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12jango

Knife Throw

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12jango

This script is surely spawn a knife on the right hand and throw it.

But it has problems : - The knife is not placed on CJ's hand

- The knife doesn't hit anything (so it will go through the objects &

obstacles.

 

 

 

{$CLEO .cs}//-------------MAIN---------------thread 'Knife_Throw' [email protected] = 0 [email protected] = 0 :JPR_25wait 0 if   Player.Defined($PLAYER_CHAR)jf @JPR_25 if and0AB0:   key_pressed 66   not Actor.Driving($PLAYER_ACTOR)jf @JPR_25 [email protected] = 0 04ED: load_animation "BSKTBALL" :JPR_84wait 0 if 04EE:   animation "BSKTBALL" loaded jf @JPR_118 jump @JPR_137 :JPR_11804ED: load_animation "BSKTBALL" jump @JPR_84 :JPR_137Model.Load(335):JPR_142wait 0 if   Model.Available(335)jf @JPR_142 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 2.5 -0.5 2.5 [email protected] = Object.Create(335, [email protected], [email protected], 100.8)[email protected] = Object.Create(335, [email protected], [email protected], [email protected])04D9: object [email protected] set_scripted_collision_check 1 Object.CollisionDetection([email protected]) = True0906: set_object [email protected] mass_to 3000.0 // float 0908: set_object [email protected] turn_mass_to 3000.0 // float Object.RemoveFromMissionCleanupList([email protected])wait 500 0615: define_AS_pack_begin [email protected] 070A: AS_actor -1 attach_to_object [email protected] offset 0.7 -0.5 0.2 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 0812: AS_actor -1 perform_animation "BBALL_DEF_LOOP" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 0616: define_AS_pack_end [email protected] 0618: assign_actor $PLAYER_ACTOR to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] :JPR_379wait 0 if   Player.Defined($PLAYER_CHAR)jf @JPR_1032 if and  not Actor.Driving($PLAYER_ACTOR)80E1:   not player 0 pressed_key 15 jf @JPR_1032 if 0AB0:   key_pressed 66 jf @JPR_443 jump @JPR_1032 :JPR_443if and00E1:   player 0 pressed_key 17  [email protected] == 0 jf @JPR_743 [email protected] = 1 0812: AS_actor $PLAYER_ACTOR perform_animation "BBALL_DEF_JUMP_SHOT" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB wait 500 Object.Destroy([email protected])04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.5 1.8 [email protected] = Actor.Angle($PLAYER_ACTOR)Object.PutAt([email protected], [email protected], [email protected], [email protected])[email protected] += 270.0 Object.Angle([email protected]) = [email protected]@ = Object.Create(335, [email protected], [email protected], 100.8)[email protected] = Actor.Angle($PLAYER_ACTOR)0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground [email protected] = 80.1 02F6: [email protected] = cosine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) [email protected] *= -1.0 [email protected] += 1.0 Object.ToggleInMovingList([email protected]) = TrueObject.Throw([email protected], [email protected], [email protected], [email protected])Marker.CreateAboveObject([email protected], [email protected])[email protected] = 1 [email protected] = 0 jump @JPR_379 :JPR_743if and [email protected] == 1  [email protected] > 250 jf @JPR_379 if or04DA:   has_object [email protected] collided  [email protected] > 7000 jf @JPR_379 :JPR_848wait 0 if   Player.Defined($PLAYER_CHAR)jf @JPR_1032 077E: get_active_interior_to [email protected] if and [email protected] == 0   not Actor.Driving($PLAYER_ACTOR)80E1:   not player 0 pressed_key 15 jf @JPR_1020 if 8AB0:   not key_pressed 66 jf @JPR_1032 if or04DA:   has_object [email protected] collided  [email protected] > 3000 jf @JPR_848 wait 500 if  [email protected] > 10000 jf @JPR_848 :JPR_1020Object.RemoveReferences([email protected])jump @JPR_1037 :JPR_1032Object.Destroy([email protected]):[email protected] = 0 [email protected] = 0 [email protected] = 0 Object.Destroy([email protected])Model.Destroy(335)04EF: release_animation "BSKTBALL" jump @JPR_25

 

Edited by 12jango

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Wesser

Probably because it hasn't any collision object. ZAZ's already made a script which shows how to spawn a missles and explode it when it's collided.

 

He said to load 2 models: yours and the bball_col one (3786 as its ID). Look here.

 

So you have to do as follows:

  • Load and creste that object;
  • Attach it with yours;
  • Then check if this one has been collided (not yours).

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ZAZ

 

Probably because it hasn't any collision object. ZAZ's already made a script which shows how to spawn a missles and explode it when it's collided.

Yes and I made a script where CINDY throw a knfe and hit a zombie. (in ResidentEvil Intro mission/not published because of conflict with Beeswax)

I used a second object to show that the knife stick on zombies head because it was not possible to do the correct rotation for the knife on a actor bone.

