bmb Posted January 1, 2011 Share Posted January 1, 2011 (edited) Gangs 9 & 10 are usable you just have to set them up properly. I came across this when changing around my gang areas in the main.scm. I wanted to put the Russians in Ocean Docks and never noticed they were criminals instead of a gang. So I started looking at the other gangs and changed the Russians the same way and it worked! I will show 2 examples of this in this tutorial. One is the Russian Gang, their territory is in Ocean Docks. the other is a Motorcycle Gang, their territory covers all of Terra Robada. BEFORE BEGINNING BACK UP YOUR FILES!!! Open your peds.ide file with notepad located in C:\Program Files\Rockstar Games\GTA San Andreas\data\ Find these 6 lines 111, MAFFA, MAFFA, CRIMINAL, STAT_CRIMINAL, man, 110F,1, null,2,2,PED_TYPE_GEN,VOICE_GEN_MAFFA ,VOICE_GEN_MAFFA 112, MAFFB, MAFFB, CRIMINAL, STAT_CRIMINAL, man, 110F,1, null,2,2,PED_TYPE_GEN,VOICE_GEN_MAFFB ,VOICE_GEN_MAFFB 113, MAFBOSS, MAFBOSS, CRIMINAL, STAT_CRIMINAL, man, 110F,1, null,2,2,PED_TYPE_GANG,VOICE_GNG_MAFBOSS ,VOICE_GNG_MAFBOSS100, WMYCR, WMYCR, CRIMINAL, STAT_CRIMINAL, man, 110F,1, man,2,6,PED_TYPE_GEN,VOICE_GEN_WMYCR ,VOICE_GEN_WMYCR247, BIKERA, BIKERA , CIVMALE, STAT_TOUGH_GUY, man, 0,1, null,5,2,PED_TYPE_GEN,VOICE_GEN_BIKERA ,VOICE_GEN_BIKERA 248, BIKERB, BIKERB , CIVMALE, STAT_TOUGH_GUY, man, 0,1, null,2,5,PED_TYPE_GEN,VOICE_GEN_BIKERB ,VOICE_GEN_BIKERB And change them to this 111, MAFFA, MAFFA, GANG9, STAT_GANG9, man, 110F,1, null,2,2,PED_TYPE_GEN,VOICE_GEN_MAFFA ,VOICE_GEN_MAFFA 112, MAFFB, MAFFB, GANG9, STAT_GANG9, man, 110F,1, null,2,2,PED_TYPE_GEN,VOICE_GEN_MAFFB ,VOICE_GEN_MAFFB 113, MAFBOSS, MAFBOSS, GANG9, STAT_GANG9, man, 110F,1, null,2,2,PED_TYPE_GANG,VOICE_GNG_MAFBOSS ,VOICE_GNG_MAFBOSS100, WMYCR, WMYCR, GANG10, STAT_GANG10, man, 100,1, man,2,6,PED_TYPE_GEN,VOICE_GEN_WMYCR ,VOICE_GEN_WMYCR247, BIKERA, BIKERA , GANG10, STAT_GANG10, man, 0,1, null,5,2,PED_TYPE_GEN,VOICE_GEN_BIKERA ,VOICE_GEN_BIKERA 248, BIKERB, BIKERB , GANG10, STAT_GANG10, man, 0,1, null,2,5,PED_TYPE_GEN,VOICE_GEN_BIKERB ,VOICE_GEN_BIKERB SAVE & CLOSE Next open the pedgrp.dat located in the same folder Scroll down till you find these 2 lines VLA1, VLA2, VLA3 # Gang 9 (UNUSED)VLA1, VLA2, VLA3 # Gang 10 (UNUSED) And change them to this MAFFA, MAFFB, MAFBOSS # Gang 9 (RUSSIANS)WMYCR, BIKERA, BIKERB # Gang 10 (BIKERS) Also while you’re here find criminals and remove WMYCR or he will spawn around Los Santos and be attacked by other gangs. SAVE & CLOSE Now open up the cargrp.dat located in the same folder Scroll down and find these 2 lines sentinel # Gang 9 (UNUSED)sentinel # Gang 10 (UNUSED) And change them to whatever you want, mine look like this washing, admiral, esperant # Gang 9 (RUSSIANS)freeway # Gang 10 (BIKERS) SAVE & CLOSE ped.dat & pedstats.dat were already completed by Rockstar so you don’t need to edit them. (That’s how I figured it would work) Almost done, you need to set up there weapons and territory. You can make a small cleo script like I did below or edit your main.scm This is the cleo script I made. I forgot a very important part in my script. BnB pointed this out later in the discussion, so here is his script. {$CLEO .cs}//-------------MAIN---------------thread "GW":GW_11wait 0ifPlayer.Defined($PLAYER_CHAR)else_jump @GW_11:GW_340237: set_gang 8 weapons_to 23 30 280237: set_gang 9 weapons_to 1 24 25076C: set_zone 'LDOC1A' gang 8 density_to 60076C: set_zone 'LDOC1B' gang 8 density_to 60076C: set_zone 'LDOC2' gang 8 density_to 60076C: set_zone 'LDOC3A' gang 8 density_to 60076C: set_zone 'LDOC3B' gang 8 density_to 60076C: set_zone 'LDOC3C' gang 8 density_to 60076C: set_zone 'LDOC4' gang 8 density_to 60076C: set_zone 'ROBAD' gang 9 density_to 90 // Tierra Robada076C: set_zone 'ROBAD1' gang 9 density_to 90076C: set_zone 'SUNNN' gang 9 density_to 90 // Bayside076C: set_zone 'SUNMA' gang 9 density_to 90 // Bayside Marina076C: set_zone 'ELQUE' gang 9 density_to 90 // El Quebrados076C: set_zone 'BYTUN' gang 9 density_to 90 // Bayside Tunnel076C: set_zone 'ALDEA' gang 9 density_to 90 // Aldea Malvada076C: set_zone 'BARRA' gang 9 density_to 90 // Las Barrancas076C: set_zone 'ROBINT' gang 9 density_to 90 // Robada Intersection0A93: end_custom_thread Terra Robada is a very large territory so the density is set to 90. That’s all there is to it. You can make your gangs as you see fit. Just remember when you change peds to gang 9 or 10 you want to remove them from the ped groups (pedgrp.dat) there already in. If not your game will sort of end up like the cheat “gangs everywhere” when they are in other gang areas. Final notes: 1- If you want to change any area already occupied by the Ballas, Grove, etc. you have to edit the main.scm or both gangs will spawn in the same area. 2. Gangs 9 & 10 are the only ones allowed, you cannot add gang 11 or the game will crash. I tried it. 3. The game uses BIKERA & BIKERB the same way it uses MALE01. They are random peds that get put in by the game. The game will substitute both BIKERA & BIKERB with the white construction workers which looks kinda funny in country areas. 