Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
      4. Frontier Pursuits
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. DLC
      2. Find Lobbies & Players
      3. Guides & Strategies
      4. Vehicles
      5. Content Creator
      6. Help & Support
      7. The Diamond Casino Heist
    2. Grand Theft Auto Series

    3. GTA 6

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA IV Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA SA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA VC Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA III Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

Sign in to follow this  
Slap-A-Hoe

How to edit SCRIPT.IMG

Recommended Posts

Slap-A-Hoe

I think inside Script.img is for peds inside interiors, and I want to delete all the peds but I can delete atleast one like barber.scm and it works but I delete others and the game gets an error and goes to the desktop.

 

Is there a limit to how many things you can delete in the Script.img? Can someone give me a lil help to what Im doing here, this the first time messing with that file

 

I just want to delete every ped inside of interiors, barber, tattoo guy, cashiers, customers all that I want gone

 

 

And if anyone knows how to get rid of, cops, firetrucks and ambulances

 

Any help would be nice thank you

Share this post


Link to post
Share on other sites
Wesser

Script.img contains all external scripts compiled with the main.scm. If the second doesn't have any external scripts, script.img won't be recreated. If you edit it, then it will be replaced after the main.scm is compiled. You should remove the first by deleting all code placed at the end of main, but in the external script section, just search the @PLCHUTE (I think it is right) label and then you'll find all of them. wink.gif

Edited by Wesser

Share this post


Link to post
Share on other sites
ZAZ

 

I think inside Script.img is for peds inside interiors, and I want to delete all the peds but I can delete atleast one like barber.scm and it works but I delete others and the game gets an error and goes to the desktop.

 

Is there a limit to how many things you can delete in the Script.img? Can someone give me a lil help to what Im doing here, this the first time messing with that file

 

I just want to delete every ped inside of interiors, barber, tattoo guy, cashiers, customers all that I want gone

 

 

And if anyone knows how to get rid of, cops, firetrucks and ambulances

 

Any help would be nice thank you

Main.scm and Script.img are connected are togehter.

Decompiling a main.scm requires the existing script.img in same folder like the associated main.scm.

Both files are converted as one source text by decompilation with an gta-script editor (we all use sannybuilder)

 

This source text is subdivided in basic parts:

(@Dutchy3010: I miss this theme in your tut)

 

1. a list with object definitions

 

2. a list with mission script definitions to registrate a mission script as valid mission

3. a list with Extern scripts definitions to registrate a Extern script as valid Extern script

 

4. DEFINE UNKNOWN_EMPTY_SEGMENT 0 (unknown)

5. DEFINE UNKNOWN_THREADS_MEMORY 574 (unknown)

 

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

6. Main part

 

- this part beginns with the MAIN thread which includes the codes to create the player in the game and render the location

usualy it includes also the start commands for the most important thread scripts

( create_thread; start_mission; run_extern_script)

 

 

- the Main part of original main includes furthermore a lot of thread scripts for several functions

e.g.: start missions, start extern_scripts, controle the story process (give access for mission starts), assisant scripts for display, sound, help, ect.

 

IMPORTANT:

- the Main part of original main includes the thread which start several EXTERN SCRIPTS for the shop features

e.g.: cloth, wardrobe, barber, tattoo, ammunation, foodstore, casino, barkeeper

this thread is named: INTMAN

 

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

7. Mission scripts

 

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

8. Extern scripts

 

 

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

 

The compiling process converts the source text as 2 files: main.scm and script.img

To play the game requires allways to have main.scm and script.img of same compiling process installed

main.scm includes part 1-7

script.img includes part 8

 

____________________________________________________________________________________

 

Summary:

Its wrong to delete a script of script.img and play with original main.scm because the thread INTMAN want to start the extern script for the shopping feature

 

The thread INTMAN includes the start codes for the shopkeeper feature

 

0913: run_external_script 28 (BAR_AMBIENCE)

the Extern script BAR_AMBIENCE includes the start code for BAR_STAFF in the Bar (not casino)

0913: run_external_script 38 (BAR_STAFF) [email protected] [email protected] [email protected] [email protected] [email protected] 2.5

 

 

0913: run_external_script 29 (FOODBRAINS) 1

the Extern script FOODBRAINS includes the start code for SHOPKEEPER

0913: run_external_script 36 (SHOPKEEPER) [email protected] [email protected]

 

Deactivate the thread INTMAN deactivates the features cloth, wardrobe, barber, tattoo, ammunation, foodstore, casino, barkeeper and shopkeeper. Also no solution to deactivate the SHOPKEEPER

 

It needs to deactivate the externscripts FOODBRAINS, SHOPKEEPER, BAR_AMBIENCE, BAR_STAFF

by set an end_thread at beginning of these extern scripts

 

