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


ZAZ
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ZAZ, is it possible to alter nitro boost by cleo? I made it more powerful with d3d9.dll, but that's not very useful because i use enbseries too, which isn't possible for some mods. Just a question.

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well i dont think if this is possible but...

 

is there a way to make a script that makes for example talking about a FPS game, that if You have less than 40% of your health you can start listening heartbeats and heavy breathing of CJ???(Cod4 style, when you have less than 40% that stuff starts to affect your game biggrin.gif)

 

and if is even more possible to make that if you have 40% or less that the view of CJ starts to have Blurr??

 

If yes can you make an script like that ZAZ??

i will love it really!!:lol:

you can use the sounds of the stock GTA SA, the ones The game uses when you are near to die when you are swimming underwater biggrin.gif

 

Thanks

There is something possible to simulate an injured feeling.

- make the screen dark

- a pulsating red corona

- disturbing animations

- decrease gamespeed

sounds to use are hard to find and not every gamesounds can be used by script

a way to play a custom sound would be the cleo script function to play mp3 but it's buggy and depending from the users gameversion, system, sounddriver and hardware

 

I found some sounds in the original game audio files

and inserted them in a soundtest script, more below

To decrease the gamespeed have also an nice effect to the sounds

 

try the InjureScreen script

deactivate the gamespeed 0.9 to test it without decreasing gamespeed

015D: set_gamespeed 0.9

add comment slashes infront of the opcode

//015D: set_gamespeed 0.9

 

