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KnightProwl

Titanic Mod (CLEO)

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coin-god

You should use carrecs to make the path, the ship will do exactly what you want.

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KnightProwl

ok guys, i need help, i want to know how to make a custom animation or IFP file for the titanic, ive tried but so far no luck, perhaps someone can tell me a tutorial on what to do, and where to find this tutorial, anyways, i want to add the titanic animation by replaceing an orginial one, but so far idk how to do it, i mean ive done it before, its just not letting me do it, loo, anyways ttyl guys, gonna continue with this, peace

 

KP

 

 

// This file was decompiled using SASCM.INI published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'TITANIC' :TITANIC_110001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @TITANIC_11 00D6: if 00EC:   actor $PLAYER_ACTOR 0 near_point 834.2674 -2062.406 radius 50.0 50.0 004D: jump_if_false @TITANIC_11 0247: load_model #LAUNCH 0247: load_model #WMYPLT 038B: load_requested_models 07C0: load_path 900 00D6: if 07C1:   path 900 available 004D: jump_if_false @TITANIC_11 01B6: set_weather 1 00C0: set_current_time_hours_to 11 minutes_to 30 :TITANIC_1110001: wait 0 ms 00D6: if and0248:   model #LAUNCH available 0248:   model #WMYPLT available 07C1:   path 900 available 004D: jump_if_false @TITANIC_111 00D6: if 00EC:   actor $PLAYER_ACTOR 0 near_point 834.2674 -2062.406 radius 50.0 50.0 004D: jump_if_false @TITANIC_111 00A5: [email protected] = create_car #LAUNCH at 777.2164 -2062.252 -12.0028 0129: [email protected] = create_actor_pedtype 4 model #WMYPLT in_car [email protected] driverseat 0175: set_car [email protected] Z_angle_to 180.0 00A9: set_car [email protected] to_normal_driver 00AF: set_car [email protected] driver_behaviour_to 1 02AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 01EC: make_car [email protected] very_heavy 1 05D1: AS_actor [email protected] drive_car [email protected] to 787.9932 -3222.685 65.11042 speed 25.0 0 model #LAUNCH 1 05EB: assign_car [email protected] to_path 900 06FD: set_car [email protected] speed_on_path_to 1.0 00D6: if 01AD:   car [email protected] sphere 0 near_point 787.9932 -3222.685 radius 5.0 5.0 004D: jump_if_false @TITANIC_111 :TITANIC_3480001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @TITANIC_348 00D6: if 00EC:   actor $PLAYER_ACTOR 0 near_point 834.2674 -2062.406 radius 50.0 50.0 :TITANIC_3990001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @TITANIC_399 0873: release_path 900 01B7: release_weather 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C3: remove_references_to_car 595 // Like turning a car into any random car 004E: end_thread 

 

Edited by KnightProwl

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KnightProwl

ok, i now have a working titanic sail cleo, it sails to the iceberg, goes around it and hits a bit, and then it stops, but now, ive got another problem, i made an animation in 3ds max to work with the titanic, to make it sink, but, idk if i did this correctly or not, i mean i know i did wrong, its just idk how to fix it, not sure waht opcodes to use, but anyways, someone plz let me know what to do, so i can setup the animation for it, anyways, ttyl guys, here is both the codes below, peace out wink.gif

 

KP

 

Titanic Sail

 

// This file was decompiled using SASCM.INI published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'TITANIC' :TITANIC_110001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @TITANIC_11 00D6: if 00EC:   actor $PLAYER_ACTOR 0 near_point 834.2674 -2062.406 radius 50.0 50.0 004D: jump_if_false @TITANIC_11 0247: load_model #LAUNCH 038B: load_requested_models 07C0: load_path 900 00D6: if and07C1:   path 900 available 0248:   model #LAUNCH available 004D: jump_if_false @TITANIC_112 01B6: set_weather 1 00C0: set_current_time_hours_to 22 minutes_to 15 :TITANIC_1120001: wait 0 ms 00D6: if and0248:   model #LAUNCH available 07C1:   path 900 available 004D: jump_if_false @TITANIC_112 00D6: if 00EC:   actor $PLAYER_ACTOR 0 near_point 834.2674 -2062.406 radius 50.0 50.0 004D: jump_if_false @TITANIC_112 00A5: [email protected] = create_car #LAUNCH at 767.6312 -2051.191 -11.68219 0175: set_car [email protected] Z_angle_to 180.0 02AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 01EC: make_car [email protected] very_heavy 1 0704: car [email protected] drive_to 787.9932 -3222.685 65.11042 05EB: assign_car [email protected] to_path 900 06FD: set_car [email protected] speed_on_path_to 0.5 0001: wait 0 ms 00D6: if 01AD:   car [email protected] sphere 0 near_point 787.9932 -3222.685 radius 5.0 5.0 004D: jump_if_false @TITANIC_310 :TITANIC_3100001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @TITANIC_310 0873: release_path 900 01B7: release_weather 01C3: remove_references_to_car 595 // Like turning a car into any random car 004E: end_thread 