//-------------External script 28 (BAR_AMBIENCE)---------------:BAR004E: end_thread//-------------External script 29 (FOODBRAINS)---------------:PSHOP004E: end_thread//-------------External script 36 (SHOPKEEPER)---------------:SKBRAIN004E: end_thread

 

 

 

 

the guests in the shops are activated by only some special codelines, placed in the MAIN thread:

0884: 'PCHAIR' = init_external_script_named_handle 41 (PCHAIR)

0884: 'PCUSTOM' = init_external_script_named_handle 42 (PCUSTOM)

0884: 'FBOOTHR' = init_external_script_named_handle 46 (FBOOTHR)

0884: 'FBOOTHL' = init_external_script_named_handle 47 (FBOOTHL)

deactivate this lines with comment slashes:

 

//0884: 'PCHAIR' = init_external_script_named_handle 41 (PCHAIR)//guests in ? //0884: 'PCUSTOM' = init_external_script_named_handle 42 (PCUSTOM)//guests in clothshops//0884: 'FBOOTHR' = init_external_script_named_handle 46 (FBOOTHR)//guests in foodstore //0884: 'FBOOTHL' = init_external_script_named_handle 47 (FBOOTHL)//guests in foodstore//0884: 'BARGUY' = init_external_script_named_handle 48 (BARGUY)//guests in bar

 

 

Fourthermore there will appear peds in the shops because they are spawned from exe as random peds

same like these on the street and walk along the paths

 

 

Edited by ZAZ

Share this post


Link to post
Share on other sites
Slap-A-Hoe

Thanks for the replies and help, its all not in english for me cuz this the first time doing this but I'm a read it real carfully and follow every direction, but just incase I dont understand I hope you can help me further

Share this post


Link to post
Share on other sites
ZAZ
Thanks for the replies and help, its all not in english for me cuz this the first time doing this but I'm a read it real carfully and follow every direction, but just incase I dont understand I hope you can help me further

so whats your plan? do you need an empty main.scm for testing mods?

Share this post


Link to post
Share on other sites
Slap-A-Hoe

This is exactly what I need, and I made every number in the popcycycle to 0 but these 2 cars spawn everywhere, baggage and tug, i dont know whats up with that

 

But this is what I want

 

Empty streets

No peds in interiors meaning no barbors, tattoo artists, people in clothing stores, or food places and so forth

No Cops

No firetrucks showing up

No ambulances showing up

And somehow fix that baggage and tug vehicle spawn thing

 

I'm trying to make an I Am Legend mod and I want the whole game empty except for me

 

 

 

I'm trying to learn how to edit this script stuff but dam its hard when you dont know anything about it

Share this post


Link to post
Share on other sites
ZAZ
This is exactly what I need, and I made every number in the popcycycle to 0 but these 2 cars spawn everywhere, baggage and tug, i dont know whats up with that

 

But this is what I want

 

Empty streets

No peds in interiors meaning no barbors, tattoo artists, people in clothing stores, or food places and so forth

No Cops

No firetrucks showing up

No ambulances showing up

And somehow fix that baggage and tug vehicle spawn thing

 

I'm trying to make an I Am Legend mod and I want the whole game empty except for me

 

 

 

I'm trying to learn how to edit this script stuff but dam its hard when you dont know anything about it

But empty main means also no missions.

 

To deactivate traffic and police can be used opcodes

 

01F0: set_max_wanted_level_to 001EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0099E: enable_police_patrols 0 072C: generate_police_bikes 006D0: enable_emergency_traffic 006D7: enable_train_traffic 0 06DB: destroy_all_trains0923: enable_air_traffic 0 096A: enable_flying_helis 003C7: set_sensitivity_to_crime 0.0

 

 

Use the source text below to compile it as main.scm

Its a striped main without missions and extern scripts

It includes only a savescript to can make a save in CJs house and some pickups in grovestreet

 

