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Archived Requests, need ideas?


Andrew
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aStiffSausage

Closest thing I could find was :

 

I would like the 'weight' script too, it has been done for IV already.

Another one I would like is a real reload script. Press 'R' to reload, but have the remaining bullets in the clip subtracted from the total. I hate how in most FPS games, if your gun has 30 bullets in a clip, and you have 150 bullets, you use half the clip (15 bullets; have 15 remaining) then reload, and you still have 135 bullets instead of 120.. You've just thrown bullets away in a half-full magazine, but yet you still have the same total.

 

I like any mod that adds to reality smile.gif

Thanks, going to try that mod smile.gif

 

I think weight-mod would be kind of easy to make. But still I think it would need someone a bit more professional to make it sly.gif

 

And true, real reload script. Never really paid attention that you'll be throwing bullets but still not losing them, maybe they are magic-bullets?

 

But basically, I think ZAZ is able to make real-reload. I think it would be something like this:

 

-Player press button

-Check if there's full-clip

-If yes, loop back

-Check ammo left in clip

-Reload

-Remove left ammo from total ammo

-Loop

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Buried somewhere on these forums, is a perfect animation for reloading. But sadly, it wasn't released. Just had a quick search for it, but couldn't find it, as there are many real reload scripts out there sigh.gif

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How to now the current weapon group of the actors current weapon (and that is the begin of the problems!)?

 

 

{$CLEO .cs}Thread 'RELOAD':RELOAD_1wait 0ifPlayer.Defined($PLAYER_CHAR)jf @RELOAD_1:RELOAD_2wait 0if0AB0:  key_pressed 82jf @RELOAD_20470: [email protected] = actor $PLAYER_ACTOR current_weapon

 

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You need the weapon group to use that code, but I found a solution, just check if you have weapon A, then check if you have weapon B etc.

 

 

{WEAPON GROUP}:GUNCHECK_1wait 0if02D8:   actor $PLAYER_ACTOR current_weapon = 22jf @GUNCHECK_2jump @SLOT_2:GUNCHECK_2wait 0if02D8:   actor $PLAYER_ACTOR current_weapon = 23 jf @GUNCHECK_3jump @SLOT_2:GUNCHECK_3wait 0if02D8:   actor $PLAYER_ACTOR current_weapon = 24 jf @GUNCHECK_4jump @SLOT_2:GUNCHECK_4wait 0if02D8:   actor $PLAYER_ACTOR current_weapon = 26 jf @GUNCHECK_5jump @SLOT_3:GUNCHECK_5wait 0if02D8:   actor $PLAYER_ACTOR current_weapon = 27jf @GUNCHECK_6 jump @SLOT_3:GUNCHECK_6wait 0if02D8:   actor $PLAYER_ACTOR current_weapon = 28jf @GUNCHECK_7 jump @SLOT_4:GUNCHECK_7wait 0if02D8:   actor $PLAYER_ACTOR current_weapon = 29jf @GUNCHECK_8 jump @SLOT_4:GUNCHECK_8wait 0if02D8:   actor $PLAYER_ACTOR current_weapon = 30jf @GUNCHECK_9 jump @SLOT_5:GUNCHECK_9wait 0if02D8:   actor $PLAYER_ACTOR current_weapon = 31jf @GUNCHECK_10jump @SLOT_5 :GUNCHECK_10wait 0if02D8:   actor $PLAYER_ACTOR current_weapon = 32jf @GUNCHECK_1jump @SLOT_4

 

 

I need 04B8 to check the ammo

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A question for cleo coders? To check how much ammo I have to delete (couldn't find a better word), I want to divide the ammo (of m4) by 50. And the number that I get round ("afronden" in dutch, 2 instead of 1,7)*. The number I get from dividing * 50.

 

I know how to * / + - etc. but not how to round

 

*I want to round it down so 1.7 = 1 and 3.9 = 3

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A question for cleo coders? To check how much ammo I have to delete (couldn't find a better word), I want to divide the ammo (of m4) by 50. And the number that I get round ("afronden" in dutch, 2 instead of 1,7)*. The number I get from dividing * 50.

 

I know how to * / + - etc. but not how to round

 

*I want to round it down so 1.7 = 1 and 3.9 = 3

You want to get how much ammo you got in the magazine?

 

EDIT: Or how many magazines you got left?

Edited by BnB
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I have to set the ammo -30 and the ammo that is left - . And I want to know the ammo - like I said in my other message.

