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ZAZ

[SA] ~ CLEO Script Tutorial ~

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kadallxxx

i want god mode. when i click the button "end" the car will run faster. and when i click "del" the car will stop

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ZAZ
Which opcode is thist:

Ped attack me, if i shot him?

 

I found only this:

 

05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR

 

but is not good, because the ped is trying to kill me before i shot him... sarcasm.gif

you have to write a script that checks if the actor is damaged by player_actor

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MRobinson

ok zaz i learn on my own from now. seems you wont be able to help anymore. cya around. sir...

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ZAZ
ok zaz i learn on my own from now. seems you wont be able to help anymore. cya around. sir...

sorry, i didn't noticed that you edited your post

spawn a heli, then give him this codes

 

0825: set_helicopter [email protected] instant_rotor_start0727: set_heli [email protected] behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 9.0

 

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TheGodfather.
i want god mode. when i click the button "end" the car will run faster. and when i click "del" the car will stop

This ain't a request mod thread dude Ask Here : REQUEST MOD THREAD

 

@ZAZ: U are really a great modder dude..U have contributed a lot in this thread dude..Amazing..icon14.gif ...btw check ur PM.. smile.gif

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MRobinson

 

ok zaz i learn on my own from now. seems you wont be able to help anymore. cya around. sir...

sorry, i didn't noticed that you edited your post

spawn a heli, then give him this codes

 

0825: set_helicopter [email protected] instant_rotor_start0727: set_heli [email protected] behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 9.0

 

oh hey wow thanks, but thats what I did and my game crashed sad.gif

do we have to load the police heli too?

Edited by MRobinson

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ZAZ

 

ok zaz i learn on my own from now. seems you wont be able to help anymore. cya around. sir...

sorry, i didn't noticed that you edited your post

spawn a heli, then give him this codes

 

0825: set_helicopter [email protected] instant_rotor_start0727: set_heli [email protected] behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 9.0

 

oh hey wow thanks, but thats what I did and my game crashed sad.gif

do we have to load the police heli too?

yes, of course, spawn means this: Spawn a 3D model

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MRobinson

 

ok zaz i learn on my own from now. seems you wont be able to help anymore. cya around. sir...

sorry, i didn't noticed that you edited your post

spawn a heli, then give him this codes

 

0825: set_helicopter [email protected] instant_rotor_start0727: set_heli [email protected] behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 9.0

 

oh hey wow thanks, but thats what I did and my game crashed sad.gif

do we have to load the police heli too?

yes, of course, spawn means this: Spawn a 3D model

oh hey thanks man. I was working on my mod since 2 weeks, this will be the latest feature, thanks to you. I have not tried it yet. but please visit

http://mohitrobinsoncopsystem.blogspot.in/

Edited by MRobinson

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MRobinson

After trying so much.. what I get is.. a police helicopter... barking like original cop helicopter. but.... it does not chase me. It does not fly in air. all is does it to fall down at the spot I set and bark like a moron on the spot. its very funny to see that... but its not the proper working of the feature. I also set rotor opcode on along with the act like a police heli opcode. Nothing budges.

The feature is very necessary for v4. I wish I could show you a video and also show how that sucks so badly. Please tell me if you know how to make a heli fly in the air... I also set a cop in it.. the cop is neccessary to check if the player actor is in view.

Help me... dozingoff.gif

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ZAZ
After trying so much.. what I get is.. a police helicopter... barking like original cop helicopter. but.... it does not chase me. It does not fly in air. all is does it to fall down at the spot I set and bark like a moron on the spot. its very funny to see that... but its not the proper working of the feature. I also set rotor opcode on along with the act like a police heli opcode. Nothing budges.

The feature is very necessary for v4. I wish I could show you a video and also show how that sucks so badly. Please tell me if you know how to make a heli fly in the air... I also set a cop in it.. the cop is neccessary to check if the player actor is in view.