DEFINE OBJECTS 6DEFINE OBJECT SANNY BUILDER 3.04      DEFINE OBJECT INFO                     // Object number -1DEFINE OBJECT KEYCARD                  // Object number -2DEFINE OBJECT PICKUPSAVE               // Object number -3DEFINE OBJECT BODYARMOUR               // Object number -4DEFINE OBJECT BRIBE                    // Object number -5DEFINE MISSIONS 1DEFINE MISSION 0 AT @INITIAL           // Initial 1DEFINE EXTERNAL_SCRIPTS -1 // Use -1 in order not to compile AAA scriptDEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.1.0027}//-------------MAIN---------------thread 'MAIN' fade 0 0 042C: set_total_missions_to 0 030D: set_max_progress 0 01F0: set_max_wanted_level_to 6 set_wb_check_to 0 00C0: set_current_time_hours_to 10 minutes_to 0 04E4: unknown_refresh_game_renderer_at 2494.5 -1668.5 Camera.SetAtPos(2494.5, -1668.5, 13.4)$PLAYER_CHAR = Player.Create(#NULL, 2494.5, -1668.5, 13.4)07AF: $PLAYER_GROUP = player $PLAYER_CHAR group $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)Actor.Angle($PLAYER_ACTOR) = 180.0Camera.SetBehindPlayer0629: change_integer_stat 181 to 4 0998: add_respect 1000 062A: change_float_stat 165 to 800.0 062A: change_float_stat 23 to 800.0 062A: change_float_stat 21 to 200.0 062A: change_float_stat 160 to 1000.0 062A: change_float_stat 223 to 1000.0 062A: change_float_stat 229 to 1000.0 062A: change_float_stat 230 to 1000.0 0629: change_integer_stat 225 to 1000 0629: change_integer_stat 22 to 1000 0629: change_integer_stat 156 to 1000 062A: change_float_stat 81 to 1000.0 0629: change_integer_stat 64 to 1000 0629: change_integer_stat 65 to 1000 062A: change_float_stat 69 to 1000.0 062A: change_float_stat 70 to 1000.0 062A: change_float_stat 71 to 1000.0 062A: change_float_stat 72 to 1000.0 062A: change_float_stat 73 to 1000.0 062A: change_float_stat 74 to 1000.0 062A: change_float_stat 75 to 1000.0 062A: change_float_stat 76 to 1000.0 062A: change_float_stat 77 to 1000.0 062A: change_float_stat 78 to 1000.0 062A: change_float_stat 79 to 1000.0 0629: change_integer_stat 181 to 4 0A1F: increase_float_stat 24 by 500.0 055E: set_player $PLAYER_CHAR max_health += 150 055F: set_player $PLAYER_CHAR max_armour += 150 Actor.Health($PLAYER_ACTOR) = 250Actor.Armour($PLAYER_ACTOR) = 250Player.InfiniteRun($PLAYER_CHAR) = True07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 6 0572: enable_taxi_nitros 1 Player.SetClothes($PLAYER_CHAR, "BBALLJACKRSTAR", "BBJACK", Torso)Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)Player.Build($PLAYER_CHAR)Player.Money($PLAYER_CHAR) += 50000008DE: lose_stuff_after_busted 0 08DD: lose_stuff_after_wasted 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here Garage.ChangeType('BODLAWN', 38)Garage.ChangeType('MODLAST', 36)Garage.ChangeType('MDSSFSE', 38)Garage.ChangeType('MDS1SFS', 37)Garage.ChangeType('VECMOD', 38)Garage.ChangeType('MICHDR', 5)Garage.ChangeType('HBGDSFS', 19)0237: set_gang 1 weapons_to 30 32 24 set_weather 1 select_interior 0 Player.CanMove($PLAYER_CHAR) = True01B7: release_weather 016C: restart_if_wasted_at 2494.5 -1668.5 13.4 angle 180.0 town_number 0 016D: restart_if_busted_at 2494.5 -1668.5 13.4 angle 180.0 town_number 0 start_mission 0  ///------------- starts mission 0 (Initial 1) to setup stuff like parked cars or pickupscreate_thread @SAVE///----------starts the thread script to make a savegame fade 1 1000 wait 100 03E6: remove_text_box 01F0: set_max_wanted_level_to 001EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0099E: enable_police_patrols 0 072C: generate_police_bikes 006D0: enable_emergency_traffic 006D7: enable_train_traffic 0 06DB: destroy_all_trains0923: enable_air_traffic 0 096A: enable_flying_helis 003C7: set_sensitivity_to_crime 0.0:MAIN_745wait 2500 jump @MAIN_745 /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:SAVE//----------------------thread script to make a savegamethread 'SAVE' 0570: $SV02 = create_asset_radar_marker_with_icon 35 at 2496.8 -1700.1 24.39 018B: set_marker $SV02 radar_mode 2 :SAVE_40wait 0 $SV01 = Pickup.Create(#PICKUPSAVE, 3, 2491.3, -1699.7, 1014.75):SAVE_68wait 0 if   Player.Defined($PLAYER_CHAR)jf @SAVE_68 if   Pickup.Picked_up($SV01)jf @SAVE_68 gosub @SAVE_118 jump @SAVE_40 :SAVE_118if  $ONMISSION == 0 jf @SAVE_227 $ONMISSION = 1 Player.CanMove($PLAYER_CHAR) = Falsewait 350 03D8: show_save_screen :SAVE_157if 83D9:   not save_done jf @SAVE_181 wait 0 jump @SAVE_157 :SAVE_181Actor.PutAt($PLAYER_ACTOR, 2493.03, -1701.17, 1014.8)Player.CanMove($PLAYER_CHAR) = True$ONMISSION = 1 wait 350 $ONMISSION = 0 :SAVE_227return ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////   here beginns the mission part of the main.scm////// mission 0 is used in original main.scm to set up a lot of stuff/// it will be started by gamestart // its useful to set up here your parked cars and pickups////-------------Mission 0---------------// Originally: Initial:INITIALthread 'INITIAL' 014B: $MR1 = init_parked_car_generator #PCJ600 color 0 17 1 alarm 0 door_lock 0 0 10000 at 2490.0 -1682.0 13.5 angle 90.0 014C: set_parked_car_generator $MR1 cars_to_generate_to 101 032B: $WP1 = create_weapon_pickup #AK47 group 15 ammo 3000 at 2490.0 -1662.0 13.5 032B: $WP2 = create_weapon_pickup #JETPACK group 15 ammo 0 at 2492.0 -1662.0 13.5 $OP1 = Pickup.Create(#BODYARMOUR, 15, 2494.0, -1662.0, 13.5)$OP2 = Pickup.Create(#GUN_PARA, 15, 2496.0, -1662.0, 13.5)$OP3 = Pickup.Create(#BRIBE, 15, 2498.0, -1662.0, 13.5)end_thread //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// here ends the mission part of the main.scm// end_thread must be the last opcode of the mission script//// in decompiled original main.scm beginns at the end of the last mission scripts the Extern scripts// //-------------External script 0 (PLAYER_PARACHUTE)---------------// but this stripped main dont have extern scripts//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

