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[GTAIV|REL] A l i c e


Alexander Blade
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When Ever I Start My Game, NO-CD Crack or Not...The Game Crashes Before It Even Starts..

angry.gif

Do your question belong to the Alice plugin?

Can you give more infos about your system, game patch version, modded files

Consider that old alice scripts don't work with newest alice version for latest gamepatch

 

Actually version is Alice 0.9 for GTA IV 5.patch 1.0.0.4

Extract the download file and find the neccesary files in subfolder "Copy"

It contains:

- Alice folder

- dsound.dll

- alice.asi

- lua51.dll

 

 

The Alice0.9 download files include also exemple scripts

find the exemple scripts in subfolder "Examples\lua"

- CarSpawn.lua

- SaveMe.lua

- SuperMan.lua

 

 

 

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  • 3 weeks later...
lizzzardkingg

do you have to have the dsound.dll file in order for the mods to work because when i have it in mine...even when the game was still unmodded it would crash it at startup

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  • 3 weeks later...

im having a Real Problem Now loading some Scripts...

Im trying to load the NECROPOLIS CITY OF THE DEAD MOD.. and when i check the alice logs during and after play.. it keeps saying in the logs..

 

--- GTA IV ALICE SCRIPT ENGINE ---

--- Ver : 0.9, pub : 16 December 2009 ---

--- Works in SP, MP : Free, Party mode ---

--- http://Alexander.SannyBuilder.com ---

--- http://OpenIV.com ---

--- © Alexander Blade ---

 

07:11:56 | Initialization started

07:11:56 | - Addresses ...Ok

07:11:56 | - Natives loading ...Ok

07:11:56 | - Main hook creating ...Ok

07:11:56 | - Native caller ...Ok

07:11:56 | - Natives preinit ...Ok

07:11:56 | - Natives ...Ok

07:11:56 | Initialization successful

07:13:07 | Main hook installed

07:14:24 | Loading *.ext script plugins ...

07:14:24 | Loading *.lua scripts ...

07:14:24 | Loading lua script "necropolis-amb.lua" ...loaded

07:14:24 | Loading lua script "necropolis-car.lua" ...loaded

07:14:24 | Loading lua script "necropolis-main.lua" ...loaded

07:14:24 | Loading lua script "necropolis-mission.lua" ...loaded

07:14:24 | Loading lua script "necropolis-nofly.lua" ...loaded

07:14:24 | Loading lua script "necropolis-police.lua" ...loaded

07:14:24 | Loading lua script "necropolis-scriptkill.lua" ...loaded

07:14:24 | Loading finished, 7 scripts and plugins loaded

07:14:24 | Lua script executing error. Script "necropolis-amb.lua", Error "SYNTAX/LOGIC ERROR !!!"

07:14:24 | Lua script executing error. Script "necropolis-car.lua", Error "SYNTAX/LOGIC ERROR !!!"

07:14:24 | Lua script executing error. Script "necropolis-main.lua", Error "SYNTAX/LOGIC ERROR !!!"

07:14:24 | Lua script executing error. Script "necropolis-mission.lua", Error "SYNTAX/LOGIC ERROR !!!"

07:14:24 | Lua script executing error. Script "necropolis-nofly.lua", Error "SYNTAX/LOGIC ERROR !!!"

07:14:24 | Lua script executing error. Script "necropolis-police.lua", Error "SYNTAX/LOGIC ERROR !!!"

07:14:24 | Lua script executing error. Script "necropolis-scriptkill.lua", Error "SYNTAX/LOGIC ERROR !!!"

please help barf8bd.gifsuicidal.gif

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have all of filecheckfix.asi and asi loader and those things in your game and ofcourse the necropolice only works on 1.0.3.0

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have all of filecheckfix.asi and asi loader and those things in your game and ofcourse the necropolice only works on 1.0.3.0

dude... I Had downgraded my GTA IV... but now i have a question.. do u need to start a new game or can use a loaded one..

