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Territory Glitch Cheat-Device Code: PS2


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Luna 51

Technically it's not try the glitch by kill 3 primary gang for the to be the attackers. The rifas also have this case in Cranberry station.

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OrionSR

The train station zones are a bit unusual as they are zones within zones. None of the station zones have gangs by default but Unity and Cranberry have gangs in the underlying zones. Zone within zone gangwars can be a bit tricky. In Linden it can be difficult to get targets to spawn if the surrounding zone is taken first.

 

Hm... I'm not sure if Market Station is within the Market zone or below it, or how these zones over/under-lap on the map.

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Luna 51

I set gangs at Cranberry I'm just trying to make a war code for that too but having a hard time. It's kind of strange how RockStar didn't set density themselves.

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Jeansowaty

I know this one. There is also an odd bit of turf on the section of the yay factory in Doherty.

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HeroBrineR007

I will be working on that one too but I'm working on a 100% save game with unique vehicles.

Gimme details! Which ones are you gonna collect, and how do your current garages look? Pm me or post it in the Vehicles discussion :)

Edited by HeroBrineR007
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Luna 51

I'll PM you it later I don't want to change the topic.

 

EDIT: Has anyone realized that there is a unused zone? Which is Shopping Busy, obviously supposed to be in LV

Edited by s2n vaniish
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Jeansowaty

Never noticed it, nice find! Talking about finds, I think I found out what MONINT is - it's the Interior heaven. It seems so, because of the INT and that it's repeated a few times.

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OrionSR

I don't think so. The Z coords are the same for both lines, and only one ends up in the save in the end.

MONINT, 0, 1546.65, 208.164, 0.0, 1745.83, 347.457, 200.0, 1, MONINTMONINT, 0, 1582.44, 347.457, 0.0, 1664.62, 401.75, 200.0, 1, MONINT
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Luna 51

If you look above Montgomery intersection if it's controlled by any you will see a shade above it.

I'm not 100% sure it's unused, but I downloaded some PC 100% and none we're shopping busy. I'll extract the main.scm script from the disc for V1 and V2.

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Jeansowaty

You're right if I look at it, it's most likely Montgomery Intersection. I'll try giving some turf there.

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Luna 51

It is use Pdescobar map.

 

EDIT: Monint is used twice because there is a shade above the first one. The second one is above it. I never tried a war there but it could be possible to start a war in the second. Strangely, the zone is zoned to "Desert".

Edited by s2n vaniish
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I got this weird glitch one day (not using the codes below) I used the war codes except the LV triads and Mafia nor unused and I started attacking a hood in SF and the Vagos and Rifas were defending at the same time (you won't believe me till you see it) I'll try to find the picture in my phone.

if you used my codes to fight other gangs ...this can happend sometimes, its due to the fact i used ballas / vagos as war trigger ( 3 kills ) so game engine call them for war and at the very same time my codes overwrite the gangs ID,'s

 

when it happens its only on 1st wave , following waves should not be mixed up .

 

 

If it weren't for you with that post, the LAIR1 wouldn't even be there, but I'll change it to thanks though, and I'll look at the link it really was alot of help when I wanted certain codes like all clothes. Just out of curiosity when I do the post you shown the

20AAAAAA G3G2G1G0 doesn't work for certain zones but the other one

 

00AAAAAA XXXXXXG0

10AAAAAA G3G2G1G0 but this one does and then the next zone accepts the other one. Does it keep doing it over and over?

 

Example: BATTP accepts the second one so it would be...

007BA823 000000G0

107BA824 G4G3G2G1

 

But PARA accepts the first one is this natural (Dumb question)?

 

EDIT: Tough was meant to be though changed it.

see this :

http://www.codemasters-project.net/portal-english/apportal/cmp_plugins/content/content.php?content.23

 

first number on a raw address is the command ...