Help me... dozingoff.gif

post your script

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MRobinson

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

 

{$VERSION 3.1.0027}

{$CLEO .cs}

 

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

0000: NOP

03A4: name_thread 'HLCHASE'

0001: wait 2000 ms

 

:HLCHASE_34

0001: wait 0 ms

00D6: if and

0256: player $PLAYER_CHAR defined

010F: player $PLAYER_CHAR wanted_level > 3

004D: jump_if_false @HLCHASE_34

0002: jump @HLCHASE_68

 

:HLCHASE_68

0001: wait 0 ms

0247: request_model 280

0247: request_model 497

038B: load_requested_models

00D6: if and

0248: model 280 available

0248: model 497 available

004D: jump_if_false @HLCHASE_68

0002: jump @HLCHASE_98

 

:HLCHASE_98

0001: wait 10000 ms

04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 10.0 16.5 10.0

00A5: [email protected] = create_car #POLMAV at [email protected] [email protected] [email protected]

0129: [email protected] = create_actor_pedtype 6 model #LAPD1 in_car [email protected] driverseat

0825: set_helicopter [email protected] instant_rotor_start

0727: set_heli [email protected] behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 50.0

0002: jump @HLCHASE_148

 

:HLCHASE_148

0001: wait 30000 ms

0002: jump @HLCHASE_34

 

 

this is the 4th cs file by me, anyways.. can you come online at gta mods mania...? then we can chat about it sir.

 

EDIT: I tested it 12 times. It works often.. I will set the z axis height more.

But I got other small problems regarding that too. Please come online at http://gtamodsmania.forumotions.in/

Edited by MRobinson

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ZAZ

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

 

{$VERSION 3.1.0027}

{$CLEO .cs}

 

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

0000: NOP

03A4: name_thread 'HLCHASE'

0001: wait 2000 ms 

 

:HLCHASE_34

0001: wait 0 ms

00D6: if and

0256:  player $PLAYER_CHAR defined

010F:  player $PLAYER_CHAR wanted_level > 3

004D: jump_if_false @HLCHASE_34

0002: jump @HLCHASE_68

 

:HLCHASE_68

0001: wait 0 ms

0247: request_model 280 

0247: request_model 497

038B: load_requested_models

00D6: if and

0248: model 280 available

0248: model 497 available

004D: jump_if_false @HLCHASE_68

0002: jump @HLCHASE_98

 

:HLCHASE_98

0001: wait 10000 ms

04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 10.0 16.5 10.0

00A5: [email protected] = create_car #POLMAV at [email protected] [email protected] [email protected]

0129: [email protected] = create_actor_pedtype 6 model #LAPD1 in_car [email protected] driverseat

0825: set_helicopter [email protected] instant_rotor_start

0727: set_heli [email protected] behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 50.0

0002: jump @HLCHASE_148

 

:HLCHASE_148

0001: wait 30000 ms

0002: jump @HLCHASE_34

This script must be improved but it works so far. The polmav hovers 50.0 units above of player_actor

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MRobinson

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------0000: NOP 03A4: name_thread 'HLCHASE' 0001: wait 2000 ms:HLCHASE_180001: wait 0 ms 00D6: if and0256:   player $PLAYER_CHAR defined 010F:   player $PLAYER_CHAR wanted_level > 3 004D: jump_if_false @HLCHASE_18 0002: jump @HLCHASE_52 :HLCHASE_520001: wait 0 ms 0247: load_model #LAPD1 0247: load_model #POLMAV 038B: load_requested_models 00D6: if and0248:   model #LAPD1 available 0248:   model #POLMAV available 004D: jump_if_false @HLCHASE_52 0002: jump @HLCHASE_96 :HLCHASE_960001: wait 50000 ms 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 17.0 8.0 30.0 00A5: [email protected] = create_car #POLMAV at [email protected] [email protected] [email protected] 0129: [email protected] = create_actor_pedtype 6 model #LAPD1 in_car [email protected] driverseat 0825: set_helicopter [email protected] instant_rotor_start 0727: set_heli [email protected] behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 50.0 0002: jump @HLCHASE_189 :HLCHASE_1890001: wait 5000 ms 00D6: if 09ED:   actor [email protected] is_within_field_of_view_actor $PLAYER_ACTOR 01F7: set_player $PLAYER_CHAR ignored_by_cops 0 004D: jump_if_false @HLCHASE_232 0002: jump @HLCHASE_18 :HLCHASE_23200A6: destroy_car [email protected]: release_model #POLMAV 0001: wait 50000 ms 0002: jump @HLCHASE_18 

 

 

here we go for the new script ZAZ, do you suggest any improvements? If you find any bugs first copy the script again. If it doesent works tell me, btw it is in connection with some of my other files bro. www.mohitrobinsoncopsystem.blogspot.com