Edited by ChesFTW
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Alexander Blade

[offtopic]Something like "im not dead , im alive , atleast i hope so" biggrin.gif [/offtopic]

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supercool514

Can someone give me a version of the superman lua file that doesn't alter the weapons and just makes Niko invincible? thanks biggrin.gif

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Can someone give me a version of the superman lua file that doesn't alter the weapons and just makes Niko invincible? thanks biggrin.gif

 

press i and n to make player invincible

 

 

---------- GTA IV Alice INVINCIBLE -------------------- © Alexander Blade 2008-2009 ----------------press i and n to make player invinciblefunction main() Wait(1000) while true do   if (IsKeyPressed(73) == 1) and (IsKeyPressed(78) == 1) then invincib()     PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","invincible",1000,1) Wait(1000) local timer = 0    	repeat     timer = timer + 1       if timer == 100 then       	timer = 0                 invincib()       end   Wait(10)       until (IsKeyPressed(73) == 1) and (IsKeyPressed(78) == 1)            	local PLAYER_ID PLAYER_ID = GET_PLAYER_ID() if (PLAYER_ID < 0) then return end SET_PLAYER_INVINCIBLE(PLAYER_ID, false)     	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","Player can be damaged",1000,1)     	Wait(1000)endWait(10) end	endfunction invincib()local PLAYER_IDPLAYER_ID = GET_PLAYER_ID()if (PLAYER_ID < 0) then return endSET_PLAYER_INVINCIBLE(PLAYER_ID, true)SET_PLAYER_NEVER_GETS_TIRED(PLAYER_ID, true)end     -- startmain();

 

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supercool514

Can someone make this lua code where niko jumps like as tall as the "GETALIFE" building? thx

 

 

