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[GTAIV|REL] A l i c e


Alexander Blade
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  • 2 weeks later...
Alexander Blade

new patch is out , wait for updates

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new patch is out , wait for updates

I'm curious to get a working alice version for 1.0.0.5

The last version 0.8.0 was not good. 0.32 was better

 

Following problems:

float math calculations add +, subtract - wont work in some cases

PTFX_ON_VEH are allways placed at Y-offset 0.0, and minus offset didn't work

GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS works only in connection with GET_CHAR_COORDINATES

 

Alexander, I wanna thank you for all your work for gta4

I hope you don't let alice die.

 

 

 

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  • 3 weeks later...

Could you put up 0.4.0 and 0.3.3 for download? I play 1.0.3.0 and 0.3.2 crashes the game for me, and 0.8 makes the camera go all wobbly.

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  • 2 weeks later...

Hi,

 

Is there an update for the latest patch? (1.0.0.4 and not 1.0.4.0)

 

i installed everything ... but it doest work.. maybe becuz 1.0.0.4 is not supported???

 

 

tnx in advance..

 

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Hey,

i have version 1.0.4.0 and installed alice and scripthook. since that the game won't start anymore. windows just tells me everytime i want to start that there's a critical error.

what is the problem?

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Alexander Blade

updated =)

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updated =)

Great, nice to can play with Alice on new version. cookie.gifcookie.gifcookie.gif

 

0.9.0 - Script manager was fully rewrited,

- Performance quality and speed were increased,

- Added support for "Free" and "Party" multiplayer modes

cool, mp support and yeh, it's faster, does it need waits in loops like while<?>do ?

 

a question about playerID:

to get player_char we do it by using GET_PLAYER_ID:

 

  local p = {}

  GET_PLAYER_CHAR(GET_PLAYER_ID(), p)

  local PLAYER_CHAR = p.a

  if PLAYER_CHAR <= 0 then return end

 

but what is the expression for playerID to use it in

SET_PLAYER_CONTROL(PLAYER_ID, 0) ?

 

 

 

I would like to update my mods: Fireworks and Devilmod

 

but I have still problems with codes which worked on alice 0.32

-Offset param as table to place objects, peds and ptfx don't work correct

-Heading and Rotation for objects and char don't work

-Offset param of PTFX_ON_VEH/OBJ don't work correct

-Animations don't work

-PrintFloatToLog don't work

 

test the function_testscript below

any help is welcome

 