 

1520, DYN_WINE_BOUNCE, BREAK_BAR, 30, 03045, CIGAR_glow,335, knifecur//1520, DYN_WINE_BOUNCE as dummy(second object)//is neccesary to throw, a collisionscheck is not neccesary029B: [email protected] = init_object 1520 at  0.5  0.5  0.00750: toggle_object [email protected] visibility 004D9: object [email protected] set_scripted_collision_check  10382: set_object [email protected] collision_detection  00906: [email protected]  30000.0//set_object mass0908: [email protected]  30000.0//set_object turn_mass// the knife as object029B: [email protected] = init_object 335 at  0.5  0.5  0.0//the knife as weapon in actor [email protected] hand01B2: give_actor [email protected] weapon 4 ammo 1//actor [email protected] make a throw animation0812: actor [email protected] perform_animation_sequence "Bat_M" from_file "BASEBALL"  4.0  0  0  0  0  -1 ms//camera view to actor 6@//now the objects to throw will be placed where the throwing knifehand is and knife-weapon will be made unvisible04C4: create_coordinate [email protected] [email protected] [email protected] from_actor [email protected] offset  0.3  0.5 0.80382: set_object [email protected] collision_detection  10001: wait 300 ms06AB: set_actor [email protected] all_weapons_hidden 101BC: put_object [email protected] at [email protected] [email protected] [email protected]//knife object is attached to dummy object069A: attach_object [email protected] to_object [email protected] with_offset 0.0 0.0 0.0 rotation 90.0 0.0 0.0//calculating the throw direction0172: [email protected] = actor [email protected] z_angle0819: [email protected] = actor [email protected] distance_from_ground0007: [email protected] =  50.1  // floating-point values 02F6: [email protected] = cosine [email protected]  // sinus swapped with cosine02F7: [email protected] = sinus [email protected] // cosine swapped with sinus 006B: [email protected] *= [email protected]  // floating-point values006B: [email protected] *= [email protected]  // floating-point values0013: [email protected] *=  -1.0  // floating-point values000B: [email protected] +=  0.2  // floating-point values0392: object [email protected] toggle_in_moving_list  10381: throw_object [email protected] distance [email protected] [email protected] [email protected]//after a half second//using cigar glow as dummy object to make the correct rotation for knife at actor bone0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 00001: wait 10 ms0108: destroy_object [email protected]: wait 10 ms029B: [email protected] = init_object 3045 at  0.5  0.5  0.00001: wait 10 ms069A: attach_object [email protected] to_object [email protected] with_offset 0.0 0.0 0.0 rotation 270.0 270.0 90.00001: wait 10 ms070A: unknown_action_sequence [email protected] [email protected]  0.16  0.3 0.06  2  16 "NULL" "NULL" -10812: AS_actor [email protected] perform_animation "KO_skid_front" IFP_file "PED" 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB//camera should show now actor [email protected] in total view

 

 

I didn't check if the knife collidied because it was an production for an intro

a collisionscheck don't work with every objects, not with 335, knifecur

only a few objects have collision with map objects

some objects have collision with cars and peds, some others with cars and map objects

a collisionscheck requires an object which is available in object.dat

the best object to check collision with cars, peds or map is 3065, BBALL_col

you used my wreckballing script as template. It attach first the throw object to player_actor but the knife don't need it.

Just give player_actor the knife as weapon and don't try check if the knife collided

look in the script which Wesser linked

 

I tested some objects and added infos about their behavior

 