Edited by MRobinson

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ZAZ

 

00D6: if09ED:   actor [email protected] is_within_field_of_view_actor $PLAYER_ACTOR01F7: set_player $PLAYER_CHAR ignored_by_cops 1

 

[email protected] isn't an actor

opcode 01F7: isn't a condition

also, this conditional check is uncomplete, read about conditional checks in lesson Scripting/Writing a Thread

 

your script needs to check if the heli is wrecked

your script needs a cleanup part

 

here we go:

 

{$CLEO .cs}//-------------MAIN---------------0000: NOP03A4: name_thread 'HLCHASE'0001: wait 2000 ms:HLCHASE_180001: wait 0 msif0256:   player $PLAYER_CHAR defined004D: jump_if_false @HLCHASE_18if010F:   player $PLAYER_CHAR wanted_level > 3004D: jump_if_false @HLCHASE_18:HLCHASE_520001: wait 0 ms0247: load_model #LAPD10247: load_model #POLMAV038B: load_requested_models00D6: if and0248:   model #LAPD1 available0248:   model #POLMAV available004D: jump_if_false @HLCHASE_520002: jump @HLCHASE_96:HLCHASE_96//0001: wait 50000 ms04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 30.000A5: [email protected] = create_car #POLMAV at [email protected] [email protected] [email protected]: [email protected] = create_actor_pedtype 6 model #LAPD1 in_car [email protected] driverseat0825: set_helicopter [email protected] instant_rotor_start0727: set_heli [email protected] behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 9.00002: jump @HLCHASE_189:HLCHASE_1890001: wait 0 msif0256:   player $PLAYER_CHAR defined004D: jump_if_false @HLCHASE_231if  and8119:  not   car [email protected] wrecked0205:   actor $PLAYER_ACTOR near_car [email protected] radius 200.0 200.0 200.0 flag 0 004D: jump_if_false @HLCHASE_231//00D6: if//09ED:   actor [email protected] is_within_field_of_view_actor $PLAYER_ACTOR//01F7: set_player $PLAYER_CHAR ignored_by_cops 10002: jump @HLCHASE_189:HLCHASE_2310249: release_model #POLMAV01C3: remove_references_to_car [email protected]: remove_references_to_actor [email protected]: jump @HLCHASE_18 

 

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MRobinson

 

00D6: if09ED:   actor [email protected] is_within_field_of_view_actor $PLAYER_ACTOR01F7: set_player $PLAYER_CHAR ignored_by_cops 1

 

[email protected] isn't an actor

opcode 01F7: isn't a condition

also, this conditional check is uncomplete, read about conditional checks in lesson Scripting/Writing a Thread

 

your script needs to check if the heli is wrecked

your script needs a cleanup part

 

here we go:

 

{$CLEO .cs}//-------------MAIN---------------0000: NOP03A4: name_thread 'HLCHASE'0001: wait 2000 ms:HLCHASE_180001: wait 0 msif0256:   player $PLAYER_CHAR defined004D: jump_if_false @HLCHASE_18if010F:   player $PLAYER_CHAR wanted_level > 3004D: jump_if_false @HLCHASE_18:HLCHASE_520001: wait 0 ms0247: load_model #LAPD10247: load_model #POLMAV038B: load_requested_models00D6: if and0248:   model #LAPD1 available0248:   model #POLMAV available004D: jump_if_false @HLCHASE_520002: jump @HLCHASE_96:HLCHASE_96//0001: wait 50000 ms04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 30.000A5: [email protected] = create_car #POLMAV at [email protected] [email protected] [email protected]: [email protected] = create_actor_pedtype 6 model #LAPD1 in_car [email protected] driverseat0825: set_helicopter [email protected] instant_rotor_start0727: set_heli [email protected] behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 9.00002: jump @HLCHASE_189:HLCHASE_1890001: wait 0 msif0256:   player $PLAYER_CHAR defined004D: jump_if_false @HLCHASE_231if  and8119:  not   car [email protected] wrecked0205:   actor $PLAYER_ACTOR near_car [email protected] radius 200.0 200.0 200.0 flag 0 004D: jump_if_false @HLCHASE_231//00D6: if//09ED:   actor [email protected] is_within_field_of_view_actor $PLAYER_ACTOR//01F7: set_player $PLAYER_CHAR ignored_by_cops 10002: jump @HLCHASE_189:HLCHASE_2310249: release_model #POLMAV01C3: remove_references_to_car [email protected]: remove_references_to_actor [email protected]: jump @HLCHASE_18 

 

corrected actor [email protected] before you said, though i think you are scripting it inverse... we have to mean that if the player is not in the view and is out of radius.. then cops ignore it. I dont mean it as a condition anyways. check it again.

