bmb Posted February 17, 2011 Author Share Posted February 17, 2011 How can i make the bikers have Tec-9's or something? You can also find the weapons numbers when your using Sanny Builder. Press F12 for the help menu navigate to SCM Documentation\GTA SA\Weapon numbers for a complete list. Link to comment Share on other sites More sharing options...
Gramps Posted February 19, 2011 Share Posted February 19, 2011 :GW_11wait 0 ifPlayer.Defined($PLAYER_CHAR)else_jump @GW_11 What does this code do exactly ? just for curiosity .. Link to comment Share on other sites More sharing options...
Gramps Posted February 19, 2011 Share Posted February 19, 2011 Also looking at the popcycle.dat (in the data folder) under the desert & countryside areas. The gang columns are at 0, increase this number to around 65 for for each time of day (midnight, 2am, 4 am etc). Increase these values in Weekday & Weekend and you should see more of them on the more remote roads. I think I am using Zyonig's popcycle.dat file that is posted on GTAGarage .. Also a ped/vehicle multiplier CLEO found on a russian site .. I'll ad-head to your advice .. and see what I can come up with .. :GW_11wait 0 ifPlayer.Defined($PLAYER_CHAR)else_jump @GW_11 What does this code do exactly ? just for curiosity .. Link to comment Share on other sites More sharing options...
bmb Posted February 19, 2011 Author Share Posted February 19, 2011 (edited) BnB pointed this out earlier. If the player defined chack return false the game will crash because there is no wait. Edited February 19, 2011 by bmb Link to comment Share on other sites More sharing options...
BnB Posted February 19, 2011 Share Posted February 19, 2011 (edited) :GW_11wait 0 ifPlayer.Defined($PLAYER_CHAR)else_jump @GW_11 What does this code do exactly ? just for curiosity .. 0256 This checks if the player is defined. The player is not defined when the player dies or gets busted. It is used throughout the script to check if the player exists before executing codes that requires the player to exist. Use 0117 to check if the player is specifically wasted. It can be ommited sometimes. Edited February 19, 2011 by BnB Link to comment Share on other sites More sharing options...
Gramps Posted February 25, 2011 Share Posted February 25, 2011 (edited) :GW_11wait 0 ifPlayer.Defined($PLAYER_CHAR)else_jump @GW_11 What does this code do exactly ? just for curiosity .. 0256 This checks if the player is defined. The player is not defined when the player dies or gets busted. It is used throughout the script to check if the player exists before executing codes that requires the player to exist. Use 0117 to check if the player is specifically wasted. It can be ommited sometimes. Ok thanks, will update my script. Is it possible to have a ped in 2 groups @ the same time in pedgrp.dat ? So I can have BIKDRUG in Dealers and in GANG9 ? // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .CS}//-------------MAIN---------------0000: NOP 04ED: load_animation "GANGS" Model.Load(#FREEWAY)Model.Load(#BIKERA)Model.Load(#BIKERB)038B: load_requested_models jump @Noname_35 :Noname_35wait 0 if and04EE: animation "GANGS" loaded Model.Available(#FREEWAY) Model.Available(#BIKERA) Model.Available(#BIKERB)else_jump @Noname_35 jump @Noname_81 :Noname_81wait 100 $MARK = Marker.CreateIconAndSphere(0, 1175.081, 1380.601, 10.8203)jump @Noname_114 :Noname_114wait 0 if and