HazardX 13 Posted December 23, 2008 Share Posted December 23, 2008 Amazing peice of work, Alexander! Is there a way to import other lua scripts? it would make scripts alot more readable. Example: core = import("include\core.lua")Player = import("include\player.lua")native = import("include\native.lua")function main() core.InitScript() while true do Player.Initialize() native.SET_CHAR_MAX_HEALTH(Player.Char, 3000) native.SET_CHAR_HEALTH(Player.Char, 3000) Wait(250) end end-- startmain(); Link to post Share on other sites
Alexander Blade 1,409 Posted December 23, 2008 Author Share Posted December 23, 2008 dunno , lua must support includes ... try ==filename Link to post Share on other sites
TheRealTRA 0 Posted December 23, 2008 Share Posted December 23, 2008 reinstalling fixed my issue Link to post Share on other sites
adhome 0 Posted December 23, 2008 Share Posted December 23, 2008 Normal Native GTA functions are executed in a script environment (from GTA itself). Thy LUA script is execute the native calls out of order at anytime (own thread?) Perhaps this is the reason, you can not operate with models. The memory for them is not enabled. Perhaps the xlive wrapper, that dispale protected Memory will help with this problem. Link to post Share on other sites
HippieCommunist 28 Posted December 23, 2008 Share Posted December 23, 2008 gggggguuuuuuuuuuuys! whats the command to make player relaxed? like.... ragdolly found this FILE in my data dir and theres a bodyRelax function how do i execute this command? like say pressing tab key...?? any1 knows plz?? Link to post Share on other sites
smoot178 1 Posted December 23, 2008 Share Posted December 23, 2008 Holy crap, awesome! Link to post Share on other sites
johanz 0 Posted December 24, 2008 Share Posted December 24, 2008 And make grab function to work too :3 Link to post Share on other sites
HippieCommunist 28 Posted December 24, 2008 Share Posted December 24, 2008 yeah guys more physix useage! to make crazy stunt stuff and jumping ppl! Link to post Share on other sites
spaceeinstein 1,800 Posted December 24, 2008 Share Posted December 24, 2008 Stop requesting stuff. People have to find out how to use this stuff first. Of course people will release what they found out and show you if anything is possible. Link to post Share on other sites
ceedj 29 Posted December 24, 2008 Share Posted December 24, 2008 (edited) Couple of quick questions, for clarification... 1) Are "natives" what we would call opcodes in previous games? And the natives.ini like the old SASCM.ini file from the Mission Builders? 2) Looking at some of the used native parameters would it be safe to assume SOME of the parameters would follow the patterns of the previous games? Example: CREATE_CAR_GENERATOR=15, False is the almost equivalent of 014B: create car generator? And we just have to sort through what is what via trial and error? Better example, 009A (create actor) in SA uses 6 params (model, pedtype, x,y,z, handle) while the IV version uses 7. Right track (just need to figure out what the extra one is )? Excellent stuff here Alexander, nice work! EDIT: 3) CHAR replaces ACTOR? Edited December 24, 2008 by ceedj Link to post Share on other sites
bmac 0750 0 Posted December 24, 2008 Share Posted December 24, 2008 (edited) i think that this mod is absolutely awesome, but i want to be able to use all of the weapons, not just the ones that come with the superman.lua could somebody tell me how to remove the weapon-giving part of superman.lua and keep the invincibility? thankz ***NEVER MIND!! i figured it out! w00t Edited December 24, 2008 by bmac 0750 Link to post Share on other sites
Alexander Blade 1,409 Posted December 24, 2008 Author Share Posted December 24, 2008 (edited) Normal Native GTA functions are executed in a script environment (from GTA itself). Thy LUA script is execute the native calls out of order at anytime (own thread?) Perhaps this is the reason, you can not operate with models. The memory for them is not enabled. Perhaps the xlive wrapper, that dispale protected Memory will help with this problem. tryed with it - no 2ceedj: 1) no , natives.ini is using only to find native address in memory 2) wait for a few days and u'll see native call examples in original scripts 3) yes , char is actor Edited December 24, 2008 by Alexander Blade Link to post Share on other sites
ceedj 29 Posted December 24, 2008 Share Posted December 24, 2008 2ceedj:1) no , natives.ini is using only to find native address in memory 2) wait for a few days and u'll see native call examples in original scripts 3) yes , char is actor 1) Noticed that digging through the files a bit more, thanks. 2) Good to hear, thanks for that. 3) Seems like you guys (Sanny team) are doing a lot of good work here, thanks for the hard work! Regarding the models, I assume the problem as explained is that there is no way to load and check for loaded models as of yet? Just laying the framework for a IV Studios Machinima mod here... Thanks again and good luck to you guys. Keep it up! Link to post Share on other sites
mystra007 0 Posted December 24, 2008 Share Posted December 24, 2008 Hey alexander, Just wanted to say, that as someone who joined in 2002, you and the community (but especially you). Amaze me a lot. You did things with gta:sa and gtaiv that I never though possible. Even if R* had released mod tools with gtaiii, gtavc and gtasa what you did is the equivalent of an sdk (Im speaking about CLEO). Its nice to see someone who is really good with extending a game and who can also take time his to explain things to newbies. As they say in russian: S Rozhdestvom Khristobym! Link to post Share on other sites