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

 

{$VERSION 3.1.0027}

{$CLEO .cs}

 

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

0000: NOP

03A4: name_thread 'HLCHASE'

0001: wait 2000 ms

01F7: set_player $PLAYER_CHAR ignored_by_cops [email protected]

 

:HLCHASE_18

0001: wait 0 ms

00D6: if and

0039: [email protected] == 0

0256: player $PLAYER_CHAR defined

010F: player $PLAYER_CHAR wanted_level > 3

004D: jump_if_false @HLCHASE_18

0002: jump @HLCHASE_52

 

:HLCHASE_52

0001: wait 0 ms

0247: load_model #LAPD1

0247: load_model #POLMAV

038B: load_requested_models

00D6: if and

0248: model #LAPD1 available

0248: model #POLMAV available

004D: jump_if_false @HLCHASE_52

0002: jump @HLCHASE_96

 

:HLCHASE_96

0001: wait 50000 ms

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 17.0 8.0 30.0

00A5: [email protected] = create_car #POLMAV at [email protected] [email protected] [email protected]

0129: [email protected] = create_actor_pedtype 6 model #LAPD1 in_car [email protected] driverseat

0825: set_helicopter [email protected] instant_rotor_start

0727: set_heli [email protected] behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 50.0

0002: jump @HLCHASE_189

 

:HLCHASE_189

0001: wait 0 ms

00D6: if

0256: player $PLAYER_CHAR defined

004D: jump_if_false @HLCHASE_231

00D6: if or

8119: car [email protected] wrecked

0205: actor $PLAYER_ACTOR near_car [email protected] offset 100.0 100.0 100.0 flag 0

004D: jump_if_false @HLCHASE_189

0002: jump @HLCHASE_231

 

:HLCHASE_231

0249: release_model #POLMAV

01C3: remove_references_to_car [email protected]

01C2: remove_references_to_actor [email protected]

0002: jump @HLCHASE_18

 

is it fine now bro? one in bold...the game freezes when the helicopter deploys and is out of radius. if I remove it... it freezes before the helicopter arrives.. you are just the boss of scripts.

btw when we are finished.. can we remove our previous posts? coz i dont want to expose my scripts to stealers.

Edited by MRobinson

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MRobinson

 

you modified this check in a wrong way:

 

00D6: if or

8119: car [email protected] wrecked

0205: actor $PLAYER_ACTOR near_car [email protected] offset 100.0 100.0 100.0 flag 0

004D: jump_if_false @HLCHASE_189

read again about conditional checks in lesson Scripting/Writing a Thread

Oh hey thanks ZAZ, minor bug found. mod is working perfectly now. i owe you man.

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MRobinson

Hey ZAZ sorry to distub you again..

How do we write in coding...

 

if player shoots a weapon??(not preferably a melee weapon)

 

Also, instead of the script we prepared together, I set up random helicopters searching at random places. Also this fixed some more bugs related to my mod.

 

Regards colgate.gif

 

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TheGodfather.

@MR: You can check if the actor/player has weapon armed by :

 

 

if0491:   actor $PLAYER_ACTOR has_weapon 46

 

 

<Sorry for hijacking ZAZ's response tounge.gif>

 

Anyways ZAZ I was thinking of a suggestion..Why don't u make another new part of the tutorial introducing High Level Scripts in CLEO..

 

I am sure that would help others as I think HLL is better...And u can make a better tut. than me for sure..biggrin.gif..Or u are free to use mine..smile.gif

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MRobinson
@MR: You can check if the actor/player has weapon armed by :

 

 

if0491:   actor $PLAYER_ACTOR has_weapon 46

 

 

hey rj bro this is the code for "if the player has the weapon"

I need the code for if player is shooting the weapon (not armed)

The opcode

02D6: actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -3000.0 3000.0 cornerB -3000.0 3000.0

is also not working.