 

As an example if you have 163 ammo left.

163 / 50 = 3,26

3,26 = 3

3 * 50 = 150

150 - 50 = 100

Ammo after reload is 100

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I have to set the ammo -30 and the ammo that is left - . And I want to know the ammo - like I said in my other message.

 

As an example if you have 163 ammo left.

163 / 50 = 3,26

3,26 = 3

3 * 50 = 150

150 - 50 = 100

Ammo after reload is 100

I don't get your point here but why just simply subtract (MaxClipAmmo - CurrentClipAmmo) from Total Ammo?

 

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How to know what current clip ammo is?

There's no opcode for that, that's why I use this.

Edited by Bad.boy!
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This should work?

 

 

{ASSAULT RIFLE *SLOT2*}{CHECK IF FULL/EMPTY}:SLOT_5wait 004B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 5 weapon [email protected] ammo [email protected] model [email protected] [email protected] = [email protected] = [email protected] = [email protected] = [email protected] = [email protected] = [email protected] = [email protected] = [email protected] = [email protected] = 500jf @FULLCLIP_1jump @RELOAD_1:FULLCLIP_1wait 0if [email protected] = [email protected] = [email protected] = [email protected] = 700[email protected] = [email protected] = [email protected] = [email protected] = [email protected] = [email protected] = 1000jf @ANIMATION_1jump @RELOAD_1{ANIMATION}:ANIMATION_1wait 0if0597:   actor $PLAYER_ACTOR crouchingjf @ANIMATION_2wait 10004ED: load_animation "RIFLE_crouchload" wait 1000611:   actor $PLAYER_ACTOR performing_animation "RIFLE_crouchload" jump @CRAPPART_1:ANIMATION_2wait 10004ED: load_animation "RIFLE_load" wait 1000611:   actor $PLAYER_ACTOR performing_animation "RIFLE_load" jump @CRAPPART_1{AMMO}:CRAPPART_1wait [email protected] /= 500092: [email protected] = float [email protected] to_integer 0095: make [email protected] absolute_integer [email protected] *= [email protected] -= 50:CRAPPART_2wait 0if02D8:   actor $PLAYER_ACTOR current_weapon = 30jf @CRAPPART_3017B: set_actor $PLAYER_ACTOR weapon 30 ammo_to [email protected] :CRAPPART_3wait 0017B: set_actor $PLAYER_ACTOR weapon 31 ammo_to [email protected] 

 

 

:RELOAD_1 is the begin of the script

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How to know what current clip ammo is?

There's no opcode for that,  that's why I use this.

 

WeaponSlot                 // Total 28BytesDWORD       type          // + 0DWORD       state         // + 4 (0 idle, 1 firing, 2 reloading)DWORD       AmmoInClip    // + 8DWORD       AmmoRemaining // +12FLOAT       unknown       // +16 (increases each time you fire your weapon, 0 when weapon not active,                              probably used to count bullets fired to know when to reload?)UNKNOWN     0..7 Bytes    // +20 (unknown - goggle mode, 0 off and 256 on)...+27

 

 

Actually you want to do manual reload?

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Damn memory, how do I use it?

 

 

General0xB6F5F0 - Player pointer (CPed) 0xB7CD98 - Player pointer, direct offset to the ped pool start (CPed) 0xB74498 - CPeds maximum number (normally 140) 0xB74490 - Contains a pointer to a main struct below 

 

Do I have to use "0xB6F5F0"? And write or read?

 

 

CPed +0x5A0 = [byte] Start of weapon data (28 bytes) (See structures: WeaponSlot) 

 

I have to use this I guess

 

 

DWORD       AmmoInClip    // + 8

 

That other thing + this thing.

 

And the main question how to do +, how do I have to know the size and value?

 

By guessing:

 

:MEMORY_1wait 00A8C: write_memory 0xB6F5F0 size 1 value 1 virtual_protect 00A8D: [email protected] = read_memory 0x5A08 size 1 virtual_protect 00A8D: [email protected] = read_memory 0x5A012 size 1 virtual_protect 0

 

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{$CLEO}  0000: while true   wait 0   gosub @label   03F0: enable_text_draw 1    045A: draw_text_1number 250.0 40.0 GXT 'NUMBER' number [email protected]  end:label0A96: [email protected] = actor $PLAYER_ACTOR struct000A: [email protected] += 0x7180A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0 // CurrentSlot0A96: [email protected] = actor $PLAYER_ACTOR struct000A: [email protected] += 0x5A00012: [email protected] *= 0x1C005A: [email protected] += [email protected] // (int)000A: [email protected] += 0x80A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 // CurrentAmmoClipreturn  

 

 

[email protected] Will return the Current Ammo in Clip

 

Also don't use conditional opcodes as normal ones and you have to load the IFP file that contains the animation and then use 0605.