{$CLEO .cs}:InjureScreen_103A4: name_thread 'INJURED' :INJURED_110001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @INJURED_11 00D6: if and09E7:   player $PLAYER_CHAR not_frozen 84AD:   not actor $PLAYER_ACTOR in_water 004D: jump_if_false @INJURED_11 0653: [email protected] = float_stat 24 0017: [email protected] /= 100.0 0013: [email protected] *= 8.0 0092: [email protected] = float [email protected] to_integer 00D6: if 0184:   actor $PLAYER_ACTOR health >= [email protected] 004D: jump_if_false @INJURED_113 0002: jump @INJURED_11 :INJURED_1130652: [email protected] = integer_stat 22 015D: set_gamespeed 0.9 0006: [email protected] = 0 0006: [email protected] = 0 0924: enable_screen_darkness 1 with_value 150 0629: change_integer_stat 22 to 10 :INJURED_1540001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @INJURED_1300 00D6: if and80E1:   not player 0 pressed_key 16 001B:   100 > [email protected] 004D: jump_if_false @INJURED_218 018C: play_sound 1039 at 0.0 0.0 0.0 :INJURED_21800D6: if 001B:   1000 > [email protected] 004D: jump_if_false @INJURED_802 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 068D: get_camera_position_to [email protected] [email protected] [email protected] 0007: [email protected] = 2.5 0087: [email protected] = [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0013: [email protected] *= -2.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0013: [email protected] *= -2.0 0013: [email protected] *= -2.0 005B: [email protected] += [email protected] // (float) 005B: [email protected] += [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0013: [email protected] *= 5.0 0013: [email protected] *= 5.0 0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected] 005B: [email protected] += [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0013: [email protected] *= 1.5 0087: [email protected] = [email protected] // (float) 0087: [email protected] = [email protected] // (float) 02F6: [email protected] = cosine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0013: [email protected] *= -1.0 005B: [email protected] += [email protected] // (float) 005B: [email protected] += [email protected] // (float) 04D5: create_corona_at [email protected] [email protected] [email protected] radius 5.75 type 3 flare 0 RGB 58 10 8 04D5: create_corona_at [email protected] [email protected] [email protected] radius 5.75 type 3 flare 0 RGB 58 10 8 04D5: create_corona_at [email protected] [email protected] [email protected] radius 5.75 type 3 flare 0 RGB 58 10 8 04D5: create_corona_at [email protected] [email protected] [email protected] radius 5.75 type 3 flare 0 RGB 58 10 8 04D5: create_corona_at [email protected] [email protected] [email protected] radius 5.75 type 3 flare 0 RGB 58 10 8 00D6: if and0019:   [email protected] > 250 80DF:   not actor $PLAYER_ACTOR driving 00E1:   player 0 pressed_key 16 004D: jump_if_false @INJURED_802 0812: AS_actor $PLAYER_ACTOR perform_animation "PLAYER_SNEAK" IFP_file "PED" 1.0 loopA 0 lockX 1 lockY 1 lockF 0 time 2000 // versionB 00D6: if 0019:   [email protected] > 2000 004D: jump_if_false @INJURED_795 09D5: unknown_get_actor $PLAYER_ACTOR unknown 342 flags 1 1 1 store_to [email protected] // extended 0947 0006: [email protected] = 0 :INJURED_7950006: [email protected] = 0 :INJURED_80200D6: if 0019:   [email protected] > 3000 004D: jump_if_false @INJURED_1134 0006: [email protected] = 0 0209: [email protected] = random_int_in_ranges 0 6 0871: init_jump_table [email protected] total_jumps 7 default_jump 0 @INJURED_900 jumps 0 @INJURED_900 1 @INJURED_931 2 @INJURED_962 3 @INJURED_1010 4 @INJURED_1041 5 @INJURED_1072 6 @INJURED_1103 :INJURED_90009D5: unknown_get_actor $PLAYER_ACTOR unknown 355 flags 1 1 1 store_to [email protected] // extended 0947 0050: gosub @INJURED_1207 0002: jump @INJURED_1134 :INJURED_93109D5: unknown_get_actor $PLAYER_ACTOR unknown 355 flags 1 1 1 store_to [email protected] // extended 0947 0050: gosub @INJURED_1207 0002: jump @INJURED_1134 :INJURED_96200D6: if 80E1:   not player 0 pressed_key 6 004D: jump_if_false @INJURED_1134 09D5: unknown_get_actor $PLAYER_ACTOR unknown 340 flags 1 1 1 store_to [email protected] // extended 0947 0050: gosub @INJURED_1207 0002: jump @INJURED_1134 :INJURED_101009D5: unknown_get_actor $PLAYER_ACTOR unknown 342 flags 1 1 1 store_to [email protected] // extended 0947 0050: gosub @INJURED_1207 0002: jump @INJURED_1134 :INJURED_104109D5: unknown_get_actor $PLAYER_ACTOR unknown 355 flags 1 1 1 store_to [email protected] // extended 0947 0050: gosub @INJURED_1207 0002: jump @INJURED_1134 :INJURED_107209D5: unknown_get_actor $PLAYER_ACTOR unknown 342 flags 1 1 1 store_to [email protected] // extended 0947 0050: gosub @INJURED_1207 0002: jump @INJURED_1134 :INJURED_110309D5: unknown_get_actor $PLAYER_ACTOR unknown 355 flags 1 1 1 store_to [email protected] // extended 0947 0050: gosub @INJURED_1207 0002: jump @INJURED_1134 :INJURED_113400D6: if and0019:   [email protected] > 1000 001B:   1050 > [email protected] 004D: jump_if_false @INJURED_1181 018C: play_sound 1039 at 0.0 0.0 0.0 :INJURED_118100D6: if 0184:   actor $PLAYER_ACTOR health >= [email protected] 004D: jump_if_false @INJURED_154 0002: jump @INJURED_1301 :INJURED_120700D6: if 0019:   [email protected] > 3000 004D: jump_if_false @INJURED_1299 0006: [email protected] = 0 00D6: if and80DF:   not actor $PLAYER_ACTOR driving 80E1:   not player 0 pressed_key 6 004D: jump_if_false @INJURED_1299 0812: AS_actor $PLAYER_ACTOR perform_animation "DAM_STOMACH_FRMBK" IFP_file "PED" 1.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB :INJURED_12990051: return :INJURED_13000924: enable_screen_darkness 1 with_value 200015D: set_gamespeed 0.50001: wait 1000 ms:INJURED_1301015D: set_gamespeed 1.0 0629: change_integer_stat 22 to [email protected]  03F0: enable_text_draw 0 0001: wait 1000 ms0924: enable_screen_darkness 0 with_value 0 0002: jump @INJURED_11 

 

 

 

with the script below you can test some sounds

with slower and with normal gamespeed

 

