ZAZ 663 Posted March 30, 2020 Author Share Posted March 30, 2020 which chat? Link to post Share on other sites
Robbert 0 Posted March 30, 2020 Share Posted March 30, 2020 (edited) Samp chat.- UPDATE: i tried something like that it compile, but it doesn`t do anything in game, just first line the message. Edited March 31, 2020 by Robbert Link to post Share on other sites
Robbert 0 Posted March 31, 2020 Share Posted March 31, 2020 Can i add a lower time than 1 sec? Like 0.5 time to wait (wait 500 doesn`t works) Link to post Share on other sites
ZAZ 663 Posted April 2, 2020 Author Share Posted April 2, 2020 please ask at UGBASE Gamehacking about sampfuncs Link to post Share on other sites
dot exe 15 Posted April 5, 2020 Share Posted April 5, 2020 (edited) Hi @ZAZ I'am sorry, I'am asking about GTA SA Android here, or maybe there is peoples that can help me here. IDK why, everytime i using 0DD9 in the CLEO script, the game is crash. It's write memory address from GTA SA Android V2.00. But if i use other 0DD code like 0DD2, 0DD3, 0DD4. The game is work. So, can you help me? Or somebody else? Thank you! This is my friend script btw. Sorry for my bad english. I've attached the script. Spoiler {$CLEO .csa} 0000: while true wait 0 if 00E1: player 3 pressed_key 1 then wait 3000 const addr [email protected] StartNewScript [email protected] NewScript [email protected] forto [email protected] end // const 0DD0: addr = get_label_addr @_ZN11CTheScripts14StartNewScriptEPh 0DD1: addr = get_func_addr_by_cstr_name addr 0DD0: StartNewScript = get_label_addr @StartNewScript 0DD3: context_set_reg 0 value StartNewScript 0DD2: context_call_func addr 0DD4: NewScript = context_get_reg 0 //StartNewScript += @StartNewScript NewScript += 0x10 0DD9: write_mem_addr NewScript value StartNewScript size 4 add_ib 0 protect 0 NewScript += 0x2C StartNewScript = 1 for forto = 0 to 30 0DD9: write_mem_addr NewScript value StartNewScript size 4 add_ib 0 protect 0 StartNewScript = 0 000A: NewScript += 4 end wait 9000 end_thread end end :_ZN11CTheScripts14StartNewScriptEPh hex "_ZN11CTheScripts14StartNewScriptEPh" 00 END :StartNewScript // crash 0DD9: write_mem_addr 0x...... value 0 size 1 add_ib 1 protect 1 end_thread Edited April 5, 2020 by dot exe Link to post Share on other sites
YourName_2 19 Posted April 8, 2020 Share Posted April 8, 2020 Thanks For Help ZAZ! Link to post Share on other sites
santosvagos 368 Posted May 4, 2020 Share Posted May 4, 2020 Hello @ZAZ , currently i am using your GFXXX mods and i really want to know how you make your custom GX.img . Could you you show me the roles how to do it , please ? Link to post Share on other sites
ZAZ 663 Posted May 4, 2020 Author Share Posted May 4, 2020 With tool to edit img IMG Tool (old school) IMG Manager 1.5 (winxp/win7) IMG Manager 2.0 (win10) create a new img file, import dff, txd, run rebuild archiv 1 Link to post Share on other sites
santosvagos 368 Posted May 5, 2020 Share Posted May 5, 2020 9 hours ago, ZAZ said: With tool to edit img IMG Tool (old school) IMG Manager 1.5 (winxp/win7) IMG Manager 2.0 (win10) create a new img file, import dff, txd, run rebuild archiv Thank you for your reply . But how can the game recognize new adding .img file file ? Link to post Share on other sites
ZAZ 663 Posted May 5, 2020 Author Share Posted May 5, 2020 By making entry to gta.dat 1 Link to post Share on other sites
Captain Bigboss 3 Posted June 18, 2020 Share Posted June 18, 2020 @ZAZ can you teach me how to put actor at coord i wanted . How to make that script . Please help me 🙏🙏🙏 1 1 Link to post Share on other sites
priyanshu171 0 Posted October 11, 2020 Share Posted October 11, 2020 i want some help plz i want to make a mod in which hydra will always on to targets without pressing the lock-on key plz help i am a rookie Link to post Share on other sites
MDXNaTioN 0 Posted November 7, 2020 Share Posted November 7, 2020 Spoiler Spoiler On 8/29/2009 at 1:30 AM, ZAZ said: Car Drive Tutorial Ok, lets start with the base: "how can I spawn a vehicle" and use the exemple script of tutorial theme: Scripting/Writing a Thread -- Next Step/ Spawn a 3D model Script below spawns the car Infernus in Grovestreet if player goes into red marker(sphere) If player leave the spot the car will be released from script and the reading process jumps back into 1.Loop {$CLEO .cs}:3dModels_103A4: name_thread 'MODL':3dModels_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @3dModels_200D6: if 000FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 2491.5 -1667.5 13.35 radius 1.0 1.0 1.0004D: jump_if_false @3dModels_20247: request_model #INFERNUS:Load_Model_Check0001: wait 0 ms00D6: if 00248: model #INFERNUS available004D: jump_if_false @Load_Model_Check00A5: [email protected] = create_car #INFERNUS at 2487.5 -1660.5 13.350175: set_car [email protected] z_angle_to 90.00249: release_model #INFERNUS:3dModels_30001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @3dModels_300D6: if 080FF: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 2491.5 -1667.5 13.35 radius 2.0 2.0 2.0004D: jump_if_false @3dModels_301C3: remove_references_to_car [email protected] // Like turning a car into any random car0002: jump @3dModels_2 In the next step I spawn 2 actors in the car and let the car drive to a fix coord destination fourthermore I add an marker to can see on radar where the car is. To spawn the actor directly in the car I use opcode 0129: for the driver and 01C8: for the passenger. It's also possible to spawn the actors by normal placement and let then the actors enter the car. Either as driver or as passenger, also with different opcodes. The passenger opcodes needs to set the seat number in the last parameter: 0 = front passenger seat, 1 or 2 for the back seats To let the car drive I use a simple "drive_to opcode" There are a lot of other variation to let a car drive and it requires allways to set the speed. The Loop after the "drive-to commands" needs now conditions which belongs to the car drive action Very important is to check if the car is wrecked. We need one or more ways to let the script refresh, I mean to release the car, it's marker and the actors from our script in some cases to can beginn the script from beginning. Such situations can be if player dies or gets arrested, if the car is wrecked or if it is far away if or 0119: car [email protected] wrecked 01F4: car [email protected] flipped 8202: not actor $PLAYER_ACTOR near_car [email protected] radius 500.0 500.0 flag 0 Script below spawns the car Infernus in Grovestreet with two homies inthere, if player goes into red marker(sphere) It drives to the next crossroad and stays there till player is far away from car (500.0 units) {$CLEO .cs}:CarDrive_103A4: name_thread 