1598, beachball, beachball, 50, 128//standart collisionsfunction by default, explosion dynamical, throwable, collisionscheck,1636, rcbomb, rcbomb, 100, 128//standart collisionsfunction by default, explosion dynamical, throwable, collisionscheck, damage to cars3065, BBALL_col, bballX, 30, 0//standart collisionsfunction by default, explosion dynamical, throwable, collisionscheck, damage to cars2891, kmb_packet, kmb_packet, 100, 0//standart collisionsfunction by default, explosion dynamical, throwable, collisionscheck, damage to cars3054, DYN_WREKING_BALL, BREAK_ballX, 100, 0//standart collisionsfunction by default, explosion dynamical, throwable, collisionscheck, damage to cars1305, dyn_quarryrock01, dynquarryrock, 100, 128//standart collisionsfunction by default, explosion dynamical, throwable, collisionscheck, damage to cars3056, mini_magnet, minimeX, 100, 0//standart collisionsfunction by default, explosion dynamical, throwable, collisionscheck, damage to cars1582, pizzabox, prop_pizzabox, 40, 128//standart collisionsfunction by default, breakable instead explosion dynamical, throwable, collisionscheck3003, k_poolballcue, pool_blsx, 100, 128////disappear by bump, not explosion dynamical, move by gunhit, collisionscheck to peds and break.objects1950, kb_beer, kbeer, 100, 128////disappear by bump explosion and by gunhit, throwable, collisionscheck to cars and peds2804, CJ_MEAT_1, CJ_MEATY, 50, 0// not explosion dynamical throwable, collisionscheck to cars and peds1520, DYN_WINE_BOUNCE, BREAK_BAR, 30, 0// breakable instead standart collisionsfunction, throwable, collisionscheck to cars and peds2886, sec_keypad, keypad, 100, 0// breakable instead standart collisionsfunction,2601, CJ_JUICE_CAN, JUICE, 30, 0//standart collisionsfunction by default, explosion dynamical, throwable, no collisionscheck, no damage to cars364, bomb, bomb, null, 1, 50,//Schaltsender für detonator; standart collisionsfunction by default, explosion dynamical, throwable, no collisionscheck, no damage to cars1588, tar_top, targets, 100, 128//disappear by bump explosion and by gunhit, not explosion dynamical, throwable, collisionscheck to peds, car and break.break.objects1249, faketarget, fktarget, 10, 128//, not explosion dynamical, throwable, collisionscheck to peds, car and break.break.objects1212, Money, dyn_cash, 40, 128//rotates autom., not explosion dynamical, throwable, collisionscheck to peds, car and break.break.objects1974, kb_golfball, golfball, 20, 128//, not explosion dynamical, not throwable, collisionscheck to cars and peds and break.objects3045, CIGAR_glow, ciggarX, 30, 0// explosion dynamical, throwable, no collisionscheck, no damage to cars3044, CIGAR, ciggarX, 30, 0// explosion dynamical,2919, kmb_holdall, kmb_chute, 100, 0//standart collisionsfunction by default, explosion dynamical,2903, kmb_parachute, kmb_chute, 100, 0//standart collisionsfunction by default, explosion dynamical,3027, ciggy, ciggyX, 100, 0//standart collisionsfunction by default, explosion dynamical,1246, line, icons, 100, 128//unvisible, have col, not explosion dynamical, not throwable, no collisionscheck1455, DYN_GLASS, CJ_BAR, 30, 0//, not explosion dynamical, not throwable, collisionscheck to cars and peds

 

 

standart collisionsfunction by default means you can bump it and it moves on the map or keep the positon and you can shot to it and it moves

 

explosion dynamical means it move away by explosion

 

 

Edited by ZAZ

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12jango

So knifecur can't damage anything?

Aww that's too bad! dontgetit.gif

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ZAZ

 

So knifecur can't damage anything?

no

 

Aww that's too bad! dontgetit.gif

is no problem, attach knife to bball

 

 

 

 

 

{$CLEO .cs}//-------------MAIN---------------thread 'KNIFE_THROW' [email protected] = 0 :KNIFE_THROW_26wait 0 if   Player.Defined($PLAYER_CHAR)jf @KNIFE_THROW_26 if and0AB0:   key_pressed 66   not Actor.Driving($PLAYER_ACTOR)jf @KNIFE_THROW_26 [email protected] = 0 04ED: load_animation "BSKTBALL" :KNIFE_THROW_85wait 0 if 04EE:   animation "BSKTBALL" loaded jf @KNIFE_THROW_119 jump @KNIFE_THROW_138 :KNIFE_THROW_11904ED: load_animation "BSKTBALL" jump @KNIFE_THROW_85 :KNIFE_THROW_138Model.Load(#KNIFECUR)Model.Load(3065)Model.Load(3045):KNIFE_THROW_153wait 0 if and  Model.Available(#KNIFECUR)  Model.Available(3065)  Model.Available(3045)jf @KNIFE_THROW_153 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 2.5 -0.5 2.5 [email protected] = Object.Create(3065, [email protected], [email protected], 100.8)[email protected] = Object.Create(#KNIFECUR, [email protected], [email protected], [email protected])04D9: object [email protected] set_scripted_collision_check 1 Object.CollisionDetection([email protected]) = True0906: set_object [email protected] mass_to 3000.0 // float 0908: set_object [email protected] turn_mass_to 3000.0 // float Object.RemoveFromMissionCleanupList([email protected])01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 0992: set_player $PLAYER_CHAR weapons_scrollable 0 0750: set_object [email protected] visibility 0 wait 500 0812: AS_actor $PLAYER_ACTOR perform_animation "BBALL_DEF_LOOP" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB :KNIFE_THROW_361wait 0 if   Player.Defined($PLAYER_CHAR)jf @KNIFE_THROW_806 if and  not Actor.Driving($PLAYER_ACTOR)80E1:   not player 0 pressed_key 15 jf @KNIFE_THROW_806 if 0AB0:   key_pressed 66 jf @KNIFE_THROW_425 jump @KNIFE_THROW_806 :KNIFE_THROW_425if and00E1:   player 0 pressed_key 17  [email protected] == 0 jf @KNIFE_THROW_751 0812: AS_actor $PLAYER_ACTOR perform_animation "BBALL_DEF_JUMP_SHOT" IFP_file "BSKTBALL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB wait 500 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.6 0.6 0.9 [email protected] = Actor.Angle($PLAYER_ACTOR)Object.PutAt([email protected], [email protected], [email protected], [email protected])[email protected] += 270.0 Object.Angle([email protected]) = [email protected]: attach_object [email protected] to_object [email protected] with_offset 0.0 0.0 0.0 rotation 90.0 270.0 0.0 wait 0 [email protected] = Actor.Angle($PLAYER_ACTOR)0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground [email protected] = 80.1 02F6: [email protected] = cosine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) [email protected] *= -1.0 [email protected] += 1.0 Object.ToggleInMovingList([email protected]) = TrueObject.Throw([email protected], [email protected], [email protected], [email protected])[email protected] = Marker.CreateAboveObject([email protected])[email protected] = 1 [email protected] = 0 jump @KNIFE_THROW_361 :KNIFE_THROW_751if and [email protected] == 1  [email protected] > 250 jf @KNIFE_THROW_361 if or04DA:   has_object [email protected] collided  [email protected] > 7000 jf @KNIFE_THROW_361 wait 500 :KNIFE_THROW_806if  [email protected] == 1 jf @KNIFE_THROW_856 Marker.Disable([email protected])0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0 wait 500 :KNIFE_THROW_856Object.Destroy([email protected])Object.RemoveReferences([email protected])[email protected] = 0 [email protected] = 0 Model.Destroy(#KNIFECUR)04EF: release_animation "BSKTBALL" 0992: set_player $PLAYER_CHAR weapons_scrollable 1 jump @KNIFE_THROW_26 