 

0 = 00 write ( 8bit ) can be used with adress finishing by 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F

ex: 007BA823 000000G0

 

1 = 0000 write ( 16 bit ) can be used with address finishing by 0,2,4,6,8 A,C,E

ex: 107BA824 0000G2G1

 

2 = 00000000 write ( 32 bit ) can be used with address finishing by 0,4,8,C

ex: 207BA824 G4G3G2G1

 

so when doing individual territory code ... the command type is chosen depending on what address a territory start.

 

 

Hey Ric, I know you don't own a Ps2 anymore but you made a error here.

 

007BA801 000000?? =ballas

007BA802 000000?? =groove st

007BA803 000000?? =vagos

007BA804 000000?? =rifa

007BA805 000000?? =da nang

007BA806 000000?? =mafia

007BA807 000000?? =triads

007BA808 000000?? =aztecas

007BA809 000000?? =unused

007BA80A 000000?? =unused

007BA80B 000000?? =dealers

007BA80C 000000?? =R color %

007BA80D 000000?? =B color %

007BA80E 000000?? =G color %

007BA80F 000000?? =Alpha "shade" %

007BA810 000000?? =peds & cars

007BA811 000000?? =ped ??

It's supposed to be like this

007BA80D 000000?? = G Color %

007BA80E 000000?? = B Color %

 

Not this

007BA80D 000000?? = B Color %

007BA80E 000000?? = G Color %

 

Because when I wanted a Grove hood blue (007BA80E), I had a had a darker color of green

 

hell yeah !!

 

lol , true ... RGB is the proper order , consider this one of many mistakes i made on my learning path .

Edited by ric-013
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any of you looking for ANDROID version of thoses ps2 codes ?? im currently working ( very slowly ) on android versions for them... so if you have CLEO here my latest test scripts

 

it still work in progress.

 

 

- Add City's Turfs :

this test script use found gang densities , it will randomly give territories in major cities to Ballas / Vagos for a total of 250 .

 

Add City's Turfs - CLEO test script :

 

 

 