'CDRIVE':CarDrive_20001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @CarDrive_2if00FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 2491.5 -1667.5 13.35 radius 1.0 1.0 1.0004D: jump_if_false @CarDrive_20247: request_model #INFERNUS0247: request_model #fam10247: request_model #fam2:CarDrive_30001: wait 0 msif and0248: model #INFERNUS available0248: model #fam1 available0248: model #fam2 available004D: jump_if_false @CarDrive_300A5: [email protected] = create_car #INFERNUS at 2487.5 -1660.5 13.350175: set_car [email protected] z_angle_to 90.00129: [email protected] = create_actor 8 #fam1 in_car [email protected] driverseat01C8: [email protected] = create_actor 8 #fam2 in_car [email protected] passenger_seat 00186: [email protected] = create_marker_above_car [email protected] 07E0: set_marker [email protected] type_to 1 0249: release_model #INFERNUS0249: release_model #fam10249: release_model #fam2//////////////////// the drive-to commands --vv----00A7: car [email protected] drive_to 2353.1528 -1658.6493 13.3846//---simple drive-to command00AD: set_car [email protected] max_speed_to 20.0//---speed declaration, important!!00AE: unknown_set_car [email protected] to_ignore_traffic_lights 2//--optional, sets car to ignore red-lights and drive around traffic//////////////////// the drive-to commands --^^----:CarDrive_130001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @CarDrive_13if or0119: car [email protected] wrecked01F4: car [email protected] flipped8202: not actor $PLAYER_ACTOR near_car [email protected] radius 500.0 500.0 flag 0 004D: jump_if_false @CarDrive_1301C3: remove_references_to_car [email protected] // Like turning a car into any random car01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0164: disable_marker [email protected] 0002: jump @CarDrive_2 As I said, there are a lot of other variation to let a car drive. The opcode 00A7: of the exemple above is the simpliest. The car drive then strictly along the gta paths. The paths are stored in the nodes.dat in gta3.img These paths are the routes for the random cars in traffic. If you place a car in an area without path like in middle of the desert and let then the car drive, it drives first to the path and then to the destination. The car can not reach the destination if the destination is not on a path. A car drive script can be a very annoying work, also if the destinations are on paths. It often won't drive that route which we want or it stucks. ---------------------------------------------------------------------------- We have several opcodes to force the car to let it do what we want ---------------------------------------------------------------------------- opcode 04e0: let the car ingnore the paths and let it drive straight ahead to the destination 04e0: car [email protected] abandon_path_radius 200 replace the script part with the drive-to commands of script above with this drive-to commands: //////////////////// the drive-to commands --vv----00A7: car [email protected] drive_to 2431.5864 -1628.0818 13.698//---simple drive-to command00AD: set_car [email protected] max_speed_to 20.0//---speed declaration, important!!00AE: unknown_set_car [email protected] to_ignore_traffic_lights 2//--optional, sets car to ignore red-lights and drive around traffic04e0: car [email protected] abandon_path_radius 200//////////////////// the drive-to commands --^^---- the destination is between the highway and grovestreet at that empty area without 04e0: the car drives a long way on the street opcode 04e0: works only in the given radius, it means: by radius 200 the startpoint and the next destination may not be bigger than 200 units more than 250 is not possible ---------------------------------------------------------------------------- the car chases the player with opcode 00AF: and 2 as last parameter //////////////////// the drive-to commands --vv----00AD: set_car [email protected] max_speed_to 20.0//---speed declaration, important!!00AE: unknown_set_car [email protected] to_ignore_traffic_lights 2//--optional, sets car to ignore red-lights and drive around traffic00AF: set_car [email protected] driver_behaviour_to 2//-- 2 as last param let chase the player//////////////////// the drive-to commands --^^---- four valid settings for opcode 00AF: 1 - follow road, drive back if way is blocked 2 - kill the player 4 - drive to player and stop 8 - ignore road-paths ---------------------------------------------------------------------------- the car drives automaticly along the paths with opcode 00AF: and 1 as last parameter //////////////////// the drive-to commands --vv----00AD: set_car [email protected] max_speed_to 20.0//---speed declaration, important!!00AE: unknown_set_car [email protected] to_ignore_traffic_lights 2//--optional, sets car to ignore red-lights and drive around traffic00AF: set_car [email protected] driver_behaviour_to 1//////////////////// the drive-to commands --^^---- ---------------------------------------------------------------------------- We can use an opcode to read the coords infront of the car and let it drive to that point //////////////////// the drive-to commands --vv----0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset -10.0 15.0 0.000A7: car [email protected] drive_to [email protected] [email protected] [email protected]//---simple drive-to command00AD: set_car [email protected] max_speed_to 20.0//---speed declaration, important!!00AE: unknown_set_car [email protected] to_ignore_traffic_lights 2//--optional, sets car to ignore red-lights and drive around traffic//////////////////// the drive-to commands --^^---- ---------------------------------------------------------------------------- We can use an opcode to read the coords infront of the car and let it drive to that point and give it a start boost with opcode 04BA: //////////////////// the drive-to commands --vv----0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset -10.0 15.0 0.000A7: car [email protected] drive_to [email protected] [email protected] [email protected]//---simple drive-to command00AD: set_car [email protected] max_speed_to 20.0//---speed declaration, important!!00AE: unknown_set_car [email protected] to_ignore_traffic_lights 2//--optional, sets car to ignore red-lights and drive around traffic04BA: set_car [email protected] speed_instantly 50.0//////////////////// the drive-to commands --^^---- ---------------------------------------------------------------------------- Let the driver do corrections R* use in the main.scm a stuck car check, but this function don't work in Cleo But to let the driver do corrections can be used opcode 06C7: //////////////////// the drive-to commands --vv----06C7: AS_actor [email protected] driver_of_car [email protected] perform_action 14 timelimit 3000 //backward circle00A7: car [email protected] drive_to 2353.1528 -1658.6493 13.3846//---simple drive-to command00AD: set_car [email protected] max_speed_to 20.0//---speed declaration, important!!00AE: unknown_set_car [email protected] to_ignore_traffic_lights 2//--optional, sets car to ignore red-lights and drive around traffic//////////////////// the drive-to commands --^^---- the driver make first a backward circle for ca. 3 seconds, then the car drives to the given point ---------------------------------------------------------------------------- some different versions of opcode 06C7: 06C7: AS_actor [email protected] driver_of_car [email protected] perform_action 6 timelimit 1000 //a short stop 06C7: AS_actor [email protected] driver_of_car [email protected] perform_action 6 timelimit 2000000 //a long stop 06C7: AS_actor [email protected] driver_of_car [email protected] perform_action 3 timelimit 3000 //backwards to the right side, than straight ahead 06C7: AS_actor [email protected] driver_of_car [email protected] perform_action 22 timelimit 3000 //backwards to the left side, than straight ahead 06C7: AS_actor [email protected] driver_of_car [email protected] perform_action 14 timelimit 3000 //backward circle 06C7: AS_actor [email protected] driver_of_car [email protected] perform_action 9 timelimit 3000 //bump forward 06C7: AS_actor [email protected] driver_of_car [email protected] perform_action 7 timelimit 3000 //steer left 06C7: AS_actor [email protected] driver_of_car [email protected] perform_action 8 timelimit 3000 //steer right ---------------------------------------------------------------------------- Let the driver drive Opcode 05D1: let the driver drive instead to let the car drive This function can also ignore the paths (like using 04e0: car [email protected] abandon_path_radius) and let the driver drive the car directly to the given point It's depending from the setting in the flags 0 0 5 let it drive on paths 2 0 5 ignore the paths //////////////////// the drive-to commands --vv----05D1: AS_actor [email protected] drive_car [email protected] to 2353.1528 -1658.6493 13.384 speed 20.0 0 0 5//////////////////// the drive-to commands --^^---- ---------------------------------------------------------------------------- Opcode 05D1: can be set more times as combo in an AS_Pack It needs than to set -1 instead the variable name of the driver and assign the actor [email protected] after the AS_pack-setup to the defined AS_pack //////////////////// the drive-to commands --vv----0615: define_action_sequences [email protected]: AS_actor -1 drive_car [email protected] to 2353.1528 -1658.6493 13.384 speed 20.0 0 0 505D1: AS_actor -1 drive_car [email protected] to 2431.7739 -1674.7444 13.6643 speed 20.0 0 0 505D1: AS_actor -1 drive_car [email protected] to 2431.5864 -1628.0818 13.698 speed 20.0 2 0 50616: define_action_sequences_end [email protected] 0618: assign_actor [email protected] to_action_sequences [email protected] 061B: remove_references_to_AS_pack [email protected]//////////////////// the drive-to commands --^^---- ---------------------------------------------------------------------------- Define a scmpath for the driver Set first opcode 05D6: to clear first a possibly created previous scmpath Than set new coords for the scmpath and use opcode 07E7: to let the driver drive along this path This function can also ignore the paths (like using 04e0: car [email protected] abandon_path_radius) and let the driver drive the car directly to the given point It's depending from the setting in the flags 0 0 5 let it drive on paths 2 0 5 ignore the paths //////////////////// the drive-to commands --vv----05D6: clear_scmpath05D7: add_point_to_scmpath 2353.1528 -1658.6493 13.38405D7: add_point_to_scmpath 2431.7739 -1674.7444 13.664307E7: AS_assign_scmpath_to_actor [email protected] in_car [email protected] speed 20.0 flags 0 0 5//////////////////// the drive-to commands --^^---- ---------------------------------------------------------------------------- Car drive scripts in praxis ---------------------------------------------------------------------------- In praxis to write a car drive script with a longer specific route needs a more complex script, which checks if the car reached the destination to can submit the new destination. Because you can not check the same destination coords which you want to submit when the car reached it, you must use access checks Fourthermore it needs to check if the car do airborns because it looses the coord information and we must give this information again in this case A check if the car is fliped or wrecked makes allways sense, because it can not continue the route and the script should cancel the action in this case R* use in the main.scm a stuck car check, but this function don't work in Cleo a check if the car speed is smaller than 1.0 can help ---------------------------------------------------------------------------- The SF-Airport Circle version 1 The script below teleport the player to the SF airport on a motorbike and spawns an opponent driver on motorbike who drives around the airort building. Go outside to the exterior map and press Backspace then follow the opponent driver to see what he do Opcode 00A7: car [email protected] drive_to is used and 04e0: car [email protected] abandon_path_radius The driver falls from bike sometimes and enters again his ride to continue the drive Alternativ you can activte the opcode 08C6: //08C6: set_actor [email protected] stay_on_bike 1 To refresh the script needs to leave the aiport, you must have a distance of 700.0 units to the startpoint {$CLEO .cs}:Drive_103A4: name_thread 'DRIV':Drive_30001: wait 0 msif0256: player $PLAYER_CHAR definedjf @Drive_3077E: [email protected] = active_interiorif and0039: [email protected] == 0 // integer values0AB0: key_pressed 8//----------------------------------------Backspace jf @Drive_3016A: fade 0 () 250 ms0001: wait 250 ms01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1338.5 -408.1 14.10173: set_actor $PLAYER_ACTOR z_angle_to 90.80001: wait 500 ms0247: request_model #NRG5000247: request_model #MAFFA:Drive_50001: wait 0 msif and0248: model #NRG500 available0248: model #MAFFA availablejf @Drive_500A5: [email protected] = create_car #NRG500 at -1333.5 -408.1 14.10175: set_car [email protected] z_angle_to 280.00224: set_car [email protected] health_to 200000A5: [email protected] = create_car #NRG500 at -1354.5 -419.1 14.10175: set_car [email protected] z_angle_to 280.00224: set_car [email protected] health_to 2000020A: set_car [email protected] door_status_to 402AC: set_car [email protected] immunities 1 1 1 1 101EC: make_car [email protected] very_heavy 10129: [email protected] = create_actor 24 #MAFFA in_car [email protected] driverseat0223: set_actor [email protected] health_to 300004E4: unknown_refresh_game_renderer_at -1333.5 -408.103CB: set_camera -1333.5 -408.1 14.1029B: [email protected] = init_object 1655 at -1576.02 -202.34 13.760177: set_object [email protected] z_angle_to 270.