 

Edited by ZAZ

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12jango

Hey nice video, dude! icon14.gif

And your script works well! inlove.gifinlove.gif Thank you! icon14.gif

 

EDIT:

By the way how can you make the zombie jump and attack the person? dozingoff.gif

Edited by 12jango

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ZAZ
Hey nice video, dude! icon14.gif

And your script works well! inlove.gifinlove.gif Thank you! icon14.gif

 

EDIT:

By the way how can you make the zombie jump and attack the person? dozingoff.gif

the zombie attack in the vid was a modified anim, of kiss animation and a script which attaches an actor to object and object to player

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12jango

Well, ZAZ. I think it will be perfect if we able to aim the knife with aim button. icon14.gif

So it will be like shooting with gun. inlove.gif What do you think? Can you make that? icon14.gif

Thanks in advance! icon14.gif

Edited by 12jango

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ZAZ

 

Well, ZAZ. I think it will be perfect if we able to aim the knife with aim button. icon14.gif

So it will be like shooting with gun. inlove.gif What do you think? Can you make that? icon14.gif

Thanks in advance! icon14.gif

Well, it needs to catch the random actor into the script. If you have seen my new mod, Bullet Show Time, it catches the random actors but it don't get every ped.

I will give it a trial.

 

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12jango

Good luck, dude! icon14.gif

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ZAZ

 

Good luck, dude! icon14.gif

It works now in this way:

 

Player_actor must have a knife as current weapon

press fire key to throw the knife

(it can happen that player don't throw because your fire key press was to short)

If the knife stuck on the head of a ped, you must go to the ped and get back your knife

If the knife don't stuck to head of any ped, the knife will be thrown in default manner and the knife is still available in your inventory

no marker will be shown

(It happend a glitch for one time: the knife stucked at the head of a ped and the ped was still running away)

 

 