aceship 0 Posted December 24, 2008 Share Posted December 24, 2008 are the alice .lua file connected to the fred.html? or it just a tutorial? i found 16 Hand_Left Char_L_Hand And 20 Hand_Right Char_R_Hand So can we Change The Model To Fingerless Gloves To nico Hand? Link to post Share on other sites
klanly 0 Posted December 24, 2008 Share Posted December 24, 2008 Fingerless Gloves Link to post Share on other sites
SaintJimmy 160 Posted December 24, 2008 Share Posted December 24, 2008 (edited) Fingerless Gloves I dare you to post that in the GTA IV forum. I double dare you. And btw, how can I work that? OH MY GOD, THAT IS AWESOME. (not the gloves) THE F*CKING DUFFEL BAG! Oh sweet jesus please tell me how to do that. I'm not experienced in modding, so tell me the code to add to a .lua file, PLEASE. Oh pretty please And also, could someone tell me how to get a savegame working? And if so, is it possible to have a save game uploaded for me (With storyline finished)? Edited December 24, 2008 by SaintJimmy Link to post Share on other sites
johnma 0 Posted December 24, 2008 Share Posted December 24, 2008 Maybe I'm a bit late. But I can't load the save with the modded "binkw32.dll", the game crashes after loading screen I have an updated game (I even re-update again but still crashes) both "asilog" and "alice" are created Using Window XP SP3 32bit I have tried using filelist.pak to overcome file check, but still crash. Sorry if it is a nub question. Link to post Share on other sites
klanly 0 Posted December 24, 2008 Share Posted December 24, 2008 add this somewhere in your .lua..(may crash) PushInt(PLAYER_INDEX) PushInt(51) CallNative("CHANGE_PLAYER_MODEL") i only try out 51 for PushInt, and that's what you see here.. I don't know exactly how it works. (may someone tell me...) Hopefully the player model would change after many times of crash. good luck... Link to post Share on other sites
SaintJimmy 160 Posted December 24, 2008 Share Posted December 24, 2008 (edited) So I make a .lua file, open it with notepad or whatever, and add those 3 lines into it? beautiful. EDIT: I am getting nowhere here...constant crashing...about 8 times now. Edited December 24, 2008 by SaintJimmy Link to post Share on other sites
Intosia 0 Posted December 24, 2008 Share Posted December 24, 2008 So I make a .lua file, open it with notepad or whatever, and add those 3 lines into it? beautiful. Lol, no its not that easy... Read up on the rest of this topic. And read readme.txt and other files! Link to post Share on other sites
johnma 0 Posted December 24, 2008 Share Posted December 24, 2008 thx god I just realise I got an unwanter file "FileCheckDisabler.asi" in my gta folder which makes the problem. Mod works now, very very cool indeed. Thank you and merry christmas Link to post Share on other sites
klanly 0 Posted December 24, 2008 Share Posted December 24, 2008 nope, the .lua needs some "framework code" to initialize itself. you can find out it in this forum, or simply modify the examples provided by the author. Link to post Share on other sites
FunGt 56 Posted December 24, 2008 Share Posted December 24, 2008 And also, could someone tell me how to get a savegame working? And if so, is it possible to have a save game uploaded for me (With storyline finished)? You can find a complete savegame here. How to install here. Link to post Share on other sites
jadire 0 Posted December 24, 2008 Share Posted December 24, 2008 And also, could someone tell me how to get a savegame working? And if so, is it possible to have a save game uploaded for me (With storyline finished)? You can find a complete savegame here. How to install here. The only reason xlive_wrapper method fails is because it disabled the mulitplayer, If i wanted to cheat I would just use alice. Disabling multiplayer just makes the wrapper useless. Link to post Share on other sites
Simon. 4 Posted December 24, 2008 Share Posted December 24, 2008 I was experimenting and made a MegaJump + FastRun script. Not too in-depth but it's alright for some fun. Press TAB+CTRL shift for Fast Run and TAB+SPACE for Mega Jump! This is great fun Alexander Blade, thanks for the work you put into it . Suggestion: Is it possible to have dynamic reloading of scripts after the game has loaded? I was thinking maybe some keys pressed in the pause menu that would reload the scripts. Link to post Share on other sites
-TRASE- 0 Posted December 24, 2008 Share Posted December 24, 2008 So I make a .lua file, open it with notepad or whatever, and add those 3 lines into it? beautiful.EDIT: I am getting nowhere here...constant crashing...about 8 times now. No. its just part of the Code. add it in your superman lua, think logical Link to post Share on other sites
FunGt 56 Posted December 24, 2008 Share Posted December 24, 2008 The only reason xlive_wrapper method fails is because it disabled the mulitplayer, If i wanted to cheat I would just use alice. Disabling multiplayer just makes the wrapper useless. So with xlive_wrapper you can not play multyplayer? Btw should be enough renaming the xlive.dll? Link to post Share on other sites
simkas 4 Posted December 24, 2008 Share Posted December 24, 2008 add this somewhere in your .lua..(may crash) PushInt(PLAYER_INDEX) PushInt(51) CallNative("CHANGE_PLAYER_MODEL") i only try out 51 for PushInt, and that's what you see here.. I don't know exactly how it works. (may someone tell me...) Hopefully the player model would change after many times of crash. good luck... So, just those lines will give me the gloves and the bag? Or what? Link to post Share on other sites
Intosia 0 Posted December 24, 2008 Share Posted December 24, 2008 (edited) Quick script: TimeScale Changer http://intosia.com/media/timescale.lua Uber slowmo ingame Note: hold the key for minimal 1 sec, otherwise it wont register... Edit: hm saw someone beat me to it Edited December 24, 2008 by Intosia Link to post Share on other sites