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection 1029B: [email protected] = init_object 1655 at -1597.9 -506.5 21.70177: set_object [email protected] z_angle_to 270.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection 1029B: [email protected] = init_object 1655 at -1375.9 -581.5 13.690177: set_object [email protected] z_angle_to 270.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection 1029B: [email protected] = init_object 1655 at -1374.9 -585.5 13.690177: set_object [email protected] z_angle_to 270.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection 10177: set_object [email protected] z_angle_to 135.00177: set_object [email protected] z_angle_to 225.00177: set_object [email protected] z_angle_to 280.00177: set_object [email protected] z_angle_to 280.00186: [email protected] = create_marker_above_car [email protected] 07E0: set_marker [email protected] type_to 10249: release_model #NRG5000249: release_model #MAFFA04e0: car [email protected] abandon_path_radius 20000AD: set_car [email protected] max_speed_to 100.004BA: set_car [email protected] speed_instantly 30.000AF: set_car [email protected] driver_behaviour_to 100AE: unknown_set_car [email protected] to_ignore_traffic_lights 20001: wait 250 ms036A: put_actor $PLAYER_ACTOR in_car [email protected]: wait 250 ms016A: fade 1 () 1000 ms0001: wait 1000 ms0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 20000 // floating-point values0006: [email protected] = 0 // integer values0007: [email protected] = -1320.48 // floating-point values0007: [email protected] = -407.1 // floating-point values0007: [email protected] = 13.76 // floating-point values00A7: car [email protected] drive_to [email protected] [email protected] [email protected]: set_car [email protected] max_speed_to 1.004e0: car [email protected] abandon_path_radius 250//08C6: set_actor [email protected] stay_on_bike 1:Drive_70001: wait 0 msif0256: player $PLAYER_CHAR definedjf @Drive_70050: gosub @Drive_sub_3if and8119: NOT car [email protected] wrecked8119: NOT car [email protected] wrecked8118: NOT actor [email protected] deadjf @Drive_7if00FE: actor $PLAYER_ACTOR 0 ()near_point -1333.5 -408.1 14.1 radius 650.5 650.5 50.5jf @Drive_12jump @Drive_7:Drive_120164: disable_marker [email protected]: remove_references_to_car [email protected] // Like turning a car into any random car01C3: remove_references_to_car [email protected] // Like turning a car into any random car01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0108: destroy_object [email protected]: destroy_object [email protected]: destroy_object [email protected]: destroy_object [email protected] @Drive_3:Drive_sub_3if8119: NOT car [email protected] wreckedjf @Drive_sub_109if00DB: actor [email protected] in_car [email protected] @Drive_sub_99if0039: [email protected] == 1 // integer valuesjf @Drive_sub_100006: [email protected] = 0 // integer valuesjump @Drive_sub_100:Drive_sub_10if0039: [email protected] == 0 // integer valuesjf @Drive_sub_11if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 5.2 5.2 5.0jf @Drive_sub_110006: [email protected] = 1 // integer values0007: [email protected] = -1181.78 // floating-point values0007: [email protected] = -331.30 // floating-point values0007: [email protected] = 13.76 // floating-point values000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values04e0: car [email protected] abandon_path_radius 250jump @Drive_sub_100:Drive_sub_11if0039: [email protected] == 1 // integer valuesjf @Drive_sub_12if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 15.2 15.2 5.0jf @Drive_sub_1200AD: set_car [email protected] max_speed_to 10.00006: [email protected] = 2 // integer values0007: [email protected] = -1282.1 // floating-point values0007: [email protected] = -159.3 // floating-point values0007: [email protected] = 13.76 // floating-point values0175: set_car [email protected] z_angle_to 340.0000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values04e0: car [email protected] abandon_path_radius 250jump @Drive_sub_100:Drive_sub_12if0039: [email protected] == 2 // integer valuesjf @Drive_sub_13if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 15.2 15.2 5.0jf @Drive_sub_1300AD: set_car [email protected] max_speed_to 25.00006: [email protected] = 3 // integer values0007: [email protected] = -1498.78 // floating-point values0007: [email protected] = -138.30 // floating-point values0007: [email protected] = 13.76 // floating-point values0175: set_car [email protected] z_angle_to 65.0000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values04e0: car [email protected] abandon_path_radius 250jump @Drive_sub_100:Drive_sub_13if0039: [email protected] == 3 // integer valuesjf @Drive_sub_14if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 8.2 8.2 5.0jf @Drive_sub_1400AD: set_car [email protected] max_speed_to 25.00006: [email protected] = 4 // integer values0007: [email protected] = -1576.78 // floating-point values0007: [email protected] = -202.30 // floating-point values0007: [email protected] = 13.76 // floating-point values0175: set_car [email protected] z_angle_to 135.0000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values04e0: car [email protected] abandon_path_radius 250jump @Drive_sub_100:Drive_sub_14if0039: [email protected] == 4 // integer valuesjf @Drive_sub_15if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 5.2 5.2 5.0jf @Drive_sub_150006: [email protected] = 5 // integer values0007: [email protected] = -1694.78 // floating-point values0007: [email protected] = -352.30 // floating-point values0007: [email protected] = 13.9 // floating-point values0175: set_car [email protected] z_angle_to 135.0000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values04e0: car [email protected] abandon_path_radius 250jump @Drive_sub_100:Drive_sub_15if0039: [email protected] == 5 // integer valuesjf @Drive_sub_16if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 15.2 15.2 5.0jf @Drive_sub_1600AD: set_car [email protected] max_speed_to 10.00006: [email protected] = 6 // integer values0007: [email protected] = -1691.78 // floating-point values0007: [email protected] = -409.30 // floating-point values0007: [email protected] = 13.9 // floating-point values0175: set_car [email protected] z_angle_to 180.0000A: [email protected] += 0 // integer values0007: [email protected] = 40.0 // floating-point values0007: [email protected] = 10.0 // floating-point values04e0: car [email protected] abandon_path_radius 25000AE: unknown_set_car [email protected] to_ignore_traffic_lights 2jump @Drive_sub_100:Drive_sub_16if0039: [email protected] == 6 // integer