{$CLEO .cs}:Soundtest_103A4: name_thread 'SOUNDT'wait 2000018C: play_sound  1039 at  0.0 0.0 0.0wait 1000018C: play_sound  1039 at  0.0 0.0 0.0wait 1000018C: play_sound  1039 at  0.0 0.0 0.0wait 500018C: play_sound  1039 at  0.0 0.0 0.0wait 2000018C: play_sound  1131 at  0.0 0.0 0.0wait 2000018C: play_sound  1163 at  0.0 0.0 0.0wait 200009F1: $PLAYER_ACTOR  1189wait 200009D5: unknown_get_actor $PLAYER_ACTOR unknown 340 flags 1 1 1 store_to [email protected] 200009D5: unknown_get_actor $PLAYER_ACTOR unknown 342 flags 1 1 1 store_to [email protected] 200009D5: unknown_get_actor $PLAYER_ACTOR unknown 355 flags 1 1 1 store_to [email protected] 2000015D: set_gamespeed 0.9wait 2000018C: play_sound  1039 at  0.0 0.0 0.0wait 1000018C: play_sound  1039 at  0.0 0.0 0.0wait 1000018C: play_sound  1039 at  0.0 0.0 0.0wait 500018C: play_sound  1039 at  0.0 0.0 0.0wait 2000018C: play_sound  1131 at  0.0 0.0 0.0wait 2000018C: play_sound  1163 at  0.0 0.0 0.0wait 200009F1: $PLAYER_ACTOR  1189wait 200009D5: unknown_get_actor $PLAYER_ACTOR unknown 340 flags 1 1 1 store_to [email protected] 200009D5: unknown_get_actor $PLAYER_ACTOR unknown 342 flags 1 1 1 store_to [email protected] 200009D5: unknown_get_actor $PLAYER_ACTOR unknown 355 flags 1 1 1 store_to [email protected] 2000015D: set_gamespeed 1.00A93: end_custom_thread

 

 

________________________________________________________________________

 

 

Lol, indeed, I forgot about that. But maybe ZAZ can make him stay in the car. As far as I remember, people stay in if you simply blow up the car.

No, I can't. If the ped drives a car he can only be damaged by car_headshots and then he's imediately dead and can't do anything anymore, unless falling out of the car, thats hardcoded.

It's possible if he drives a bike and you hit his body but this looks stupid.

If I disable the ability to die by car_headshots you can't damage him while he is in a car

 

___________________________________________________________________________

 

 

 

ZAZ, is it possible to alter nitro boost by cleo? I made it more powerful with d3d9.dll, but that's not very useful because i use enbseries too, which isn't possible for some mods. Just a question.

no, it's hardcoded

 

 

Edited by ZAZ
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IS it possible to make Sawn Offs drive by or is that hardcode

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IS it possible to make Sawn Offs drive by or is that hardcode

partially,

there are 2 methods:

 

1.either doing real driveby: actor is sitting in vehicle, bend autom. throw window, can only use pistol and smg

 

2.or put actor as turret on vehicle, standing position, all weapons are working like in mission "Reuniting The Families"

it's mostly in first porson view

 

Both methods can be played with Pimp my Car mod

either doing real driveby with MP5ling or as turret on car with minigun or bazooka

Edited by ZAZ
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I got an other idea. (Too bad the other isn't possible sad.gif )

So, if you go to any car's trunk, you press a key to open it, and you can get weapons from it. A menu like ammunation's menu would be cool for it. I hope it is possible.

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GaryRoachSanderson

Hello ZAZ smile.gif i have made a script for my added attack helicopters in SA (not replaced) and i created a machine gun script that works pretty well (see below) but i need some help

 

Currently it is able to:

- auto detect nearby vehicles and shoot at them

- if there are not nearby vehicles then it shoots straight

 

but i have some trouble with it, how come it only shoots traffic and not vehicles handled by other cleo scripts, police vehicles, boats, news helicopter?

 

Also can you help me make it so that it is able to:

- auto detect nearby peds and shoot at them

- increase wanted level slowly for each attack

 

Below is the code I made myself:

 

p.s.: 793, 794, 795 are the IDs of my added attack helicopters (hl-2 hunter, kamov ka-50, mil-24 hind)

[email protected] [email protected] [email protected] are the position of the guns and gun flash

 

 

