiss400:KissAllGirl_L02if0AB0:   key_pressed 72//--- key = H004D: jump_if_false @KissAllGirl_L010002: jump @KissAllGirl_L95:KissAllGirl_L0505DD: AS_actor [email protected] fear_actor $PLAYER_ACTOR from_origin_radius  100.0  30000 ms0006: [email protected] =  1  // integer values0002: jump @KissAllGirl_L01:KissAllGirl_L080006: [email protected] =  1  // integer values03C0: [email protected] = actor $PLAYER_ACTOR car01EA: [email protected] = car [email protected] max_passengersif0019:   [email protected] >  0  // integer values004D: jump_if_false @KissAllGirl_L0105CA: AS_actor [email protected] enter_car [email protected] passenger_seat 0 15000 ms 0001: wait  2000 ms:KissAllGirl_L120001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @KissAllGirl_L7600D6: if  08118:   NOT   actor [email protected] dead004D: jump_if_false @KissAllGirl_L76if8119:   NOT   car [email protected] wrecked004D: jump_if_false @KissAllGirl_L7500D6: if  000F2:   actor [email protected] near_actor $PLAYER_ACTOR radius 40.8  40.8  0004D: jump_if_false @KissAllGirl_L75if00DB:   actor [email protected] in_car [email protected] 004D: jump_if_false @KissAllGirl_L12if80DF:  not actor $PLAYER_ACTOR driving004D: jump_if_false @KissAllGirl_L120633: AS_actor [email protected] exit_car 0006: [email protected] =  0  // integer values01C3: remove_references_to_car [email protected]  // Like turning a car into any random car0001: wait  1000 ms0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR0002: jump @KissAllGirl_L01:KissAllGirl_L7501C3: remove_references_to_car [email protected]  // Like turning a car into any random car0002: jump @KissAllGirl_L95:KissAllGirl_L7601C3: remove_references_to_car [email protected]  // Like turning a car into any random car0002: jump @KissAllGirl_L96:KissAllGirl_L950619: enable_actor [email protected] collision_detection 10245: set_actor [email protected] walk_style_to "SEXYWOMAN"02AB: set_actor [email protected] immunities  0  0  0  0  0:KissAllGirl_L96Actor.RemoveReferences([email protected])0006: [email protected] =  0  // integer values0002: jump @KissAllGirl_2:KissAllGirl_Lkiss400//---------Kissing0004: $ONMISSION =  10050: gosub @KissAllGirl_kissLoad_10619: enable_actor [email protected] collision_detection 006AB: set_actor $PLAYER_ACTOR all_weapons_hidden 101B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0001: wait  0 ms0638: action_sequence actor [email protected] stand_still 10001: wait  0 ms0639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected]: wait  1000 ms04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset  0.0  1.05 -1.00172: [email protected] = actor $PLAYER_ACTOR z_angle000B: [email protected] +=  180.0  // floating-point values0638: action_sequence actor [email protected] stand_still 000A1: put_actor [email protected] at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to [email protected]: unknown_action_sequence [email protected] "GRLFRD_KISS_03" from_file "KISSING"  4.0  1  0  0  0  60000812: unknown_action_sequence $PLAYER_ACTOR "PLAYA_KISS_03" from_file "KISSING"  4.0  1  0  0  0  60000001: wait  500 ms:KissAllGirl_Lkiss401//-----Kiss0001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false @KissAllGirl_Lkiss50000D6: if  08118:   NOT   actor [email protected] dead004D: jump_if_false @KissAllGirl_Lkiss500if0611:  actor $PLAYER_ACTOR animation == "PLAYA_KISS_03" 004D: jump_if_false @KissAllGirl_Lkiss4020613: [email protected] = actor $PLAYER_ACTOR animation "PLAYA_KISS_03" timeif0031:   [email protected] >=  0.95  // floating-point values004D: jump_if_false @KissAllGirl_Lkiss4010223: set_actor $PLAYER_ACTOR health_to 250:KissAllGirl_Lkiss40206AB: set_actor $PLAYER_ACTOR all_weapons_hidden 00004: $ONMISSION =  00619: enable_actor [email protected] collision_detection 10850: AS_actor [email protected] follow_actor $PLAYER_ACTOR0002: jump @KissAllGirl_L01:KissAllGirl_Lkiss50006AB: set_actor $PLAYER_ACTOR all_weapons_hidden 004EF: release_animation "KISSING"Actor.RemoveReferences([email protected])0004: $ONMISSION =  0  // integer values0006: [email protected] =  0  // integer values0002: jump @KissAllGirl_2:KissAllGirl_kissLoad_10001: wait  0 msif04EE:   animation "KISSING" loaded004D: jump_if_false @KissAllGirl_kissLoad_20051: return:KissAllGirl_kissLoad_204ED: load_animation "KISSING"0002: jump @KissAllGirl_kissLoad_1