 

 

Share this post


Link to post
Share on other sites
Slap-A-Hoe

I checked under Sanny Builder and all those lines end with 0 like you showed but I played the game and they still showed up.

 

Can you give me a exact step by step on what to do?

Share this post


Link to post
Share on other sites
ZAZ

 

I checked under Sanny Builder and all those lines end with 0 like you showed but I played the game and they still showed up.

 

Can you give me a exact step by step on what to do?

You should use that big script above (stipped main), paste it into a new blank page of sannybuilder, then save it as name_main.txt and compile it as main.scm. Then copy it into GTASA\data\script and test it ingame.

Did you do that?

 

Edited by ZAZ

Share this post


Link to post
Share on other sites
Slap-A-Hoe

You my friend are a life saver. Finally I got what I wanted

 

 

This is what's left I need to fix

 

Customers walk aimlessy inside stores, I think you mentioned you cant remove them I cant remember

 

Firetrucks still show up when fire is present

 

So I'm guessing ambulances show up too but I cant tell cuz there's no one to kill to make them show up so its good enough

 

And baggage handlers spawn up everywhere still

 

But besides that, thank you very much for the help and sorry if I was any trouble for not understanding

Edited by Slap-A-Hoe

Share this post


Link to post
Share on other sites
ZAZ

 

You didnt answer my question:

 

You should use that big script above (stipped main), paste it into a new blank page of sannybuilder, then save it as name_main.txt and compile it as main.scm. Then copy it into GTASA\data\script and test it ingame.

Did you do that?

 

It's also possible to create forbidden zones for peds, e.g. in shops

But it needs a better communication between you and me.

 

 

Firetrucks still show up when fire is present

not if you use the stripped main from above

 

 

Edited by ZAZ

Share this post


Link to post
Share on other sites
Slap-A-Hoe

Yes I did exactly what you said and I used the stripped main script, thats why I said your a life saver, sorry if I wasnt clear. It took out mostly everything I wanted out. No crashs, no freezing it worked perfectly.

 

I changed the spawned PCJ600 in front of CJ's house to the red Shelby Mustang that Will Smith drives in I Am Legend.

 

Changed the AK-47 and Jetpack pick-ups to the M4 and Colt45

 

But I want to delete these 3 pick-ups cuz I dont really need them but when I did the game wouldnt load so how do you properly delete them so the game runs? And I want to move the 2 weapon pick-ups inside the house somewhere

 

These I want to get rid of

 

$OP1 = Pickup.Create(#BODYARMOUR, 15, 2494.0, -1662.0, 13.5)

$OP2 = Pickup.Create(#GUN_PARA, 15, 2496.0, -1662.0, 13.5)

$OP3 = Pickup.Create(#BRIBE, 15, 2498.0, -1662.0, 13.5)

 

 

 

And yes firetrucks do still come for some reason even with the stripped main script

 

And there's no way to get rid of the peds inside the stores you said? I dont want them in there at all

 

Share this post


Link to post
Share on other sites
Slap-A-Hoe

One more thing, how do I add a paintjob to a car without using a garage like Transfender, since the stripped main script dont have the garages anymore

Share this post


Link to post
Share on other sites
james227uk

 

06ED: set_car [email protected] paintjob 0 

 

 

Use a simple little thing called the opcode search "CTRL+ALT+2" in future

Share this post


Link to post
Share on other sites
Slap-A-Hoe
06ED: set_car [email protected] paintjob 0 

 

 

Use a simple little thing called the opcode search "CTRL+ALT+2" in future

Im using a stripped main script it dont have that line, is there any way I can add it in somewhere? If so where

Share this post


Link to post
Share on other sites
james227uk

No sh*t. You add it where your making the car. Like this:

 

 

...create car......set paintjob...