---- function tests, press M and a second button (LMB, RMB, MMB, Y, 1, 2, 3 )-- teleport player to lokation relativ to playerposition, test if table from offset param works correct-- show effect-PTFX, offset param as table to place PTFX-- Carspawn with offset param as table for placement-- object spawn with offset param as table for placement-- actor spawn with offset param as table for placement-- animationfunction main()Wait(1000) while true doif (IsKeyPressed(77) == 1) then-- press Mlocal p = {} 	GET_PLAYER_CHAR(GET_PLAYER_ID(), p) 	local PLAYER_CHAR = {} 	PLAYER_CHAR = p.a if PLAYER_CHAR <= 0 then return end   	if (IsKeyPressed(89) == 1) then-- press Y     	yoffset(PLAYER_CHAR) Wait(500) end if (IsKeyPressed(1) == 1) then-- press LMB     	ptfxtest(PLAYER_CHAR) Wait(500) end if (IsKeyPressed(2) == 1) then-- press RMB local carnameA = "turismo" Carspawn(PLAYER_CHAR, carnameA) Wait(3000)       WARP_CHAR_INTO_CAR(PLAYER_CHAR, PlayCar.a)       Wait(500) MARK_CAR_AS_NO_LONGER_NEEDED(PlayCar)       --DELETE_CAR(PlayCar) end if (IsKeyPressed(4) == 1) then-- press MMB       local objectnameA = "cj_rpg_rocket" object(PLAYER_CHAR, objectnameA) Wait(1000) end if (IsKeyPressed(49) == 1) then-- press 1       local pednameA = "F_Y_STRIPPERC01" Actorped(PLAYER_CHAR, pednameA) Wait(1000) end if (IsKeyPressed(50) == 1) then-- press 2 anim(PLAYER_CHAR) Wait(1000) end if (IsKeyPressed(51) == 1) then-- press 3 	while (HAVE_ANIMS_LOADED("jump_std") == 0) do 	REQUEST_ANIMS("jump_std") 	Wait(10) 	end PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","anim is loaded",1000,1) TASK_PLAY_ANIM(PLAYER_CHAR, "jump_on_spot", "jump_std", 8.0, 1, 1, 1, 1, 2000) Wait(1000) endend   Wait(10) endendfunction yoffset(playCHAR)-- test if a offset param as table works correct---(player orientaition must be in direction north)--- x,y,z OFFSET_FROM_CHAR_IN_WORLD_COORDS as table are working correctlocal yoffset = {}yoffset = 5.3 while 25.5 >= yoffset do   if (IsKeyPressed(89) == 1) then-- press Y    yoffset = yoffset + 2.5    --yoffset = yoffset - 2.5    local x = {}  local y = {}  local z = {} GET_CHAR_COORDINATES(playCHAR, x, y, z) GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, 0, yoffset, 0, x, y, z) SET_CHAR_COORDINATES(playCHAR, x.b, y.b, z.b)       local yvar = {} yvar = tostring(y.b) Info = " yoffset: " .. yoffset .. " Y-position: " .. yvar   	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", Info, 1000, 1) Wait(1000)end   Wait(10) end PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "Y-offset-test end", 1000, 1) Wait(1000)endfunction ptfxtest(playCHAR)-- offset param as table to place PTFX don't work correct-- PTFX is placed at player offset 0.0    local x = {}  local y = {}  local z = {} GET_CHAR_COORDINATES(playCHAR, x, y, z)   	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, 7.0, 7.0, 2.0, x, y, z)       TRIGGER_PTFX("qub_lg_explode_blue", x.b, y.b, z.b, 0.00, 0.00, 0.00, 1065353216)       PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "effect ptfx", 1000, 1)endfunction Carspawn(playCHAR, carname)--placement is correct but allways on street instead z-offset, PTFX_ON_VEH don't work correctlocal modlID = GET_HASH_KEY(carname)REQUEST_MODEL(modlID)while HAS_MODEL_LOADED(modlID) == 0 do Wait(100) end   local x = {}  local y = {}  local z = {}GET_CHAR_COORDINATES(playCHAR, x, y, z)GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, 3.5, 3.5, 5.0, x, y, z)local SpwCar = {}   CREATE_CAR(modlID, x.b, y.b, z.b, SpwCar, true)   PlayCar = SpwCar   local zangl = {}GET_CHAR_HEADING(playCHAR, zangl)zangl.b = zangl.b + 90.0SET_CAR_HEADING(PlayCar.a, zangl.b)local myvar = tostring(carname)PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", myvar, 1000, 1)Wait(500)--X and Y offset don't work, PTFX is placed at offset 0.0TRIGGER_PTFX_ON_VEH("muz_machine", PlayCar.a, 2.00, 4.00, 2.30, 0.00, 0.00, 0.00, 1065353216)--minus float as offset don't work, none PTFX is shownTRIGGER_PTFX_ON_VEH("muz_machine", PlayCar.a, -2.00, 4.00, 1.30, 0.00, 0.00, 0.00, 1065353216) 	endfunction object(playCHAR, objectname)-- offset param as table to place object don't work correct-- object is placed at player offset x=0.0, y=1.0, z=0.0-- same for object offset-- SET_OBJECT_ROTATION don't work local x = {}  local y = {}  local z = {} GET_CHAR_COORDINATES(playCHAR, x, y, z)   	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, 5.0, 2.5, 2.0, x, y, z) local modlID = GET_HASH_KEY(objectname) REQUEST_MODEL(modlID) while HAS_MODEL_LOADED(modlID) == 0 do Wait(100) end       local objector = {} CREATE_OBJECT(modlID, x.b, y.b, z.b, objector, 1)       PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "object created", 1000, 1) Wait(3000) SET_OBJECT_ROTATION(objector.a, 0.0, 90.0, 90.0)----SET_OBJECT_ROTATION don't work       Wait(1000) SET_OBJECT_VISIBLE(objector.a, 0)       Wait(1000) SET_OBJECT_VISIBLE(objector.a, 1)       PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "objector works", 1000, 1)       Wait(1000)       local x = {}  local y = {}  local z = {} GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS(objector.a, 1.0, 3.5, 1.0, x, y, z)       SET_OBJECT_COORDINATES(objector.a, x.b, y.b, z.b)       Wait(1000)       local x = {}  local y = {}  local z = {} GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS(objector.a, 1.0, 3.5, 1.0, x, y, z)       TRIGGER_PTFX("qub_lg_explode_blue", x.b, y.b, z.b, 0.00, 0.00, 0.00, 1065353216)       Wait(1000) TRIGGER_PTFX_ON_OBJ("muz_rocket", objector.b, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 1065353216)              Wait(3000)   	DELETE_OBJECT(objector)endfunction Actorped(playCHAR, pedname)-- offset param as table to place ped don't work correct-- ped is placed at player offset x=0.0, y=2.0, z=0.0-- SET_CHAR_HEADING don't work-- animation don't work local x = {}  local y = {}  local z = {} GET_CHAR_COORDINATES(playCHAR, x, y, z)   	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, 5.0, 5.5, 5.0, x, y, z) local modlID = GET_HASH_KEY(pedname) REQUEST_MODEL(modlID) while HAS_MODEL_LOADED(modlID) == 0 do Wait(100) end       local Actor1 = {}       CREATE_CHAR(2, modlID, x.b, y.b, z.b, Actor1, 1) PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "actor created", 1000, 1) Wait(3000)       SET_CHAR_HEADING(Actor1.a, 90.0)--don't work       SET_CHAR_COLLISION(Actor1.a, 1)--work while (HAVE_ANIMS_LOADED("[email protected]_taichi_a") == 0) do REQUEST_ANIMS("[email protected]_taichi_a") Wait(10) end PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","anim is loaded",1000,1)   	--animation can be loaded   	TASK_PLAY_ANIM(Actor1.a, "taichi01", "[email protected]_taichi_a", 8.0, 1, 0, 0, 0, 2000) --animation code don't work   Wait(3000)MARK_CHAR_AS_NO_LONGER_NEEDED(Actor1)endfunction anim(playCHAR)-- animation don't work but seems to be loaded-- char is frozen for the animtime-- -1 as animtime(last param) let player freeze for everwhile (HAVE_ANIMS_LOADED("[email protected]") == 0) doREQUEST_ANIMS("[email protected]")Wait(10)endPRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","anim is loaded",1000,1)--TASK_PLAY_ANIM(playCHAR, "hello", "[email protected]", 8.0, 1, 0, 0, 0, -1)TASK_PLAY_ANIM(playCHAR, "hello", "[email protected]", 8.0, 1, 0, 0, 0, 2000)endmain();

 

 

 

PrintFloatToLog don't work

The give_coords script below displayes information of player position and interior on screen:

Info = " X: " .. xvar .. " Y: " .. yvar .. " Z: " .. zvar .. " interior: " .. inter

but to print the values to the logfile don't work

 