 

Edited by ZAZ
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Excellent - thanks ZAZ! Was hoping to get that sexy kiss 'groan sound' each time, but love that you made them chase after you! The original mod had them wave goodbye in a limp wristed way, but considering you knocked this up over night, and just at my request I have to say you are a genius and a gentleman ZAZ!!!

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Ok, I made it but I think it's not a good idea. The gameengine won't  accept all settings.

Sometimes it crashes by recruiting and mostly the have pistols.

 

script below choose weapon numbers between 1 and 43 exept 19, 20, 21, 39, 40

press G+W together to choose random setting

Thank you ZAZ for the Gangweapons script it's really nice and works very good,

More than i even imagined it can be.

You are truely Awesome. cookie.gif

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Hey ZAZ is it possible to make police cops inside the police choppers when they attack us not empty just like policeriding heli in gta 4

No, I didn't got control of the police chopper. I can get the control of the police cars, bikes, fbitruck but not of the police chopper.

I played around today with the get_random_car codes. They works not good. The engine don't get every car wich appears in the range of the player. It often catches the same car. And to contlol them is mostly unstable.

In T_Trail and UC will it be replaced with a new car.

I decided to use get_random_ped and check if he drives a car to get the control of the cars. Worked better.

The result is little funny script which let the cars flip and explode.

they should make a flip and then explode but mostly they explode and flip at same time

Check it out

Flip traffic

 

{$CLEO .cs}:FlipTraffic03A4: name_thread 'FLPTRFC' 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = 0 0006: [email protected] = 12 0006: [email protected] = -1 0006: [email protected] = 0 :FlipTrfc_1370001: wait 250 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlipTrfc_137 077E: get_active_interior_to [email protected] 00D6: if and010F:   player $PLAYER_CHAR wanted_level > -1 0039:   [email protected] == 0 0038:   $ONMISSION == 0 8965:   not actor $PLAYER_ACTOR swimming 84A7:   not actor $PLAYER_ACTOR driving_boat 89AE:   not actor $PLAYER_ACTOR driving_train 004D: jump_if_false @FlipTrfc_137 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if 0023:   20.0 > [email protected] 004D: jump_if_false @FlipTrfc_137 :FlipTrfc_2390001: wait 250 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @FlipTrfc_985 077E: get_active_interior_to [email protected] 00D6: if and010F:   player $PLAYER_CHAR wanted_level > -1 0039:   [email protected] == 0 0038:   $ONMISSION == 0 8965:   not actor $PLAYER_ACTOR swimming 84A7:   not actor $PLAYER_ACTOR driving_boat 89AE:   not actor $PLAYER_ACTOR driving_train 004D: jump_if_false @FlipTrfc_985 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if 0023:   20.0 > [email protected] 004D: jump_if_false @FlipTrfc_985 //03F0: enable_text_draw 1//045A: draw_text_1number 220.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~00D6: if 002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @FlipTrfc_782 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 71.5 handle_as [email protected]([email protected],16i) 0001: wait 50 ms 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @FlipTrfc_239 00D6: if 8118:   not actor [email protected]([email protected],16i) dead 004D: jump_if_false @FlipTrfc_760 00D6: if 00DF:   actor [email protected]([email protected],16i) driving 004D: jump_if_false @FlipTrfc_75000D6: if 8039:   not  [email protected] == -1 004D: jump_if_false @FlipTrfc_623 00D6: if 803B:   not  [email protected]([email protected],16i) == [email protected]([email protected],16i) // (int) 004D: jump_if_false @FlipTrfc_768 :FlipTrfc_62303C0: [email protected] = actor [email protected]([email protected],16i) car 0441: [email protected] = car [email protected] model 0085: [email protected] = [email protected] // (int) 0186: [email protected] = create_marker_above_car [email protected] 07E0: set_marker [email protected] type_to 1 00D6: if 0119:   car [email protected] wrecked 004D: jump_if_false @FlipTrfc_718 0001: wait 500 ms 0164: disable_marker [email protected] 01C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian 0001: wait 250 ms 00A6: destroy_car [email protected] 0002: jump @FlipTrfc_239 :FlipTrfc_7180633: AS_actor [email protected]([email protected],16i) exit_car0001: wait 250 ms 07DB: set_car [email protected] rotation_velocity_XYZ 9.0 0.0 0.0 through_center_of_mass 0001: wait 2500 ms 0164: disable_marker [email protected] 020B: explode_car [email protected] // versionA 0001: wait 2000 ms 01C3: remove_references_to_car [email protected] // Like turning a car into any random car 0002: jump @FlipTrfc_768:FlipTrfc_75005BE: AS_kill_actor [email protected]([email protected],16i) 0002: jump @FlipTrfc_768:FlipTrfc_7600001: wait 500 ms009B: destroy_actor [email protected]([email protected],16i) 0002: jump @FlipTrfc_239:FlipTrfc_768000A: [email protected] += 1 0002: jump @FlipTrfc_239 :FlipTrfc_7820006: [email protected] = 0 :FlipTrfc_7890001: wait 250 ms //03F0: enable_text_draw 1 //045A: draw_text_1number 220.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~00D6: if 002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @FlipTrfc_1175 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @FlipTrfc_971 0002: jump @FlipTrfc_962 00D6: if 8118:   not actor [email protected]([email protected],16i) dead 004D: jump_if_false @FlipTrfc_962 :FlipTrfc_96201C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian :FlipTrfc_971000A: [email protected] += 1 0002: jump @FlipTrfc_789 :FlipTrfc_9850085: [email protected] = [email protected] // (int) 000E: [email protected] -= 1 0006: [email protected] = 0 :FlipTrfc_10070001: wait 0 ms //03F0: enable_text_draw 1//045A: draw_text_1number 220.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~00D6: if 002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @FlipTrfc_1175 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @FlipTrfc_1161 01C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian :FlipTrfc_1161000A: [email protected] += 1 0002: jump @FlipTrfc_1007 :FlipTrfc_11750006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = 0 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = 12 0006: [email protected] = 0 0002: jump @FlipTrfc_137 