---------- GTA IV Alice 0.3+ SMOKING MOD ---------- function SUPER_JUMP() local p = {}  GET_PLAYER_CHAR(GET_PLAYER_ID(), p)  local PLAYER_CHAR = p.a local x = {}  local y = {}  local z = {}  local v = {}  local w = {} local u = {}  u.a = 0 GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(PLAYER_CHAR, 0, 3.1, 0, x, y, z) GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(PLAYER_CHAR, 0, 0, 0, v, w, z) x.b = x.b - v.b y.b = y.b - w.b SET_CHAR_VELOCITY(PLAYER_CHAR, x.b, y.b, 3.1) while(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_l") == 1) or(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_r") == 1) or(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_l") == 1) or(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_r") == 1)do Wait(0) end GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(PLAYER_CHAR, 0, 10.1, 0, x, y, z) GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(PLAYER_CHAR, 0, 0, 0, v, w, z) x.b = x.b - v.b y.b = y.b - w.b while(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_inair_r") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_inair_l") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_on_spot") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_l") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_r") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_inair_r") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_inair_l") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_on_spot") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_l") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_r") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_inair_r") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_inair_l") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_on_spot") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_l") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_r") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_inair_r") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_inair_l") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_on_spot") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_l") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_r") == 1)do SET_CHAR_VELOCITY(PLAYER_CHAR, x.b, y.b, 5.1) u.a = u.a + 1 Wait(0) endendfunction SUPER_JUMP_SPOT() local p = {}  GET_PLAYER_CHAR(GET_PLAYER_ID(), p)  local PLAYER_CHAR = p.a local x = {}  local y = {}  local z = {}  local v = {}  local w = {} local u = {}  u.a = 0 GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(PLAYER_CHAR, 0, 3.1, 0, x, y, z) GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(PLAYER_CHAR, 0, 0, 0, v, w, z) x.b = x.b - v.b y.b = y.b - w.b SET_CHAR_VELOCITY(PLAYER_CHAR, x.b, y.b, 5.1) while(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_inair_r") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_inair_l") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_on_spot") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_l") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_r") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_inair_r") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_inair_l") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_on_spot") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_l") == 1) or(u.a < 40)and(IS_BUTTON_PRESSED(0, 14) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_r") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_inair_r") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_inair_l") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_on_spot") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_l") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_r") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_inair_r") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_inair_l") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_on_spot") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_l") == 1) or(u.a < 40)and(IsKeyPressed(32) == 1) and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_r") == 1)do SET_CHAR_VELOCITY(PLAYER_CHAR, x.b, y.b, 5.1) u.a = u.a + 1 Wait(0) endendfunction SUPER_JUMP_FALL()Wait(0)local PLAYER_IDPLAYER_ID = GET_PLAYER_ID()if (PLAYER_ID < 0) then return endlocal p = {}  GET_PLAYER_CHAR(GET_PLAYER_ID(), p)  local PLAYER_CHAR = p.alocal x = {}  local y = {}  local z = {}local a = {}if(IS_CHAR_IN_AIR(PLAYER_CHAR) == 1)and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_l") == 0)and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_r") == 0)and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_l") == 0)and(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_r") == 0)and(IS_PLAYER_CLIMBING(PLAYER_ID) == 0)and(IS_PED_ATTACHED_TO_ANY_CAR(PLAYER_CHAR) == 0)and(IS_PED_RAGDOLL(PLAYER_CHAR) == 0)thenGET_CHAR_HEIGHT_ABOVE_GROUND(PLAYER_CHAR, a) if(IS_PED_RAGDOLL(PLAYER_CHAR) == 0) then GET_CHAR_VELOCITY(PLAYER_CHAR, x, y, z) x.b = x.b * 0.8 y.b = y.b * 0.8 SET_CHAR_VELOCITY(PLAYER_CHAR, x.b, y.b, 0.0) elseif(a.b > 0.6) then GET_CHAR_VELOCITY(PLAYER_CHAR, x, y, z) x.b = x.b * 0.8 y.b = y.b * 0.8 SET_CHAR_VELOCITY(PLAYER_CHAR, x.b, y.b, 0.0) end if(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_inair_l") == 1) or(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_inair_r") == 1) or(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_inair_l") == 1) or(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_inair_r") == 1) or(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "climb_std", "fall_fall") == 1) or(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "climb_std", "fall_back") == 1) or(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "climb_std", "fall_front") == 1) or(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "climb_std", "fall_glide") == 1) or(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "climb_std", "fall_land") == 1) or(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "climb_std", "fall_collapse") == 1) then UNLOCK_RAGDOLL(PLAYER_CHAR, 0) Wait(400)   while(IS_CHAR_IN_AIR(PLAYER_CHAR) == 1)and(IS_PLAYER_CLIMBING(PLAYER_ID) == 0)   and(IS_PED_ATTACHED_TO_ANY_CAR(PLAYER_CHAR) == 0)and(IS_PED_RAGDOLL(PLAYER_CHAR) == 0)do   GET_CHAR_VELOCITY(PLAYER_CHAR, x, y, z)   SET_CHAR_VELOCITY(PLAYER_CHAR, x.b, y.b, -5.1)   Wait(200)   end   UNLOCK_RAGDOLL(PLAYER_CHAR, 1)   if(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_inair_r") == 1)   and(IS_CHAR_IN_AIR(PLAYER_CHAR) == 0)   then TASK_PLAY_ANIM(PLAYER_CHAR, "jump_land_squat", "jump_std", 0.1, 0, 1, 1, 0, 200)   Wait(200)   end endelseif(IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_inair_r") == 1)and(IS_CHAR_IN_AIR(PLAYER_CHAR) == 0)then TASK_PLAY_ANIM(PLAYER_CHAR, "jump_land_squat", "jump_std", 0.1, 0, 1, 1, 0, 200)Wait(200)end endfunction SJ_main()local p = {}  GET_PLAYER_CHAR(GET_PLAYER_ID(), p)  local PLAYER_CHAR = p.a while true do Wait(0) SUPER_JUMP_FALL()  if (IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_l") == 1)  then SUPER_JUMP()  end  if (IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_takeoff_r") == 1)  then SUPER_JUMP()  end  if (IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_l") == 1)  then SUPER_JUMP()  end  if (IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_takeoff_r") == 1)  then SUPER_JUMP()  end  if (IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_std", "jump_on_spot") == 1)  then Wait(300)   if(IS_BUTTON_PRESSED(0, 14) == 1)or(IsKeyPressed(32) == 1) then   TASK_PLAY_ANIM(PLAYER_CHAR, "jump_inair_r", "jump_std", 9.9, 1, 1, 1, 0, -2)   SUPER_JUMP_SPOT()   end  end  if (IS_CHAR_PLAYING_ANIM(PLAYER_CHAR, "jump_rifle", "jump_on_spot") == 1)  then Wait(300)   if(IS_BUTTON_PRESSED(0, 14) == 1)or(IsKeyPressed(32) == 1) then   TASK_PLAY_ANIM(PLAYER_CHAR, "jump_inair_r", "jump_std", 9.9, 1, 1, 1, 0, -2)   SUPER_JUMP_SPOT()   end  end endend-- startSJ_main();