valuesjf @Drive_sub_17if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 8.2 8.2 5.0jf @Drive_sub_1700AD: set_car [email protected] max_speed_to 0.00006: [email protected] = 7 // integer values0007: [email protected] = -1519.78 // floating-point values0007: [email protected] = -580.30 // floating-point values0007: [email protected] = 13.76 // floating-point values0175: set_car [email protected] z_angle_to 250.0000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 0.0 // floating-point values04e0: car [email protected] abandon_path_radius 25000AE: unknown_set_car [email protected] to_ignore_traffic_lights 2jump @Drive_sub_100:Drive_sub_17if0039: [email protected] == 7 // integer valuesjf @Drive_sub_18if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 15.2 15.2 5.0jf @Drive_sub_1800AD: set_car [email protected] max_speed_to 5.001EB: set_car_density_to 0.00006: [email protected] = 8 // integer values0007: [email protected] = -1299.78 // floating-point values0007: [email protected] = -565.30 // floating-point values0007: [email protected] = 13.76 // floating-point values0175: set_car [email protected] z_angle_to 0.0000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values04e0: car [email protected] abandon_path_radius 250jump @Drive_sub_100:Drive_sub_18if0039: [email protected] == 8 // integer valuesjf @Drive_sub_109if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 25.2 25.2 5.0jf @Drive_sub_10900AD: set_car [email protected] max_speed_to 0.00006: [email protected] = 1 // integer values000A: [email protected] += 1 // integer values0007: [email protected] = -1181.78 // floating-point values0007: [email protected] = -331.30 // floating-point values0007: [email protected] = 13.76 // floating-point values0175: set_car [email protected] z_angle_to 1.00007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values04e0: car [email protected] abandon_path_radius 25000AE: unknown_set_car [email protected] to_ignore_traffic_lights 2if0039: [email protected] == 2 // integer valuesjf @Drive_sub_10000BC: text_highpriority 'BJ_LOSE' 5000 ms 1jump @Drive_sub_100:Drive_sub_99if0039: [email protected] == 0 // integer valuesjf @Drive_sub_10900AD: set_car [email protected] max_speed_to 0.005CB: actor_goto_and_enter_car [email protected] [email protected] 5000 0006: [email protected] = 1 // integer valuesjump @Drive_sub_109:Drive_sub_10000A7: car [email protected] drive_to [email protected] [email protected] [email protected]: set_car [email protected] max_speed_to [email protected]: text_draw_toggle 00006: [email protected] = 0 // integer valuesjump @Drive_sub_109:Drive_sub_102if01F3: car [email protected] airbornejf @Drive_sub_1030007: [email protected] = 0.0 // floating-point values00A7: car [email protected] drive_to [email protected] [email protected] [email protected]: set_car [email protected] speed_instantly [email protected]: set_car [email protected] max_speed_to [email protected] @Drive_sub_103:Drive_sub_103if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 30.2 30.2 5.0jf @Drive_sub_104jump @Drive_sub_105:Drive_sub_10402E3: [email protected] = car [email protected] speedif81F3: NOT car [email protected] airbornejf @Drive_sub_106if and0021: [email protected] > 30.0 // floating-point values0019: [email protected] > 700 // integer valuesjf @Drive_sub_10504BA: set_car [email protected] speed_instantly 50.0:Drive_sub_105if0019: [email protected] > 2000 // integer valuesjf @Drive_sub_109:Drive_sub_1060006: [email protected] = 0 // integer values:Drive_sub_1090051: return ---------------------------------------------------------------------------- The SF-Airport Circle version 2 Same script as above but now opcode 07E7: AS_assign_scmpath_to_actor is used It teleports the player to the SF airport on a motorbike and spawns an opponent driver on motorbike who drives around the airort building. Go outside to the exterior map and press Backspace then follow the opponent driver to see what he do To refresh the script needs to leave the aiport, you must have a distance of 700.0 units to the startpoint {$CLEO .cs}:scmpath_103A4: name_thread 'SCMP':scmpath_30001: wait 0 msif0256: player $PLAYER_CHAR definedjf @scmpath_3077E: [email protected] = active_interiorif and0038: [email protected] == 0 // integer values0AB0: key_pressed 8//----------------------------------------Backspace jf @scmpath_3016A: fade 0 () 250 ms0001: wait 250 ms01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1338.5 -408.1 14.10173: set_actor $PLAYER_ACTOR z_angle_to 90.80001: wait 500 ms0247: request_model #NRG5000247: request_model #MAFFA:scmpath_50001: wait 0 msif and0248: model #NRG500 available0248: model #MAFFA availablejf @scmpath_500A5: [email protected] = create_car #NRG500 at -1333.5 -408.1 14.10175: set_car [email protected] z_angle_to 280.00224: set_car [email protected] health_to 200000A5: [email protected] = create_car #NRG500 at -1354.5 -419.1 14.10175: set_car [email protected] z_angle_to 280.00224: set_car [email protected] health_to 2000020A: set_car [email protected] door_status_to 402AC: set_car [email protected] immunities 1 1 1 1 101EC: make_car [email protected] very_heavy 10129: [email protected] = create_actor 24 #MAFFA in_car [email protected] driverseat0223: set_actor [email protected] health_to 300004E4: unknown_refresh_game_renderer_at -1333.5 -408.103CB: set_camera -1333.5 -408.1 14.1029B: [email protected] = init_object 1655 at -1576.02 -202.34 13.760177: set_object [email protected] z_angle_to 270.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection 1029B: [email protected] = init_object 1655 at -1597.9 -506.5 21.70177: set_object [email protected] z_angle_to 270.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection 1029B: [email protected] = init_object 1655 at -1375.9 -581.5 13.690177: set_object [email protected] z_angle_to 270.