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[CLEO] ~ PIMP MY CAR - final ~


ZAZ

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The mod requires to install CLEO 3 or 4 Library

How to do, look at

CLEO3BASIC

as well as at http://cleo.sannybuilder.com/

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

Some of you know the previous version PIMP MY CAR (Alpha)

 

Now, here is the final version

 

Pimp my Car final

 

Features: Neon, Tuning everywhere, HyperSpeedNOS, Effect lights, Seaways, Save 10 cars, Animations, take wheel from trunk and install it, Open Door Show, Missile Gun on car, Police Light and much more

 

DOWNLOAD

Pimp_my_Car_final autom. GAMI-Installerpack

 

Download

PimpmyCar_Final manual Installation

 

Cleo Scripts, several effects and textures by ZAZ

Neon Tubes by Goldkiller - www.san-vice.de.vu

New effects, especially textures by Function-X- www.gtaforums.com/index.php?showtopic=412597

Much thanks to oCain for SnowFX permission - www.ocain.kilu.de

 

CLICK HERE for detailed infos and documantaion

 

user posted image

 

CLICK HERE for detailed infos and documantaion

 

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CLICK HERE for detailed infos and documantaion

 

 

 

 

new in final version:

The most important piece of news is that the neon objects will be installed with GAMI installer into gta3.img to make it easy for everybody.

At this time will not be replaced arrow.dff, tar_civ2.dff, tar_gun1.dff, tar_gun2.dff, twoplayer.dff

but these models:

drug_green.dff

drug_orange.dff

drug_red.dff

drug_white.dff

drug_yellow.dff

dyn_drugs.txd

because of two reasons

1. by replacing arrow.dff, tar_civ2.dff etc., the textures wasn't correct

2. Ryosuke replaces the tar_gun1, tar_civ1 etc.- objects for the MetalGearRay-Mod

The neon.img isn't neccesary anymore, but can be installed again with Neonpatch, for all who want to play Pimp my Car Final with Neon.img like with Pimp my Car Alpha

Download: PmC_final_Neonpatch

 

Also new is that the effects.fxp und effectPC.txd must be replaced at any rate

The new effects.fxp and effectPC.txd supports oCains SnowFX mod, containes nice new effects and allows to have a beautiful new NOS-flame for the HyperNOS-feature

 

The HyperNOS-feature takes a big part of the PmC script. You can choose between different Modi and edit the position.

(in submenue "MORE")

 

Driftsmoke script is new (enable in submenue "MORE")

 

soundscript is new , inclusiv sound

first, for the sound HyperNOS-feature, on the other hand, you can turn on Police-siren-sound, if you type SIREN while in car

 

Realtime (in submenue "Envirement")

 

new in menue "Special". Throw grenades, blue-red policelight

 

some bugs and unneccesary textmessages are fixed

 

SHIFT-key can also be used to confirm selection

 

The Speed, Move and Basic- functions, which includes also the HyperNOS-feature must not be enabled again with G and H,

after exit and enter of same car, but only if you change the vehicle.

 

And they can be disabled

 

More tuning-options, also for vehicle which are normally not tunable

Then it's the risk of the user to try there anything.

Colors and Wheels are always possible, for the rest it depends how you have modified carmods.dat or veh_mods.ide.

Does there exist an extra paintjob textur for such a vehicle is it also possible for shure.

 

favorite radio station can be set to USER TRACKS

 

 

 

 

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// CREDITS AND THANKS //

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

 

 

Much credits and thanks to Seemann

Seemann provides at his homepage the original CLEO 3/4 -Library,

which includes additional Plugins, e.g. a MP3 Player

 

In addition he gives support for the CLEO technic and for Sannybuilder

 

http://cleo.sannybuilder.com/

http://sannybuilder.com/

 

----------

 

Also Credits to "Delfi - Jernej L." author of ASI plugin loader, Garage Mod Manager and TXDworkshop

Bart Waterduck for Mission Builder and inspiration

Patrik W. for teaching

Plynton, spaceeinstein, Craig Kostelecky, Opius, ceej, Y_Less, Nubbel, sleeper777, Dutchy3010, Wesser and much more who made basic work on mission coding

Also Credits

to brokenfish for NOScode

to GodGell for Helimagnet

to "Hammer83" for GTA: San Andreas GXT Editor

to "Jacob" for San Andreas Place Manager

to "Scream2k4" for Ped Editor

to Kam for Maxscript

to DexX for Maxscript

and to Demarest

 

 

 

 

Edited by ZAZ
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This is some pretty great work, much improved over the Alpha. Only things wrong I've noticed so far are a couple of spelling mistakes.

 

Any way I can enable the missile launcher on helicopters?