 

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Just a question: is Alice abled to get information out of an INI file, read in a car name value (hash unkown), generate a car hash and compare it to an intern vehicle hash (or the same via two car names)? Just curios, because I am seeking for the right language to use for a mod. C# / .NET script hook seems not to be abled to get any information if its not a known existing vehicle (from handling.dat) and its hash, is Alice?

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Just a question: is Alice abled to get information out of an INI file, read in a car name value (hash unkown), generate a car hash and compare it to an intern vehicle hash (or the same via two car names)? Just curios, because I am seeking for the right language  to use for a mod. C# / .NET script hook seems not to be abled to get any information if its not a known existing vehicle (from handling.dat) and its hash, is Alice?

I don't know, i'm not advanced in lua, maybe Alexander Blade will answer.

But the lua scripts are editable in same way like an ini file

I can give you an example, check out ObserverCAM

 

Fourthermore I read at http://lua-users.org/wiki/FunctionsTutorial about modules

It should be possible to read values from another lua file

I think it doesn't matter if the file is called settings.ini or settings.lua

But I actually don't know if it works in Alice and how to use this method

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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

Hi ZAZ. Are the scripts available anywhere for those of us who weren't so lucky? Would you be willing to upload what you've extracted, for example, or would there be copyright issues involved that the forum would wish to avoid?

 

I'm new to the GTA series of games, modding and Lua, but I've managed to pick up a fair bit just by looking at your mods and those by Chamber. Unfortunately, I've not found the wiki to be as helpful as I'd hoped and I really need to see more examples of how the various native functions are used. Playing "guess the parameter" grows tiresome rather quickly! I've downloaded some mods that require scripthooks to run but they aren't readable in the way that the Alice scripts are so I've not been able to learn anything from them.

 

If anyone could point me in the direction of the game's scripts or a more up-to-date source of information than the wiki, I'd be grateful.

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Simple Question about the superman-script that comes with ALICE: Can you re-write it so that one gets unlimited ammo BUT not the weapons? The main idea is the possibility to change the weapons ingame without changing the numbers in the script.

 

Is this possible? If yes - how?

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Simple Question about the superman-script that comes with ALICE: Can you re-write it so that one gets unlimited ammo BUT not the weapons? The main idea is the possibility to change the weapons ingame without changing the numbers in the script.

 

Is this possible? If yes - how?

Try changing the script to this:

function GiveAmmo(Char) for Num = 4, 18 do   if HAS_CHAR_GOT_WEAPON(Char, Num) == 1 then     SET_CHAR_AMMO(Char, Num, 30000)   end	 endend	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) GiveAmmo(p.a)endfunction main() Wait(1000) while true do   SetPlayerProperties()   Wait(5000) end	end-- startmain();

 

 

This will not give you any weapons, but any weapons you already have or subsequently pick up will have their ammo constantly topped up to maximum.

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Mr Mustangg

I installed this, but it wont work, ive tried 3 different scripts but nothings changed, im running v1.0.4 and everything in the game is normal, now how the hell do i get some freakin zombies?

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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

Hi ZAZ. Are the scripts available anywhere for those of us who weren't so lucky? Would you be willing to upload what you've extracted, for example, or would there be copyright issues involved that the forum would wish to avoid?

 

I'm new to the GTA series of games, modding and Lua, but I've managed to pick up a fair bit just by looking at your mods and those by Chamber. Unfortunately, I've not found the wiki to be as helpful as I'd hoped and I really need to see more examples of how the various native functions are used. Playing "guess the parameter" grows tiresome rather quickly! I've downloaded some mods that require scripthooks to run but they aren't readable in the way that the Alice scripts are so I've not been able to learn anything from them.