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection 1029B: [email protected] = init_object 1655 at -1374.9 -585.5 13.690177: set_object [email protected] z_angle_to 270.001C7: remove_object_from_mission_cleanup_list [email protected]: set_object [email protected] collision_detection 10177: set_object [email protected] z_angle_to 135.00177: set_object [email protected] z_angle_to 225.00177: set_object [email protected] z_angle_to 280.00177: set_object [email protected] z_angle_to 280.00186: [email protected] = create_marker_above_car [email protected] 07E0: set_marker [email protected] type_to 10249: release_model #NRG5000249: release_model #MAFFA04e0: car [email protected] abandon_path_radius 20000AD: set_car [email protected] max_speed_to 100.004BA: set_car [email protected] speed_instantly 30.000AF: set_car [email protected] driver_behaviour_to 100AE: unknown_set_car [email protected] to_ignore_traffic_lights 20001: wait 250 ms036A: put_actor $PLAYER_ACTOR in_car [email protected]: wait 250 ms016A: fade 1 () 1000 ms0001: wait 1000 ms0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 20000 // floating-point values0006: [email protected] = 0 // integer values0007: [email protected] = -1320.48 // floating-point values0007: [email protected] = -407.1 // floating-point values0007: [email protected] = 13.76 // floating-point values00A7: car [email protected] drive_to [email protected] [email protected] [email protected]: set_car [email protected] max_speed_to 1.004e0: car [email protected] abandon_path_radius 25008C6: set_actor [email protected] stay_on_bike 1:scmpath_70001: wait 0 msif0256: player $PLAYER_CHAR definedjf @scmpath_70050: gosub @scmpath_sub_3if and8119: NOT car [email protected] wrecked8119: NOT car [email protected] wrecked8118: NOT actor [email protected] deadjf @scmpath_7if00FE: actor $PLAYER_ACTOR 0 ()near_point -1333.5 -408.1 14.1 radius 650.5 650.5 50.5jf @scmpath_12jump @scmpath_7:scmpath_120164: disable_marker [email protected]: remove_references_to_car [email protected] // Like turning a car into any random car01C3: remove_references_to_car [email protected] // Like turning a car into any random car01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0108: destroy_object [email protected]: destroy_object [email protected]: destroy_object [email protected]: destroy_object [email protected] @scmpath_3:scmpath_sub_3if8119: NOT car [email protected] wreckedjf @scmpath_sub_109if00DB: actor [email protected] in_car [email protected] @scmpath_sub_99if0039: [email protected] == 1 // integer valuesjf @scmpath_sub_100006: [email protected] = 0 // integer valuesjump @scmpath_sub_100:scmpath_sub_10if0039: [email protected] == 0 // integer valuesjf @scmpath_sub_11if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 5.2 5.2 5.0jf @scmpath_sub_110006: [email protected] = 1 // integer values05D6: clear_scmpath0007: [email protected] = -1181.78 // floating-point values0007: [email protected] = -331.30 // floating-point values0007: [email protected] = 13.76 // floating-point values000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values05D7: add_point_to_scmpath [email protected] [email protected] [email protected] @scmpath_sub_100:scmpath_sub_11if0039: [email protected] == 1 // integer valuesjf @scmpath_sub_12if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 15.2 15.2 5.0jf @scmpath_sub_1200AD: set_car [email protected] max_speed_to 10.00006: [email protected] = 2 // integer values05D6: clear_scmpath0007: [email protected] = -1282.1 // floating-point values0007: [email protected] = -159.3 // floating-point values0007: [email protected] = 13.76 // floating-point values000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values05D7: add_point_to_scmpath [email protected] [email protected] [email protected] @scmpath_sub_100:scmpath_sub_12if0039: [email protected] == 2 // integer valuesjf @scmpath_sub_13if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 15.2 15.2 5.0jf @scmpath_sub_1300AD: set_car [email protected] max_speed_to 25.00006: [email protected] = 3 // integer values05D6: clear_scmpath0007: [email protected] = -1498.78 // floating-point values0007: [email protected] = -138.30 // floating-point values0007: [email protected] = 13.76 // floating-point values000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values05D7: add_point_to_scmpath [email protected] [email protected] [email protected] @scmpath_sub_100:scmpath_sub_13if0039: [email protected] == 3 // integer valuesjf @scmpath_sub_14if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 8.2 8.2 5.0jf @scmpath_sub_1400AD: set_car [email protected] max_speed_to 25.00006: [email protected] = 4 // integer values05D6: clear_scmpath0007: [email protected] = -1576.78 // floating-point values0007: [email protected] = -202.30 // floating-point values0007: [email protected] = 13.76 // floating-point values000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values05D7: add_point_to_scmpath [email protected] [email protected] [email protected] @scmpath_sub_100:scmpath_sub_14if0039: [email protected] == 4 // integer valuesjf @scmpath_sub_15if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 5.2 5.2 5.0jf @scmpath_sub_150006: [email protected] = 5 // integer values05D6: clear_scmpath0007: [email protected] = -1694.78 // floating-point values0007: [email protected] = -352.30 // floating-point values0007: [email protected] = 13.9 // floating-point values000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values05D7: add_point_to_scmpath [email protected] [email protected] [email protected] @scmpath_sub_100:scmpath_sub_15if0039: [email protected] == 5 // integer valuesjf @scmpath_sub_16if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 15.2 15.2 5.0jf @scmpath_sub_1600AD: set_car [email protected] max_speed_to 10.00006: [email protected] = 6 // integer values05D6: clear_scmpath0007: [email protected] = -1691.78 // floating-point values0007: [email protected] = -409.30 // floating-point values0007: [email protected] = 13.9 // floating-point values000A: [email protected] += 0 // integer values0007: [email protected] = 40.0 // floating-point values0007: [email protected] = 10.0 // floating-point values05D7: add_point_to_scmpath [email protected] [email protected] [email protected]: unknown_set_car [email protected] to_ignore_traffic_lights 2jump @scmpath_sub_100:scmpath_sub_16if0039: [email protected] == 6 // integer valuesjf @scmpath_sub_17if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 8.2 8.2 5.0jf @scmpath_sub_1700AD: set_car [email protected] max_speed_to 0.00006: [email protected] = 7 // integer values05D6: clear_scmpath0007: [email protected] = -1519.78 // floating-point values0007: [email protected] = -580.30 // floating-point values0007: [email protected] = 13.76 // floating-point values000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 0.0 // floating-point values05D7: add_point_to_scmpath [email protected] [email protected] [email protected]: unknown_set_car [email protected] to_ignore_traffic_lights 2jump @scmpath_sub_100:scmpath_sub_17if0039: [email protected] == 7 // integer valuesjf @scmpath_sub_18if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 15.2 15.2 5.0jf @scmpath_sub_1800AD: set_car [email protected] max_speed_to 5.001EB: set_car_density_to 0.00006: [email protected] = 8 // integer values05D6: clear_scmpath0007: [email protected] = -1299.78 // floating-point values0007: [email protected] = -565.30 // floating-point values0007: [email protected] = 13.76 // floating-point values000A: [email protected] += 0 // integer values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values05D7: add_point_to_scmpath [email protected] [email protected] [email