4. After further testing using BIKERA & BIKERB can cause other changes in the game. Ocean Docks had a lot more cops walking around, probably because the construction workers were moved to the country areas. You might want to extract the .dff & .txd for the bikers from your gta3.img file and rename them replace other peds to make a biker gang. If you want a good map (like I used in the pictures above) of GTA SA areas to help you set up your gangs you can download it from www.myepsilon.org link Have Fun & Happy New Year!!! Edited February 13, 2011 by bmb RyanDri3957V, Lord Criminal, recapa and 2 others 4 1 Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/ Share on other sites More sharing options...
Deji Posted January 18, 2011 Share Posted January 18, 2011 Very useful! I'd always considered memory access to be the only way to do this Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060301292 Share on other sites More sharing options...
bmb Posted January 22, 2011 Author Share Posted January 22, 2011 Glad you liked it. Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060307062 Share on other sites More sharing options...
BnB Posted January 22, 2011 Share Posted January 22, 2011 (edited) Very very useful! Great TUT. I made SBF a gang long time ago. Edited January 26, 2011 by BnB Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060307120 Share on other sites More sharing options...
bmb Posted January 22, 2011 Author Share Posted January 22, 2011 Very very useful! Great TUT. I had made SBF a gang long time ago. Thanks Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060307206 Share on other sites More sharing options...
Cortador Posted January 31, 2011 Share Posted January 31, 2011 Just one question for me to understand how it works. In pedgrp you set gangs 9 and 10, but in the script you use gangs 8 and 9. How is that? Is something like the first gang being "gang 0" when scripting, or something like that? Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060319307 Share on other sites More sharing options...
bmb Posted January 31, 2011 Author Share Posted January 31, 2011 Just one question for me to understand how it works. In pedgrp you set gangs 9 and 10, but in the script you use gangs 8 and 9. How is that? Is something like the first gang being "gang 0" when scripting, or something like that? Yes, you're on the right track. If you look in the Sanny Builder help section under SCM Documentation/Gang IDs, The Ballas start at 0. Gang0 Ballas Gang1 Grove Street Families Gang2 Los Santos Vagos Gang3 San Fierro Rifa Gang4 Da Nang Boys Gang5 Mafia Gang6 Mountain Cloud Triad Gang7 Varrio Los Aztecas Gang8 (unused) Gang9 (unused) In the pedgrp.dat the Ballas starts with 1. SpeedyEastie 1 Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060319379 Share on other sites More sharing options...
Cortador Posted February 1, 2011 Share Posted February 1, 2011 OK, thanks. Now I understand some certain strange things that happened in previous attempts to mess with the gangs. Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060320628 Share on other sites More sharing options...
WhiteRoss Posted February 11, 2011 Share Posted February 11, 2011 First let me say thank you for making this tutorial I did most of the steps added the Russians and the bikers into the text file and all of that and the bikers do pop up in-game towards like Glen Park I don't have cleo installed and I really don't intend on using cleo, but if you could explain a way to make the Russians and the Bikers spawn without the use of using a cleo script or even how I could alter the main.scm whatever its called I would really appreciate it 'fam. Bless. Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060334052 Share on other sites More sharing options...
Mr. Kingpin Posted February 11, 2011 Share Posted February 11, 2011 Thanks for the tutorial bro...really needed something like this. Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060334239 Share on other sites More sharing options...
Gramps Posted February 11, 2011 Share Posted February 11, 2011 (edited) Excellent timing ! Just last night I found these guys : Al-Qaeda ... And the new PO2010 has a cave in it just outside of LS Might be time to learn how to make missions Where can I find a list of all zones, preferably with a map ? And how can I make it so that the bikers just cruise around all the highways in San Andreas in packs of 6-15ish ? I know there are a couple of cleo mods out there for biker meetups. A few more of those would be awesome as well. Just need to hunt down some good biker ped mods Edited February 11, 2011 by methodunderg Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060334366 Share on other sites More sharing options...