{$CLEO .cs}{===== VAR LIST [email protected]: Player Vehicle [email protected]: Gunflash [email protected]: X [email protected]: Y [email protected]: Z [email protected]: X [email protected]: Y [email protected]: Z [email protected]: Temp [email protected]: Temp [email protected]: Temp [email protected]: Random [email protected]: Random [email protected]: Random [email protected]: Random [email protected]: Temp Coord [email protected]: Temp Coord [email protected]: Temp Coord Z}thread 'NCABLT':DEFINE_CONSTwait 0constENERGY = 200end:CHOPPER_STARTwait 0if   Player.Defined($PLAYER_CHAR)jf @CHOPPER_STARTif or   Actor.DrivingVehicleType($PLAYER_ACTOR, 793)   Actor.DrivingVehicleType($PLAYER_ACTOR, 794)   Actor.DrivingVehicleType($PLAYER_ACTOR, 795)jf @CHOPPER_START03C0: [email protected] = actor $PLAYER_ACTOR car:CHOPPER_SETUPwait 0if   Actor.DrivingVehicleType($PLAYER_ACTOR, 793)[email protected] = [email protected] = [email protected] = -0.75elseif   Actor.DrivingVehicleType($PLAYER_ACTOR, 794)[email protected] = [email protected] = [email protected] = -0.62elseif     Actor.DrivingVehicleType($PLAYER_ACTOR, 795)[email protected] = [email protected] = [email protected] = -1.04  endendend   :CHOPPER_SHOOTwait 0if   00E1: player 0 pressed_key 17jf @CHOPPER_END0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset -300.0 300.0 0.00407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 300.0 5.0 0.00327: [email protected] = get_random_car_with_model -1 in_rectangle_cornerA [email protected] [email protected] cornerB [email protected] [email protected]@ += [email protected] -= 300.0:CHOPPER_GUIDED_CARwait 0 if   not [email protected] == -1jf @CHOPPER_UNGUIDEDif   not Car.Wrecked([email protected])jf @CHOPPER_UNGUIDEDif   00b1: car [email protected] sphere 0 in_cube_cornerA [email protected] [email protected] [email protected] cornerB [email protected] [email protected] [email protected] @CHOPPER_UNGUIDED0208: [email protected] = random_float_in_ranges -1.0 1.0 0208: [email protected] = random_float_in_ranges -1.0 1.00407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset [email protected] [email protected] [email protected]: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset [email protected] 0.0 [email protected]: [email protected] = attach_particle "gunflash" to_car [email protected] with_offset [email protected] [email protected] [email protected] rotation 0.0 90.0 0.0 flag 1  064C: make_particle [email protected] visible 064F: remove_references_to_particle [email protected]: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 255 192 128 radius 15.009F1: play_audio_at_actor $PLAYER_ACTOR event 1157if   06BD:   no_obstacles_between [email protected] [email protected] [email protected] and [email protected] [email protected] [email protected] solid 0 car 0 actor 0 object 1 particle 0jf @CHOPPER_UNGUIDED06BC: create_M4_shoot_from [email protected] [email protected] [email protected] target [email protected] [email protected] [email protected] energy ENERGYif or   80E1: not player 0 pressed_key 17   Car.Wrecked([email protected])   80b1: not car [email protected] sphere 0 in_cube_cornerA [email protected] [email protected] [email protected] cornerB [email protected] [email protected] [email protected] @CHOPPER_GUIDED_CARCar.RemoveReferences([email protected])jump @CHOPPER_SHOOT:CHOPPER_UNGUIDEDwait 0066C: [email protected] = attach_particle "gunflash" to_car [email protected] with_offset [email protected] [email protected] [email protected] rotation 0.0 90.0 0.0 flag 1  064C: make_particle [email protected] visible 064F: remove_references_to_particle [email protected]: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset [email protected] [email protected] [email protected]: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 255 192 128 radius 15.009F1: play_audio_at_actor $PLAYER_ACTOR event 1157  0208: [email protected] = random_float_in_ranges -1.0 1.0 0208: [email protected] = random_float_in_ranges -1.0 1.00407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset [email protected] 200.0 [email protected]: create_M4_shoot_from [email protected] [email protected] [email protected] target [email protected] [email protected] [email protected] energy ENERGY jump @CHOPPER_SHOOT:CHOPPER_ENDwait 0if     not Actor.Driving($PLAYER_ACTOR)jf @CHOPPER_SHOOTCar.RemoveReferences([email protected])jump @CHOPPER_START

 

Edited by Grove Street Boy
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ZAZ: man im damn sorry and i have shame to post this really, i saw the PM about the script and all, and yeah i tested it and is more than i waited biggrin.gif

let me say you is fawsome!! just that i was banned for 6 days so i never posted you a feedback man

 

Sorry Buddy, is awsome..Thanks man!

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ZAZ, is there a way to make the swatvan fire like the tank instead of throwing water?? if yes,could you make it non-invincible???

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ZAZ, is there a way to make the swatvan fire like the tank instead of throwing water?? if yes,could you make it non-invincible???

I can let the swatvan firing bullets, rockets, granades, what ever,

but I believe, removing of the watershooting is impossible.

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hi ZAZ, have you taken a look at my script yet? smile.gif

Yes, at first some notes:

 

1.The function to get_random_car is a bit unstable. I used it in the T_Trail mod and made a wait 5000 seconds as loop-wait to prevent that the engine search permenent for a car.

But anyway, important is that it works for you.

 

2. By running get_random_car the engine often get the same car again, also wrecked cars.

I made a script using arrays to get multible cars to keep the found cars defined in the script

look to FlipTraffic script

I used get_random_actor and got the car of a driving ped and let it explode

 

Your script is good, I don't know where it shoots to when it shoot to a far location

police and news chopper are not possible to find

the other cars should be possible but it don't find every one

I don't wonna edit your script.