protected] @scmpath_sub_100:scmpath_sub_18if0039: [email protected] == 8 // integer valuesjf @scmpath_sub_109if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 25.2 25.2 5.0jf @scmpath_sub_10900AD: set_car [email protected] max_speed_to 0.00006: [email protected] = 1 // integer values000A: [email protected] += 1 // integer values05D6: clear_scmpath0007: [email protected] = -1181.78 // floating-point values0007: [email protected] = -331.30 // floating-point values0007: [email protected] = 13.76 // floating-point values0007: [email protected] = 100.0 // floating-point values0007: [email protected] = 20.0 // floating-point values05D7: add_point_to_scmpath [email protected] [email protected] [email protected]: [email protected] == 2 // integer valuesjf @scmpath_sub_10000BC: text_highpriority 'BJ_LOSE' 5000 ms 1jump @scmpath_sub_100:scmpath_sub_99if0039: [email protected] == 0 // integer valuesjf @scmpath_sub_10900AD: set_car [email protected] max_speed_to 0.005CB: actor_goto_and_enter_car [email protected] [email protected] 5000 0006: [email protected] = 1 // integer valuesjump @scmpath_sub_109:scmpath_sub_10007E7: AS_assign_scmpath_to_actor [email protected] in_car [email protected] speed [email protected] flags 2 0 303F0: text_draw_toggle 00006: [email protected] = 0 // integer valuesjump @scmpath_sub_109:scmpath_sub_102if01F3: car [email protected] airbornejf @scmpath_sub_1030007: [email protected] = 0.0 // floating-point values04BA: set_car [email protected] speed_instantly [email protected]: AS_assign_scmpath_to_actor [email protected] in_car [email protected] speed [email protected] flags 2 0 3jump @scmpath_sub_103:scmpath_sub_103if01AF: car [email protected] 0 ()near_point [email protected] [email protected] [email protected] radius 30.2 30.2 5.0jf @scmpath_sub_104jump @scmpath_sub_105:scmpath_sub_10402E3: [email protected] = car [email protected] speedif81F3: NOT car [email protected] airbornejf @scmpath_sub_106if and0021: [email protected] > 30.0 // floating-point values0019: [email protected] > 700 // integer valuesjf @scmpath_sub_10504BA: set_car [email protected] speed_instantly 50.0:scmpath_sub_105if0019: [email protected] > 2000 // integer valuesjf @scmpath_sub_109:scmpath_sub_1060006: [email protected] = 0 // integer values:scmpath_sub_1090051: return 00AF: set_car [email protected] driver_behaviour_to 4 00AE: set_car [email protected] traffic_behaviour_to 2 how to set peds in bike without crash at player shoot peds bikers to fall Link to post Share on other sites
ZAZ 663 Posted November 7, 2020 Author Share Posted November 7, 2020 6 hours ago, MDXNaTioN said: how to set peds in bike without crash at player shoot peds bikers to fall please post your script Link to post Share on other sites
MDXNaTioN 0 Posted November 8, 2020 Share Posted November 8, 2020 On 11/8/2020 at 3:46 AM, ZAZ said: please post your script Spoiler // This file was decompiled using SASCM.ini published by GTAG (http://gtagmodding.com/opcode-database/) on 7.7.2019 {$CLEO .cs} //-------------MAIN--------------- 0000: NOP wait 0 :NONAME_6 01C0: [email protected] = player $PLAYER_CHAR wanted_level wait 1000 077E: get_active_interior_to [email protected] if and [email protected] == 5 [email protected] == 0 jf @NONAME_6 0247: load_model #SANCHEZ 0247: load_model #MP5LNG 0247: load_model #SWAT 038B: load_requested_models :NONAME_66 wait 300 if and 0248: model #SANCHEZ available 0248: model #MP5LNG available 0248: model #SWAT available jf @NONAME_66 wait 0 0209: [email protected] = random_int_in_ranges 50.0 100.0 0209: [email protected] = random_int_in_ranges 50.0 100.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] 1.0 02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected] 00A5: [email protected] = create_car #SANCHEZ at [email protected] [email protected] [email protected] 0129: [email protected] = create_actor_pedtype 6 model #SWAT in_car [email protected] driverseat 01C8: [email protected] = create_actor_pedtype 6 model #SWAT in_car [email protected] passenger_seat 0 0223: set_actor [email protected] health_to 250 0223: set_actor [email protected] health_to 250 02E2: set_actor [email protected] weapon_accuracy_to 75 02E2: set_actor [email protected] weapon_accuracy_to 75 01B2: give_actor [email protected] weapon 29 ammo 99999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 29 ammo 99999 // Load the weapon model before using this 0423: set_car [email protected] improved_handling_to 2.0 // (float) 00AD: set_car [email protected] max_speed_to 50.0 00AF: set_car [email protected] driver_behaviour_to 4 00AE: set_car [email protected] traffic_behaviour_to 2 0249: release_model #SANCHEZ 0249: release_model #SWAT 0249: release_model #MP5LNG if 00DF: actor $PLAYER_ACTOR driving jf @NONAME_439 03C0: [email protected] = actor $PLAYER_ACTOR car 0114: set_actor [email protected] weapon 29 add_ammo 200000 :NONAME_360 wait 0 if 0205: actor $PLAYER_ACTOR near_car [email protected] radius 300.0 300.0 150.0 flag 0 jf @NONAME_857 if 8119: not car [email protected] wrecked jf @NONAME_857 if 8118: not actor [email protected] dead jf @NONAME_609 jump @NONAME_439 :NONAME_439 wait 0 if and 80DF: not actor $PLAYER_ACTOR driving 0205: actor $PLAYER_ACTOR near_car [email protected] radius 15.0 15.0 150.0 flag 0 jf @NONAME_360 0633: AS_actor [email protected] exit_car 0633: AS_actor [email protected] exit_car 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR jump @NONAME_707 :NONAME_517 wait 0 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected] if and 80DF: not actor $PLAYER_ACTOR driving 0205: actor $PLAYER_ACTOR near_car [email protected] radius 15.0 15.0 150.0 flag 0 jf @NONAME_628 0633: AS_actor [email protected] exit_car 0633: AS_actor [email protected] exit_car 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR jump @NONAME_707 :NONAME_609 wait 0 0676: AS_actor [email protected] in_car [email protected] move_from_passengerseat_to_driverseat jump @NONAME_628 :NONAME_628 wait 0 if 0205: actor $PLAYER_ACTOR near_car [email protected] radius 300.0 300.0 150.0 flag 0 jf @NONAME_857 if 8119: not car [email protected] wrecked jf @NONAME_857 if 8118: not actor [email protected] dead jf @NONAME_857 jump @NONAME_517 :NONAME_707 wait 0 if 8118: not actor $PLAYER_ACTOR dead jf @NONAME_815 if and 00F2: actor [email protected] near_actor $PLAYER_ACTOR radius 300.0 300.0 0 00F2: actor [email protected] near_actor $PLAYER_ACTOR radius 300.0 300.0 0 jf @NONAME_815 if and 0118: actor [email protected] dead 0118: actor [email protected] dead jf @NONAME_707 if 0741: actor $PLAYER_ACTOR busted jf @NONAME_707 :NONAME_815 wait 0 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C3: remove_references_to_car [email protected] 0209: [email protected] = random_int_in_ranges 10000 20000 wait [email protected] jump @NONAME_6 :NONAME_857 wait 0 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C3: remove_references_to_car [email protected] 0209: [email protected] = random_int_in_ranges 10000 20000 wait [email protected] jump @NONAME_6 how to fix this script for ped bikers. Link to post Share on other sites