bmb Posted February 11, 2011 Author Share Posted February 11, 2011 First let me say thank you for making this tutorial I did most of the steps added the Russians and the bikers into the text file and all of that and the bikers do pop up in-game towards like Glen Park I don't have cleo installed and I really don't intend on using cleo, but if you could explain a way to make the Russians and the Bikers spawn without the use of using a cleo script or even how I could alter the main.scm whatever its called I would really appreciate it 'fam. Bless. If you change your main.scm you have to start a new game. Your save files will make the game crash To edit the main.scm you need to use either BW's GTA SA mission Builder or Sanny Builder. BEFORE BEGINNING BACK UP YOUR FILES!!! Start the program, under the file menu click open. Change the file type to All files (*.*) and navigate to C:\Program Files\Rockstar Games\GTA San Andreas\data\script\. When using BW's GTA SA mission Builder it will ask for a save directory you can just use the default or navigate to your desktop and create a new folder so its easier to find. BW's GTA SA mission Builder will take a little while to load so be patient. Under edit menu select find and type in Market Station If you are using the original main.scm it should take you to here and Market Station will be highlighted. 08CA: (unknown)0767: set_zone 'MARKST' popcycle_group_for_peds_to 14 ; Market Station0767: set_zone 'UNITY' popcycle_group_for_peds_to 5 ; Unity Station On the line above left click with your mouse after (unknown) and press enter to make a new line. it should look like this 08CA: (unknown)0767: set_zone 'MARKST' popcycle_group_for_peds_to 14 ; Market Station Copy and paste this in the space you just created 0237: set_gang 8 weapons_to 23 30 280237: set_gang 9 weapons_to 1 24 25076C: set_zone 'LDOC1A' gang 8 density_to 60076C: set_zone 'LDOC1B' gang 8 density_to 60076C: set_zone 'LDOC2' gang 8 density_to 60076C: set_zone 'LDOC3A' gang 8 density_to 60076C: set_zone 'LDOC3B' gang 8 density_to 60076C: set_zone 'LDOC3C' gang 8 density_to 60076C: set_zone 'LDOC4' gang 8 density_to 60076C: set_zone 'ROBAD' gang 9 density_to 90 // Tierra Robada076C: set_zone 'ROBAD1' gang 9 density_to 90076C: set_zone 'SUNNN' gang 9 density_to 90 // Bayside076C: set_zone 'SUNMA' gang 9 density_to 90 // Bayside Marina076C: set_zone 'ELQUE' gang 9 density_to 90 // El Quebrados076C: set_zone 'BYTUN' gang 9 density_to 90 // Bayside Tunnel076C: set_zone 'ALDEA' gang 9 density_to 90 // Aldea Malvada076C: set_zone 'BARRA' gang 9 density_to 90 // Las Barrancas076C: set_zone 'ROBINT' gang 9 density_to 90 // Robada Intersection so it looks like this 08CA: (unknown)0237: set_gang 8 weapons_to 23 30 280237: set_gang 9 weapons_to 1 24 25076C: set_zone 'LDOC1A' gang 8 density_to 60076C: set_zone 'LDOC1B' gang 8 density_to 60076C: set_zone 'LDOC2' gang 8 density_to 60076C: set_zone 'LDOC3A' gang 8 density_to 60076C: set_zone 'LDOC3B' gang 8 density_to 60076C: set_zone 'LDOC3C' gang 8 density_to 60076C: set_zone 'LDOC4' gang 8 density_to 60076C: set_zone 'ROBAD' gang 9 density_to 90 // Tierra Robada076C: set_zone 'ROBAD1' gang 9 density_to 90076C: set_zone 'SUNNN' gang 9 density_to 90 // Bayside076C: set_zone 'SUNMA' gang 9 density_to 90 // Bayside Marina076C: set_zone 'ELQUE' gang 9 density_to 90 // El Quebrados076C: set_zone 'BYTUN' gang 9 density_to 90 // Bayside Tunnel076C: set_zone 'ALDEA' gang 9 density_to 90 // Aldea Malvada076C: set_zone 'BARRA' gang 9 density_to 90 // Las Barrancas076C: set_zone 'ROBINT' gang 9 density_to 90 // Robada Intersection0767: set_zone 'MARKST' popcycle_group_for_peds_to 14 ; Market Station If your using BW's GTA SA mission Builder press F7 to compile and go to your save folder and copy the main.scm & script.img and navigate to C:\Program Files\Rockstar Games\GTA San Andreas\data\script\ and paste them there. If your using Sanny Builder press F6 to compile and it will over-right the original. If you did something wrong replace the files with your backups and start over. Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060334764 Share on other sites More sharing options...
bmb Posted February 11, 2011 Author Share Posted February 11, 2011 Thanks for the tutorial bro...really needed something like this. Your welcome Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060334768 Share on other sites More sharing options...
bmb Posted February 11, 2011 Author Share Posted February 11, 2011 Where can I find a list of all zones, preferably with a map? You can find the zones in Sanny Builder. Press F12 for the help menu navigate to SCM Documentation\GTA SA\Zones for a complete list. I don't know of any map that shows all the zones but the map link in my first post should give you a good idea. Its just trial and error after that. And how can I make it so that the bikers just cruise around all the highways in San Andreas in packs of 6-15ish ? As far as the number of bikers, its random decided by the game but you could try making a cleo script to accomplish this. To make them travel the highways try just using the main area names like Red County, Flint County, Whetstone etc. and see how that works. Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060334808 Share on other sites More sharing options...
twannie1997 Posted February 11, 2011 Share Posted February 11, 2011 Nice tut, i always wanted to create some gangs. Have a Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060335196 Share on other sites More sharing options...
bmb Posted February 12, 2011 Author Share Posted February 12, 2011 Nice tut, i always wanted to create some gangs. Have a Appreciate the comments, thanks. Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060335451 Share on other sites More sharing options...