 

Share this post


Link to post
Share on other sites
ZAZ

 

Yes I did exactly what you said and I used the stripped main script, thats why I said your a life saver, sorry if I wasnt clear. It took out mostly everything I wanted out. No crashs, no freezing it worked perfectly.

 

I changed the spawned PCJ600 in front of CJ's house to the red Shelby Mustang that Will Smith drives in I Am Legend.

 

Changed the AK-47 and Jetpack pick-ups to the M4 and Colt45

 

But I want to delete these 3 pick-ups cuz I dont really need them but when I did the game wouldnt load so how do you properly delete them so the game runs? And I want to move the 2 weapon pick-ups inside the house somewhere

 

These I want to get rid of

 

$OP1 = Pickup.Create(#BODYARMOUR, 15, 2494.0, -1662.0, 13.5)

$OP2 = Pickup.Create(#GUN_PARA, 15, 2496.0, -1662.0, 13.5)

$OP3 = Pickup.Create(#BRIBE, 15, 2498.0, -1662.0, 13.5)

 

 

 

And yes firetrucks do still come for some reason even with the stripped main script

 

And there's no way to get rid of the peds inside the stores you said? I dont want them in there at all

change, add or delete pickups like you want

in my test didnt come firetrucks also not after firing rockets, explode cars and firing molotov and flamethrower

in which case are they appearing in your game?

 

normaly opcode 022B should protect areas from peds

this for the binco shop

 

022B: create_forbidden_for_peds_cube  200.4723 -90.266 1000.1  224.8083 -119.2994 1009.5

 

but it havent an effect in my test for the shop peds

 

it needs to write a script which clears the area when CJ enters the specified interior

have you ever used cleo?

Share this post


Link to post
Share on other sites
Slap-A-Hoe

The firetrucks came after I spawned a bunch of cars, blew them up with rockets and threw a couple molotoves, they didnt come for awhile. I was testing to see if they would and when I was leaving the area where I did this they showed up. But I'll try it one more time to see if they come again

 

And I think I downloaded a couple Cleo mods and tried them out but they always end up messing the game up to where I gotta reinstall it, so I'm trying to advoid using Cleo

 

I guess the peds in interiors are ok for now, there's only like 3

 

So I'll just finish everything else and worry about them later, thanks for all your help

Edited by Slap-A-Hoe

Share this post


Link to post
Share on other sites
Slap-A-Hoe
No sh*t. You add it where your making the car. Like this:

 

 

...create car......set paintjob...

 

Ok please explain where I would put that code in this stripped script, if you would read my first posts you would know I dont know anything bout scripting. And you come in here acting like I'm supposed to know

Share this post


Link to post
Share on other sites
ZAZ

you didnt answer my question:

 

have you ever used cleo?

 

Cleo basics

*CLEO 3 makes possible to add new features or missions to the game without modifying of main.scm

*Available savegames can be loaded as usually

*CLEO 3 supports SA of both versions 1.0 and 1.01. It was tested with the US 1.0 and EUR 1.01 versions This refers to the gta_sa.exe which runs in your game

*The Installation is easy. Just copy and paste the CLEO 3-Basic files and the CLEO-folder into GTA-SA root directory

*Downloaded CLEO-script mods can be added as single files to the game. They must be placed in the CLEO - folder

Edited by ZAZ

Share this post


Link to post
Share on other sites
Slap-A-Hoe
you didnt answer my question:

 

have you ever used cleo?

I did answer your question

 

I forgot to answer that and re-edited my post and said I did but they always end up messing my game up

Share this post


Link to post
Share on other sites
xXxbBb

Can anyone tell me how to add peds in interiors? such as in the savehouse...

Edited by xXxbBb

Share this post


Link to post
Share on other sites
ZAZ
you didnt answer my question:

 

have you ever used cleo?

I did answer your question

 

I forgot to answer that and re-edited my post and said I did but they always end up messing my game up

so ok now, cleo is not your way

you have learned how to work with a stripped main and saw the result

you should learn now how to add scripts

and how to write a script

to use the opcode 06ED: set_car [email protected] paintjob 0 requires to write a minimum script

you must learn the basics:

Mission Coding Tut

Share this post


Link to post
Share on other sites
Slap-A-Hoe
you didnt answer my question:

 

have you ever used cleo?