 

 

Titanic Sink

 

// This file was decompiled using SASCM.INI published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'TITANIC' :TITANIC_110001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @TITANIC_11 00D6: if 01AD:   car [email protected] sphere 0 near_point 787.9932 -3222.685 radius 5.0 5.0 004D: jump_if_false @TITANIC_11 0247: load_model #LAUNCH 038B: load_requested_models 04ED: load_animation "TITANIC" 00D6: if 0248:   model #LAUNCH available 04EE:   animation "TITANIC" loaded 004D: jump_if_false @TITANIC_124 01B6: set_weather 1 00C0: set_current_time_hours_to 23 minutes_to 45 :TITANIC_1240001: wait 0 ms 00D6: if 0248:   model #LAUNCH available 004D: jump_if_false @TITANIC_124 003C:   595 == [email protected] // (int) 0001: wait 0 ms 00D6: if 01AD:   car [email protected] sphere 0 near_point 787.9932 -3222.685 radius 5.0 5.0 004D: jump_if_false @TITANIC_124 075A: set_object [email protected] animation "TITANIC" IFP_file "TITANIC" 100000.0 lockF 0 loop 0 // IF AND SET 004D: jump_if_false @TITANIC_233 :TITANIC_2330001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @TITANIC_233 04EF: release_animation "TITANIC" 01B7: release_weather 01C3: remove_references_to_car 595 // Like turning a car into any random car 004E: end_thread 

 

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Jabhacksoul

Ok I got something for you but I have no clue as to how to make your Titanic appear as an object. Compile this and you can watch this crane sink every time you hit Y. It looks better if you are in the water.

 

 

DEFINE MISSIONS 0             DEFINE EXTERNAL_SCRIPTS 0DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 500{$VERSION 3.1.0027}var$PLAYER_CHAR: Playerend 03A4: name_thread 'MAIN' 016A: fade 0 time 0           01F0: set_max_wanted_level_to 6 0111: toggle_wasted_busted_check 0 00C0: set_current_time_hours_to 8 minutes_to 0 Camera.SetAtPos(2361.1709, -2505.3, 3.0)$PLAYER_CHAR = Player.Create(#NULL, 2361.1709, -2505.3, 3.0)Player.Build($PLAYER_CHAR)01B6: set_weather 1 0001: wait 0 ms 04BB: select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at 2361.1709 -2505.3 3.0 angle 90.0 town_number 0 016D: restart_if_busted_at 2361.1709 -2505.3 3.0 angle 90.0 town_number 0 0180: set_on_mission_flag_to $ONMISSION  0004: $DEFAULT_WAIT_TIME = 25003E6: remove_text_box $ONMISSION = 0   016A: fade 1 time 5000001: wait 1000 ms Camera.Restore_WithJumpCutCamera.SetBehindPlayerModel.Load(#TWRCRANE_M_01)038B: load_requested_models :CA1wait 0if Model.Available(#TWRCRANE_M_01)jf @CA10107: $TITANIC = create_object #TWRCRANE_M_01 at 2334.5 -2503.5 0.001BC: put_object $TITANIC at 2334.5 -2503.5 0.0:MAIN_LOOP0001: wait $DEFAULT_WAIT_TIME ms00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutesif00E1:   player 0 pressed_key 11jf @MAIN_LOOP $X_ANGLE = 0.0$Y_ANGLE = 0.0$Z_ANGLE = 0.0$Xpos = 2334.5$Ypos = -2503.5$Zpos = 0.0:sink01wait 500453: set_object $TITANIC XY_rotation $X_ANGLE 0.0 angle 0.001BC: put_object $TITANIC at $Xpos $Ypos $Zpos$X_ANGLE -= 0.5$Zpos -= 0.01if$X_ANGLE <= -90.0jf @sink01:sink02wait 500453: set_object $TITANIC XY_rotation $X_ANGLE 0.0 angle 0.001BC: put_object $TITANIC at $Xpos $Ypos $Zpos$X_ANGLE += 0.9$Zpos -= 1.0if$X_ANGLE >= -45.0jf @sink02  0002: jump @MAIN_LOOP 

 

 

 

JAB

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KnightProwl

well, im impressed jab, good job wink.gif, but now i have my code for the titanic, to make it do same thing, but take longer, anyways, anyone who wants to tell me where im wrong, well, here is the code tounge.gif, anyways, thats was awsome jab, anyways, ttyl , peace guys wink.gif