 

But otherwise, great work. Looking forward to using this more

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once again a marvelous example how a masterpeice has to be like lol.gif

 

its awesome ZAZ,

 

cheers

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Thank you, friends. biggrin.gif

This game is really fascinating. 5 years after release a lot of people are still interessting for San andreas modifications.

 

 

This is some pretty great work, much improved over the Alpha. Only things wrong I've noticed so far are a couple of spelling mistakes.

Oh yes please forgive me, I had write so much text. But tell me the hard mistakes.

 

Any way I can enable the missile launcher on helicopters?

It's diffycult to throw the missile into the depth

try the extracted PpCanon script

press P in veh

 

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BUSTED!!!Re-birth

Downloading now smile.gifsmile.gifsmile.gif

The best mod ive ever seen inlove.gifinlove.gif

 

But could you make it just tuneable in certain building, so i can feel a bit of realism.

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Downloading now smile.gif  smile.gif  smile.gif

The best mod ive ever seen inlove.gif  inlove.gif

 

But could you make it just tuneable in certain building, so i can feel a bit of realism.

I don't plan to change or add anything else. I'm glad to have finished it and hope to don't need to fix bugs or something.

For a tuning feature mod in a building try my CLEO CarSaloon

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Hey dude, can i use the smokeffect, hypernos, and u-ground halo lights without replacing effects.fxp & effectPC.txd???

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Hey dude, can i use the smokeffect, hypernos, and u-ground halo lights without replacing effects.fxp & effectPC.txd???

Driftsmoke yes

but hypernos, and u-ground halo lights requires effects.fxp & effectPC.txd

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Hey dude, can i use the smokeffect, hypernos, and u-ground halo lights without replacing effects.fxp & effectPC.txd???

Driftsmoke yes

but hypernos, and u-ground halo lights requires effects.fxp & effectPC.txd

Well, i will play without those effect... sad.gifsad.gif

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Hey dude, can i use the smokeffect, hypernos, and u-ground halo lights without replacing effects.fxp & effectPC.txd???

Driftsmoke yes

but hypernos, and u-ground halo lights requires effects.fxp & effectPC.txd

Well, i will play without those effect... sad.gifsad.gif

no problem, you can play PmC final without using these effects

disable hyperspeedNOS in menue Speed-Move-Basics

and don't choose the effects in on the right side of Neon menue

don't choose also the effect features of Special menue like red-blue Policelight, Turnlights, Signallights

I'm wondering, so many people was asking for lights on their car but i think each user will find his own favorite feature

 

 

Edited by ZAZ
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Ok zaz, no problem. after i try, although without hypernos, u-ground, smoke effects, PmC final was a great Mod!!! i love it!!! inlove.gifinlove.gif

 

Now, i can Shoot a gun with my car... biggrin.gifbiggrin.gifcool.gifcool.gif

 

Thanks ZAZ! biggrin.gifbiggrin.gif u ar th bestt ...!

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Awesome Mod cookie.gif  cookie.gif  cookie.gif  cookie.gif

Have a look in my image it's a BMX  biggrin.gif

 

user posted image

LoL, looks like a lightning wheelmonster biggrin.gif , thx for cookies

i added hydraulic to monstera and got a weired modelbug

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It's probably the first mod I've ever downloaded for CLEO, I'm glad to see it coming to a final version.

 

It looks really good after looking at the screenshots, take some cookies: cookie.gifcookie.gifcookie.gif

 

PS: I remember the times when I was an active MTA:SA player, we used to have monsters and tune them up with hydraulics, it really gives a weird bug smile.gif

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very good ZAZ but 1 prob i can only save 1 car.

maybe you entered the other cars again?

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very good ZAZ but 1 prob i can only save 1 car.

maybe you entered the other cars again?

nope i clicked leave,lock and save then saved it at safe house and it disappear

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very good ZAZ but 1 prob i can only save 1 car.

maybe you entered the other cars again?

nope i clicked leave,lock and save then saved it at safe house and it disappear

Please clean your cleo folder and load a savegame which was done with unmodded game.

Then try again.

 

Clean your cleo folder means:

Remove all the content in your cleo folder unless gxt.hook and the PmC_-scripts

and unless the Cleo_text folder inclusiv the containing fxt files.

 

Delete the files in folder cleo_save or move it into another directory.

How many *.sav files do you find there?

 

The cleo saves can mess up the game in the case when you made a save but load it later with other scripts, i mean, maybe a script was removed which was present as you made the savegame.

So the best for testing is, to load a savegame which was done with unmodded game and no associated cleo save file is available.

 

Other cleo scripts can disturb.

Can you make a screenshot of the cleo folder and post it here?

Edited by ZAZ
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i have got 2 cleo saves which are called cs1.sav and cs5.sav i will delete or move them and the chek if it works if it doesent i will post my cleo folder.

Thanks ZAZ.

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  • 2 weeks later...

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