I did answer your question

 

I forgot to answer that and re-edited my post and said I did but they always end up messing my game up

so ok now, cleo is not your way

you have learned how to work with a stripped main and saw the result

you should learn now how to add scripts

and how to write a script

to use the opcode 06ED: set_car [email protected] paintjob 0 requires to write a minimum script

you must learn the basics:

Mission Coding Tut

Dam I hope it'll be easy but ok i'll look over it when I wake up, it's 9:22 am and I didnt go to sleep yet so I'll let you know how it turns out later in the day

Share this post


Link to post
Share on other sites
james227uk

You don't know scripting. Oh, I'm sorry. But I expected for a topic as serious as this the creator (you) had tried spawning cars and actors learning from a tutorial.

Share this post


Link to post
Share on other sites
ZAZ

 

you didnt answer my question:

 

have you ever used cleo?

I did answer your question

 

I forgot to answer that and re-edited my post and said I did but they always end up messing my game up

so ok now, cleo is not your way

you have learned how to work with a stripped main and saw the result

you should learn now how to add scripts

and how to write a script

to use the opcode 06ED: set_car [email protected] paintjob 0 requires to write a minimum script

you must learn the basics:

Mission Coding Tut

Dam I hope it'll be easy but ok i'll look over it when I wake up, it's 9:22 am and I didnt go to sleep yet so I'll let you know how it turns out later in the day

no, its not easy and you need a week if your motivation keeps stable

I help you, I wrote that tiny script

Install the script in the man by using create_thread:

 

create_thread @PaintJ_1

 

put it to the other create thread lines in the main thread

 

 

put the script into the main part, after the main thread or after all other threads, allways above of mission 0

 

:PaintJ_103A4: name_thread 'PaintJ' :PaintJ_30001: wait 0 ms if0256:   player $PLAYER_CHAR defined 004D: jump_if_false @PaintJ_3if00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false @PaintJ_303C0: [email protected] = actor $PLAYER_ACTOR car0229: set_car [email protected] primary_color_to 1 secondary_color_to 1706ED: set_car [email protected] paintjob 10001: wait 1000 ms01C3: remove_references_to_car [email protected] // Like turning a car into any random car:PaintJ_50001: wait 0 ms if0256:   player $PLAYER_CHAR defined 004D: jump_if_false @PaintJ_5if00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false @PaintJ_30002: jump @PaintJ_5

 

 

 

The script below is the finished stripped main from previous post inclusive the paintjob script:

 