Edited by BnB
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aStiffSausage
Does that script give the ammo back to the player or is [email protected] the ammo in clip. And what does 0x1C and 0x8 (couldn't find it).

I think it's ammo in clip. Looks really promising, many people are paying attention on making that script tounge2.gif

 

And if possible, you know how you can "cheat" in GTA:SA, when you have only few ammo in clip, you switch weapon and switch back, you got full clip again, is there any fix for it? alien.gif

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.Olbricht.

Could someone please make a script where Niko only wears the black helmet when he gets on a motorcycle? Thanks.

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Does that script give the ammo back to the player or is [email protected] the ammo in clip. And what does 0x1C and 0x8 (couldn't find it).

I think it's ammo in clip. Looks really promising, many people are paying attention on making that script tounge2.gif

 

And if possible, you know how you can "cheat" in GTA:SA, when you have only few ammo in clip, you switch weapon and switch back, you got full clip again, is there any fix for it? alien.gif

oksa is right.

Here is your script:

 

{$CLEO}0000: NOP0A8C: write_memory 0x60B4FA size 4 value 0x90909090 virtual_protect 10A8C: write_memory 0x60B4FE size 2 value 0x9090 virtual_protect 10A93: end_custom_thread

 

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aStiffSausage

oksa is right.

Here is your script:

 

{$CLEO}0000: NOP0A8C: write_memory 0x60B4FA size 4 value 0x90909090 virtual_protect 10A8C: write_memory 0x60B4FE size 2 value 0x9090 virtual_protect 10A93: end_custom_thread

 

So small script can lead to a huge difference...

 

Thanks a lot, works without any problems so far. inlove.gifcookie.gifcookie.gifcookie.gif

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Third_Freako

Could someone port this over from Forza Motorsport 2005? I mean, we can port from FM3 so why can't we port from FM 2005?

 

[user posted image

 

It's the C215 Mercedes-Benz CL65 AMG. Get smokey to do it.

Edited by Third_Freako
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Sleepy93HUN

Hello all!

 

Somebody who can pls make this car for GTAIV

 

user posted image

 

 

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arteriostudios

can somebody make a mod for GTA SA

 

 

 

THAT YOU CAN HOLD TWO DIFFERENT WEAPONS FOR ECXAMPLE

 

 

 

(RIGHT HAND AK47) (LEFT HAND COLT45)

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can somebody make a mod for GTA SA

 

 

 

THAT YOU CAN HOLD TWO DIFFERENT WEAPONS FOR ECXAMPLE

 

 

 

(RIGHT HAND AK47) (LEFT HAND COLT45)

No

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Death2Drugs

May anyone please make this model for GTA San Andreas:

 

Rebecca Black (no really this would be appreciated, it has always been my fantasy to kill her with rag-doll physics devil.gif) or

Eddy from Ed Edd n Eddy

 

EDIT: If anyone is unable to do any of them, then please try to create Dardan Petrela (the Albanian gangster you meet at the beginning of GTA IV)

Edited by Death2Drugs
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i want to suggest...

 

1-Hats:

-i want hip hop hats pack mod for gta sa....i would love it...and please replace it with all hats in binco & sub urban...

 

2-[/i]Cars:[/b]

-this are the car that i want for gta sa...

*Nissan Skyline GTR R34,R33,R32(Tunable)

*Nissan Silvia S15,S14,S13(Tunable)

*Mazda Rx7,Rx8(Tunable)

*VW Golf Gti(Tunable)

*Ford Focus RS(Tunable)

*Honda S2000,Civic EK9(Tunable)

*BMW M3 E46(Tunable)

*Chevrolet Impala,Chevrolet Monte Carlo,Buick Regal,Chevrolet Bel Air(Tunable in Loco Low Co) icon14.gif

*Dodge Charger RT & Dodge Challenger(Tunable)

 

thats all i want...please make it....make my dream come true...if u agree to make this mod...pm me...

Edited by AzOne96
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