  {$CLEO .csi}//CTurfs.txt// Add City's Turfs :// Give city's turfs ( LS, SF, LV ) to vagos / ballas .// Add drug dealers .// For a total of 250 territories .// Script take about 30 seconds to complete its work .// Wait for the " load complete " message .// All changes are savable .03A4: name_thread 'CTURFS' 0001: wait 0 ms 0DD0: [email protected] = get_label_addr @_ZN9CTheZones13ZoneInfoArrayE0DD1: [email protected] = get_func_addr_by_cstr_name [email protected]   // start of SAN_AND0DD0: [email protected] = get_label_addr @_ZN9CTheZones13ZoneInfoArrayE0DD1: [email protected] = get_func_addr_by_cstr_name [email protected] 000A: [email protected] += 0x0A // offset to zone dealers0DD0: [email protected] = get_label_addr @_ZN9CTheZones13ZoneInfoArrayE0DD1: [email protected] = get_func_addr_by_cstr_name [email protected]: [email protected] += 0x0F // offset to zone peds&cars0006: [email protected] = 0x00  // local int for max records check0879: enable_gang_wars 0:NextZoneSkip0001: wait 1 ms000A: [email protected] += 0x11		// skip to next zone000A: [email protected] += 0x11		// skip to next zone dealers000A: [email protected] += 0x11       	// skip to next zone P&C000A: [email protected] += 0x01       	// increase local int check0002: jump @CheckZone:CheckZone00D6: if 002B:   0x17b >= [email protected] 	    // local int check max records    004D: jump_if_false @TurfsDone0DD8: [email protected] = read_mem_addr [email protected] size 1 add_ib 0  	// read P&C00D6: if002B:   0x0E >= [email protected]      	// avoid = 15+ settings004D: jump_if_false @NextZoneSkip00D6: if or0039:   [email protected] == 0x01     		// avoid = 1 setting    0039:   [email protected] == 0x03    		// avoid = 3 setting004D: jump_if_false @SetRandom0002: jump @NextZoneSkip:SetRandom0DD9: write_mem_addr [email protected] value 10 size 1 add_ib 0 protect 0	// add dealers density 100209: [email protected] = random_int_in_ranges 0 2     	// random gang 1:200D6: if0039:   [email protected] == 1004D: jump_if_false @SetVagosTurf0DD9: write_mem_addr [email protected] value 32 size 1 add_ib 0 protect 0	// add ballas density 320002: jump @NextZoneSkip:SetVagosTurf000A: [email protected] += 0x020DD9: write_mem_addr [email protected] value 32 size 1 add_ib 0 protect 0  // add vagos dendity 32000E: [email protected] -= 0x020002: jump @NextZoneSkip:TurfsDone			// remove left over zones076C: set_zone 'ROBAD1' gang 0 density_to 0076C: set_zone 'ROBAD1' gang 2 density_to 0076C: set_zone 'VE' gang 0 density_to 0076C: set_zone 'VE' gang 2 density_to 0076C: set_zone 'SF' gang 0 density_to 0076C: set_zone 'SF' gang 2 density_to 0076C: set_zone 'LA' gang 0 density_to 0076C: set_zone 'LA' gang 2 density_to 0076C: set_zone 'GANTB' gang 0 density_to 0076C: set_zone 'GANTB' gang 2 density_to 0076C: set_zone 'GANTB1' gang 0 density_to 0076C: set_zone 'GANTB1' gang 2 density_to 0076C: set_zone 'SANB1' gang 0 density_to 0076C: set_zone 'SANB1' gang 2 density_to 0076C: set_zone 'SANB2' gang 0 density_to 0076C: set_zone 'SANB2' gang 2 density_to 0076C: set_zone 'GARV' gang 0 density_to 0076C: set_zone 'GARV' gang 2 density_to 0076C: set_zone 'GARV1' gang 0 density_to 0076C: set_zone 'GARV1' gang 2 density_to 0076C: set_zone 'GARV2' gang 0 density_to 0076C: set_zone 'GARV2' gang 2 density_to 0076C: set_zone 'KINC' gang 0 density_to 0076C: set_zone 'KINC' gang 2 density_to 0076C: set_zone 'KINC1' gang 0 density_to 0076C: set_zone 'KINC1' gang 2 density_to 0076C: set_zone 'KINC2' gang 0 density_to 0076C: set_zone 'KINC2' gang 2 density_to 0076C: set_zone 'BYTUN' gang 0 density_to 0076C: set_zone 'BYTUN' gang 2 density_to 0076C: set_zone 'c*ntC1' gang 0 density_to 0076C: set_zone 'c*ntC1' gang 2 density_to 0076C: set_zone 'c*ntC3' gang 0 density_to 0076C: set_zone 'c*ntC3' gang 2 density_to 0076C: set_zone 'ETUNN' gang 0 density_to 0076C: set_zone 'ETUNN' gang 2 density_to 0076C: set_zone 'LSINL' gang 0 density_to 0076C: set_zone 'LSINL' gang 2 density_to 0076C: set_zone 'FLINW' gang 0 density_to 0076C: set_zone 'FLINW' gang 2 density_to 0076C: set_zone 'MART' gang 0 density_to 0076C: set_zone 'MART' gang 2 density_to 0076C: set_zone 'FALLO' gang 0 density_to 0076C: set_zone 'FALLO' gang 2 density_to 0076C: set_zone 'SHERR' gang 0 density_to 0076C: set_zone 'SHERR' gang 2 density_to 0076C: set_zone 'REST' gang 0 density_to 0076C: set_zone 'REST' gang 2 density_to 0076C: set_zone 'ELCA1' gang 0 density_to 0076C: set_zone 'ELCA1' gang 2 density_to 0076C: set_zone 'ELCA2' gang 0 density_to 0076C: set_zone 'ELCA2' gang 2 density_to 0076C: set_zone 'MAKO' gang 0 density_to 0076C: set_zone 'MAKO' gang 2 density_to 0076C: set_zone 'SASO' gang 0 density_to 0076C: set_zone 'SASO' gang 2 density_to 0076C: set_zone 'FRED' gang 0 density_to 0076C: set_zone 'FRED' gang 2 density_to 0076C: set_zone 'FISH' gang 0 density_to 0076C: set_zone 'FISH' gang 2 density_to 0076C: set_zone 'MUL2A' gang 0 density_to 0076C: set_zone 'MUL2A' gang 2 density_to 0076C: set_zone 'MUL2B' gang 0 density_to 0076C: set_zone 'MUL2B' gang 2 density_to 0076C: set_zone 'MUL3' gang 0 density_to 0076C: set_zone 'MUL3' gang 2 density_to 0076C: set_zone 'LDT8' gang 0 density_to 0076C: set_zone 'LDT8' gang 2 density_to 000BB: show_text_lowpriority GXT 'FESZ_LS' time 2000 flag 1 	// Load Successful.0001: wait 1000 ms0879: enable_gang_wars 10629: change_integer_stat 337 to 1end_thread // elf label:_ZN9CTheZones13ZoneInfoArrayEhex"_ZN9CTheZones13ZoneInfoArrayE" 00end