DEFINE OBJECTS 6DEFINE OBJECT SANNY BUILDER 3.04      DEFINE OBJECT INFO                     // Object number -1DEFINE OBJECT KEYCARD                  // Object number -2DEFINE OBJECT PICKUPSAVE               // Object number -3DEFINE OBJECT BODYARMOUR               // Object number -4DEFINE OBJECT BRIBE                    // Object number -5DEFINE MISSIONS 1DEFINE MISSION 0 AT @INITIAL           // Initial 1DEFINE EXTERNAL_SCRIPTS -1 // Use -1 in order not to compile AAA scriptDEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.1.0027}//-------------MAIN---------------thread 'MAIN' fade 0 0 042C: set_total_missions_to 0 030D: set_max_progress 0 01F0: set_max_wanted_level_to 6 set_wb_check_to 0 00C0: set_current_time_hours_to 10 minutes_to 0 04E4: unknown_refresh_game_renderer_at 2494.5 -1668.5 Camera.SetAtPos(2494.5, -1668.5, 13.4)$PLAYER_CHAR = Player.Create(#NULL, 2494.5, -1668.5, 13.4)07AF: $PLAYER_GROUP = player $PLAYER_CHAR group $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR)Actor.Angle($PLAYER_ACTOR) = 180.0Camera.SetBehindPlayer0629: change_integer_stat 181 to 4 0998: add_respect 1000 062A: change_float_stat 165 to 800.0 062A: change_float_stat 23 to 800.0 062A: change_float_stat 21 to 200.0 062A: change_float_stat 160 to 1000.0 062A: change_float_stat 223 to 1000.0 062A: change_float_stat 229 to 1000.0 062A: change_float_stat 230 to 1000.0 0629: change_integer_stat 225 to 1000 0629: change_integer_stat 22 to 1000 0629: change_integer_stat 156 to 1000 062A: change_float_stat 81 to 1000.0 0629: change_integer_stat 64 to 1000 0629: change_integer_stat 65 to 1000 062A: change_float_stat 69 to 1000.0 062A: change_float_stat 70 to 1000.0 062A: change_float_stat 71 to 1000.0 062A: change_float_stat 72 to 1000.0 062A: change_float_stat 73 to 1000.0 062A: change_float_stat 74 to 1000.0 062A: change_float_stat 75 to 1000.0 062A: change_float_stat 76 to 1000.0 062A: change_float_stat 77 to 1000.0 062A: change_float_stat 78 to 1000.0 062A: change_float_stat 79 to 1000.0 0629: change_integer_stat 181 to 4 0A1F: increase_float_stat 24 by 500.0 055E: set_player $PLAYER_CHAR max_health += 150 055F: set_player $PLAYER_CHAR max_armour += 150 Actor.Health($PLAYER_ACTOR) = 250Actor.Armour($PLAYER_ACTOR) = 250Player.InfiniteRun($PLAYER_CHAR) = True07FE: set_actor $PLAYER_ACTOR fighting_style_to 6 6 0572: enable_taxi_nitros 1 Player.SetClothes($PLAYER_CHAR, "BBALLJACKRSTAR", "BBJACK", Torso)Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs)Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes)Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)Player.Build($PLAYER_CHAR)Player.Money($PLAYER_CHAR) += 50000008DE: lose_stuff_after_busted 0 08DD: lose_stuff_after_wasted 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here Garage.ChangeType('BODLAWN', 38)Garage.ChangeType('MODLAST', 36)Garage.ChangeType('MDSSFSE', 38)Garage.ChangeType('MDS1SFS', 37)Garage.ChangeType('VECMOD', 38)Garage.ChangeType('MICHDR', 5)Garage.ChangeType('HBGDSFS', 19)0237: set_gang 1 weapons_to 30 32 24 set_weather 1 select_interior 0 Player.CanMove($PLAYER_CHAR) = True01B7: release_weather 016C: restart_if_wasted_at 2494.5 -1668.5 13.4 angle 180.0 town_number 0 016D: restart_if_busted_at 2494.5 -1668.5 13.4 angle 180.0 town_number 0 start_mission 0  ///------------- starts mission 0 (Initial 1) to setup stuff like parked cars or pickupscreate_thread @SAVE///----------starts the thread script to make a savegame create_thread @PaintJ_1fade 1 1000 wait 100 03E6: remove_text_box 01F0: set_max_wanted_level_to 001EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0099E: enable_police_patrols 0 072C: generate_police_bikes 006D0: enable_emergency_traffic 006D7: enable_train_traffic 0 06DB: destroy_all_trains0923: enable_air_traffic 0 096A: enable_flying_helis 003C7: set_sensitivity_to_crime 0.0022B: create_forbidden_for_peds_cube  200.4723 -90.266 1000.1  224.8083 -119.2994 1009.5:MAIN_745wait 2500 jump @MAIN_745 /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:SAVE//----------------------thread script to make a savegamethread 'SAVE' 0570: $SV02 = create_asset_radar_marker_with_icon 35 at 2496.8 -1700.1 24.39 018B: set_marker $SV02 radar_mode 2 :SAVE_40wait 0 $SV01 = Pickup.Create(#PICKUPSAVE, 3, 2491.3, -1699.7, 1014.75):SAVE_68wait 0 if   Player.Defined($PLAYER_CHAR)jf @SAVE_68 if   Pickup.Picked_up($SV01)jf @SAVE_68 gosub @SAVE_118 jump @SAVE_40 :SAVE_118if  $ONMISSION == 0 jf @SAVE_227 $ONMISSION = 1 Player.CanMove($PLAYER_CHAR) = Falsewait 350 03D8: show_save_screen :SAVE_157if 83D9:   not save_done jf @SAVE_181 wait 0 jump @SAVE_157 :SAVE_181Actor.PutAt($PLAYER_ACTOR, 2493.03, -1701.17, 1014.8)Player.CanMove($PLAYER_CHAR) = True$ONMISSION = 1 wait 350 $ONMISSION = 0 :SAVE_227return :PaintJ_103A4: name_thread 'PaintJ' :PaintJ_30001: wait 0 ms if0256:   player $PLAYER_CHAR defined 004D: jump_if_false @PaintJ_3if00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false @PaintJ_303C0: [email protected] = actor $PLAYER_ACTOR car0229: set_car [email protected] primary_color_to 1 secondary_color_to 1706ED: set_car [email protected] paintjob 10001: wait 1000 ms01C3: remove_references_to_car [email protected] // Like turning a car into any random car:PaintJ_50001: wait 0 ms if0256:   player $PLAYER_CHAR defined 004D: jump_if_false @PaintJ_5if00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false @PaintJ_30002: jump @PaintJ_5////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////   here beginns the mission part of the main.scm////// mission 0 is used in original main.scm to set up a lot of stuff/// it will be started by gamestart // its useful to set up here your parked cars and pickups////-------------Mission 0---------------// Originally: Initial:INITIALthread 'INITIAL' 014B: $MR1 = init_parked_car_generator #PCJ600 color 0 17 1 alarm 0 door_lock 0 0 10000 at 2490.0 -1682.0 13.5 angle 90.0 014C: set_parked_car_generator $MR1 cars_to_generate_to 101 032B: $WP1 = create_weapon_pickup #molotov group 15 ammo 3000 at 2490.0 -1662.0 13.5 032B: $WP2 = create_weapon_pickup #JETPACK group 15 ammo 0 at 2492.0 -1662.0 13.5 $OP1 = Pickup.Create(#BODYARMOUR, 15, 2494.0, -1662.0, 13.5)$OP2 = Pickup.Create(#GUN_PARA, 15, 2496.0, -1662.0, 13.5)$OP3 = Pickup.Create(#BRIBE, 15, 2498.0, -1662.0, 13.5)end_thread //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// here ends the mission part of the main.scm// end_thread must be the last opcode of the mission script//// in decompiled original main.scm beginns at the end of the last mission scripts the Extern scripts// //-------------External script 0 (PLAYER_PARACHUTE)---------------// but this stripped main dont have extern scripts//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