 

If anyone could point me in the direction of the game's scripts or a more up-to-date source of information than the wiki, I'd be grateful.

Welcome Erem, I'm glad see a new member interessting in Alice

I uploaded the extracted mission scripts. Note: I extracted not all scripts, maybe the half and saved it with lua extension because i used a lua editor

GTA4-Missionscripts

 

below some scripts of me as examples

furthermore check out my function test script of this post: click

 

---press W and left mouse to set weather---press T and left mouse to time---press H and left mouse to disable traffic---press H and right mouse to eneable trafficfunction main() Wait(1000) local wstep = 0  while true do 	if (IsKeyPressed(72) == 1) and (IsKeyPressed(1) == 1) then---- key_press H and left mouse teleport into middlepark SET_CAR_DENSITY_MULTIPLIER(itof(0.0)) SET_PED_DENSITY_MULTIPLIER(itof(0.0))       PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","Traffic off",2500,1) SET_RANDOM_CAR_DENSITY_MULTIPLIER(itof(0.0)) SET_SCENARIO_PED_DENSITY_MULTIPLIER(itof(0.0))       Wait(1500) elseif (IsKeyPressed(72) == 1) and (IsKeyPressed(2) == 1) then---- key_press H and right mouse teleport into middlepark SET_CAR_DENSITY_MULTIPLIER(itof(1.0)) SET_PED_DENSITY_MULTIPLIER(itof(1.0)) PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","Traffic on",2500,1)       SET_RANDOM_CAR_DENSITY_MULTIPLIER(itof(1.0)) SET_SCENARIO_PED_DENSITY_MULTIPLIER(itof(1.0)) Wait(1500) elseif (IsKeyPressed(87) == 1) and (IsKeyPressed(1) == 1) then    --key_press W and left mouse           local WeatherVar = {}           GET_CURRENT_WEATHER(WeatherVar)           PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string.format(" weather: %s", WeatherVar.a), 500, 1) 	Wait(500) 	wstep = wstep + 1   if  wstep > 19 then               wstep = 0               end           FORCE_WEATHER_NOW(wstep)           Wait(10)           local WeatherVar = {}           GET_CURRENT_WEATHER(WeatherVar)           PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string.format(" weather: %s", WeatherVar.a), 500, 1) 	Wait(500) 	elseif (IsKeyPressed(84) == 1) and (IsKeyPressed(1) == 1) then    --key_press T and left mouse           local hoursVar = {}           local tstepVar = {} 	GET_TIME_OF_DAY(hoursVar, tstepVar)   	local tstep = tstepVar.a   	local hours = hoursVar.a 	tstep = tstep + 10   if  tstep > 59 then               hours = hours + 1               tstep = 0   end                  if  hours > 23 then               hours = 0               end                          SET_TIME_OF_DAY(hours, tstep)           --Wait(10)           local hoursVar = {}           local tstepVar = {} 	GET_TIME_OF_DAY(hoursVar, tstepVar)           PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string.format(" time %s : %s", hoursVar.a, tstepVar.a), 500, 1) 	Wait(10) else 	 	 	end   Wait(10)	 end	end-- startmain();

 

 

---press Q to show player coordsfunction main() Wait(1000) while true do   if (IsKeyPressed(81) == 1) then-- Q   local p = {}   GET_PLAYER_CHAR(GET_PLAYER_ID(), p)   local PLAYER_CHAR = p.a   	if PLAYER_CHAR <= 0 then return end 	repeat               local intri = {}   GET_KEY_FOR_CHAR_IN_ROOM(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)               PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string.format(" X: %f Y: %f Z: %f room: %s", x.b, y.b, z.b,intri.a), 1000, 1)   Wait(500)       local ViewID = {} 	GET_GAME_VIEWPORT_ID(ViewID) 	local roomkey = {}       GET_KEY_FOR_VIEWPORT_IN_ROOM(ViewID.a, roomkey)       PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string.format(" view: %s", roomkey.a), 500, 1)       Wait(500)        	until  (IsKeyPressed(81) == 1)           PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "off", 1000, 1)           Wait(2000)end   Wait(10)	 end	end-- startmain();