BnB Posted February 12, 2011 Share Posted February 12, 2011 (edited) Your code is mixed make one only for SB. And your cleo script doesnt work Try this: {$CLEO}thread "GW":GW_11wait 0 if Player.Defined($PLAYER_CHAR)else_jump @GW_11:GW_340237: set_gang 8 weapons_to 23 30 280237: set_gang 9 weapons_to 1 24 25076C: set_zone 'LDOC1A' gang 8 density_to 60076C: set_zone 'LDOC1B' gang 8 density_to 60076C: set_zone 'LDOC2' gang 8 density_to 60076C: set_zone 'LDOC3A' gang 8 density_to 60076C: set_zone 'LDOC3B' gang 8 density_to 60076C: set_zone 'LDOC3C' gang 8 density_to 60076C: set_zone 'LDOC4' gang 8 density_to 60076C: set_zone 'ROBAD' gang 9 density_to 90 // Tierra Robada076C: set_zone 'ROBAD1' gang 9 density_to 90076C: set_zone 'SUNNN' gang 9 density_to 90 // Bayside076C: set_zone 'SUNMA' gang 9 density_to 90 // Bayside Marina076C: set_zone 'ELQUE' gang 9 density_to 90 // El Quebrados076C: set_zone 'BYTUN' gang 9 density_to 90 // Bayside Tunnel076C: set_zone 'ALDEA' gang 9 density_to 90 // Aldea Malvada076C: set_zone 'BARRA' gang 9 density_to 90 // Las Barrancas076C: set_zone 'ROBINT' gang 9 density_to 90 // Robada Intersection0A93: end_custom_thread Edited February 12, 2011 by BnB Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060335867 Share on other sites More sharing options...
bmb Posted February 12, 2011 Author Share Posted February 12, 2011 Your code is mixed make one only for SB. Not sure what you mean, sanny builder? And your cleo script doesnt work I had no problems with it. Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060335931 Share on other sites More sharing options...
BnB Posted February 12, 2011 Share Posted February 12, 2011 Not sure what you mean, sanny builder? Yes Sanny Builder. I had no problems with it. If the player defined chack return false the game will crash because there is no wait. Use my script, it's better . Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060335964 Share on other sites More sharing options...
Gramps Posted February 13, 2011 Share Posted February 13, 2011 You haven't included a line for bikdrug I guess that means biker-drug ? I got the Hellz Angelz mod pack that includes 4 peds. I want those 4 peds in GANG 9, and then I'm goin' to try to create a CLEO to get them to spawn on the highways. I just don't know the line for bikdrug, is it as simple as adding 'GANG9, STAT_GANG9' to the line for bikdrug ? And how to get them to spawn in a pack, not just one here, and one there, but like 6 there, and 10 there Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060336727 Share on other sites More sharing options...
bmb Posted February 13, 2011 Author Share Posted February 13, 2011 (edited) If the player defined chack return false the game will crash because there is no wait. Yes you are correct, I forgot about that. I changed my script to yours in the first post and gave you the credit. Yes Sanny Builder. I disagree. Although Sanny Builder is my favorite and I use it as much as possible. Some of the modified main.scm's that people have released will not compile because Sanny Builder finds something it doesn't like. That's why I included BW's GTA SA mission Builder it does the job when Sanny Builder wont. I think I made it pretty simple in the 12th post distinguishing between the two of them, but if you have any suggestions I welcome them. Edited February 13, 2011 by bmb Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060336798 Share on other sites More sharing options...
Gramps Posted February 13, 2011 Share Posted February 13, 2011 (edited) Ok, I'm editing the zones now, for where the bikers to spawn, I travelled round the highways for a bit; and got a few zone names, now I'm tryin' to write a quick CLEO to test. 'Downtown Los Santos' is one of the zones, in the Sanny Builder help, it lists these as the names for the zones. LDT1a Downtown Los Santos LDT LDT1b Downtown Los Santos LDT LDT1c Downtown Los Santos LDT LDT3 Downtown Los Santos LDT LDT4 Downtown Los Santos LDT LDT5 Downtown Los Santos LDT LDT6 Downtown Los Santos LDT LDT7 Downtown Los Santos LDT LDT8 Downtown Los Santos LDT Do I have to do each "LDT**" in the CLEO file, or can I just do one of them to spawn in Downtown Los Santos ? Also, other zones have multiple entries in the Sanny Builder help files, like Idlewood and Commerce. In the columns, it goes : Name, GXT Value, GXT Entry .. Or am I wasting my time and theres some hidden codes to make use of 'highways only' Edited February 13, 2011 by methodunderg Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060336812 Share on other sites More sharing options...