 

Share this post


Link to post
Share on other sites
Slap-A-Hoe
You don't know scripting. Oh, I'm sorry. But I expected for a topic as serious as this the creator (you) had tried spawning cars and actors learning from a tutorial.

Nope this the first time scripting thats why im having so many problems cuz its all new to me but we all gotta learn somewhere and eventually I'll learn it and it'll be cuz of this topic. I know more now then I did when I started, still dont know much but I'm learning a step at a time

 

 

And I used that script with the car paintjob in it but it keeps spawning up with just white, either I'm doing it wrong or just typing in the wrong paintjob number idk I'm a mess around with it see what I can do

 

I want the Shelby Mustang to spawn in front of the house, I got it to spawn

But it spawns a solid color but the paintjob I want comes in red with the white racing stripes like in the movie, it's labeled phoenix2.txd but I type in Painjob 2 and still comes out a solid color

Share this post


Link to post
Share on other sites
ZAZ

 

And I used that script with the car paintjob in it but it keeps spawning up with just white,

Yes, the vehicles gets white color. That shows that the script works.

 

The details:

-vehicle paintjobs can only assigned if a paintjob TXD exist for that modell

exemple: slamvan consist by slamvan.dff and slamvan.txd

additional slamvan textures are paintjobs: slamvan1.txd, slamvan2.txd, ect.

original version of phoenix dont have additional paintjob TXDs, but its possible to add it

 

-its better to make the car first in white color to give the paintjob the correct presence

the paintjob overlays the the basic coloring and dark coloring makes the paintjob dark

 

-the parameter for the paintjob entry in opcode 06ED: set_car [email protected] paintjob 1

0 is equal to modelname1.txd

1 is equal to modelname2.txd

ect.

 

The script:

this short and simple script assigne color and paintjob to every vehicle which the player_actor enters

it require to check first if the player_actor is "driving"

(if actor $PLAYER_ACTOR driving is a interpretation for that opcode 00DF: and

means exactly: if the player_actor is sitting in driver seat of any vehicle)

if this condition is accomplished then its possible to get the instance of the vehicle which is need to do anything with it:

 

03C0: [email protected] = actor $PLAYER_ACTOR car

 

the opcode 03C0: defines the vehicle with a variable: [email protected]

then its possible to use [email protected] as the instance of that vehicle for more assignements

03C0: [email protected] = actor $PLAYER_ACTOR car

0229: set_car [email protected] primary_color_to 1 secondary_color_to 17

06ED: set_car [email protected] paintjob 1

 

well, as I said the script is very short and simple but can be enlarged to use key_press for other different paintjobs

or use generally a key_press to assigne paintjobs or more other functions.

all that needs the knowledge about conditons and data types

read in tutorial about conditions

I recomand to read the basics steps in my CLEO Script Tutorial

 

Data types

 

Scripting/Writing a Thread

- Using conditional checks

- The IF - Variation

- Script structure simple

- Script structure extended

- Script exemble: Slowmotion

- Spawn a 3D model

 

this tut shows some simple and complete scripts for exercise

but scripts for cleo

to use it main.scm you must delete the line:

 

{$CLEO .cs}

 

 

 

 

 

 

 

Share this post


Link to post
Share on other sites
Slap-A-Hoe

This phoenix came with phoenix.txd, phoenix.dff, and 4 paintjobs

 

I replaced the TXD and DFF and added the one paintjob I wanted in there

Share this post


Link to post
Share on other sites
ZAZ
This phoenix came with phoenix.txd, phoenix.dff, and 4 paintjobs

 

I replaced the TXD and DFF and added the one paintjob I wanted in there

if only phoenix1.txd exist so change the parameter value of the paintjob opcode to assigne paintjob 0

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.