 

 

-- Nos Mod: extra speed and fire behind car-- first press "N" key while Player is in vehicle to enable NOS function-- then accelerate a little and then hold "delete" key to give speed boost-- press again "N" key to disable the NOS functionfunction nosboost() local p = {}  GET_PLAYER_CHAR(GET_PLAYER_ID(), p) local PLAYER_CHAR = p.a if PLAYER_CHAR <= 0 then return end  if (IS_CHAR_IN_ANY_CAR(PLAYER_CHAR) == 1) then local NosCar = {} GET_CAR_CHAR_IS_USING(PLAYER_CHAR, NosCar)  local NOSON = {} NOSON = 1       PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","NOS enabled",1000,1)               Wait(1000)    --SET_CAR_HEAVY(NosCar.a)       --SET_CAR_STRONG(NosCar.a)       SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(PLAYER_CHAR, 0)         FIX_CAR(NosCar.a)         while NOSON == 1 do                	if (IsKeyPressed(78) == 1) or (IS_CAR_DEAD(NosCar.a) == 1) or (IS_CHAR_IN_ANY_CAR(PLAYER_CHAR) == 0) then 	NOSON = 0 	end    	if (IsKeyPressed(46) == 1) then                  TRIGGER_PTFX_ON_VEH("muz_machine", NosCar.a, itof(0.0), itof(-3.0), itof(-0.3), itof(0.0), itof(0.0), itof(270.0), itof(3.0))   TRIGGER_PTFX_ON_VEH("muz_pistol_small", NosCar.a, itof(0.0), itof(-3.0), itof(-0.3), itof(0.0), itof(0.0), itof(270.0), itof(3.0))       	local speed = {} 	GET_CAR_SPEED(NosCar.a, speed) 	speed.b = speed.b * 1.35 	SET_CAR_FORWARD_SPEED(NosCar.a, speed.b)      	end    	Wait(10) end PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","NOS off",1000,1) MARK_CAR_AS_NO_LONGER_NEEDED(NosCar) SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(PLAYER_CHAR, 1)   	Wait(1000)                endendfunction main() Wait(1000) while true do   if (IsKeyPressed(78) == 1) -- Nthen  nosboost() end   Wait(10)	 end	end-- startmain();

 

Edited by ZAZ
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I uploaded the extracted mission scripts. Note: I extracted not all scripts, maybe the half and saved it with lua extension because i used a lua editor

Many thanks for doing that. Half is better than none at all. I've only had a quick glance through them and at your example scripts so far but I've already seen where I was going wrong with GET_CURRENT_WEATHER.

 

I must admit to not really understanding the .a syntax and why some values are returned in tables when the wiki says they should be floating point numbers. Perhaps things will become a little clearer when I've had chance to digest everything here.

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I uploaded the extracted mission scripts. Note: I extracted not all scripts, maybe the half and saved it with lua extension because i used a lua editor

Many thanks for doing that. Half is better than none at all. I've only had a quick glance through them and at your example scripts so far but I've already seen where I was going wrong with GET_CURRENT_WEATHER.

 

I must admit to not really understanding the .a syntax and why some values are returned in tables when the wiki says they should be floating point numbers. Perhaps things will become a little clearer when I've had chance to digest everything here.

 

wiki is not up to date

 

Floating points:

 

local x = {}  local y = {}  local z = {}--- define the tablesGET_CHAR_COORDINATES(PLAYER_CHAR, x, y, z)--init the table vars to read data from native functionGET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(PLAYER_CHAR, itof(0.00), itof(0.00), itof(0.00), x, y, z)--init the table vars to read data from native function-- if a table was used to get info or instance from native funcion-- needs to use a FIELD OF THE TABLE in further coding-- change the table in a FIELD OF THE TABLE with .b for floats and .a for integerSET_CHAR_COORDINATES(PLAYER_CHAR, x.b, y.b, z.b)--- x.b, y.b, z.b are the fields of the tables x, y, zSET_CHAR_COLLISION(PLAYER_CHAR, 1)