--- press Q to display player coords, then press P to  PrintFloatToLogfunction givecoords() local p = {}  GET_PLAYER_CHAR(GET_PLAYER_ID(), p) local PLAYER_CHAR = p.a if PLAYER_CHAR <= 0 then return end  local coordstate = {}   local intri = {} local inter = {} coordstate = 0       if (IsKeyPressed(81) == 1) then    --key_press Q        coordstate = 1 	 	repeat   GET_INTERIOR_FROM_CHAR(PLAYER_CHAR, intri)   local x = {}  local y = {}  local z = {}   GET_CHAR_COORDINATES(PLAYER_CHAR, x, y, z)   GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(PLAYER_CHAR, 0, 0, 0, x, y, z)         local xvar = {}   xvar = tostring(x.b)   local yvar = {}   yvar = tostring(y.b)   local zvar = {}         zvar = tostring(z.b)   inter = tostring(intri.a)   Info = " X: " .. xvar .. " Y: " .. yvar .. " Z: " .. zvar .. " interior: " .. inter     	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", Info, 1000, 1)               Wait(1000)                  	if (IsKeyPressed(80) == 1) then    --key_press P   	         	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","float to log",1000,1)   	Wait(1000)    	        	--PrintFloatToLog cause an error   	   	--PrintFloatToLog(x.b)   	--PrintFloatToLog(y.b)   	--PrintFloatToLog(z.b)             --PrintFloatToLog(2.3)   	   	   	--GET_CURRENT_WEATHER(WeatherVar)     --PrintFloatToLog(WeatherVar.a)-------- PrintFloatToLog worked also with integers in version 0.32	   	   	--PrintFloatToLog(coordstate)-------- PrintFloatToLog worked also with integers in version 0.32   	   	--PrintStrToLog("print hex")    	   	   	   	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "FloatToLog", 1000, 1)             Wait(1000)      elseif (IsKeyPressed(81) == 1) then               	coordstate = 0   end           Wait(10) 	until  coordstate == 0           PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "off", 1000, 1)           Wait(2000) endendfunction main() Wait(1000) while true do   if (IsKeyPressed(81) == 1) -- Qthen  givecoords() end   Wait(10)	 end	end-- startmain();

 

Edited by ZAZ
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Alexander Blade
updated =)

Great, nice to can play with Alice on new version. cookie.gifcookie.gifcookie.gif

 

0.9.0 - Script manager was fully rewrited,

- Performance quality and speed were increased,

- Added support for "Free" and "Party" multiplayer modes

cool, mp support and yeh, it's faster, does it need waits in loops like while<?>do ?

 

a question about playerID:

to get player_char we do it by using GET_PLAYER_ID:

 

  local p = {}

  GET_PLAYER_CHAR(GET_PLAYER_ID(), p)

  local PLAYER_CHAR = p.a

  if PLAYER_CHAR <= 0 then return end

 

but what is the expression for playerID to use it in

SET_PLAYER_CONTROL(PLAYER_ID, 0) ?

 

 

 

I would like to update my mods: Fireworks and Devilmod

 

but I have still problems with codes which worked on alice 0.32

-Offset param as table to place objects, peds and ptfx don't work correct

-Heading and Rotation for objects and char don't work

-Offset param of PTFX_ON_VEH/OBJ don't work correct

-Animations don't work

-PrintFloatToLog don't work

 

test the function_testscript below

any help is welcome

 