bmb Posted February 13, 2011 Author Share Posted February 13, 2011 (edited) You haven't included a line for bikdrug I guess that means biker-drug ?I got the Hellz Angelz mod pack that includes 4 peds. I want those 4 peds in GANG 9, and then I'm goin' to try to create a CLEO to get them to spawn on the highways. I just don't know the line for bikdrug, is it as simple as adding 'GANG9, STAT_GANG9' to the line for bikdrug ? And how to get them to spawn in a pack, not just one here, and one there, but like 6 there, and 10 there Yep you got it. But let me remind you what I said in the final notes: 3. The game uses BIKERA & BIKERB the same way it uses MALE01. They are random peds that get put in by the game. The game will substitute both BIKERA & BIKERB with the white construction workers which looks kinda funny in country areas.4. After further testing using BIKERA & BIKERB can cause other changes in the game. Ocean Docks had a lot more cops walking around, probably because the construction workers were moved to the country areas. You might want to extract the .dff & .txd for the bikers from your gta3.img file and rename them replace other peds to make a biker gang. If your going to replace the peds anyhow, why don't you just replace some other peds that will not affect the game. For example you could replace some of the tramps instead. Change these 134, SBMOTR2,SBMOTR2, CIVMALE, STAT_TRAMP_MALE, oldman,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SBMOTR1,VOICE_GEN_SBMOTR2135, SWMOTR2, SWMOTR2, CIVMALE, STAT_TRAMP_MALE, man,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SWMOTR2,VOICE_GEN_SWMOTR2136, SBMYTR3, SBMYTR3, CIVMALE, STAT_TRAMP_MALE, man,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SBMYTR3 ,VOICE_GEN_SBMYTR3 137, SWMOTR3, SWMOTR3, CIVMALE, STAT_TRAMP_MALE, man,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SWMOTR3,VOICE_GEN_SWMOTR3 to this 134, SBMOTR2,SBMOTR2, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERA ,VOICE_GEN_BIKERA135, SWMOTR2, SWMOTR2, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERB ,VOICE_GEN_BIKERB136, SBMYTR3, SBMYTR3, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERA ,VOICE_GEN_BIKERA137, SWMOTR3, SWMOTR3, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERB ,VOICE_GEN_BIKERB If you notice I changed there voices to BIKERA & BIKERB also. open the pedgrp.dat and change it to SBMOTR2, SWMOTR2, SBMYTR3, SWMOTR3 # Gang 10 (BIKERS) Also remove them from POPCYCLE_GROUP_CASUAL_POOR (SF) in the pedgrp.dat Now just rename your Hellz Angelz mod pack .txd and .dff files that you downloaded to SBMOTR2 SWMOTR2 SBMYTR3 SWMOTR3 Now you have your bikers with out affecting the game. Edited February 13, 2011 by bmb Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060336840 Share on other sites More sharing options...
bmb Posted February 13, 2011 Author Share Posted February 13, 2011 Ok, I'm editing the zones now, for where the bikers to spawn, I travelled round the highways for a bit; and got a few zone names, now I'm tryin' to write a quick CLEO to test. 'Downtown Los Santos' is one of the zones, in the Sanny Builder help, it lists these as the names for the zones. LDT1a Downtown Los Santos LDT LDT1b Downtown Los Santos LDT LDT1c Downtown Los Santos LDT LDT3 Downtown Los Santos LDT LDT4 Downtown Los Santos LDT LDT5 Downtown Los Santos LDT LDT6 Downtown Los Santos LDT LDT7 Downtown Los Santos LDT LDT8 Downtown Los Santos LDT Do I have to do each "LDT**" in the CLEO file, or can I just do one of them to spawn in Downtown Los Santos ? Also, other zones have multiple entries in the Sanny Builder help files, like Idlewood and Commerce. In the columns, it goes : Name, GXT Value, GXT Entry .. Or am I wasting my time and theres some hidden codes to make use of 'highways only' If you want them to spawn on the highways you should stay away from the cities and towns or they will spawn on the streets instead of the highways. Try this {$CLEO .cs}//-------------MAIN---------------thread "GW" :GW_6wait 0 if Player.Defined($PLAYER_CHAR)else_jump @GW_6 0237: set_gang 8 weapons_to 23 30 28 0237: set_gang 9 weapons_to 1 24 25 076C: set_zone 'LDOC1A' gang 8 density_to 60 076C: set_zone 'LDOC1B' gang 8 density_to 60 076C: set_zone 'LDOC2' gang 8 density_to 60 076C: set_zone 'LDOC3A' gang 8 density_to 60 076C: set_zone 'LDOC3B' gang 8 density_to 60 076C: set_zone 'LDOC3C' gang 8 density_to 60 076C: set_zone 'LDOC4' gang 8 density_to 60 076C: set_zone 'ROBAD' gang 9 density_to 90 // Tierra Robada076C: set_zone 'ROBAD1' gang 9 density_to 90 076C: set_zone 'LA' gang 9 density_to 90 // Los Santos076C: set_zone 'RED' gang 9 density_to 90 // Red County076C: set_zone 'SF' gang 9 density_to 90 // San Fierro076C: set_zone 'FLINTC' gang 