 

Add City's Turfs - Screenshots:

 

 

Screenshot_2014-10-11-09-43-05_zps60c95d

Screenshot_2014-10-11-09-43-53_zpsfefcd3

Screenshot_2014-10-11-09-44-22_zps45bd52

Screenshot_2014-10-11-09-44-47_zps8caad7

 

 

 

- Hood Under Attack Control :

this test script let you trigger or cancel a " hood under attack " situation by pressing 4 ( top center screen ) and 7 ( top right screen ) note: if you cancel the attack you will lose influence.

 

Hood Under Attack Control - CLEO test script :

 

 

 

{$CLEO .csi}//HatkC.txt// Hood Under Attack Control :// Press TOP CENTER and TOP RIGHT on game screen .// This will trigger or cancel a hood attack .// note : you will lose influence if you cancel atk .03A4: name_thread 'HATKC' 0001: wait 0 ms 0DD0: [email protected] = get_label_addr @_ZN9CGangWars10FightTimerE0DD1: [email protected] = get_func_addr_by_cstr_name [email protected]      // hood attack time out0DD0: [email protected] = get_label_addr @_ZN9CGangWars18TimeTillNextAttackE0DD1: [email protected] = get_func_addr_by_cstr_name [email protected]      // next attack timer0DD0: [email protected] = get_label_addr @_ZN9CGangWars6State2E0DD1: [email protected] = get_func_addr_by_cstr_name [email protected]      // hood attack stage:HoodControl0001: wait 0 ms 00D6: if and 00E1:   key_pressed 3 touch_point 4   // top center00E1:   key_pressed 3 touch_point 7   // top right004D: jump_if_false @HoodControl0DD8: [email protected] = read_mem_addr [email protected] size 1 add_ib 0   // read atk stage00D6: if 0039:   [email protected] == 0x00  // no hood atk004D: jump_if_false @EndAtk0DD9: write_mem_addr [email protected] value 0 size 4 add_ib 0 protect 0  // trigger hood atk0001: wait 1000 ms 0002: jump @HoodControl :EndAtk0001: wait 0 ms0DD9: write_mem_addr [email protected] value 0 size 4 add_ib 0 protect 0   // cancel hood atk0001: wait 1000 ms 0002: jump @HoodControl // elf labels:_ZN9CGangWars10FightTimerEhex"_ZN9CGangWars10FightTimerE" 00end:_ZN9CGangWars18TimeTillNextAttackEhex"_ZN9CGangWars18TimeTillNextAttackE" 00end:_ZN9CGangWars6State2Ehex"_ZN9CGangWars6State2E" 00end

 

note : no screenshots ! since it only trigger/cancel hood attacks .