 

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ZAZ

 

Opcode 02E0: checks if player is on foot and shots with a gun or throws grenades, melees are ignored

same for opcde 02D6:

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0087: [email protected] = [email protected] // (float)0087: [email protected] = [email protected] // (float)[email protected] -= [email protected] -= [email protected] += [email protected] += 5.0if02D6:   actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA [email protected] [email protected] cornerB [email protected] [email protected] @next

 

 

this can check if player is firing a specified weapon:

if and02D8:   actor $PLAYER_ACTOR current_weapon == 30 00E1:   player 0 pressed_key 17

 

 

or with some addintional codes to avoid bugs and glitches:

 

if and09E7:   player $PLAYER_CHAR not_frozen 8965:   not actor $PLAYER_ACTOR swimming 80DF:   not actor $PLAYER_ACTOR driving02D8:   actor $PLAYER_ACTOR current_weapon == 30 00E1:   player 0 pressed_key 17 jf @next

 

or together with opcode 02E0:

 

if and02E0:   actor $PLAYER_ACTOR aggressive02D8:   actor $PLAYER_ACTOR current_weapon == 30  jf @next

 

 

 

 

Anyways ZAZ I was thinking of a suggestion..Why don't u make another new part of the tutorial introducing High Level Scripts in CLEO..

I often thought about it, but i'm too lazy atm.

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MRobinson

I always wonder ZAZ why u are so... so.. intelligent cry.gif ? where u learnt coding? why can't I ever become like you cryani.gif ?

please tell me how to become like u ZAZ? Thanks for being the SUPER HELPER bro. icon14.gif

 

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bloodhomie21

Thanks Man, You've done good

Now I can also create CLEO mods

 

Thanks smile.gif

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bondlover1313

Hey Zaz, The smartest person I know about CLEO coding, I'm trying to edit a cleo file and I know the basics pretty much, but when the file says load model id like 18666 or something like that, how do you know what that is? Is there a list of models anywhere that a person can search for numbers and it gives them a picture or description of that number's model? If there is not, then maybe you can help me with my idea. The file I am modding is designed to replace the license plate of the car I'm driving with that of another, and every time you do it, it clears your wanted level. But there are just 2 specific plates that I wanna transfer between, one would say KNIGHT and the other KNI 667 (From the show Knight Rider). If you have any questions let me know, or if you wanna see what I've got so far just let me know. I would really appreciate your help, thanks.

 

 

Thanks, Bests

Bondlover1313 smile.gif

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ZAZ

 

Hey Zaz, The smartest person I know about CLEO coding, I'm trying to edit a cleo file and I know the basics pretty much, but when the file says load model id like 18666 or something like that, how do you know what that is? Is there a list of models anywhere that a person can search for numbers and it gives them a picture or description of that number's model? If there is not, then maybe you can help me with my idea. The file I am modding is designed to replace the license plate of the car I'm driving with that of another, and every time you do it, it clears your wanted level. But there are just 2 specific plates that I wanna transfer between, one would say KNIGHT and the other KNI 667 (From the show Knight Rider). If you have any questions let me know, or if you wanna see what I've got so far just let me know. I would really appreciate your help, thanks.

 

 

Thanks, Bests

Bondlover1313 smile.gif

 

A "must have tool" for mapmodding is the MapEditor

it have a search function to find your object and then view it in 3d

unless animated objects and some others

 

Basic informations:

Every model (actor, car, weapons, object (Buildings, Landscapes, tuningparts are also objects) must be defined and have an ID number

actors in data\peds.ide

cars in data\vehicles.ide

weapons in data\default.ide

tuningparts in data\ maps\veh_mods\veh_mods.ide

 

Buildings, Landscapes and other objects in a lot of files separated in different folders of data\ maps folder

 

data\maps\generic contains ide and ipl files for small objects for the gameplay like doors, hydrant, shark ect...

data\maps\interior contains ide and ipl files for interior rooms and their accessory

data\maps\country contains ide and ipl files for Buildings and Landscapes of the country as well of area51

data\maps\LA contains ide and ipl files for Buildings and Landscapes of Los Santos

data\maps\SF contains ide and ipl files for Buildings and Landscapes of San fierro

data\maps\Vagas contains ide and ipl files for Buildings and Landscapes of Las Venturas

data\maps\leveldes contains ide and ipl files for the seabeds and for the Liberty City interior world

 

 