---- function tests, press M and a second button (LMB, RMB, MMB, Y, 1, 2, 3 )-- teleport player to lokation relativ to playerposition, test if table from offset param works correct-- show effect-PTFX, offset param as table to place PTFX-- Carspawn with offset param as table for placement-- object spawn with offset param as table for placement-- actor spawn with offset param as table for placement-- animationfunction main()Wait(1000) while true doif (IsKeyPressed(77) == 1) then-- press Mlocal p = {} 	GET_PLAYER_CHAR(GET_PLAYER_ID(), p) 	local PLAYER_CHAR = {} 	PLAYER_CHAR = p.a if PLAYER_CHAR <= 0 then return end   	if (IsKeyPressed(89) == 1) then-- press Y     	yoffset(PLAYER_CHAR) Wait(500) end if (IsKeyPressed(1) == 1) then-- press LMB     	ptfxtest(PLAYER_CHAR) Wait(500) end if (IsKeyPressed(2) == 1) then-- press RMB local carnameA = "turismo" Carspawn(PLAYER_CHAR, carnameA) Wait(3000)       WARP_CHAR_INTO_CAR(PLAYER_CHAR, PlayCar.a)       Wait(500) MARK_CAR_AS_NO_LONGER_NEEDED(PlayCar)       --DELETE_CAR(PlayCar) end if (IsKeyPressed(4) == 1) then-- press MMB       local objectnameA = "cj_rpg_rocket" object(PLAYER_CHAR, objectnameA) Wait(1000) end if (IsKeyPressed(49) == 1) then-- press 1       local pednameA = "F_Y_STRIPPERC01" Actorped(PLAYER_CHAR, pednameA) Wait(1000) end if (IsKeyPressed(50) == 1) then-- press 2 anim(PLAYER_CHAR) Wait(1000) end if (IsKeyPressed(51) == 1) then-- press 3 	while (HAVE_ANIMS_LOADED("jump_std") == 0) do 	REQUEST_ANIMS("jump_std") 	Wait(10) 	end PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","anim is loaded",1000,1) TASK_PLAY_ANIM(PLAYER_CHAR, "jump_on_spot", "jump_std", 8.0, 1, 1, 1, 1, 2000) Wait(1000) endend   Wait(10) endendfunction yoffset(playCHAR)-- test if a offset param as table works correct---(player orientaition must be in direction north)--- x,y,z OFFSET_FROM_CHAR_IN_WORLD_COORDS as table are working correctlocal yoffset = {}yoffset = 5.3 while 25.5 >= yoffset do   if (IsKeyPressed(89) == 1) then-- press Y    yoffset = yoffset + 2.5    --yoffset = yoffset - 2.5    local x = {}  local y = {}  local z = {} GET_CHAR_COORDINATES(playCHAR, x, y, z) GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, 0, yoffset, 0, x, y, z) SET_CHAR_COORDINATES(playCHAR, x.b, y.b, z.b)       local yvar = {} yvar = tostring(y.b) Info = " yoffset: " .. yoffset .. " Y-position: " .. yvar   	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", Info, 1000, 1) Wait(1000)end   Wait(10) end PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "Y-offset-test end", 1000, 1) Wait(1000)endfunction ptfxtest(playCHAR)-- offset param as table to place PTFX don't work correct-- PTFX is placed at player offset 0.0    local x = {}  local y = {}  local z = {} GET_CHAR_COORDINATES(playCHAR, x, y, z)   	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, 7.0, 7.0, 2.0, x, y, z)       TRIGGER_PTFX("qub_lg_explode_blue", x.b, y.b, z.b, 0.00, 0.00, 0.00, 1065353216)       PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "effect ptfx", 1000, 1)endfunction Carspawn(playCHAR, carname)--placement is correct but allways on street instead z-offset, PTFX_ON_VEH don't work correctlocal modlID = GET_HASH_KEY(carname)REQUEST_MODEL(modlID)while HAS_MODEL_LOADED(modlID) == 0 do Wait(100) end   local x = {}  local y = {}  local z = {}GET_CHAR_COORDINATES(playCHAR, x, y, z)GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, 3.5, 3.5, 5.0, x, y, z)local SpwCar = {}   CREATE_CAR(modlID, x.b, y.b, z.b, SpwCar, true)   PlayCar = SpwCar   local zangl = {}GET_CHAR_HEADING(playCHAR, zangl)zangl.b = zangl.b + 90.0SET_CAR_HEADING(PlayCar.a, zangl.b)local myvar = tostring(carname)PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", myvar, 1000, 1)Wait(500)--X and Y offset don't work, PTFX is placed at offset 0.0TRIGGER_PTFX_ON_VEH("muz_machine", PlayCar.a, 2.00, 4.00, 2.30, 0.00, 0.00, 0.00, 1065353216)--minus float as offset don't work, none PTFX is shownTRIGGER_PTFX_ON_VEH("muz_machine", PlayCar.a, -2.00, 4.00, 1.30, 0.00, 0.00, 0.00, 1065353216) 	endfunction object(playCHAR, objectname)-- offset param as table to place object don't work correct-- object is placed at player offset x=0.0, y=1.0, z=0.0-- same for object offset-- SET_OBJECT_ROTATION don't work local x = {}  local y = {}  local z = {} GET_CHAR_COORDINATES(playCHAR, x, y, z)   	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, 5.0, 2.5, 2.0, x, y, z) local modlID = GET_HASH_KEY(objectname) REQUEST_MODEL(modlID) while HAS_MODEL_LOADED(modlID) == 0 do Wait(100) end       local objector = {} CREATE_OBJECT(modlID, x.b, y.b, z.b, objector, 1)       PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "object created", 1000, 1) Wait(3000) SET_OBJECT_ROTATION(objector.a, 0.0, 90.0, 90.0)----SET_OBJECT_ROTATION don't work       Wait(1000) SET_OBJECT_VISIBLE(objector.a, 0)       Wait(1000) SET_OBJECT_VISIBLE(objector.a, 1)       PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "objector works", 1000, 1)       Wait(1000)       local x = {}  local y = {}  local z = {} GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS(objector.a, 1.0, 3.5, 1.0, x, y, z)       SET_OBJECT_COORDINATES(objector.a, x.b, y.b, z.b)       Wait(1000)       local x = {}  local y = {}  local z = {} GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS(objector.a, 1.0, 3.5, 1.0, x, y, z)       TRIGGER_PTFX("qub_lg_explode_blue", x.b, y.b, z.b, 0.00, 0.00, 0.00, 1065353216)       Wait(1000) TRIGGER_PTFX_ON_OBJ("muz_rocket", objector.b, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 1065353216)              Wait(3000)   	DELETE_OBJECT(objector)endfunction Actorped(playCHAR, pedname)-- offset param as table to place ped don't work correct-- ped is placed at player offset x=0.0, y=2.0, z=0.0-- SET_CHAR_HEADING don't work-- animation don't work local x = {}  local y = {}  local z = {} GET_CHAR_COORDINATES(playCHAR, x, y, z)   	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, 5.0, 5.5, 5.0, x, y, z) local modlID = GET_HASH_KEY(pedname) REQUEST_MODEL(modlID) while HAS_MODEL_LOADED(modlID) == 0 do Wait(100) end       local Actor1 = {}       CREATE_CHAR(2, modlID, x.b, y.b, z.b, Actor1, 1) PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "actor created", 1000, 1) Wait(3000)       SET_CHAR_HEADING(Actor1.a, 90.0)--don't work       SET_CHAR_COLLISION(Actor1.a, 1)--work while (HAVE_ANIMS_LOADED("[email protected]_taichi_a") == 0) do REQUEST_ANIMS("[email protected]_taichi_a") Wait(10) end PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","anim is loaded",1000,1)   	--animation can be loaded   	TASK_PLAY_ANIM(Actor1.a, "taichi01", "[email protected]_taichi_a", 8.0, 1, 0, 0, 0, 2000) --animation code don't work   Wait(3000)MARK_CHAR_AS_NO_LONGER_NEEDED(Actor1)endfunction anim(playCHAR)-- animation don't work but seems to be loaded-- char is frozen for the animtime-- -1 as animtime(last param) let player freeze for everwhile (HAVE_ANIMS_LOADED("[email protected]") == 0) doREQUEST_ANIMS("[email protected]")Wait(10)endPRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","anim is loaded",1000,1)--TASK_PLAY_ANIM(playCHAR, "hello", "[email protected]", 8.0, 1, 0, 0, 0, -1)TASK_PLAY_ANIM(playCHAR, "hello", "[email protected]", 8.0, 1, 0, 0, 0, 2000)endmain();

 

 

 

PrintFloatToLog don't work

The give_coords script below displayes information of player position and interior on screen:

Info = " X: " .. xvar .. " Y: " .. yvar .. " Z: " .. zvar .. " interior: " .. inter

but to print the values to the logfile don't work

 