 

hey zaz spaceeinstiens all in one mod has a hunter that attacks us with missiles with a ped controlling it

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hey zaz spaceeinstiens all in one mod has a hunter that attacks us with missiles with a ped controlling it

yeh shure, he spawned a hunter similar like my Hunter cleo

But it's not possible to control the original police heli when it appears to attack the player.

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Since ZAZ you have showed us the possibility in changing the weapons of the gangsters with a Cleo mod,

 

( For that I immediately test it by altering those of GSF lads to let them having Desert Eagle, Combat Shotgun & RPG for maximum firepower haha! sly.gif Thanks very much by the way! cookie.gifcookie.gifcookie.gif )

 

I was wondering if the same can be applied to the cops; for example, the SWAT would get MP5 instead of Micro Uzi, as the original settings make the SWAT a bit "Hip-hop" and shooting like gangsters, if you know what I mean.

 

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Since ZAZ you have showed us the possibility in changing the weapons of the gangsters with a Cleo mod,

 

( For that I immediately test it by altering those of GSF lads to let them having Desert Eagle, Combat Shotgun & RPG for maximum firepower haha! sly.gif Thanks very much by the way! cookie.gifcookie.gifcookie.gif )

 

I was wondering if the same can be applied to the cops; for example, the SWAT would get MP5 instead of Micro Uzi, as the original settings make the SWAT a bit "Hip-hop" and shooting like gangsters, if you know what I mean.

It's not as simple as with the gangweapons. There exist no code to set the police weapons.

It will be similar like the wildwildwest mod.

Test the script above. The cops will appear with Sawnoff-shutgun, Spash, Rocketla, Flamethrower, Teargas, Chainsaw and Ak47

 