GTA San Andreas Root Directory|_anim|_audio||__data	|.	.	|__Decision.	.	|__Icons.	.	|__maps	.	.  |.	.  |_country	(country ide and ipl).	.  |_generic  (dynamic and gameplay objects ide).	.  |_interior  (interior and interior properties ide and ipl).	.  |_LA  (Los Santos ide and ipl).	.  |_leveldes	(Seabed and LC world and special objects ide and ipl).	.  |_SF  (San Fierro ide and ipl).	.  |_vegas  (Las Venturas ide and ipl).	.  |_veh_mods	(vehicle Tuningparts ide).	..	..	..	.  gta.dat  ("Master file" in txt format: List to load IMG, IDE and IPL files).	.  default.ide	(weapon ide).	.  peds.ide	(pedestrians, charackter ide).	.  vehicles.ide	(vehicles ide).	.  timecyc.dat	(Weather, Game Colouring).	.  object.dat	(dynamic, script and special object settings).	.  water.dat	(water cube coordinates).	.  weapon.dat	(weapon settings)....|__models	 . .. gta3.img .. gta_int.img .. cutscene.img .. player.img

 

 

 

 

The ide and ipl files need to be loaded and requires to insert their filepath (relativ to game root directory) into data\gta.dat

Same for img archivs

Exceptions:

gta3.img, gta_int.img, player.img, peds.ide, vehicles.ide, default.ide are loaded automatcal and don't need to add the path in gta.dat

 

The most important content of ide lines are

Model ID number/Model name/Texture name

these 3 entries, separeted by comma define the model and allocates the dff file with txd file to an ID number

 

the ide line contains also more entries, which can be different, each if it is a ped, weapon, vehicle or map object

 

the meaning of the entries for map objects is:

 

ID#, modelname, Texturepack, viewdistance, flag

example:

 

1211, fire_hydrant, dynhydrent, 40, 128

 

 

The models itself must be placed in an img archiv and each model must have a *.dff file(3d model), a *.txd file(textures) and a *.col file(collisions model)

A *.col file is an archiv which can contain one more collisions models

the name of the collisions model must be the same as the name of the *.dff file but the *.col file archiv can have any name

 

 

 

The ide files have sections

the normal object definitions are placed between

objs and end

example:

 

objs1211, fire_hydrant, dynhydrent, 40, 128end

 

 

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

 

The ipl and ide files (Lae.ide, Lae.ipl) are just plain text files and editable with notepad.exe

An advanced texteditor is better and more comfortable, for example sannybuilder or notepad++ can you get for free

A "must have tool" for mapmodding is the MapEditor

read Item_Definition and IPL Definitions

 

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

 

Sannybuilder accepts model names like #JETPACK of following files:

data\peds.ide

data\vehicles.ide

data\default.ide

data\ maps\veh_mods\veh_mods.ide

 

other objects requires to be spawned by ID number

 

 

 

 

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bondlover1313

Wow, ok, thanks I think I am gonna have to give up on that one, I SUCK at modeling. One more question, I am trying to make a script where KITT can be attached to a trailer. I wanted to be able to drive up into the semi, press a key and the car becomes attached to the trailer and I can get out and go to the driver's cab and drive with it and then if I want I can press the same key again and he is free from it, either in the cab/on foot/ or in kitt. This only done so when I drive the SEMI KITT doesn't jump all around in it and falls out backwards. Here's my code so far any help would be appreciated.

 

 

:SEMI_500if  Actor.Driving($PLAYER_ACTOR)else_jump @SEMI_501if0AB0: key pressed 122else_jump @SEMI_50003C0: $KITT = actor $PLAYER_ACTOR car00AA: store_coords_to [email protected] [email protected] [email protected] rotation [email protected] [email protected] from_car $KITT0681: attach_car $KITT to_car #ARTICT2 with_offset [email protected] [email protected] [email protected] rotation $ROTATION [email protected] [email protected] @SEMI_500:SEMI_501if  Actor.Driving($PLAYER_ACTOR)if0AB0: key pressed 122else_jump @SEMI_50003C0: $KITT = actor $PLAYER_ACTOR car00AA: store_coords_to [email protected] [email protected] [email protected] rotation [email protected] [email protected] from_car $KITT0681: detach_car $KITT from_car #ARTICT2 with_offset [email protected] [email protected] [email protected] rotation $ROTATION [email protected] [email protected]

 

 

Thanks, Bests

Bondlover1313 smile.gif

 

 

 

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ZAZ

 

Wow, ok, thanks I think I am gonna have to give up on that one, I SUCK at modeling. One more question, I am trying to make a script where KITT can be attached to a trailer. I wanted to be able to drive up into the semi, press a key and the car becomes attached to the trailer and I can get out and go to the driver's cab and drive with it and then if I want I can press the same key again and he is free from it, either in the cab/on foot/ or in kitt. This only done so when I drive the SEMI KITT doesn't jump all around in it and falls out backwards. Here's my code so far any help would be appreciated.