--- press Q to display player coords, then press P to  PrintFloatToLogfunction givecoords() local p = {}  GET_PLAYER_CHAR(GET_PLAYER_ID(), p) local PLAYER_CHAR = p.a if PLAYER_CHAR <= 0 then return end  local coordstate = {}   local intri = {} local inter = {} coordstate = 0       if (IsKeyPressed(81) == 1) then    --key_press Q        coordstate = 1 	 	repeat   GET_INTERIOR_FROM_CHAR(PLAYER_CHAR, intri)   local x = {}  local y = {}  local z = {}   GET_CHAR_COORDINATES(PLAYER_CHAR, x, y, z)   GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(PLAYER_CHAR, 0, 0, 0, x, y, z)         local xvar = {}   xvar = tostring(x.b)   local yvar = {}   yvar = tostring(y.b)   local zvar = {}         zvar = tostring(z.b)   inter = tostring(intri.a)   Info = " X: " .. xvar .. " Y: " .. yvar .. " Z: " .. zvar .. " interior: " .. inter     	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", Info, 1000, 1)               Wait(1000)                  	if (IsKeyPressed(80) == 1) then    --key_press P   	         	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","float to log",1000,1)   	Wait(1000)    	        	--PrintFloatToLog cause an error   	   	--PrintFloatToLog(x.b)   	--PrintFloatToLog(y.b)   	--PrintFloatToLog(z.b)             --PrintFloatToLog(2.3)   	   	   	--GET_CURRENT_WEATHER(WeatherVar)     --PrintFloatToLog(WeatherVar.a)-------- PrintFloatToLog worked also with integers in version 0.32	   	   	--PrintFloatToLog(coordstate)-------- PrintFloatToLog worked also with integers in version 0.32   	   	--PrintStrToLog("print hex")    	   	   	   	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "FloatToLog", 1000, 1)             Wait(1000)      elseif (IsKeyPressed(81) == 1) then               	coordstate = 0   end           Wait(10) 	until  coordstate == 0           PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "off", 1000, 1)           Wait(2000) endendfunction main() Wait(1000) while true do   if (IsKeyPressed(81) == 1) -- Qthen  givecoords() end   Wait(10)	 end	end-- startmain();

 

do u have icq or msn ? pm plz , ur inbox is full (

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/OFFTOPIC

 

Lol I thought you were a faker, yesterday in mp, but you aren't.

I thought he (who seems to be you) was the fake one because of the 'S' at the end, but now I see the live account link in ur sig has the same name, so I'm sorry.

But you don't seem to care about MP anyways now huh? Lol, because of teleporting exploding patriots to players in TDM unranked.

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turn.gif works on Windows 7 ? I'll try the 0.9 version with 1.0.3.0 patch installed.

PS do i still need dsound.dll if I have xliveless installed?

Edited by danutzu259
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do u have icq or msn ? pm plz , ur inbox is full (

nice to met you Alex and thanks for the fun smile.gif

my Firework mod is now available

Download GTA4_Fireworks 2010

 

Summery:

 

floats, especially recorded float must be written in this way:

 

itof(90.0)

 

 

get float from player offset:

 

local x = {}  local y = {}  local z = {}GET_CHAR_COORDINATES(PLAYER_CHAR, x, y, z)GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(PLAYER_CHAR, itof(3.50), itof(3.50), itof(1.00), x, y, z)SET_CHAR_COORDINATES(playCHAR, x.b, y.b, z.b)

 

 

Animations:

 

while (HAVE_ANIMS_LOADED("[email protected]_taichi_a") == 0) doREQUEST_ANIMS("[email protected]_taichi_a")Wait(10)endTASK_PLAY_ANIM(PLAYER_CHAR, "taichi01", "[email protected]_taichi_a", itof(8.0), 1, 1, 1, 1, 5000)

 

 

print to log file is not supported

 

 

get handle for playerID to use it in SET_PLAYER_CONTROL(PLAYER_ID, 0) :

 

local PLAY_IDPLAY_ID = GET_PLAYER_ID()SET_PLAYER_CONTROL(PLAY_ID, false)Wait(5000)SET_PLAYER_CONTROL(PLAY_ID, true)

 

 

 

get handle for playerchar:

 

local p = {}GET_PLAYER_CHAR(GET_PLAYER_ID(), p)local PLAYER_CHAR = {}PLAYER_CHAR = p.aif PLAYER_CHAR <= 0 then return end

 

 

 

The function_test script below can be used as template to see how alice scripting work

1.function- teleport to player offset

2.function- ptfx-effect at player offset

3.function- spawn car at player offset, show ptfx-effect at car, warp player in car

4.function- spawn object at player offset, show ptfx-effect at object

5.function- spawn actor at player offset, actor do animation

6.function- player do animation

 