I would take my FlipTraffic script or a similar one and add the ability to shoot the VRayM4_shoot

Edited by ZAZ
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GaryRoachSanderson

Thanks for the reply ZAZ smile.gif, seem that get_random_car only gets traffic and not those handled by scm or other cleo scripts. Police vehicles are controlled by scm it seems and thats the problem. Ive also tried using

0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to [email protected] closest_ped_to [email protected]

but it always targets your own vehicle, destroying itself instead. lol.

 

by the way you dont know where it shoots to in long range? it shoots 200.0 units in front of the heli. If anyone wants to use this script please note that [email protected] [email protected] and [email protected] are the coordinates of where it shoots from and i gave 3 different positions because all 3 of my added helis have their guns in different positions. If you wanna use if for the maverick for example you can adjust it to the position that suits you.

 

Also, ZAZ i made it control the getting random car by activating the get_random_car opcode only if you press "primary attack" key (Alt by default) or when the random vehicle is already destroyed. That way it wont keep on getting random vehicles every second. Ryosuke made a similar mode that works with all SA helicopters but it is not compatible with my added helis sad.gif. And he uses memory addresses for everything so i dont understand the code. I dont know jack sh*t about memory address reading and writing to be honest biggrin.gif LOL. Even the m4_shoot is created using memory address as i didnt even see that opcode in the code. But his is alot more powerful and can destroy any vehicle, even police vehicles. But very hard to understand the code at the same time.

 

Anyway thanks ZAZ for your time. smile.gif And do show me what you have done with the FlipTraffic script with VrayM3_shoot once ur done, take your time though, no rush. smile.gif

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Thanks for the reply ZAZ smile.gif, seem that get_random_car only gets traffic and not those handled by scm or other cleo scripts. Police vehicles are controlled by scm it seems and thats the problem.

 

 

No, police is controled by exe, Check the second script, MultRandCar_police which lets the police cars explode

but cars handled by scm or other cleo scripts are no random cars

 

My choppergun script works, it search for driving actors and kills the other peds

test it

 

{$CLEO .cs}:ChopperGun03A4: name_thread 'CHOPGUN' 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 :CHOPGUN_1370001: wait 250 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @CHOPGUN_137 00D6: if 04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 004D: jump_if_false @CHOPGUN_137 03C0: [email protected] = actor $PLAYER_ACTOR car 02AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 :CHOPGUN_1970001: wait 250 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @CHOPGUN_848 00D6: if 04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 004D: jump_if_false @CHOPGUN_848 0006: [email protected] = 0 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 @CHOPGUN_717 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 250.5 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 @CHOPGUN_197 00D6: if 8118:   not actor [email protected]([email protected],16i) dead 004D: jump_if_false @CHOPGUN_682 00D6: if 00DF:   actor [email protected]([email protected],16i) driving 004D: jump_if_false @CHOPGUN_666 00D6: if 8039:   not  [email protected] == -1 004D: jump_if_false @CHOPGUN_451 00D6: if 803B:   not  [email protected]([email protected],16i) == [email protected]([email protected],16i) // (int) 004D: jump_if_false @CHOPGUN_703 :CHOPGUN_45103C0: [email protected] = actor [email protected]([email protected],16i) car 0085: [email protected] = [email protected] // (int) 00D6: if 0119:   car [email protected] wrecked 004D: jump_if_false @CHOPGUN_513 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 @CHOPGUN_197 :CHOPGUN_5130001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @CHOPGUN_654 00D6: if and04C8:   actor $PLAYER_ACTOR driving_flying_vehicle 00E1:   player 0 pressed_key 17 001B:   1000 > [email protected] 004D: jump_if_false @CHOPGUN_654 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected]([email protected],16i) with_offset 0.0 0.5 0.0 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset 0.0 0.0 -2.0 06BC: create_M4_shoot_from [email protected] [email protected] [email protected] target [email protected] [email protected] [email protected] energy 100 0002: jump @CHOPGUN_513 :CHOPGUN_65401C3: remove_references_to_car [email protected] // Like turning a car into any random car 0002: jump @CHOPGUN_703 :CHOPGUN_66605BE: AS_kill_actor [email protected]([email protected],16i) 0002: jump @CHOPGUN_703 :CHOPGUN_6820001: wait 500 ms 009B: destroy_actor [email protected]([email protected],16i) 0002: jump @CHOPGUN_197 :CHOPGUN_703000A: [email protected] += 1 0002: jump @CHOPGUN_197 :CHOPGUN_7170006: [email protected] = 0 :CHOPGUN_7240001: 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 @CHOPGUN_966 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @CHOPGUN_834 0002: jump @CHOPGUN_825 00D6: if 8118:   not actor [email protected]([email protected],16i) dead 004D: jump_if_false @CHOPGUN_825 :CHOPGUN_82501C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian :CHOPGUN_834000A: [email protected] += 1 0002: jump @CHOPGUN_724 :CHOPGUN_8480085: [email protected] = [email protected] // (int) 000E: [email protected] -= 1 0006: [email protected] = 0 :CHOPGUN_8700001: 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 @CHOPGUN_966 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @CHOPGUN_952 01C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian :CHOPGUN_952000A: [email protected] += 1 0002: jump @CHOPGUN_870 :CHOPGUN_9660006: [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 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @CHOPGUN_1131 00D6: if 04A9:   actor $PLAYER_ACTOR driving_heli 004D: jump_if_false @CHOPGUN_1131 0002: jump @CHOPGUN_197 :CHOPGUN_113102AC: set_car [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 0 01C3: remove_references_to_car [email protected] // Like turning a car into any random car 0002: jump @CHOPGUN_137