 

use the trailer-cab opcodes

 

0893: put_trailer [email protected] on_cab [email protected]:   trailer [email protected] attached_to_cab [email protected] then07AC: detach_trailer [email protected] from_cab [email protected]

 

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bondlover1313
Wow, ok, thanks I think I am gonna have to give up on that one, I SUCK at modeling. One more question, I am trying to make a script where KITT can be attached to a trailer. I wanted to be able to drive up into the semi, press a key and the car becomes attached to the trailer and I can get out and go to the driver's cab and drive with it and then if I want I can press the same key again and he is free from it, either in the cab/on foot/ or in kitt. This only done so when I drive the SEMI KITT doesn't jump all around in it and falls out backwards. Here's my code so far any help would be appreciated.

 

use the trailer-cab opcodes

 

0893: put_trailer [email protected] on_cab [email protected]:   trailer [email protected] attached_to_cab [email protected] then07AC: detach_trailer [email protected] from_cab [email protected]

 

I tried that and no such luck. I think I explained what I was trying to do wrong I want it to look something like the first picture I attached here 9likethis.jpg) instead how KITT normally does when I drive the SEMI pics 2 and 3 (NotThis2.jpg and NotThis3). I think that might help with what I am trying to explain. So when I drive the SEMI, KITT inside it will be like the first picture until I press a button and he is free again. Thanks.

 

P.S. Pics 2 and 3 were taken while I was driving the SEMI. Pic 1 was taken while the SEMI was at a stop.

 

Thanks, Bests

Bondlover1313 smile.gif

 

Likethis

user posted image

 

NotThis 2

user posted image

 

NotThis3

user posted image

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ZAZ

ok, you wanna attach the Kitt car to the trailer...

... with this script:

 

:SEMI_500if Actor.Driving($PLAYER_ACTOR)else_jump @SEMI_501if0AB0: key pressed 122else_jump @SEMI_50003C0: $KITT = actor $PLAYER_ACTOR car00AA: store_coords_to [email protected] [email protected] [email protected] rotation [email protected] [email protected] from_car $KITT0681: attach_car $KITT to_car #ARTICT2 with_offset [email protected] [email protected] [email protected] rotation $ROTATION [email protected] [email protected] @SEMI_500:SEMI_501if Actor.Driving($PLAYER_ACTOR)if0AB0: key pressed 122else_jump @SEMI_50003C0: $KITT = actor $PLAYER_ACTOR car00AA: store_coords_to [email protected] [email protected] [email protected] rotation [email protected] [email protected] from_car $KITT0681: detach_car $KITT from_car #ARTICT2 with_offset [email protected] [email protected] [email protected] rotation $ROTATION [email protected] [email protected]

 

 

1.) this opcode is wrong:

 

00AA: store_coords_to [email protected] [email protected] [email protected] rotation [email protected] [email protected] from_car $KITT

 

opcode 00AA have only 4 parameter:

 

00AA: store_car [email protected] position_to [email protected] [email protected] [email protected]

 

 

2.) No need to get coords from trailer offset because the attach opcode have offset parameter to attach the car relativ to trailers center

 

3.) opcode 0681 is wrong because it's to attach an object to car

you must use opcode 0683

 

4.) you need to insert a car handle instead a model name in opcode 0683 as well in 0681

 

 

0683: attach_car $KITT to_car [email protected] with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0

 

 

Summery: your script is big bullsh*t and don't have enough coding skill to realize your plan

 

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bondlover1313

Well jeez thanks for putting it so plainly, lol. Yeah your right I am a little out of my league here, but I still wanted to try and achieve this. I did what you said and it sort of looked it worked. You said the code wasn't good enough to realize my plan, and I totally agree, but do you have any ideas or advice on how to improve it? Thanks

 

 

Thanks, Bests

Bondlover1313 smile.gif

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