---- function tests, press M and a second button (LMB, RMB, MMB, Y, 1, 2, 3 )-- teleport player to lokation relativ to playerposition, test if table from offset param works correct-- show effect-PTFX, offset param as table to place PTFX-- Carspawn with offset param as table for placement-- object spawn with offset param as table for placement-- actor spawn with offset param as table for placement-- animationfunction main()Wait(1000) while true doif (IsKeyPressed(77) == 1) then-- press Mlocal p = {} 	GET_PLAYER_CHAR(GET_PLAYER_ID(), p) 	local PLAYER_CHAR = {} 	PLAYER_CHAR = p.a if PLAYER_CHAR <= 0 then return end   	if (IsKeyPressed(89) == 1) then-- press Y     	yoffset(PLAYER_CHAR) Wait(500) end if (IsKeyPressed(1) == 1) then-- press LMB     	ptfxtest(PLAYER_CHAR) Wait(500) end if (IsKeyPressed(2) == 1) then-- press RMB local carnameA = "turismo" Carspawn(PLAYER_CHAR, carnameA) Wait(3000)       WARP_CHAR_INTO_CAR(PLAYER_CHAR, PlayCar.a)       Wait(500) MARK_CAR_AS_NO_LONGER_NEEDED(PlayCar)       --DELETE_CAR(PlayCar) end if (IsKeyPressed(4) == 1) then-- press MMB       local objectnameA = "cj_rpg_rocket" object(PLAYER_CHAR, objectnameA) Wait(1000) end if (IsKeyPressed(49) == 1) then-- press 1       local pednameA = "F_Y_STRIPPERC01" Actorped(PLAYER_CHAR, pednameA) Wait(1000) end if (IsKeyPressed(50) == 1) then-- press 2 anim(PLAYER_CHAR) Wait(1000) end if (IsKeyPressed(51) == 1) then-- press 3 	while (HAVE_ANIMS_LOADED("jump_std") == 0) do 	REQUEST_ANIMS("jump_std") 	Wait(10) 	end PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","anim is loaded",1000,1) TASK_PLAY_ANIM(PLAYER_CHAR, "jump_on_spot", "jump_std", itof(8.0), 1, 1, 1, 1, 2000) Wait(1000) endend   Wait(10) endendfunction yoffset(playCHAR)-- test if a offset param as table works correct---(player orientaition must be in direction north)--- x,y,z OFFSET_FROM_CHAR_IN_WORLD_COORDS as table are working correctlocal yoffset = {}yoffset = 5.3 while 25.5 >= yoffset do   local x = {}  local y = {}  local z = {}   GET_CHAR_COORDINATES(PLAYER_CHAR, x, y, z)   GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, 0, 0, 0, x, y, z)   local xvar = {}   xvar = tostring(x.b)   local yvar = {}   yvar = tostring(y.b)   local zvar = {}         zvar = tostring(z.b)   Info = " X: " .. xvar .. " Y: " .. yvar .. " Z: " .. zvar     	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", Info, 100, 1)               Wait(100)   if (IsKeyPressed(89) == 1) then-- press Y    yoffset = yoffset + 2.5    local x = {}  local y = {}  local z = {} GET_CHAR_COORDINATES(playCHAR, x, y, z) GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, 0, yoffset, 0, x, y, z)         local xvar = {}   xvar = tostring(x.b)   local yvar = {}   yvar = tostring(y.b)   local zvar = {}         zvar = tostring(z.b)   Info = " X: " .. xvar .. " Y: " .. yvar .. " Z: " .. zvar     	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", Info, 1000, 1)               Wait(1000)       TRIGGER_PTFX("qub_lg_explode_red", x.b, y.b, z.b, 0.00, 0.00, 0.00, 1065353216)       Wait(1000)        SET_CHAR_COORDINATES(playCHAR, x.b, y.b, z.b)       local yvar = {} yvar = tostring(y.b) Info = " yoffset: " .. yoffset .. " Y-position: " .. yvar   	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", Info, 1000, 1) Wait(1000)end   Wait(10) end PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "Y-offset-test end", 1000, 1) Wait(1000)endfunction ptfxtest(playCHAR)    local x = {}  local y = {}  local z = {} GET_CHAR_COORDINATES(playCHAR, x, y, z)   	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, itof(-1.00), itof(5.00), itof(2.00), x, y, z)       TRIGGER_PTFX("qub_lg_explode_blue", x.b, y.b, z.b, 0.00, 0.00, 0.00, 1065353216)       PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "effect ptfx", 1000, 1)endfunction Carspawn(playCHAR, carname)local modlID = GET_HASH_KEY(carname)REQUEST_MODEL(modlID)while HAS_MODEL_LOADED(modlID) == 0 do Wait(100) end   local x = {}  local y = {}  local z = {}GET_CHAR_COORDINATES(playCHAR, x, y, z)GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, itof(3.50), itof(3.50), itof(1.00), x, y, z)local SpwCar = {}   CREATE_CAR(modlID, x.b, y.b, z.b, SpwCar, true)   PlayCar = SpwCar   local zangl = {}GET_CHAR_HEADING(playCHAR, zangl)zangl.b = zangl.b + 90.0SET_CAR_HEADING(PlayCar.a, zangl.b)local myvar = tostring(carname)PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", myvar, 1000, 1)Wait(500)TRIGGER_PTFX_ON_VEH("muz_machine", PlayCar.a, itof(1.0), itof(-3.0), itof(-0.3), itof(0.0), itof(0.0), itof(270.0), itof(3.0))TRIGGER_PTFX_ON_VEH("muz_machine", PlayCar.a, itof(-1.0), itof(-3.0), itof(-0.3), itof(0.0), itof(0.0), itof(270.0), itof(3.0)) 	endfunction object(playCHAR, objectname) local x = {}  local y = {}  local z = {} GET_CHAR_COORDINATES(playCHAR, x, y, z)   	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, itof(1.00), itof(1.50), itof(-0.30), x, y, z) local modlID = GET_HASH_KEY(objectname) REQUEST_MODEL(modlID) while HAS_MODEL_LOADED(modlID) == 0 do Wait(100) end       local objector = {} CREATE_OBJECT(modlID, x.b, y.b, z.b, objector, 1)       PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "object created", 1000, 1) Wait(3000)       SET_OBJECT_HEADING(objector.a, itof(90.00))       Wait(1250) SET_OBJECT_ROTATION(objector.a, itof(90.00), itof(0.00), itof(0.00))----fixed       Wait(1000) SET_OBJECT_VISIBLE(objector.a, 0)       Wait(1000) SET_OBJECT_VISIBLE(objector.a, 1)       PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "objector works", 1000, 1)       Wait(1000)       local x = {}  local y = {}  local z = {}       GET_OBJECT_COORDINATES(objector.a, x, y, z) GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS(objector.a, itof(0.00), itof(2.50), itof(0.00), x, y, z) SET_OBJECT_COORDINATES(objector.a, x.b, y.b, z.b)       Wait(1000)       local x = {}  local y = {}  local z = {}       GET_OBJECT_COORDINATES(objector.a, x, y, z) GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS(objector.a, itof(0.00), itof(3.50), itof(0.00), x, y, z)       Wait(50) TRIGGER_PTFX("qub_lg_explode_blue", x.b, y.b, z.b, 0.00, 0.00, 0.00, 1065353216)       Wait(1000) TRIGGER_PTFX_ON_OBJ("muz_rocket", objector.b, itof(0.00), itof(-1.00), itof(0.00), 0.00, 0.00, 0.00, 1065353216)              Wait(3000)   	DELETE_OBJECT(objector)endfunction Actorped(playCHAR, pedname) local x = {}  local y = {}  local z = {} GET_CHAR_COORDINATES(playCHAR, x, y, z)   	GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(playCHAR, itof(5.00), itof(5.50), itof(1.00), x, y, z) local modlID = GET_HASH_KEY(pedname) REQUEST_MODEL(modlID) while HAS_MODEL_LOADED(modlID) == 0 do Wait(100) end       local Actor1 = {}       CREATE_CHAR(2, modlID, x.b, y.b, z.b, Actor1, 1) PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "actor created", 1000, 1) Wait(3000)       SET_CHAR_HEADING(Actor1.a, itof(90.00))       SET_CHAR_COLLISION(Actor1.a, 1) while (HAVE_ANIMS_LOADED("[email protected]_taichi_a") == 0) do REQUEST_ANIMS("[email protected]_taichi_a") Wait(10) end PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","anim is loaded",1000,1)   	--animation can be loaded   	TASK_PLAY_ANIM(Actor1.a, "taichi01", "[email protected]_taichi_a", itof(8.0), 1, 0, 0, 0, -1) --animation code don't work   Wait(3000)MARK_CHAR_AS_NO_LONGER_NEEDED(Actor1)endfunction anim(playCHAR)while (HAVE_ANIMS_LOADED("[email protected]") == 0) doREQUEST_ANIMS("[email protected]o")Wait(10)endPRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","anim is loaded",1000,1)TASK_PLAY_ANIM(playCHAR, "hello", "[email protected]", itof(8.00), 1, 0, 0, 0, -1)endmain();