Uchiha Batuhan 0 Posted November 8, 2020 Share Posted November 8, 2020 Hello By Zaz. Since I'm New To GtaForums, I Can't Assign You Dm. Where Can I Reach You? Link to post Share on other sites
ZAZ 663 Posted November 8, 2020 Author Share Posted November 8, 2020 15 minutes ago, MDXNaTioN said: Reveal hidden contents // This file was decompiled using SASCM.ini published by GTAG (http://gtagmodding.com/opcode-database/) on 7.7.2019 {$CLEO .cs} //-------------MAIN--------------- 0000: NOP wait 0 :NONAME_6 01C0: [email protected] = player $PLAYER_CHAR wanted_level wait 1000 077E: get_active_interior_to [email protected] if and [email protected] == 5 [email protected] == 0 jf @NONAME_6 0247: load_model #SANCHEZ 0247: load_model #MP5LNG 0247: load_model #SWAT 038B: load_requested_models :NONAME_66 wait 300 if and 0248: model #SANCHEZ available 0248: model #MP5LNG available 0248: model #SWAT available jf @NONAME_66 wait 0 0209: [email protected] = random_int_in_ranges 50.0 100.0 0209: [email protected] = random_int_in_ranges 50.0 100.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] 1.0 02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected] 00A5: [email protected] = create_car #SANCHEZ at [email protected] [email protected] [email protected] 0129: [email protected] = create_actor_pedtype 6 model #SWAT in_car [email protected] driverseat 01C8: [email protected] = create_actor_pedtype 6 model #SWAT in_car [email protected] passenger_seat 0 0223: set_actor [email protected] health_to 250 0223: set_actor [email protected] health_to 250 02E2: set_actor [email protected] weapon_accuracy_to 75 02E2: set_actor [email protected] weapon_accuracy_to 75 01B2: give_actor [email protected] weapon 29 ammo 99999 // Load the weapon model before using this 01B2: give_actor [email protected] weapon 29 ammo 99999 // Load the weapon model before using this 0423: set_car [email protected] improved_handling_to 2.0 // (float) 00AD: set_car [email protected] max_speed_to 50.0 00AF: set_car [email protected] driver_behaviour_to 4 00AE: set_car [email protected] traffic_behaviour_to 2 0249: release_model #SANCHEZ 0249: release_model #SWAT 0249: release_model #MP5LNG if 00DF: actor $PLAYER_ACTOR driving jf @NONAME_439 03C0: [email protected] = actor $PLAYER_ACTOR car 0114: set_actor [email protected] weapon 29 add_ammo 200000 :NONAME_360 wait 0 if 0205: actor $PLAYER_ACTOR near_car [email protected] radius 300.0 300.0 150.0 flag 0 jf @NONAME_857 if 8119: not car [email protected] wrecked jf @NONAME_857 if 8118: not actor [email protected] dead jf @NONAME_609 jump @NONAME_439 :NONAME_439 wait 0 if and 80DF: not actor $PLAYER_ACTOR driving 0205: actor $PLAYER_ACTOR near_car [email protected] radius 15.0 15.0 150.0 flag 0 jf @NONAME_360 0633: AS_actor [email protected] exit_car 0633: AS_actor [email protected] exit_car 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR jump @NONAME_707 :NONAME_517 wait 0 00AA: store_car [email protected] position_to [email protected] [email protected] [email protected] if and 80DF: not actor $PLAYER_ACTOR driving 0205: actor $PLAYER_ACTOR near_car [email protected] radius 15.0 15.0 150.0 flag 0 jf @NONAME_628 0633: AS_actor [email protected] exit_car 0633: AS_actor [email protected] exit_car 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR jump @NONAME_707 :NONAME_609 wait 0 0676: AS_actor [email protected] in_car [email protected] move_from_passengerseat_to_driverseat jump @NONAME_628 :NONAME_628 wait 0 if 0205: actor $PLAYER_ACTOR near_car [email protected] radius 300.0 300.0 150.0 flag 0 jf @NONAME_857 if 8119: not car [email protected] wrecked jf @NONAME_857 if 8118: not actor [email protected] dead jf @NONAME_857 jump @NONAME_517 :NONAME_707 wait 0 if 8118: not actor $PLAYER_ACTOR dead jf @NONAME_815 if and 00F2: actor [email protected] near_actor $PLAYER_ACTOR radius 300.0 300.0 0 00F2: actor [email protected] near_actor $PLAYER_ACTOR radius 300.0 300.0 0 jf @NONAME_815 if and 0118: actor [email protected] dead 0118: actor [email protected] dead jf @NONAME_707 if 0741: actor $PLAYER_ACTOR busted jf @NONAME_707 :NONAME_815 wait 0 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C3: remove_references_to_car [email protected] 0209: [email protected] = random_int_in_ranges 10000 20000 wait [email protected] jump @NONAME_6 :NONAME_857 wait 0 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C3: remove_references_to_car [email protected] 0209: [email protected] = random_int_in_ranges 10000 20000 wait [email protected] jump @NONAME_6 how to fix this script for ped bikers. Your script is big sh*t You need to start as beginner and gain experience by writing small and simple scripts 1. it needs allways to check if $PLAYER_CHAR is defined before running any code depending to $PLAYER_CHAR or $PLAYER_ACTOR 2. start your script with a condition that activates the mod, check by key_press or a location check read more here check out the template below (press backace to spawn actor infront of CJ) {$CLEO .cs} :Actor_1 thread 'Actor' :Actor_2 wait 0 if 0256: player $PLAYER_CHAR defined jf @Actor_2 if 0AB0: key_pressed 8//-----------------------------press Backspace jf @Actor_2 0247: request_model #BALLAS1 0247: request_model #AK47 :Load_models_check wait 0 00D6: if and 0248: model #BALLAS1 available 0248: model #AK47 available jf @Load_models_check 04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0 5.0 0.5 009A: 1@ = create_actor 7 #BALLAS1 at 11@ 12@ 13@ 01B2: give_actor 1@ weapon 30 ammo 99999 // Load the weapon model before using this 02E2: set_actor 1@ weapon_accuracy_to 100 0249: release_model #BALLAS1 :Loop_1 wait 0 if 0256: player $PLAYER_CHAR defined jf @Cleanup_1 if 8118: NOT actor 1@ dead jf @Cleanup_1 if 0104: actor $PLAYER_ACTOR near_actor 1@ radius 80.0 80.0 10.0 sphere 0 jf @Cleanup_1 jump @Loop_1 :Cleanup_1 01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian jump @Actor_2 11 minutes ago, Uchiha Batuhan said: Hello By Zaz. Since I'm New To GtaForums, I Can't Assign You Dm. Where Can I Reach You? here Link to post Share on other sites
Uchiha Batuhan 0 Posted November 8, 2020 Share Posted November 8, 2020 I Want An Effect To Go Until It Hit Anywhere On The Key. How Can I Do That? Link to post Share on other sites
ZAZ 663 Posted November 9, 2020 Author Share Posted November 9, 2020 write a script that throw an object but it must be an object which works for collisions-check with builings, ground, cars, peds and objects 1 Link to post Share on other sites