 

 

 

Note: expression itof for floats

after Alice 0.9 was released I figured out that floats won't work in some cases

I had a talk with Alexander Blade and solved the problem

Therefor we should write floats in this way: itof(-41.70)

 

Integer values and other instances:

 

local WeatherVar = {}--- define the tablesGET_CURRENT_WEATHER(WeatherVar)--init the table var to read data from native function-- if a table was used to get info or instance from native funcion-- needs to use a FIELD OF THE TABLE in further coding-- change the table in a FIELD OF THE TABLE with .b for floats and .a for integerPRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string.format(" weather: %s", WeatherVar.a), 500, 1)-- WeatherVar.a is the fields of the table

 

 

 

local FemChar = {}--- define the tablesCREATE_CHAR(2, modlID, x.b, y.b, z.b, FemChar, 1)--init the table var to read data from native function-- if a table was used to get info or instance from native funcion-- needs to use a FIELD OF THE TABLE in further coding-- change the table in a FIELD OF THE TABLE with .b for floats and .a for integerSET_CHAR_HEALTH(FemChar.a, 1000)-- FemChar.a is the field of the table

 

 

 

to delete an instance needs to use on the other hand the table without field expression

 

MARK_CHAR_AS_NO_LONGER_NEEDED(FemChar)

 

an except are the blips, they needs to use the field to romve them from game

 

local blip = {}ADD_BLIP_FOR_CHAR(streetped.a, blip)REMOVE_BLIP(blip.a)MARK_CHAR_AS_NO_LONGER_NEEDED(streetped)

 

 

 

get the player instance

 

local p = {}GET_PLAYER_CHAR(GET_PLAYER_ID(), p)local PLAYER_CHAR = {}PLAYER_CHAR = p.a-----------------------------submit the table field to a new tableif PLAYER_CHAR <= 0 then return end

 

submit the table field to a new table is not allways neccesary but can help to keep the script clear

 

 

I recommand to get the player instance allways from new before doing something with the player

because the player instance can change, for example if the user change the player model by using another script mod

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can u give me a link for the alice loader for v1.0.4.0 because my web browser( i've tried 2 web browsers ) can't show the website and i don't know why

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can u give me a link for the alice loader for v1.0.4.0 because my web browser( i've tried 2 web browsers ) can't show the website and i don't know why

-----------------------------------------------------------------------------------

Alice 0.9 at alexander.sannybuilder.com

 

Alice 0.9 at zazmahall.de

 

Alice 0.9 for GTA 1.0.0.4 (5.patch) includes also asiloader dsound.dll

-----------------------------------------------------------------------------------

extra Download asiloader dsound.dll at alexander.sannybuilder.com

-----------------------------------------------------------------------------------

3 files from my hand

some people asked me to send my files because some script mods won't work on their system

so I uploaded asiloader and filecheckfix from Alexander Blade and Aru's scripthook which I use myself

then they was happy

download

asi loader, c++ scripthook, filecheckfix for GTA IV 1.0.0.4/5.patch

-----------------------------------------------------------------------------------

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Wow, my ammo problem got solved that fast... thank you! Thank you very much! smile.gif

 

 

Well, maybe a bit harder this time (but not that important, just a try): A script to disable Friend's calls or to turn off the phone ALWAYS, so that I don't have to do this after every mission, every clip, every bowling.... Friends are such annoying! [well, in RealLife TM they are nice, but not in GTA!] Would that be possible? confused.gif

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Thanks again Zaz. I've lost count of how many times I've reread the lua-users wiki Table Tutorial trying to make sense of the .a and .b!

 

You've also anticipated another question I had. A number of older scripts used f() around floating point numbers and the only way I could make the scripts work was to remove the f(). I noticed that newer scripts were using itof() instead but could not understand why that was necessary if "In the interest of simplicity Lua supports only one type of number, floating point numbers. By default these are double precision floating point numbers..." (lua-users wiki Numbers Tutorial). But if the floats in Alice don't work in some cases, I'll go through my code and add itof() where appropriate.