 

 

 

 

 

Script below search for police cars and let it explode

 

{$CLEO .cs}:MultRandCar_Police03A4: name_thread 'MRCARP' 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] = 8 0006: [email protected] = -1 0006: [email protected] = 0 :MULTRANDCAR_1450001: wait 250 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @MULTRANDCAR_145 077E: get_active_interior_to [email protected] 00D6: if and010F:   player $PLAYER_CHAR wanted_level > 0 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 @MULTRANDCAR_145 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if 0023:   20.0 > [email protected] 004D: jump_if_false @MULTRANDCAR_145 0002: jump @MULTRANDCAR_623 03F0: enable_text_draw 1 045A: draw_text_1number 150.0 40.0 GXT 'NUMBER' number [email protected]  // ~1~045A: draw_text_1number 170.0 40.0 GXT 'NUMBER' number [email protected]  // ~1~045A: draw_text_1number 220.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~045A: draw_text_1number 300.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~0006: [email protected]([email protected],16i) = -1 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -50.0 -50.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 50.0 50.0 0.0 0050: gosub @MULTRANDCAR_1725 0001: wait 50 ms 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @MULTRANDCAR_145 0441: [email protected] = car [email protected]([email protected],16i) model 00D6: if or0039:   [email protected] == 523 0039:   [email protected] == 596 0039:   [email protected] == 597 0039:   [email protected] == 598 0039:   [email protected] == 427 0039:   [email protected] == 490 0039:   [email protected] == 528 004D: jump_if_false @MULTRANDCAR_611 0186: [email protected] = create_marker_above_car [email protected]([email protected],16i) 07E0: set_marker [email protected] type_to 1 0085: [email protected] = [email protected] // (int) 00D6: if 0119:   car [email protected]([email protected],16i) wrecked 004D: jump_if_false @MULTRANDCAR_611 0001: wait 500 ms 0164: disable_marker [email protected] 0006: [email protected] = -1 0006: [email protected] = 8 0001: wait 500 ms :MULTRANDCAR_611000A: [email protected] += 1 0001: wait 250 ms :MULTRANDCAR_6230001: wait 250 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @MULTRANDCAR_1409 077E: get_active_interior_to [email protected] 00D6: if and010F:   player $PLAYER_CHAR wanted_level > 0 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 @MULTRANDCAR_1409 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 00D6: if 0023:   20.0 > [email protected] 004D: jump_if_false @MULTRANDCAR_1409 03F0: enable_text_draw 1 045A: draw_text_1number 150.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~045A: draw_text_1number 170.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~045A: draw_text_1number 220.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~045A: draw_text_1number 300.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~00D6: if 002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @MULTRANDCAR_1161 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -50.0 -50.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 50.0 50.0 0.0 0050: gosub @MULTRANDCAR_1725 0001: wait 50 ms 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @MULTRANDCAR_623 0441: [email protected] = car [email protected]([email protected],16i) model 00D6: if or0039:   [email protected] == 523 0039:   [email protected] == 596 0039:   [email protected] == 597 0039:   [email protected] == 598 0039:   [email protected] == 427 0039:   [email protected] == 490 0039:   [email protected] == 528 004D: jump_if_false @MULTRANDCAR_1147 00D6: if 8039:   not  [email protected] == -1 004D: jump_if_false @MULTRANDCAR_1059 00D6: if 803B:   not  [email protected]([email protected],16i) == [email protected]([email protected],16i) // (int) 004D: jump_if_false @MULTRANDCAR_1147 :MULTRANDCAR_10590085: [email protected] = [email protected] // (int) 0186: [email protected] = create_marker_above_car [email protected]([email protected],16i) 07E0: set_marker [email protected] type_to 1 00D6: if 0119:   car [email protected]([email protected],16i) wrecked 004D: jump_if_false @MULTRANDCAR_1123 0001: wait 500 ms 0164: disable_marker [email protected] 0002: jump @MULTRANDCAR_1147 :MULTRANDCAR_11230001: wait 500 ms 0164: disable_marker [email protected] 020B: explode_car [email protected]([email protected],16i) // versionA 0001: wait 500 ms :MULTRANDCAR_1147000A: [email protected] += 1 0002: jump @MULTRANDCAR_623 :MULTRANDCAR_11610006: [email protected] = 0 :MULTRANDCAR_11680001: wait 250 ms 03F0: enable_text_draw 1 045A: draw_text_1number 150.0 60.0 GXT 'NUMBER' number [email protected]  // ~1~045A: draw_text_1number 170.0 60.0 GXT 'NUMBER' number [email protected]  // ~1~045A: draw_text_1number 220.