 

 

- Random Gang At Hood Attacks :

this test script set a random gang in" hoods under attack " situations. expect all gangs of SA to attack your territories ( ballas, gsf ,vagos , rifa, danang, mafia, triads, aztecas ) even GSF will attack its own turfs ! kinda funny , imagine a mutiny of rogue gang members and remember this is a TEST script. note: if you fail to defend you territory you will lose influence and rival gang who win will get density in territory .

 

Random Gang At Hood Attacks - CLEO test script :

 

 

 

 {$CLEO .csi}//RHAtk.txt03A4: name_thread 'RHATK'// Random Gangs At Hood Attack :// Random gangs will show up in hood under attack .// ballas, gsf, vagos, rifa, danang, mafia, triads, aztecas .// note : if you lose, attackers get influence in zone .0001: wait 0 ms 0DD0: [email protected] = get_label_addr @_ZN9CGangWars6State2E0DD1: [email protected] = get_func_addr_by_cstr_name [email protected]    // hood attack stage 0DD0: [email protected] = get_label_addr @_ZN9CGangWars5Gang1E0DD1: [email protected] = get_func_addr_by_cstr_name [email protected]    // gang ID #10DD0: [email protected] = get_label_addr @_ZN9CGangWars5Gang2E0DD1: [email protected] = get_func_addr_by_cstr_name [email protected]    // gang ID #20DD0: [email protected] = get_label_addr @_ZN9CGangWars11WarFerocityE0DD1: [email protected] = get_func_addr_by_cstr_name [email protected]    // war strenght0006: [email protected] = 0x00     // local toggle int:ScanHoodAtk0001: wait 0 ms0DD8: [email protected] = read_mem_addr [email protected] size 1 add_ib 0   // read atk stage00D6: if and0039:   [email protected] == 0x00   // local toggle off0039:   [email protected] == 0x01   // hood under atk004D: jump_if_false @ResetToggle0209: [email protected] = random_int_in_ranges 0 8  // random int for gang id0209: [email protected] = random_int_in_ranges 0 4  // random int for war strenght0DD9: write_mem_addr [email protected] value [email protected] size 1 add_ib 0 protect 0  // id #10DD9: write_mem_addr [email protected] value [email protected] size 1 add_ib 0 protect 0  // id #20DD9: write_mem_addr [email protected] value [email protected] size 1 add_ib 0 protect 0  // war strenght0006: [email protected] = 0x01  // local toggle on0002: jump @ScanHoodAtk:ResetToggle0001: wait 0 ms 00D6: if and0039:   [email protected] == 0x01  // local toggle on0039:   [email protected] == 0x00  // no hood atk004D: jump_if_false @ScanHoodAtk0006: [email protected] = 0x00   // local toggle off0002: jump @ScanHoodAtk // elf labels:_ZN9CGangWars6State2Ehex"_ZN9CGangWars6State2E" 00end:_ZN9CGangWars5Gang1Ehex"_ZN9CGangWars5Gang1E" 00end:_ZN9CGangWars5Gang2Ehex"_ZN9CGangWars5Gang2E" 00end  :_ZN9CGangWars11WarFerocityEhex"_ZN9CGangWars11WarFerocityE" 00end   

 

Random Gang Hood Attacks - Screenshots :

 

 

Screenshot_2014-10-11-22-18-57_zps4c54fc

Screenshot_2014-10-11-22-10-10_zps6106da

Screenshot_2014-10-11-22-13-24_zps6acfc7

 

 

 

i originaly posted thoses here :

http://gtaforums.com/topic/719440-introduction-to-sa-chain-game-style-save-editing-mobilepc/?p=1066442511

and i shall post any related info's or futur scripts there also.

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Luna 51

Man that's gonna make a lot of Android users happy sucks how Verdant Meadows is under a gang hood, but it's zoned to residential average.

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Sucks how Verdant Meadows is under a gang hood, but it's zoned to residential average.