{$CLEO .cs}:KnifeKiller0001: wait 2000 ms 03A4: name_thread 'KNIFLK' 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = 0 0006: [email protected] = 15 0006: [email protected] = -1 0007: [email protected] = 1.0 :KNIFLK_1730001: wait 250 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @KNIFLK_173 00D6: if and02D8:   actor $PLAYER_ACTOR current_weapon == 4 0038:   $ONMISSION == 0 004D: jump_if_false @KNIFLK_173 077E: get_active_interior_to [email protected] 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @KNIFLK_173 00D6: if and80DF:   not actor $PLAYER_ACTOR driving 09E7:   player $PLAYER_CHAR not_frozen 004D: jump_if_false @KNIFLK_173 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 0001: wait 0 ms 00D6: if 0023:   35.0 > [email protected] 004D: jump_if_false @KNIFLK_173 :KNIFLK_2960001: wait 0 ms 00D6: if 84EE:   not animation "BASEBALL" loaded 004D: jump_if_false @KNIFLK_342 04ED: load_animation "BASEBALL" 0002: jump @KNIFLK_296 :KNIFLK_3420247: load_model #KNIFECUR 0247: load_model 3065 0247: load_model 3045 :KNIFLK_3570001: wait 0 ms 00D6: if and0248:   model #KNIFECUR available 0248:   model 3065 available 0248:   model 3045 available 004D: jump_if_false @KNIFLK_357 0107: [email protected] = create_object 3065 at 0.0 0.0 100.8 0107: [email protected] = create_object #KNIFECUR at 0.0 0.0 90.0 04D9: object [email protected] set_scripted_collision_check 1 0382: set_object [email protected] collision_detection 1 0906: set_object [email protected] mass_to 3000.0 // float 0908: set_object [email protected] turn_mass_to 3000.0 // float 01C7: remove_object_from_mission_cleanup_list [email protected] 0750: set_object [email protected] visibility 0 0006: [email protected] = 0 0006: [email protected] = 0 0006: [email protected] = 0 :KNIFLK_5000001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @KNIFLK_3244 00D6: if and02D8:   actor $PLAYER_ACTOR current_weapon == 4 0038:   $ONMISSION == 0 004D: jump_if_false @KNIFLK_3244 077E: get_active_interior_to [email protected] 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @KNIFLK_3244 00D6: if and80DF:   not actor $PLAYER_ACTOR driving 09E7:   player $PLAYER_CHAR not_frozen 004D: jump_if_false @KNIFLK_3244 0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground 0001: wait 0 ms 00D6: if 0023:   35.0 > [email protected] 004D: jump_if_false @KNIFLK_3244 0006: [email protected] = 0 03F0: enable_text_draw 1 00D6: if 002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @KNIFLK_3191 00D6: if 0039:   [email protected]([email protected],16i) == -1 004D: jump_if_false @KNIFLK_752 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 10.0 0.0 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 80.5 handle_as [email protected]([email protected],16i) 0001: wait 10 ms 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @KNIFLK_3160 :KNIFLK_75200D6: if 8118:   not actor [email protected]([email protected],16i) dead 004D: jump_if_false @KNIFLK_3133 00D6: if 00F2:   actor [email protected]([email protected],16i) near_actor $PLAYER_ACTOR radius 80.5 80.5 0 004D: jump_if_false @KNIFLK_3106 00D6: if 80F2:   not actor [email protected]([email protected],16i) near_actor $PLAYER_ACTOR radius 1.5 1.5 0 004D: jump_if_false @KNIFLK_500 00D6: if 0449:   actor [email protected]([email protected],16i) in_a_car 004D: jump_if_false @KNIFLK_869 0002: jump @KNIFLK_3160 :KNIFLK_86900D6: if 0457:   player $PLAYER_CHAR aiming_at_actor [email protected]([email protected],16i) 004D: jump_if_false @KNIFLK_899 0002: jump @KNIFLK_1719 :KNIFLK_89904C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 00D6: if 00FE:   actor [email protected]([email protected],16i) sphere 0 in_sphere [email protected] [email protected] [email protected] radius 1.0 1.0 1.0 004D: jump_if_false @KNIFLK_981 0002: jump @KNIFLK_1719 :KNIFLK_98104C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 00D6: if 00FE:   actor [email protected]([email protected],16i) sphere 0 in_sphere [email protected] [email protected] [email protected] radius 1.0 1.0 1.0 004D: jump_if_false @KNIFLK_1063 0002: jump @KNIFLK_1719 :KNIFLK_106304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 7.0 0.0 00D6: if 00FE:   actor [email protected]([email protected],16i) sphere 0 in_sphere [email protected] [email protected] [email protected] radius 1.0 1.0 1.0 004D: jump_if_false @KNIFLK_1145 0002: jump @KNIFLK_1719 :KNIFLK_114504C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 9.0 0.0 00D6: if 00FE:   actor [email protected]([email protected],16i) sphere 0 in_sphere [email protected] [email protected] [email protected] radius 1.0 1.0 1.0 004D: jump_if_false @KNIFLK_1227 0002: jump @KNIFLK_1719 :KNIFLK_122704C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 11.0 0.0 00D6: if 00FE:   actor [email protected]([email protected],16i) sphere 0 in_sphere [email protected] [email protected] [email protected] radius 1.0 1.0 1.0 004D: jump_if_false @KNIFLK_1309 0002: jump @KNIFLK_1719 :KNIFLK_130904C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 13.0 0.0 00D6: if 00FE:   actor [email protected]([email protected],16i) sphere 0 in_sphere [email protected] [email protected] [email protected] radius 1.0 1.0 1.0 004D: jump_if_false @KNIFLK_1391 0002: jump @KNIFLK_1719 :KNIFLK_139104C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 15.0 0.0 00D6: if 00FE:   actor [email protected]([email protected],16i) sphere 0 in_sphere [email protected] [email protected] [email protected] radius 1.0 1.0 1.0 004D: jump_if_false @KNIFLK_1473 0002: jump @KNIFLK_1719 :KNIFLK_147304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 17.0 0.0 00D6: if 00FE:   actor [email protected]([email protected],16i) sphere 0 in_sphere [email protected] [email protected] [email protected] radius 1.0 1.0 1.0 004D: jump_if_false @KNIFLK_1555 0002: jump @KNIFLK_1719 :KNIFLK_155504C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 19.0 0.0 00D6: if 00FE:   actor [email protected]([email protected],16i) sphere 0 in_sphere [email protected] [email protected] [email protected] radius 1.0 1.0 1.0 004D: jump_if_false @KNIFLK_1637 0002: jump @KNIFLK_1719 :KNIFLK_163704C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 21.0 0.0 00D6: if 00FE:   actor [email protected]([email protected],16i) sphere 0 in_sphere [email protected] [email protected] [email protected] radius 1.0 1.0 1.0 004D: jump_if_false @KNIFLK_3160 0002: jump @KNIFLK_1719 :KNIFLK_17190006: [email protected] = 1 0006: [email protected] = 0 :KNIFLK_17330001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @KNIFLK_2217 00D6: if and80DF:   not actor $PLAYER_ACTOR driving 80E1:   not player 0 pressed_key 15 02D8:   actor $PLAYER_ACTOR current_weapon == 4 004D: jump_if_false @KNIFLK_2217 00D6: if or0039:   [email protected] == 0 0039:   [email protected] == 1 004D: jump_if_false @KNIFLK_2115 00D6: if 00E1:   player 0 pressed_key 17 004D: jump_if_false @KNIFLK_2115 0812: AS_actor $PLAYER_ACTOR perform_animation "BAT_M" IFP_file "BASEBALL" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 0001: wait 300 ms 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.6 0.6 0.9 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 01BC: put_object [email protected] at [email protected] [email protected] [email protected] 000B: [email protected] += 270.0 0177: set_object [email protected] Z_angle_to [email protected] 069A: attach_object [email protected] to_object [email protected] with_offset 0.0 0.0 0.0 rotation 90.0 270.0 0.0 0001: wait 0 ms 0172: [email protected] = actor $PLAYER_ACTOR Z_angle 0819: 16@ = actor $PLAYER_ACTOR distance_from_ground 0007: [email protected] = 80.1 02F6: [email protected] = cosine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 0013: [email protected] *= -1.0 000B: [email protected] += 1.0 0392: make_object [email protected] moveable 1 0381: throw_object [email protected] velocity_in_direction [email protected] [email protected] [email protected] 0006: [email protected] = 0 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @KNIFLK_2310 0006: [email protected] = 2 0002: jump @KNIFLK_1733 :KNIFLK_211500D6: if and0039:   [email protected] == 2 0019:   [email protected] > 250 004D: jump_if_false @KNIFLK_2177 00D6: if or04DA:   has_object [email protected] collided 0019:   [email protected] > 7000 004D: jump_if_false @KNIFLK_1733 0001: wait 500 ms 0002: jump @KNIFLK_2217 :KNIFLK_217700D6: if and0039:   [email protected] == 1 0019:   [email protected] > 250 004D: jump_if_false @KNIFLK_1733 0006: [email protected] = 2 0002: jump @KNIFLK_500 :KNIFLK_221700D6: if 0039:   [email protected] == 2 004D: jump_if_false @KNIFLK_2262 0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0 0001: wait 500 ms :KNIFLK_226201C4: remove_references_to_object [email protected] // This object will now disappear when the player looks away 0108: destroy_object [email protected] 0006: [email protected] = 0 0006: [email protected] = 0 0249: release_model #KNIFECUR 04EF: release_animation "BASEBALL" 0002: jump @KNIFLK_3296 :KNIFLK_231000D6: if 8118:   not actor [email protected]([email protected],16i) dead 004D: jump_if_false @KNIFLK_3092 0006: [email protected] = 3 0555: remove_weapon 4 from_actor $PLAYER_ACTOR 0001: wait 200 ms 0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0 0001: wait 10 ms 0108: destroy_object [email protected] 0001: wait 10 ms 029B: [email