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~045A: draw_text_1number 300.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~00D6: if 002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @MULTRANDCAR_1592 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @MULTRANDCAR_1395 0002: jump @MULTRANDCAR_1386 00D6: if 003B:   [email protected] == [email protected] // (int) 004D: jump_if_false @MULTRANDCAR_1386 0001: wait 1000 ms 0164: disable_marker [email protected] 0006: [email protected] = -1 00D6: if 8119:   not car [email protected]([email protected],16i) wrecked 004D: jump_if_false @MULTRANDCAR_1386 020B: explode_car [email protected]([email protected],16i) // versionA :MULTRANDCAR_138601C3: remove_references_to_car [email protected]([email protected],16i) // Like turning a car into any random car :MULTRANDCAR_1395000A: [email protected] += 1 0002: jump @MULTRANDCAR_1168 :MULTRANDCAR_14090085: [email protected] = [email protected] // (int) 0006: [email protected] = 0 :MULTRANDCAR_14240001: wait 0 ms 03F0: enable_text_draw 1 045A: draw_text_1number 150.0 70.0 GXT 'NUMBER' number [email protected]  // ~1~045A: draw_text_1number 170.0 70.0 GXT 'NUMBER' number [email protected]  // ~1~045A: draw_text_1number 220.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~045A: draw_text_1number 300.0 50.0 GXT 'NUMBER' number [email protected]  // ~1~00D6: if 002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @MULTRANDCAR_1592 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @MULTRANDCAR_1578 01C3: remove_references_to_car [email protected]([email protected],16i) // Like turning a car into any random car :MULTRANDCAR_1578000A: [email protected] += 1 0002: jump @MULTRANDCAR_1424 :MULTRANDCAR_15920006: [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] = 8 0006: [email protected] = 0 0002: jump @MULTRANDCAR_145 :MULTRANDCAR_17250871: init_jump_table [email protected] total_jumps 7 default_jump 0 @MULTRANDCAR_1788 jumps 0 @MULTRANDCAR_1813 1 @MULTRANDCAR_1851 2 @MULTRANDCAR_1889 3 @MULTRANDCAR_1927 4 @MULTRANDCAR_1965 5 @MULTRANDCAR_2003 6 @MULTRANDCAR_2041 :MULTRANDCAR_17880006: [email protected]([email protected],16i) = -1 0006: [email protected] = 0 0002: jump @MULTRANDCAR_2079 :MULTRANDCAR_1813053E: [email protected]([email protected],16i) = get_random_car_with_model 523 in_rectangle_cornerA [email protected] [email protected] cornerB [email protected] [email protected] 0006: [email protected] = 1 0002: jump @MULTRANDCAR_2079 :MULTRANDCAR_1851053E: [email protected]([email protected],16i) = get_random_car_with_model 596 in_rectangle_cornerA [email protected] [email protected] cornerB [email protected] [email protected] 0006: [email protected] = 2 0002: jump @MULTRANDCAR_2079 :MULTRANDCAR_1889053E: [email protected]([email protected],16i) = get_random_car_with_model 597 in_rectangle_cornerA [email protected] [email protected] cornerB [email protected] [email protected] 0006: [email protected] = 3 0002: jump @MULTRANDCAR_2079 :MULTRANDCAR_1927053E: [email protected]([email protected],16i) = get_random_car_with_model 598 in_rectangle_cornerA [email protected] [email protected] cornerB [email protected] [email protected] 0006: [email protected] = 4 0002: jump @MULTRANDCAR_2079 :MULTRANDCAR_1965053E: [email protected]([email protected],16i) = get_random_car_with_model 427 in_rectangle_cornerA [email protected] [email protected] cornerB [email protected] [email protected] 0006: [email protected] = 5 0002: jump @MULTRANDCAR_2079 :MULTRANDCAR_2003053E: [email protected]([email protected],16i) = get_random_car_with_model 490 in_rectangle_cornerA [email protected] [email protected] cornerB [email protected] [email protected] 0006: [email protected] = 6 0002: jump @MULTRANDCAR_2079 :MULTRANDCAR_2041053E: [email protected]([email protected],16i) = get_random_car_with_model 528 in_rectangle_cornerA [email protected] [email protected] cornerB [email protected] [email protected] 0006: [email protected] = 0 0002: jump @MULTRANDCAR_2079 :MULTRANDCAR_20790051: return 