 

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Has anyone found a way to post text anywhere on the screen yet?

 

I've tried my best to get the DISPLAY_TEXT_WITH... functions to work, but I have no experience with the GXT format.

 

 

Right now I'm working on a script that'll make lua scripting for GTA IV a whole lot easier. It uses a plugin system with hooks not unlike those of Garry's Mod. All plugin functions are called with pcall so you avoid having the whole thing crash and burn from a tiny mistake. It also prints the error messages to a file in the same directory, out.txt.

 

Apart from that I've added a few useful libraries, hooks, timers, extended file operations and of course the plugin system.

 

 

My only plugin so far is a simple one that grabs input from my KeyPressed hook and allows you to enter lua code to be executed in game without having to reload or anything, just press F1 to and start typing. The string will appear at the bottom of the screen using the PRINT_ function at the moment, being able to properly paint a console, or atleast lines of text would make it so much easier to use.

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Has anyone found a way to post text anywhere on the screen yet?

 

the mostly used native is PRINT_STRING_WITH_LITERAL_STRING_NOW

it allows to insert any "text" for displaying

 

PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","hi, I'm a text message",1000,1)

 

can also be used to show values:

 

GET_INTERIOR_FROM_CHAR(PLAYER_CHAR, intri)local x = {}  local y = {}  local z = {}GET_CHAR_COORDINATES(PLAYER_CHAR, x, y, z)GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(PLAYER_CHAR, itof(0.00), itof(0.00), itof(0.00), x, y, z)local xvar = {}xvar = tostring(x.b)local yvar = {}yvar = tostring(y.b)local zvar = {}zvar = tostring(z.b)inter = tostring(intri.a)Info = " X: " .. xvar .. " Y: " .. yvar .. " Z: " .. zvar .. " interior: " .. interPRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", Info, 1000, 1)

 

 

Alexander showed me a other method to display values but it won't work for me, caused allways an error:

 

local pZ = {}GET_CHAR_HEIGHT_ABOVE_GROUND(PLAYER_CHAR, pZ)PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string.format(" Z: %f", pZ.b, 1000, 1)

 

 

other text native which works with alice:

 

PRINT_HELP("CP_SLEEP_H2")Wait(1000)CLEAR_HELP()Wait(1000)LOAD_ADDITIONAL_TEXT("MTUT", 0)PRINT_HELP("MTUT_SGGOD1")Wait(2000)CLEAR_HELP()PRINT("WD_USE", 5000, 3)Wait(5000)CLEAR_PRINTS()PRINT_HELP_FOREVER("MTUT_LEAVE2")Wait(1000)CLEAR_HELP()Wait(1000)repeatSET_TEXT_SCALE(itof(0.5), itof(0.6))DISPLAY_TEXT(itof(0.10), itof(0.05), "WD_USE")Wait(10)until (IsKeyPressed(84) == 1)--key_press TWait(1000)LOAD_TEXT_FONT(6)repeatSET_TEXT_SCALE(itof(0.5), itof(0.6))DISPLAY_TEXT_WITH_NUMBER(itof(0.10), itof(0.15), "NUMBER", 555)Wait(10)until (IsKeyPressed(84) == 1)Wait(1000)repeatSET_TEXT_SCALE(itof(0.5), itof(0.6))DISPLAY_TEXT_WITH_FLOAT(itof(0.10), itof(0.15), "atm_03", itof(5.35))Wait(10)until (IsKeyPressed(84) == 1)Wait(1000)

 

Edited by ZAZ
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Hey guys, just started gta up again, i was playing fine and then noticed i wasn't signed into live, sign in and get told there's an update. Updated it and obviously updated Alice and now im getting this error:

 

 

Sorry, but this version of gtaiv.exe is not supported.

Supported versions : 1.0.1 us, 1.0.2 us, 1.0.3 us, 1.0.4 us

 

 

Not sure why it's saying US as i got the game in the uk (and yes, im from the uk) Cant say i ever noticed this before so im not sure what to do.

 

Any help would be nice smile.gif

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Sorry, I must've phrased it badly. At the moment I am using the PRINT_STRING_LITERAL_NOW, but I wanted to be able to place the text anywhere on the screen. Your explanation of the DISPLAY_TEXT_WITH_* functions should let me do this, thanks!

 

 

PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string.format(" Z: %f", pZ.b), 1000, 1)------------------------------------------------------------------ Here ---^

 

 

In that example you're missing a closing parenthesis

 

 

 

 

 

 

Also, Alexander, why is the itof function necessary? Lua stores numbers as floats by default, this shouldn't be necessary.

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PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string.format(" Z: %f", pZ.b), 1000, 1)------------------------------------------------------------------ Here ---^

 

 

In that example you're missing a closing parenthesis

 

 

thx, have cookie cookie.gif

 

 

Also, Alexander, why is the itof function necessary? Lua stores numbers as floats by default, this shouldn't be necessary.