The turf can easily be rezoned ... However if I remember right, the territory have very few " ped paths " for gang members to spawn on foot , so expect them more to cruise in cars in nearby streets.

Edited by ric-013
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Luna 51

I know there is 2 more zones in the desert that have car paths and gangs will drive around.

 

EDIT: I mean car paths.

 

EDIT 2: It's ELCA1 and 2

Edited by s2n vaniish
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I know there is 2 more zones in the desert that have car paths and gangs will drive around.

 

EDIT: I mean can paths.

Over the years players found several tricks to trigger war in thoses difficult territories ( read various territory glitch topics ) I personaly used the " recruit anyone " cheat ... Recruit 3 ballas \ vagos , take them to turf , kill them.

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Jeansowaty

Just asking, do those scripts work on the PC version? I'd like to use the one that would make the gang attacks be triggered if you want.

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Luna 51

I hope it does

 

Also here is Aztecas Bluf2 (War code) for NTSC V2 (Tested and V1 on previous page also tested).

E002BB23 0066CF2C

0066CF34 00000007

0066CF5C 00000007

E0050001 307BBB2A

007BBB23 00000032

107BBB24 00000000

107BBB2A 00000030

107BBB2E 0000FF00

107BBB30 0000A0FF

 

EDIT: Implant: 007BBB2A 00000030

EDIT 2: Added that it's tested

Edited by s2n vaniish
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Jeansowaty

Talking about this, I'm trying to find a way how to add more gangs. Not really gangs separated in the files, but more like, get one gang, change their skins, guns, cars and turf color depending on in what area they should spawn. Contacted Silent, waiting to get some help :)

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Just asking, do those scripts work on the PC version? I'd like to use the one that would make the gang attacks be triggered if you want.

I don't know ... I lack knowledge of the PC versions and Im still a beginner in the Cleo script coding.

 

I think it would need to be ported \ edited ... Opcode's or labels .

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I hope it does

 

Also here is Aztecas Bluf2 (War code) for NTSC V2 (V1 on previous page).

E002BB23 0066CF2C

0066CF34 00000007

0066CF5C 00000007

E0050001 307BBB2A

007BBB23 00000032

107BBB24 00000000

107BBB2A 00000030

107BBB2E 0000FF00

107BBB30 0000A0FF

 

EDIT: Implant: 007BBB2A 00000030

Code seems OK .... Do in-game testings.

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Luna 51

Speaking of that I hope the attack control can be ported to PC I requested it on TJGM mod request.

 

EDIT: I forgot it is tested forgot to add it I will right now.

Edited by s2n vaniish
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Talking about this, I'm trying to find a way how to add more gangs. Not really gangs separated in the files, but more like, get one gang, change their skins, guns, cars and turf color depending on in what area they should spawn. Contacted Silent, waiting to get some help :)

The only easy way to add gangs is with unused gangs ( gang 9 & 10 )

 

However your plan can work on some scale ... you could add a conditional check for " current city " or player XYZ coords and do a subroutine to change gang ped models, cars, guns if player is in or close to area.

 

Ex:

if player in San fierro = change ballas \ vagos ped models, cars , guns

if player NOT in San fierro = default ballas \ vagos ped models, cars ,guns

 

Note to moderator : sorry for multiple postings , I'm on my phone and I can't multi-quotes.

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Speaking of that I hope the attack control can be ported to PC I requested it on TJGM mod request.

 

EDIT: I forgot it is tested forgot to add it I will right now.

It CAN be ported , I'm 100% sure about that ... However I lack the PC info's to do so myself.

 

BTW, my ps2 codes and cleo test scripts are " public open-source " anybody is welcome to use them anyway they want ( upgrade , edit , build upon , port , copy , etc )

 

:-)

Edited by ric-013
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Luna 51

Anyways, I kind of suck at CLEO scripting but I should start learning so I can try to make it myself though. If I do (I highly doubt) I'll post it.

Edited by s2n vaniish
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