protected] = init_object 3045 at 0.5 0.5 0.0 0001: wait 10 ms 069A: attach_object [email protected] to_object [email protected] with_offset 0.0 0.0 0.0 rotation 270.0 270.0 90.0 0001: wait 10 ms 070A: AS_actor [email protected]([email protected],16i) attach_to_object [email protected] offset 0.16 0.3 0.06 on_bone 2 16 perform_animation "NULL" IFP_file "NULL" time -1 0812: AS_actor [email protected]([email protected],16i) perform_animation "KO_SKID_FRONT" IFP_file "PED" 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 0001: wait 10 ms 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected]([email protected],16i) with_offset 0.1 -0.5 0.7 0208: [email protected] = random_float_in_ranges -2.0 2.0 0208: [email protected] = random_float_in_ranges -2.0 2.0 0208: [email protected] = random_float_in_ranges -2.0 2.0 09B8: create_blood_gush_at [email protected] [email protected] [email protected] with_offset [email protected] [email protected] [email protected] density 80 on_actor [email protected]([email protected],16i) 09D5: unknown_get_actor [email protected]([email protected],16i) unknown 346 flags 1 1 1 store_to [email protected] // extended 0947 :KNIFLK_26740001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @KNIFLK_3244 00D6: if and0038:   $ONMISSION == 0 80DF:   not actor $PLAYER_ACTOR driving 004D: jump_if_false @KNIFLK_3244 00D6: if 00F2:   actor [email protected]([email protected],16i) near_actor $PLAYER_ACTOR radius 80.5 80.5 0 004D: jump_if_false @KNIFLK_3244 00D6: if 00F2:   actor [email protected]([email protected],16i) near_actor $PLAYER_ACTOR radius 1.5 1.5 0 004D: jump_if_false @KNIFLK_2674 :KNIFLK_27870001: wait 0 ms 00D6: if 84EE:   not animation "BOMBER" loaded 004D: jump_if_false @KNIFLK_2829 04ED: load_animation "BOMBER" 0002: jump @KNIFLK_2787 :KNIFLK_282906AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected]([email protected],16i) with_offset 0.2 0.0 0.0 02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1 0615: define_AS_pack_begin [email protected] 05D3: AS_actor -1 goto_point [email protected] [email protected] [email protected] mode 6 500 ms // versionA 0812: AS_actor -1 perform_animation "BOM_PLANT_IN" IFP_file "BOMBER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB 0812: AS_actor -1 perform_animation "BOM_PLANT_LOOP" IFP_file "BOMBER" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1000 // versionB 0616: define_AS_pack_end [email protected] 0618: assign_actor $PLAYER_ACTOR to_AS_pack [email protected] 061B: remove_references_to_AS_pack [email protected] 0001: wait 1000 ms 01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 0108: destroy_object [email protected] 0108: destroy_object [email protected] 0006: [email protected] = 0 0249: release_model #KNIFECUR 04EF: release_animation "BASEBALL" 04EF: release_animation "BOMBER" 0001: wait 1000 ms 034F: destroy_actor_with_fade [email protected]([email protected],16i) 0006: [email protected]([email protected],16i) = -1 0002: jump @KNIFLK_3296 :KNIFLK_30920006: [email protected] = 2 0002: jump @KNIFLK_1733 :KNIFLK_3106034F: destroy_actor_with_fade [email protected]([email protected],16i) 0006: [email protected]([email protected],16i) = -1 0002: jump @KNIFLK_500 :KNIFLK_313301C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian 0006: [email protected]([email protected],16i) = -1 0002: jump @KNIFLK_500 :KNIFLK_316000D6: if 80E1:   not player 0 pressed_key 17 004D: jump_if_false @KNIFLK_1733 000A: [email protected] += 1 0002: jump @KNIFLK_500 :KNIFLK_3191000A: [email protected] += 1 00D6: if 0019:   [email protected] > 7 004D: jump_if_false @KNIFLK_3223 0002: jump @KNIFLK_3244 :KNIFLK_32230006: [email protected] = 0 0006: [email protected] = 15 0002: jump @KNIFLK_500 :KNIFLK_324400D6: if 0039:   [email protected] == 2 004D: jump_if_false @KNIFLK_3262 :KNIFLK_32620108: destroy_object [email protected] 0108: destroy_object [email protected] 0006: [email protected] = 0 0249: release_model #KNIFECUR 04EF: release_animation "BASEBALL" :KNIFLK_32960006: [email protected] = 0 0006: [email protected] = 15 0006: [email protected] = 0 :KNIFLK_33170001: wait 0 ms 00D6: if 002D:   [email protected] >= [email protected] // (int) 004D: jump_if_false @KNIFLK_3385 00D6: if 8039:   not  [email protected]([email protected],16i) == -1 004D: jump_if_false @KNIFLK_3371 01C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian :KNIFLK_3371000A: [email protected] += 1 0002: jump @KNIFLK_3317 :KNIFLK_33850006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = 0 0006: [email protected] = -1 0006: [email protected] = -1 0006: [email protected] = 15 0007: [email protected] = 1.0 0006: [email protected] = 0 0002: jump @KNIFLK_173 