9 density_to 90 // Flint County076C: set_zone 'WHET' gang 9 density_to 90 // Whetstone076C: set_zone 'VE' gang 9 density_to 90 // Las Venturas076C: set_zone 'ROBINT' gang 9 density_to 90 // Robada Intersection076C: set_zone 'BONE' gang 9 density_to 90 // Bone County076C: set_zone 'GANTB' gang 9 density_to 90 // Gant Bridge076C: set_zone 'GANTB1' gang 9 density_to 90 076C: set_zone '*DAM' gang 9 density_to 90 076C: set_zone 'MAKO' gang 9 density_to 90 // The Mako Span076C: set_zone 'FALLO' gang 9 density_to 90 // Fallow Bridge076C: set_zone 'MART' gang 9 density_to 90 // Martin Bridge076C: set_zone 'GARV' gang 9 density_to 90 // Garver Bridge076C: set_zone 'GARV1' gang 9 density_to 90 // Garver Bridge076C: set_zone 'GARV2' gang 9 density_to 90 // Garver Bridge076C: set_zone 'MONINT' gang 9 density_to 90 // Montgomery Intersection076C: set_zone 'HAUL' gang 9 density_to 90 // Fallen Tree076C: set_zone 'PANOP' gang 9 density_to 90 // The Panopticon076C: set_zone 'FLINTI' gang 9 density_to 90 // Flint Intersection076C: set_zone 'BACKO' gang 9 density_to 90 // Back o Beyond076C: set_zone 'CREEK' gang 9 density_to 90 // Shady Creeks076C: set_zone 'CREEK1' gang 9 density_to 90 076C: set_zone 'BYTUN' gang 9 density_to 90 // Bayside Tunnel076C: set_zone 'PINT' gang 9 density_to 90 // Pilson Intersection076C: set_zone 'HGP' gang 9 density_to 90 // Harry Gold Parkway076C: set_zone 'BINT1' gang 9 density_to 90 076C: set_zone 'BINT2' gang 9 density_to 90 076C: set_zone 'BINT3' gang 9 density_to 90 076C: set_zone 'BINT4' gang 9 density_to 90 076C: set_zone 'JTS1' gang 9 density_to 90 076C: set_zone 'JTS2' gang 9 density_to 90 076C: set_zone 'JTE1' gang 9 density_to 90 076C: set_zone 'JTE2' gang 9 density_to 90 076C: set_zone 'JTE3' gang 9 density_to 90 076C: set_zone 'JTE4' gang 9 density_to 90 076C: set_zone 'JTW1' gang 9 density_to 90 076C: set_zone 'JTW2' gang 9 density_to 90 076C: set_zone 'JTN1' gang 9 density_to 90 076C: set_zone 'JTN2' gang 9 density_to 90 076C: set_zone 'JTN3' gang 9 density_to 90 076C: set_zone 'JTN4' gang 9 density_to 90 076C: set_zone 'JTN5' gang 9 density_to 90 076C: set_zone 'JTN6' gang 9 density_to 90 076C: set_zone 'JTN7' gang 9 density_to 90 076C: set_zone 'JTN8' gang 9 density_to 90 076C: set_zone 'SUNNN' gang 9 density_to 90 // Bayside076C: set_zone 'SUNMA' gang 9 density_to 90 // Bayside Marina0A93: end_custom_thread This will have your bikers on most of the country and highway areas. I have seen them group together as high as 8. Sometimes you will see a ton of them other times none, it just depends on what the game decides to do. I left Bayside as there territory so you can see them off there bikes also. Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060336882 Share on other sites More sharing options...
Gramps Posted February 13, 2011 Share Posted February 13, 2011 . I left Bayside as there territory so you can see them off there bikes also. Where is that part defined ? Of what there 'territory' is ? Would this part come up in the gang wars as well ? Would it have a colour ? If so, how to change I must thank you once again mate, awesome tutorial. Since these gangs can now be placed in game fairly easily, I'm sure a few more CLEO missions will arise from this Good work. Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060336922 Share on other sites More sharing options...
bmb Posted February 14, 2011 Author Share Posted February 14, 2011 . I left Bayside as there territory so you can see them off there bikes also. Where is that part defined ? Of what there 'territory' is ? Bayside is where the Boat school is in the northeast corner of the map. Would this part come up in the gang wars as well ? Would it have a colour ? If so, how to change No this area will not affected by gang wars. Only Grove, Ballas, & Los Santos Vagos zones are colored during gang wars. San Fierro Rifa's, Da Nang Boys, Mountain Cloud Triad's, & Varrio Los Aztecas have no color in there zones. Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060338105 Share on other sites More sharing options...