 

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Does anyone know if theres a racing script for the Gostown Paradise racetrack???

I was goin through some Youtube videos the other day and i think i saw one vid with the racing....

So does anyone knw if it exists?

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Does anyone know if theres a racing script for the Gostown Paradise racetrack???

I was goin through some Youtube videos the other day and i think i saw one vid with the racing....

So does anyone knw if it exists?

Don't laugh but I never had installed Ghosttown. Could you post pics about the racetrack?

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Hey ZAZ any updates for the HeavyExplosions script smile.gif ?

Also do you like this as pimp my ride hyper nitro ? it's in the latest version of overdose effects

user posted image

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Hy! ZAZ your mods are very good, i love them!

 

Is it possible to make a mod which spawns different ambulance cars, in the 3 city?

 

I mean i added 2 other ambulances to the game, but i don't know how to "tell" the game to use them....

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Don't laugh but I never had installed Ghosttown. Could you post pics about the racetrack?

Here u go:... the track is really wide and theres a pit lane entry-exit too.....

user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image user posted image

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Hey ZAZ any updates for the HeavyExplosions script smile.gif ?

Also do you like this as pimp my ride hyper nitro ? it's in the latest version of overdose effects

user posted image

 

No procress for HeavyExplosions scripts. I tried your new version, the explosions looks very good, excellent work.

But the fire flames have structure, to bad that they are using the same texture.

By running my explosion scripts, the explosions often won't be shown.

I think it's a grafic problem(video driver or directx) that some effects are not be executed if more effects should be shown.

Similar in gta4, as I made the Devilmod which allowed to create very big fire. The fire was visual disabled when explosions happend.

For pimp-nos, I don't like your mod of camflash. I would more like a blue light like the original nos particle.

Same for the mod of the nitro and jetpack particle. But it's only my meaning. What did yiur fans say?

 

 

 

 

 

Does anyone know if theres a racing script for the Gostown Paradise racetrack???

I'll add it to my todolist. As next I wonna make a race version for Laguna Seca

 

 

Edited by ZAZ
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sorry for such big noob offtopic

 

but SAS could i have Link for Laguna Seca??

Thanks biggrin.gif

 

Laguna Seca v1.1

 

Threepwood provides an ipl to place the map in San Fierro

at Kottons Chop Shop: Laguna Seca Relocated

 

Does somebody know where to download CEA Speedway Track?

watch YTvideo

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No procress for HeavyExplosions scripts. I tried your new version, the explosions looks very good, excellent work.

But the fire flames have structure, to bad that they are using the same texture.

By running my explosion scripts, the explosions often won't be shown.

I think it's a grafic problem(video driver or directx) that some effects are not be executed if more effects should be shown.

Similar in gta4, as I made the Devilmod which allowed to create very big fire. The fire was visual disabled when explosions happend.

For pimp-nos, I don't like your mod of camflash. I would more like a blue light like the original nos particle.

Same for the mod of the nitro and jetpack particle. But it's only my meaning. What did yiur fans say?

Thanks ZAZ

But what do you mean with the fireflames ? the fire.fxs ?

i have some cleo mods that does explosions, sometimes they don't show the explosions for some reason, only the debris from the effect explosion_fuel_car.fxs

and yeah there's some kinda texture limit when many effects happen, some textures cannot be seen, but it dosen't happen always .... notify.gif

 

I can make the nitro blue, but you know when you use the nitro and your car is very fast it looks kinda bad cause the particles becomes slower, so the fire shape kinda fixes that bug, but i could try doing a blue version for you thats easy !

 

My fans dosen't say anything useful lately tounge.gif i really wish they do that so i can improve more...

 

Heres the CEA speedway track

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