{$CLEO .cs}:CopWeaponsthread 'COPWEAP' :COPWEAP_11wait 0 if   Player.Defined($PLAYER_CHAR)jf @COPWEAP_11 077E: get_active_interior_to [email protected] if  [email protected] == 0 jf @COPWEAP_11 if and $ONMISSION == 0 09E7:   player $PLAYER_CHAR not_frozen   Player.WantedLevel($PLAYER_CHAR) > 0jf @COPWEAP_11 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground wait 0 if  35.0 > [email protected] jf @COPWEAP_11 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = 0 [email protected] = 15 [email protected] = -1 [email protected] = 0 :COPWEAP_264wait 20 if   Player.Defined($PLAYER_CHAR)jf @COPWEAP_907 077E: get_active_interior_to [email protected] if and [email protected] == 0  $ONMISSION == 0   Player.WantedLevel($PLAYER_CHAR) > 0jf @COPWEAP_907 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground wait 0 if  65.0 > [email protected] jf @COPWEAP_907 if 002D:   [email protected] >= [email protected] // (int) jf @COPWEAP_530 if   not [email protected]([email protected],16i) == -1 jf @COPWEAP_544 if   Actor.Dead([email protected]([email protected],16i))jf @COPWEAP_450 Actor.RemoveReferences([email protected]([email protected],16i))wait 0 [email protected]([email protected],16i) = -1 wait 0 jump @COPWEAP_544 :COPWEAP_450if 80F2:   not actor [email protected]([email protected],16i) near_actor $PLAYER_ACTOR radius 80.8 80.8 0 jf @COPWEAP_516 Actor.DestroyInstantly([email protected]([email protected],16i))wait 0 [email protected]([email protected],16i) = -1 jump @COPWEAP_516 :[email protected] += 1 jump @COPWEAP_264 :[email protected] = 0 jump @COPWEAP_264 :COPWEAP_54404C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 71.5 handle_as [email protected]([email protected],16i) wait 50 if   not [email protected]([email protected],16i) == -1 jf @COPWEAP_641 089F: get_actor [email protected]([email protected],16i) pedtype_to [email protected] jump @COPWEAP_845 :COPWEAP_641wait 250 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 71.5 handle_as [email protected]([email protected],16i) wait 50 if   not [email protected]([email protected],16i) == -1 jf @COPWEAP_743 089F: get_actor [email protected]([email protected],16i) pedtype_to [email protected] jump @COPWEAP_845 :COPWEAP_743wait 250 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 71.5 handle_as [email protected]([email protected],16i) wait 50 if   not [email protected]([email protected],16i) == -1 jf @COPWEAP_893 089F: get_actor [email protected]([email protected],16i) pedtype_to [email protected] jump @COPWEAP_845 :COPWEAP_845if  [email protected] == 6 jf @COPWEAP_893 gosub @COPWEAP_1136 0961: unknown_actor [email protected]([email protected],16i) flag 1 06E4: AS_actor [email protected]([email protected],16i) attempt_to_bust_actor $PLAYER_ACTOR :[email protected] += 1 jump @COPWEAP_264 :[email protected] = 0 :COPWEAP_914wait 0 if 002D:   [email protected] >= [email protected] // (int) jf @COPWEAP_982 if   not [email protected]([email protected],16i) == -1 jf @COPWEAP_968 Actor.RemoveReferences([email protected]([email protected],16i)):[email protected] += 1 jump @COPWEAP_914 :[email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = -1 [email protected] = 0 [email protected] = -1 [email protected] = -1 [email protected] = 15 [email protected] = 0 jump @COPWEAP_11 :COPWEAP_1136Model.Load(#FLAME)Model.Load(#SAWNOFF)Model.Load(#SHOTGSPA)Model.Load(#CHNSAW)Model.Load(#TEARGAS)Model.Load(#AK47)Model.Load(#ROCKETLA)Model.Load(#GRENADE)Model.Load(#COLT45):COPWEAP_1181wait 0 if and  Model.Available(#FLAME)  Model.Available(#SAWNOFF)  Model.Available(#SHOTGSPA)  Model.Available(#CHNSAW)  Model.Available(#TEARGAS)  Model.Available(#AK47)  Model.Available(#ROCKETLA)  Model.Available(#GRENADE)  Model.Available(#COLT45)jf @COPWEAP_1181 0871: init_jump_table [email protected] total_jumps 16 default_jump 0 @COPWEAP_1369 jumps 0 @COPWEAP_1390 1 @COPWEAP_1411 2 @COPWEAP_1432 3 @COPWEAP_1452 4 @COPWEAP_1473 5 @COPWEAP_1494 6 @COPWEAP_1515 0872: jump_table_jumps 7 @COPWEAP_1536 8 @COPWEAP_1568 9 @COPWEAP_1588 10 @COPWEAP_1609 11 @COPWEAP_1630 12 @COPWEAP_1651 13 @COPWEAP_1672 14 @COPWEAP_1692 15 @COPWEAP_1713 :COPWEAP_136901B2: give_actor [email protected]([email protected],16i) weapon 22 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_139001B2: give_actor [email protected]([email protected],16i) weapon 27 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_141101B2: give_actor [email protected]([email protected],16i) weapon 17 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_143201B2: give_actor [email protected]([email protected],16i) weapon 9 ammo 1 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_145201B2: give_actor [email protected]([email protected],16i) weapon 26 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_147301B2: give_actor [email protected]([email protected],16i) weapon 17 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_149401B2: give_actor [email protected]([email protected],16i) weapon 37 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_151501B2: give_actor [email protected]([email protected],16i) weapon 17 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_153601B2: give_actor [email protected]([email protected],16i) weapon 27 ammo 9000 // Load the weapon model before using this Actor.WeaponAccuracy([email protected]([email protected],16i)) = 0jump @COPWEAP_1734 :COPWEAP_156801B2: give_actor [email protected]([email protected],16i) weapon 9 ammo 1 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_158801B2: give_actor [email protected]([email protected],16i) weapon 30 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_160901B2: give_actor [email protected]([email protected],16i) weapon 16 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_163001B2: give_actor [email protected]([email protected],16i) weapon 35 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_165101B2: give_actor [email protected]([email protected],16i) weapon 30 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_167201B2: give_actor [email protected]([email protected],16i) weapon 9 ammo 1 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_169201B2: give_actor [email protected]([email protected],16i) weapon 16 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_171301B2: give_actor [email protected]([email protected],16i) weapon 22 ammo 9000 // Load the weapon model before using this jump @COPWEAP_1734 :COPWEAP_1734return 