Gramps Posted February 14, 2011 Share Posted February 14, 2011 This is what I'm using at the moment .. it does need to be fine-tuned though, for sure. {$CLEO .cs}//-------------MAIN---------------thread "GW" wait 1000 :GW_11if Player.Defined($PLAYER_CHAR)else_jump @GW_11 jump @GW_34 :GW_340237: set_gang 8 weapons_to 24 26 28//Idlewood//IWD1 Idlewood IWD //IWD2 Idlewood IWD //IWD3a Idlewood IWD //IWD3b Idlewood IWD //IWD4 Idlewood IWD //IWD5 Idlewood IWD 076C: set_zone 'IWD1' gang 8 density_to 90076C: set_zone 'IWD2' gang 8 density_to 90 076C: set_zone 'IWD3a' gang 8 density_to 90076C: set_zone 'IWD3b' gang 8 density_to 90076C: set_zone 'IWD4' gang 8 density_to 90076C: set_zone 'IWD5' gang 8 density_to 90//Commerce//THALL1 Commerce COM //COM1a Commerce COM //COM1b Commerce COM //COM2 Commerce COM //COM3 Commerce COM //COM4 Commerce COM 076C: set_zone 'THALL1' gang 8 density_to 90076C: set_zone 'COM1a' gang 8 density_to 90076C: set_zone 'COM1b' gang 8 density_to 90076C: set_zone 'COM2' gang 8 density_to 90076C: set_zone 'COM3' gang 8 density_to 90076C: set_zone 'COM4' gang 8 density_to 90//Downtown Los Santos//LDT1a Downtown Los Santos LDT //LDT1b Downtown Los Santos LDT //LDT1c Downtown Los Santos LDT //LDT3 Downtown Los Santos LDT //LDT4 Downtown Los Santos LDT //LDT5 Downtown Los Santos LDT //LDT6 Downtown Los Santos LDT //LDT7 Downtown Los Santos LDT //LDT8 Downtown Los Santos LDT 076C: set_zone 'LDT1a' gang 8 density_to 90076C: set_zone 'LDT1b' gang 8 density_to 90076C: set_zone 'LDT1c' gang 8 density_to 90076C: set_zone 'LDT3' gang 8 density_to 90076C: set_zone 'LDT4' gang 8 density_to 90076C: set_zone 'LDT5' gang 8 density_to 90076C: set_zone 'LDT6' gang 8 density_to 90076C: set_zone 'LDT7' gang 8 density_to 90076C: set_zone 'LDT8' gang 8 density_to 90//Mulholland Intersection MULINT076C: set_zone 'MULINT' gang 8 density_to 90//Red County RED076C: set_zone 'RED' gang 8 density_to 90//Bone County BONE076C: set_zone 'BONE' gang 8 density_to 90//Montgomery Intersection MONINT076C: set_zone 'MONINT' gang 8 density_to 90//The Mako Span MAKO076C: set_zone 'MAKO' gang 8 density_to 90//Randolph Industrial Estate RIE076C: set_zone 'RIE' gang 8 density_to 90//Julius Thruway South//JTS1 Julius Thruway South JTS //JTS2 Julius Thruway South JTS 076C: set_zone 'JTS1' gang 8 density_to 90076C: set_zone 'JTS2' gang 8 density_to 90//Julius Thruway North//JTN1 Julius Thruway North JTN //JTN2 Julius Thruway North JTN //JTN3 Julius Thruway North JTN //JTN4 Julius Thruway North JTN //JTN5 Julius Thruway North JTN //JTN6 Julius Thruway North JTN //JTN7 Julius Thruway North JTN //JTN8 Julius Thruway North JTN 076C: set_zone 'JTN1' gang 8 density_to 90076C: set_zone 'JTN2' gang 8 density_to 90076C: set_zone 'JTN3' gang 8 density_to 90076C: set_zone 'JTN4' gang 8 density_to 90076C: set_zone 'JTN5' gang 8 density_to 90076C: set_zone 'JTN6' gang 8 density_to 90076C: set_zone 'JTN7' gang 8 density_to 90076C: set_zone 'JTN8' gang 8 density_to 90//Julius Thruway East//JTE1 Julius Thruway East JTE //JTE2 Julius Thruway East JTE //JTE3 Julius Thruway East JTE //JTE4 Julius Thruway East JTE 076C: set_zone 'JTE2' gang 8 density_to 90076C: set_zone 'JTE3' gang 8 density_to 90076C: set_zone 'JTE4' gang 8 density_to 90//Julius Thruway West//JTW1 Julius Thruway West JTW //JTW2 Julius Thruway West JTW 076C: set_zone 'JTE1' gang 8 density_to 90076C: set_zone 'JTW1' gang 8 density_to 90076C: set_zone 'JTW2' gang 8 density_to 90//Harry Gold Parkway HGP076C: set_zone 'HGP' gang 8 density_to 90//East Beach//EBE2a East Beach EBE //EBE2b East Beach EBE //EBE3c East Beach EBE076C: set_zone 'EBE2a' gang 8 density_to 90076C: set_zone 'EBE2b' gang 8 density_to 90076C: set_zone 'EBE2c' gang 8 density_to 90//Las Colinas//CHC1a Las Colinas CHC //CHC1b Las Colinas CHC //CHC2a Las Colinas CHC //CHC2b Las Colinas CHC //CHC3 Las Colinas CHC //CHC4a Las Colinas CHC //CHC4b Las Colinas CHC076C: set_zone 'CHC1a' gang 8 density_to 90076C: set_zone 'CHC1b' gang 8 density_to 90076C: set_zone 'CHC2a' gang 8 density_to 90076C: set_zone 'CHC2b' gang 8 density_to 90076C: set_zone 'CHC3' gang 8 density_to 90076C: set_zone 'CHC4a' gang 8 density_to 90076C: set_zone 'CHC4b' gang 8 density_to 90//Blackfield Intersection//BINT1 Blackfield Intersection BINT //BINT2 Blackfield Intersection BINT //BINT3 Blackfield Intersection BINT //BINT4 Blackfield Intersection BINT076C: set_zone 'BINT1' gang 8 density_to 90076C: set_zone 'BINT2' gang 8 density_to 90076C: set_zone 'BINT3' gang 8 density_to 90076C: set_zone 'BINT4' gang 8 density_to 90//Hanky Panky Point HANKY076C: set_zone 'HANKY' gang 8 density_to 90//Hunter Quarry QUARY076C: set_zone 'QUARY' gang 8 density_to 90//Tierra Robada//ROBAD Tierra Robada ROBAD //ROBAD1 Tierra Robada ROBAD076C: set_zone 'ROBAD' gang 8 density_to 90076C: set_zone 'ROBAD1' gang 8 density_to 90//Whetstone WHET076C: set_zone 'WHET' gang 8 density_to 90//Mount Chilliad//MTCHI1 Mount Chiliad MTCHI //MTCHI2 Mount Chiliad MTCHI //MTCHI3 Mount Chiliad MTCHI //MTCHI4 Mount Chiliad MTCHI076C: set_zone 'MTCHI1' gang 8 density_to 90076C: set_zone 'MTCHI2' gang 8 density_to 90076C: set_zone 'MTCHI3' gang 8 density_to 90076C: set_zone 'MTCHI4' gang 8 density_to 90//Missionary Hill HILLP076C: set_zone 'HILLP' gang 8 density_to 90//Foster Valley//SILLY1 Foster Valley SILLY //SILLY2 Foster Valley SILLY //SILLY3 Foster Valley SILLY //SILLY4 Foster Valley SILLY076C: set_zone 'SILLY1' gang 