 

 

 

Wow, my ammo problem got solved that fast... thank you! Thank you very much!  smile.gif

You're welcome, but I'm still finding my way around Alice myself so I'll have to leave your phone problem to someone with a bit more experience.

 

Did this not help, by the way?

 

it's possible to disable without mod

pop up the mobile and choose option, then sleep mode

I've also seen a script that disables the phone by killing 3 or 4 R* scripts but unfortunately I don't recall the details or where I saw it.

 

If what you want to do is continue playing through the missions but without having Niko's friends pestering him all the time, that may be tricky - many of the missions start and/or end with Niko receiving a phone call.

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Alexanders site is dead for me for some reason... thx for posting Alice on your site ZAZ.

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F.S.M., I've remembered where I saw how to kill the phone scripts:

 

Very handy. This:

 

TerminateAllScriptsWithThisName("spcellphone");TerminateAllScriptsWithThisName("spcellphonecalling");TerminateAllScriptsWithThisName("spcellphonedebug");TerminateAllScriptsWithThisName("spcellphoneendcall");TerminateAllScriptsWithThisName("spcellphonemain");TerminateAllScriptsWithThisName("spcellphonenetwork");TerminateAllScriptsWithThisName("spcellphonetutorial");

 

Turns off that damn cell phone. lol.gif

Save the following as NoPhone.lua in your Alice folder:

 

-- DISABLE PHONEfunction main() Wait(1000) while true do   TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME("spcellphone")   TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME("spcellphonecalling")   TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME("spcellphonedebug")   TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME("spcellphoneendcall")   TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME("spcellphonemain")   TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME("spcellphonenetwork")   TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME("spcellphonetutorial")   Wait(1000) endendmain();

and see if that does what you're looking for. From the limited testing I've done, it appears to disable the phone completely, which may be more than you want. Also, I don't know how to make it so you can turn the phone back on so I haven't made it activated/deactivated by a keypress; if you want to play the game with the phone, you'll need to rename the script with a different extension or move it out of your Alice folder.

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an except are the blips, they needs to use the field to romve them from game

 

local blip = {}ADD_BLIP_FOR_CHAR(streetped.a, blip)REMOVE_BLIP(blip.a)MARK_CHAR_AS_NO_LONGER_NEEDED(streetped)

 

 

ZAZ (or anyone), could you please explain how to create a blip so it saves cars for good and they're not deleted when you drive off to the other end of the map?

I'm trying to write a mod - hit "save car button" and the car you're in is stored somewhere in memory and won't dissappear until you call MARK_CAR_AS_NO_LONGER_NEEDED function on it.

I've tried something like this:

 

GET_CAR_CHAR_IS_USING(p.a, c) (with p.a coming from another function call)

local myCar = {}

ADD_BLIP_FOR_CAR(c.a, myCar)

 

Blip was generated, car marked as red dot on the map, but it was deleted when I moved away from it.

 

I'm clearly missing something here. Additional function I need to call to make this happen?

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Hi, I'm new to the whole ALICE scene.

I want to make my own mods but I'm already stuck on the very first part of scripting.

The 'Hello World!'.

 

I have a excample code.

 

 

function SayHello(name) PRINT_HELP("Hello World!")endfunction main() Wait(1000) while true do   if (IsKeyPressed(18) == 1)   then     Wait(100)     if (IsKeyPressed(97) == 1) then SayHello() end   end   Wait(1000) endend-- startmain();

 

 

It doesn't work. Now I already tested many things and looked at the examples and came out that you can't print text what isn't in the game itself (or am I wrong?).

So if you print "banshee" it would work, if I print "Hello World!" it wouldn't work.

 

Any explonation for it or a function that can print texts what are not in the game itself.

 

Oh and because I'm new to ALICE doesn't mean I can't script at all.

I know basic scripting so this shouldn't be a problem for me.

 

Edit: Maybe the answer is posted already but the topic is 68 pages long and I don't have time at the moment to read them all.

 

Thanks for helping already.

 

Xfuryion

Edited by Xfuryion
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