 

KP

 

EDIT: i updated the code a bit, havent tested, but im sure its something to do with the titanic, cause when it stops, well, it starts right back up movieing and tries to pass the cords from the path but cant, so maybe just a few more codes and this will be working biggrin.gif, anyways, hope someone responds soon, ttyl guys, peace out smile.gif

 

 

// This file was decompiled using SASCM.INI published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'TITANIC' :TITANIC_110001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @TITANIC_11 00D6: if 00EC:   actor $PLAYER_ACTOR 0 near_point 834.2674 -2062.406 radius 50.0 50.0 004D: jump_if_false @TITANIC_11 0247: load_model #LAUNCH 0247: load_model -1 038B: load_requested_models 07C0: load_path 900 00D6: if and07C1:   path 900 available 0248:   model #LAUNCH available 0248:   model -1 available 01B6: set_weather 1 00C0: set_current_time_hours_to 22 minutes_to 40 004D: jump_if_false @TITANIC_127 004D: jump_if_false @TITANIC_294 :TITANIC_1270001: wait 0 ms 00D6: if and0248:   model #LAUNCH available 07C1:   path 900 available 0248:   model -1 available 004D: jump_if_false @TITANIC_127 00D6: if 00EC:   actor $PLAYER_ACTOR 0 near_point 834.2674 -2062.406 radius 50.0 50.0 004D: jump_if_false @TITANIC_127 00A5: [email protected] = create_car #LAUNCH at 767.6312 -2051.191 -11.68219 0175: set_car [email protected] Z_angle_to 180.0 02AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1 01EC: make_car [email protected] very_heavy 1 0704: car [email protected] drive_to 787.9932 -3222.685 65.11042 05EB: assign_car [email protected] to_path 900 06FD: set_car [email protected] speed_on_path_to 1.0 004D: jump_if_false @TITANIC_294 :TITANIC_2940001: wait 0 ms 00D6: if and00EC:   actor $PLAYER_ACTOR 0 near_point 787.9932 -3222.685 radius 50.0 50.0 01AD:   car [email protected] sphere 0 near_point 787.9932 -3222.685 radius 5.0 5.0 004D: jump_if_false @TITANIC_294 0107: $TITANIC = create_object -1 at 787.9932 -3222.685 65.11042 01BC: put_object $TITANIC at 787.9932 -3222.685 65.11042 0681: attach_object $TITANIC to_car [email protected] with_offset 0.0 0.0 5.0 rotation 0.0 0.0 180.0 00AB: put_car [email protected] at 787.9932 -3222.685 65.11042 0338: set_car [email protected] visibility 1 0750: set_object $TITANIC visibility 0 :TITANIC_4770001: wait $DEFAULT_WAIT_TIME ms 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 00D6: if 00E1:   player 0 pressed_key 11 004D: jump_if_false @TITANIC_477 0005: $X_ANGLE = 0.0 0005: $Y_ANGLE = 0.0 0005: $Z_ANGLE = 0.0 0005: $XPOS = 787.9932 0005: $YPOS = -3222.685 0005: $ZPOS = 65.11042 :TITANIC_5670001: wait 1000 ms 0453: set_object $TITANIC XY_rotation $X_ANGLE 0.0 angle 0.0 01BC: put_object $TITANIC at $XPOS $YPOS $ZPOS 07D5: set_car [email protected] velocity_in_direction_XYZ $XPOS $YPOS $ZPOS rotation_velocitiesXY 0.0 0.0 unk 0.0 00AB: put_car [email protected] at $XPOS $YPOS $ZPOS 000D: $X_ANGLE -= 0.5 000D: $ZPOS -= 0.01 00D6: if 8020:   not  $X_ANGLE > -90.0 004D: jump_if_false @TITANIC_567 0001: wait 1000 ms 0453: set_object $TITANIC XY_rotation $X_ANGLE 0.0 angle 0.0 01BC: put_object $TITANIC at $XPOS $YPOS $ZPOS 07D5: set_car [email protected] velocity_in_direction_XYZ $XPOS $YPOS $ZPOS rotation_velocitiesXY 0.0 0.0 unk 0.0 00AB: put_car [email protected] at $XPOS $YPOS $ZPOS 0009: $X_ANGLE += 0.9 000D: $ZPOS -= 1.0 00D6: if 0030:   $X_ANGLE >= -45.0 004D: jump_if_false @TITANIC_294 0001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @TITANIC_11 0873: release_path 900 01B7: release_weather 00A6: destroy_car [email protected] 01C4: remove_references_to_object $TITANIC // This object will now disappear when the player looks away 004E: end_thread 