8 density_to 90076C: set_zone 'SILLY2' gang 8 density_to 90076C: set_zone 'SILLY3' gang 8 density_to 90076C: set_zone 'SILLY4' gang 8 density_to 90//Doherty//DOH1 Doherty DOH //DOH2 Doherty DOH 0A93: end_custom_thread076C: set_zone 'DOH1' gang 8 density_to 90076C: set_zone 'DOH2' gang 8 density_to 90//Downtown//SFDWT1 Downtown SFDWT //SFDWT2 Downtown SFDWT //SFDWT3 Downtown SFDWT //SFDWT4 Downtown SFDWT //SFDWT5 Downtown SFDWT //SFDWT6 Downtown SFDWT 076C: set_zone 'SFDWT1' gang 8 density_to 90076C: set_zone 'SFDWT2' gang 8 density_to 90076C: set_zone 'SFDWT3' gang 8 density_to 90076C: set_zone 'SFDWT4' gang 8 density_to 90076C: set_zone 'SFDWT5' gang 8 density_to 90076C: set_zone 'SFDWT6' gang 8 density_to 90//Garver Bridge//GARV Garver Bridge GARV //GARV1 Garver Bridge GARV //GARV2 Garver Bridge GARV 076C: set_zone 'GARV' gang 8 density_to 90076C: set_zone 'GARV1' gang 8 density_to 90076C: set_zone 'GARV2' gang 8 density_to 90 //Robada Intersection ROBINT076C: set_zone 'ROBINT' gang 8 density_to 90//Bayside SUNN076C: set_zone 'SUNN' gang 8 density_to 90//Bayside Tunnel ALDEA076C: set_zone 'ALDEA' gang 8 density_to 90//Gant Bridge//GANTB Gant Bridge GANTB //GANTB1 Gant Bridge GANTB076C: set_zone 'GANTB' gang 8 density_to 90076C: set_zone 'GANTB1' gang 8 density_to 90//Verdant Bluffs//BLUF1a Verdant Bluffs BLUF //BLUF1b Verdant Bluffs BLUF //BLUF2 Verdant Bluffs BLUF 076C: set_zone 'BLUF1a' gang 8 density_to 90076C: set_zone 'BLUF1b' gang 8 density_to 90076C: set_zone 'BLUF2' gang 8 density_to 90//Los Santos International//LAIR1 Los Santos International LAIR //LAIR2a Los Santos International LAIR //LAIR2b Los Santos International LAIR //LBAG1 Los Santos International LAIR //LBAG2 Los Santos International LAIR //LBAG3 Los Santos International LAIR076C: set_zone 'LAIR1' gang 8 density_to 90076C: set_zone 'LAIR2a' gang 8 density_to 90076C: set_zone 'LAIR2b' gang 8 density_to 90076C: set_zone 'LBAG1' gang 8 density_to 90076C: set_zone 'LBAG2' gang 8 density_to 90076C: set_zone 'LBAG3' gang 8 density_to 90//Ocean Docks//LDOC1a Ocean Docks LDOC //LDOC1b Ocean Docks LDOC //LDOC2 Ocean Docks LDOC //LDOC3a Ocean Docks LDOC //LDOC3b Ocean Docks LDOC //LDOC3c Ocean Docks LDOC //LDOC4 Ocean Docks LDOC 076C: set_zone 'LDOC1a' gang 8 density_to 90076C: set_zone 'LDOC1b' gang 8 density_to 90076C: set_zone 'LDOC2' gang 8 density_to 90076C: set_zone 'LDOC3a' gang 8 density_to 90076C: set_zone 'LDOC3b' gang 8 density_to 90076C: set_zone 'LDOC3c' gang 8 density_to 90076C: set_zone 'LDOC4' gang 8 density_to 90//Playa Del Seville PLS076C: set_zone 'PLS' gang 8 density_to 90//East Lost Santos//ELS1a East Los Santos ELS //ELS1b East Los Santos ELS //ELS2 East Los Santos ELS //ELS3a East Los Santos ELS //ELS3b East Los Santos ELS //ELS3c East Los Santos ELS //ELS4 East Los Santos ELS 076C: set_zone 'ELS1a' gang 8 density_to 90076C: set_zone 'ELS1b' gang 8 density_to 90076C: set_zone 'ELS2' gang 8 density_to 90076C: set_zone 'ELS3a' gang 8 density_to 90076C: set_zone 'ELS3b' gang 8 density_to 90076C: set_zone 'ELS3c' gang 8 density_to 90076C: set_zone 'ELS4' gang 8 density_to 900A93: end_custom_thread At the moment, there is heaps of them driving all over the highways. But some stretches of highway aren't very long, so I could exclude those ones, and that would stop them spawning on the streets in that area. Thanks once again, for all your help Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060338270 Share on other sites More sharing options...
bmb Posted February 15, 2011 Author Share Posted February 15, 2011 This is what I'm using at the moment .. it does need to be fine-tuned though, for sure. Don't forget the wait code :GW_11wait 0 ifPlayer.Defined($PLAYER_CHAR)else_jump @GW_11 Also looking at the popcycle.dat (in the data folder) under the desert & countryside areas. The gang columns are at 0, increase this number to around 65 for for each time of day (midnight, 2am, 4 am etc). Increase these values in Weekday & Weekend and you should see more of them on the more remote roads. Thanks once again, for all your help smile.gif No problem. Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060339637 Share on other sites More sharing options...
twannie1997 Posted February 16, 2011 Share Posted February 16, 2011 How can i make the bikers have Tec-9's or something? Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060341685 Share on other sites More sharing options...
BnB Posted February 16, 2011 Share Posted February 16, 2011 Using this opcode: 0237: set_gang 8 weapons_to 24 26 28 0237 Weapon ID Link to comment https://gtaforums.com/topic/466531-tut-gangs-9-10/#findComment-1060341708 Share on other sites More sharing options...
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