 

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Excellent - thanks ZAZ! Was hoping to get that sexy kiss 'groan sound' each time, but love that you made them chase after you! The original mod had them wave goodbye in a limp wristed way, but considering you knocked this up over night, and just at my request I have to say you are a genius and a gentleman ZAZ!!!

Hey I think kissing a girl in Real Life is better then kissing a girl in game. ZAZ is not a gentleman but a great scripting teacher

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ZAZ is not a gentleman but a great scripting teacher

Sometimes I'm also a gentleman but yes, a great gta mission scripter.

 

I made also a Medic/Emergency -script which give the player the ability to wake dead peds to live

It's just a betaversion with exceptions

-It works only on street

-It works only if player is on foot

-It works not with every ped

-It works not with homies

 

check out the HEALER.cs

CJ must have the medic skin

type LIVE to give CJ the medic skin

go to a dead ped and stand close to him, then hold L-key to wake the dead ped

 

Note: You can only wake the peds which are died after CJ got the medic skin and was on foot

It's not possible to wake peds which are died while player is in a vehicle

 

Attension: It's also a script which let the engine search permanently for random peds like wildwildwest or KissAllGirl

You should only run one of such script. Same for the T_Trail which search for random cars

 

 

Edited by ZAZ
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ZAZ is not a gentleman but a great scripting teacher

Sometimes I'm also a gentleman but yes, a great gta mission scripter.

 

I made also a Medic/Emergency -script which give the player the ability to wake dead peds to live

It's just a betaversion with exceptions

-It works only on street

-It works only if player is on foot

-It works not with every ped

-It works not with homies

 

check out the HEALER.cs

CJ must have the medic skin

type LIVE to give CJ the medic skin

go to a dead ped and stand close to him, then hold L-key to wake the dead ped

 

Note: You can only wake the peds which are died after CJ got the medic skin and was on foot

It's not possible to wake peds which are died while player is in a vehicle

 

Attension: It's also a script which let the engine search permanently for random peds like wildwildwest or KissAllGirl

You should only run one of such script. Same for the T_Trail which search for random cars

The UNDEADS!!!!!!RUN!!!!!lol. Awesome script i will use this to wake up my homies!

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Can you make that, if medic arrives, they don't heal ped lives, but just makes them dissapear? (aka makes anim to heal them, but that doesn't gives anything to dead peds, like medic tries to heal them but they're already gone)

 

Because it's just unrealistic to see healed peds you've just killed with rpg etc.

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Can you make that, if medic arrives, they don't heal ped lives, but just makes them dissapear? (aka makes anim to heal them, but that doesn't gives anything to dead peds, like medic tries to heal them but they're already gone)

 

Because it's just unrealistic to see healed peds you've just killed with rpg etc.

Good idea. Or try making it random. If it's possible. So they can die, but they also have a chance to stay alive.

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