 

Edited by KnightProwl

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spaceeinstein

{$CLEO .cs}

 

//-------------MAIN---------------

03A4: name_thread 'TITANIC'

 

:TITANIC_11

0001: wait 0 ms

00D6: if

0256: player $PLAYER_CHAR defined

004D: jump_if_false @TITANIC_11

00D6: if

00EC: actor $PLAYER_ACTOR 0 near_point 834.2674 -2062.406 radius 50.0 50.0

004D: jump_if_false @TITANIC_11

0247: load_model #LAUNCH

0247: load_model 9958

038B: load_requested_models

07C0: load_path 900

01B6: set_weather 1

00C0: set_current_time_hours_to 22 minutes_to 40

 

:TITANIC_96

0001: wait 0 ms

00D6: if and

0248: model #LAUNCH available

0248: model 9958 available

07C1: path 900 available

004D: jump_if_false @TITANIC_96

00A5: [email protected] = create_car #LAUNCH at 767.6312 -2051.191 -11.68219

0175: set_car [email protected] Z_angle_to 180.0

02AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1

01EC: make_car [email protected] very_heavy 1

05EB: assign_car [email protected] to_path 900

06FD: set_car [email protected] speed_on_path_to 0.5

 

:TITANIC_199

0001: wait 0 ms

00D6: if and

01AD: car [email protected] sphere 0 near_point 787.9932 -3222.685 radius 5.0 5.0

00EC: actor $PLAYER_ACTOR 0 near_point 787.9932 -3222.685 radius 50.0 50.0

-->004D: jump_if_false @TITANIC_268 // jf @TITANIC_199, why jf @TITANIC_268? That means it will jump there when the condition is both true and false

 

:TITANIC_268

0001: wait $DEFAULT_WAIT_TIME ms

00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes

00D6: if

0AB0: key_pressed 32

004D: jump_if_false @TITANIC_268

0005: $X_ANGLE = 0.0

0005: $Y_ANGLE = 0.0

0005: $Z_ANGLE = 0.0

-->0005: $XPOS = 787.9932 //

-->0005: $YPOS = -3222.685 //

-->0005: $ZPOS = 65.11042 // seems pointless, this var will get overwritten by the second next line

0001: wait 1000 ms

0407: store_coords_to $XPOS $YPOS $ZPOS from_car [email protected] with_offset 7.5 0.0 -1.5

0107: [email protected] = create_object 9958 at $XPOS $YPOS $ZPOS

0681: attach_object [email protected] to_car [email protected] with_offset 7.5 0.0 -1.5 rotation 0.0 0.0 0.0

0382: set_object [email protected] collision_detection 1

04D9: object [email protected] set_scripted_collision_check 1

-->//08D2: object [email protected] scale_model 0.0 // apparently you shrinked your model to size 0...

0453: set_object [email protected] XY_rotation $X_ANGLE 0.0 angle 0.0

-->//01BC: put_object [email protected] at $XPOS $YPOS $ZPOS // once object attached your car you shouldn't move it

00AB: put_car [email protected] at $XPOS $YPOS $ZPOS

000D: $X_ANGLE -= 0.5

000D: $ZPOS -= 0.01

00D6: if

8020: not $X_ANGLE > -90.0

-->004D: jump_if_false @TITANIC_556 // same as before...

 

-->:TITANIC_556 // I don't get this section, once an object is attached, it's attached, what do you actually want to do with the object?

0001: wait 1000 ms

0407: store_coords_to $XPOS $YPOS $ZPOS from_car [email protected] with_offset 7.5 0.0 -1.5

0107: [email protected] = create_object 9958 at $XPOS $YPOS $ZPOS

0681: attach_object [email protected] to_car [email protected] with_offset 7.5 0.0 -1.5 rotation 0.0 0.0 0.0

0382: set_object [email protected] collision_detection 1

04D9: object [email protected] set_scripted_collision_check 1

08D2: object [email protected] scale_model 0.0

0453: set_object [email protected] XY_rotation $X_ANGLE 0.0 angle 0.0

01BC: put_object [email protected] at $XPOS $YPOS $ZPOS

00AB: put_car [email protected] at $XPOS $YPOS $ZPOS

0009: $X_ANGLE += 0.9

000D: $ZPOS -= 1.0

00D6: if

0030: $X_ANGLE >= -45.0

004D: jump_if_false @TITANIC_199

0873: release_path 900

01B7: release_weather

0249: release_model #LAUNCH

0249: release_model 9958

004E: end_thread

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qiangqiang101

dead link

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TheSiggi
nice bump, dude tounge2.gif

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