I had problems with the floats, the values has been gone mad. Read my earlier post:click

 

 

 

Hey guys, just started gta up again, i was playing fine and then noticed i wasn't signed into live, sign in and get told there's an update. Updated it and obviously updated Alice and now im getting this error:

 

 

Sorry, but this version of gtaiv.exe is not supported.

Supported versions : 1.0.1 us, 1.0.2 us, 1.0.3 us, 1.0.4 us

 

 

Not sure why it's saying US as i got the game in the uk (and yes, im from the uk) Cant say i ever noticed this before so im not sure what to do.

 

Any help would be nice smile.gif

are you shure which gta4 version you have? can you play multiplayer?

Have you alice 0.9 installed, it includes alice.asi of 16Dec.2009

did you put old alice scripts into alice folder? the won't work because the must also be updated.

clean your alice folder put the three files inthere which came with the alice files

look in the folder IV.Alice9\Examples\lua and test one or all of the scripts:CarSpawn.lua, SaveMe.lua, SuperMan.lua

Edited by ZAZ
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Alexander Blade

lua stores in float , but game don't know this and i need to now what is float and what is not in any way so because of dynamic param system in Alice im comparing value from param with rounded )) if == it's int , if != this is float

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are you shure which gta4 version you have? can you play multiplayer?

Have you alice 0.9 installed, it includes alice.asi of 16Dec.2009

did you put old alice scripts into alice folder? the won't work because the must also be updated.

clean your alice folder put the three files inthere which came with the alice files

look in the folder IV.Alice9\Examples\lua and test one or all of the scripts:CarSpawn.lua, SaveMe.lua, SuperMan.lua

 

Sorted it, was an old version of FileCheckFix.asi

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Hi all smile.gif

 

I played with Alice scripts, but I can not find the "NeverWantedLevel" or "Tab to decrease wantedlevel"

 

Basically, you press a button ... and more police, and then never be desired ... I searched on Google, downloaded several ZIP, without success, none is running 1.0.0.4

 

Thank you in advance blink.gif

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  • 2 weeks later...

So I have the latest patch and all the files where they go based on the instructions with superman.lua in the Alice folder. But, with dsound.dll in the GTAIV root folder I get an error and the game wont load. The error is:

 

Exeption EFCCreateError in module DSOUND.dll at 000116C5.

Cannot create file "C:ProgramFiles(x86)\Rockstar Games\Grand Theft Auto IV\asilog.txt". Access is denied.

 

I take out dsound.dll and the game loads, but the script doesnt run, Niko is not in God mode.

 

64bit Windows 7 if that matter.

 

I searched this forum and couldnt find an answer, sorry if it was asked and answered already and I missed it, but I did search. Thanks for any help.

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  • 2 weeks later...

Alice is wicked, thanks Alexander!

 

I'm having a hard time figuring out what most of the native functions do though, and I couldn't find enough documentation on the forums or the GTAModding wiki. Have they been documented elsewhere?

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Alice is wicked, thanks Alexander!

 

I'm having a hard time figuring out what most of the native functions do though, and I couldn't find enough documentation on the forums or the GTAModding wiki. Have they been documented elsewhere?

I think you know this page: Native_function

spaceeinstein posted something about IS_CONTROL_PRESSED : click

 

Well, I allways look into the mission scripts with OpenIV to know how many params a native have and which content it needs.

It's very similar to the GTASA opcodes and it's parameter. But I'm to lacy to add docs at Native_function page.

I think you should open a new topic like "how to use natives with alice" or ask in this topic: [DOC] LUA scripting help

 

_

edit

 

I saw now that the natives are not translated from OpenIV after 5.patch, also not from spark

I'm glad to have extracted ca. 50 scripts in the past

Edited by ZAZ
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Can anyone fix the link please?  sad.gif  I doesn't work anymore  mad.gif

It works for me, but anyway.

Alice/MIRROR

Thank you, it's working now smile.gif Maybe the web was not stable smile.gif

 

Now my problem is when I use "superman", my char changes weapons constantly wow.gif it's like I keep sliding the wheel.

 

I tried deleted some line in the lua file, it's stopped but I couldn't pick up other weapon (ex. i'm using uzi then I pick mp5, after 2 seconds it becomes uzi again)

 

What should I do confused.gif

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Now my problem is when I use "superman", my char changes weapons constantly wow.gif it's like I keep sliding the wheel.

 

yes, it repeats the settings every 5 seconds

 

replace the script with this below

lua scripts are simple plain text

open it with notepad.exe

replace the script and save it

 

press w and p together

 

---------- GTA IV Alice 0.3+ "Superman" script example ---------- ---------- © Alexander Blade 2008-2009 ---------- ---------modified by zaz: press w and p togetherfunction GiveWeapon(Char, Num) if HAS_CHAR_GOT_WEAPON(Char, Num) == 1    then SET_CHAR_AMMO(Char, Num, 30000)   else GIVE_WEAPON_TO_CHAR(Char, Num, 30000, 0) end	end	function SetPlayerProperties() local PLAYER_ID PLAYER_ID = GET_PLAYER_ID() if (PLAYER_ID < 0) then return end SET_PLAYER_INVINCIBLE(PLAYER_ID, true) SET_PLAYER_NEVER_GETS_TIRED(PLAYER_ID, true) SET_PLAYER_FAST_RELOAD(PLAYER_ID, true) ENABLE_MAX_AMMO_CAP(false) local p = {} GET_PLAYER_CHAR(PLAYER_ID, p) GiveWeapon(p.a, 2) GiveWeapon(p.a, 5) GiveWeapon(p.a, 9) GiveWeapon(p.a, 10) GiveWeapon(p.a, 13) GiveWeapon(p.a, 15) GiveWeapon(p.a, 16) GiveWeapon(p.a, 18)endfunction main() Wait(1000) while true do   if (IsKeyPressed(87) == 1) and (IsKeyPressed(80) == 1) thenSetPlayerProperties()Wait(1000)endWait(10) end	end-- startmain();

 

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