 

 

please ask for permission if you wonna publish the script

 

 

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12jango

Alright, I will! icon14.gif

This is awesome! Sometimes the knife stuck on peds' head! But there are 3 problems :

1. This one can't be used in mission

2. Sometimes the vehicles near the player teleport somewhere around the player

3. I can't aim it

Thank you! icon14.gif

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ZAZ

 

Alright, I will! icon14.gif

Then add a readme and add following in the readme:

KnifeKiller for GTASA CLEO, made by ZAZ ### http://zazmahall.de/index.htm

 

 

This is awesome! Sometimes the knife stuck on peds' head! But there are 3 problems :

1. This one can't be used in mission

2. Sometimes the vehicles near the player teleport somewhere around the player

3. I can't aim it

Thank you! icon14.gif

1. Not possible to catch Mission actors, forthermore it can cause problems to run the script while missions

2. It's because of catching the random actors, release them after a while and catch them again.

3. No? I can.

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12jango

Hey, guys. At last I succeed to make the throwing knife aimable icon14.gif

 

 

{$CLEO .cs}thread 'aim' [email protected] = 0:KNIFE_1Model.Load(#KNIFECUR)Model.Load(3065)Model.Load(3045):KNIFE_2wait 0 if00E1:   player 0 pressed_key 4 jf @KNIFE_2 077E: get_active_interior_to [email protected] if  [email protected] == 0 jf @KNIFE_2 if and  not Actor.Driving($PLAYER_ACTOR)  Player.Defined($PLAYER_CHAR)  not $PLAYER_ACTOR == -1 jf @KNIFE_2 0619: enable_actor $PLAYER_ACTOR collision_detection 0 Player.CanMove($PLAYER_CHAR) = False01B9: set_actor $PLAYER_ACTOR armed_weapon_to 4 [email protected] = 0.0 [email protected] = 0.0 :KNIFE_304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 2.5 -0.5 2.5 [email protected] = Object.Create(3065, [email protected], [email protected], 100.8)[email protected] = Object.Create(#KNIFECUR, [email protected], [email protected], [email protected])04D9: object [email protected] set_scripted_collision_check 1 Object.CollisionDetection([email protected]) = True0906: set_object [email protected] mass_to 3000.0 // float 0908: set_object [email protected] turn_mass_to 3000.0 // float Object.RemoveFromMissionCleanupList([email protected])01B2: give_actor $PLAYER_ACTOR weapon 4 ammo 1 // Load the weapon model before using this 0992: set_player $PLAYER_CHAR weapons_scrollable 0 0750: set_object [email protected] visibility 0 0750: set_object [email protected] visibility 0 :KNIFE_4wait 0 067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.0 -2.0 2.0 rotation 0.0 0.0 2.0 0.0 2 if 0AB0:   key_pressed 68 jf @KNIFE_6 [email protected] = Actor.Angle($PLAYER_ACTOR)[email protected] -= 0.5 jf @KNIFE_5:KNIFE_5Actor.Angle($PLAYER_ACTOR) = [email protected]:KNIFE_6if 0AB0:   key_pressed 65 jf @KNIFE_8 [email protected] = Actor.Angle($PLAYER_ACTOR)[email protected] += 0.5 jf @KNIFE_7:KNIFE_7Actor.Angle($PLAYER_ACTOR) = [email protected]:KNIFE_804C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.5 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -0.5 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 3.5 150.0 3.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -3.5 150.0 -3.0 if 0AB0:   key_pressed 87 jf @KNIFE_9 if   not [email protected] >= 60.0 jf @KNIFE_9 [email protected] += 1.0 [email protected] += 1.0 jf @KNIFE_9:KNIFE_9if 0AB0:   key_pressed 83 jf @KNIFE_10 if  [email protected] > -60.0 jf @KNIFE_10 [email protected] -= 1.0 [email protected] -= 1.0 jf @KNIFE_10 :KNIFE_10005B: [email protected] += [email protected] // (float) 005B: [email protected] += [email protected] // (float) 0208: [email protected] = random_float_in_ranges [email protected] [email protected] 0208: [email protected] = random_float_in_ranges [email protected] [email protected] 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 3.5 150.0 3.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -3.5 150.0 -3.0 if 0AB0:   key_pressed 87 jf @KNIFE_11 if   not [email protected] >= 60.0 jf @KNIFE_11 [email protected] += 1.0   [email protected] += 1.0 jf @KNIFE_11 :KNIFE_11if 0AB0:   key_pressed 83 jf @KNIFE_12 [email protected] > -60.0 jf @KNIFE_12 [email protected] -= 1.0 [email protected] -= 1.0 jf @KNIFE_12:KNIFE_12if and00E1:   player 0 pressed_key 17  [email protected] == 0 jf @KNIFE_130750: set_object [email protected] visibility 1 06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.6 0.6 0.9 [email protected] = Actor.Angle($PLAYER_ACTOR)Object.PutAt([email protected], [email protected], [email protected], [email protected])[email protected] += 270.0 Object.Angle([email protected]) = [email protected]: attach_object [email protected] to_object [email protected] with_offset 0.0 0.0 0.0 rotation 90.0 270.0 0.0 wait 0 [email protected] = Actor.Angle($PLAYER_ACTOR)0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground [email protected] = 80.1 02F6: [email protected] = cosine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) [email protected] *= -1.0 [email protected] += 1.0 Object.ToggleInMovingList([email protected]) = TrueObject.Throw([email protected], [email protected], [email protected], [email protected])[email protected] = 1 [email protected] = 0 jump @KNIFE_12:KNIFE_13005B: [email protected] += [email protected] // (float) 005B: [email protected] += [email protected] // (float) 0208: [email protected] = random_float_in_ranges [email protected] [email protected] 0208: [email protected] = random_float_in_ranges [email protected] [email protected] 00E1:   player 0 pressed_key 15 jf @KNIFE_4 Player.CanMove($PLAYER_CHAR) = TrueCamera.Restore_WithJumpCut0619: enable_actor $PLAYER_ACTOR collision_detection 106AB: set_actor $PLAYER_ACTOR all_weapons_hidden 10992: set_player $PLAYER_CHAR weapons_scrollable 1Object.Destroy([email protected])Object.Destroy([email protected])Object.RemoveReferences([email protected])0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0 jump @KNIFE_1

 

 

This is how it works :

1. Press Tab, then the player can't move and have a knife

2. A,S,W,D to move the camera, so that we can decide where to throw the knife

3. Left Click to shoot

4. F to cancel

 

But, I had a problem; It only works once, after that you can't throw the knife anymore (only can use the Tab button and move the camera. dontgetit.gif

 

Try it by yourself so you can understand. Anyone please give me a suggestion to solve it. smile.gif

Thanks! icon14.gif

 

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ZAZ

It's because of [email protected], delete it, now you don't need it anymore

It was in the previous script because of the collisionscheck.

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12jango

Thanks! Now it works well! cookie.gifcookie.gif

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