Player.Defined($PLAYER_CHAR)0102: actor $PLAYER_ACTOR in_sphere 1175.081 1380.601 10.8203 radius 2.0 2.0 2.0 sphere 1 stopped_on_foot else_jump @Noname_114 Marker.Disable($MARK)else_jump @Noname_114 jump @Noname_190 :Noname_190$BIKE1 = Car.Create(#FREEWAY, 1196.824, 1403.132, 6.9956)Car.Angle($BIKE1) = 184.7214Car.SetMaxSpeed($BIKE1, 40.0)00AE: set_car $BIKE1 traffic_behaviour_to 2 $BIKE2 = Car.Create(#FREEWAY, 1198.768, 1408.834, 6.8558)Car.Angle($BIKE2) = 184.7214Car.SetMaxSpeed($BIKE2, 40.0)00AE: set_car $BIKE2 traffic_behaviour_to 2 $BIKE3 = Car.Create(#FREEWAY, 1198.538, 1416.083, 6.8627)Car.Angle($BIKE3) = 184.7214Car.SetMaxSpeed($BIKE3, 40.0)00AE: set_car $BIKE3 traffic_behaviour_to 2 $BIKE4 = Car.Create(#FREEWAY, 1198.461, 1422.555, 6.865)Car.Angle($BIKE4) = 184.7214Car.SetMaxSpeed($BIKE4, 40.0)00AE: set_car $BIKE4 traffic_behaviour_to 2 $BIKE5 = Car.Create(#FREEWAY, 1201.032, 1427.92, 6.7878)Car.Angle($BIKE5) = 184.7214Car.SetMaxSpeed($BIKE5, 40.0)00AE: set_car $BIKE5 traffic_behaviour_to 2 $BIKE6 = Car.Create(#FREEWAY, 1194.361, 1427.142, 7.487)Car.Angle($BIKE6) = 184.7214Car.SetMaxSpeed($BIKE6, 40.0)00AE: set_car $BIKE6 traffic_behaviour_to 2 $BIKE7 = Car.Create(#FREEWAY, 1194.927, 1420.098, 7.3759)Car.Angle($BIKE7) = 184.7214Car.SetMaxSpeed($BIKE7, 40.0)00AE: set_car $BIKE7 traffic_behaviour_to 2 $BIKE8 = Car.Create(#FREEWAY, 1195.232, 1413.676, 7.3161)Car.Angle($BIKE8) = 184.7214Car.SetMaxSpeed($BIKE8, 40.0)00AE: set_car $BIKE8 traffic_behaviour_to 2 $BIKE9 = Car.Create(#FREEWAY, 1195.506, 1406.18, 7.2622)Car.Angle($BIKE9) = 184.7214Car.SetMaxSpeed($BIKE9, 40.0)00AE: set_car $BIKE9 traffic_behaviour_to 2 $BIKE10 = Car.Create(#FREEWAY, 1198.272, 1400.168, 6.8707)Car.Angle($BIKE10) = 184.7214Car.SetMaxSpeed($BIKE10, 40.0)00AE: set_car $BIKE10 traffic_behaviour_to 2 $ACTOR1 = Actor.Create(Mission1, #BIKERA, 1189.976, 1394.32, 8.3479)Actor.Angle($ACTOR1) = 0.25230605: actor $ACTOR1 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA $ACTOR2 = Actor.Create(Mission1, #BIKERB, 1185.827, 1409.274, 9.1625)Actor.Angle($ACTOR2) = 192.3774$ACTOR3 = Actor.Create(Mission1, #BIKERA, 1188.146, 1412.244, 8.7071)Actor.Angle($ACTOR3) = 185.99620605: actor $ACTOR3 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA $ACTOR4 = Actor.Create(Mission1, #BIKERB, 1180.303, 1401.662, 10.2389)Actor.Angle($ACTOR4) = 200.1836$ACTOR5 = Actor.Create(Mission1, #BIKERA, 1187.356, 1415.419, 8.8543)Actor.Angle($ACTOR5) = 314.01610605: actor $ACTOR5 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA $ACTOR6 = Actor.Create(Mission1, #BIKERB, 1187.028, 1418.459, 8.9186)Actor.Angle($ACTOR6) = 214.61650605: actor $ACTOR6 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA $ACTOR7 = Actor.Create(Mission1, #BIKERA, 1190.422, 1416.601, 8.2523)Actor.Angle($ACTOR7) = 83.0653$ACTOR8 = Actor.Create(Mission1, #BIKERB, 1189.408, 1412.727, 8.4593)Actor.Angle($ACTOR8) = 21.21660605: actor $ACTOR8 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA $ACTOR9 = Actor.Create(Mission1, #BIKERA, 1187.43, 1422.23, 8.8399)Actor.Angle($ACTOR9) = 88.7103$ACTOR10 = Actor.Create(Mission1, #BIKERB, 1185.221, 1422.049, 9.2735)Actor.Angle($ACTOR10) = 266.89330605: actor $ACTOR10 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA wait 100 Model.Destroy(#FREEWAY)Model.Destroy(#BIKERA)Model.Destroy(#BIKERB)wait 3950 036A: put_actor $ACTOR1 in_car $BIKE1 036A: put_actor $ACTOR2 in_car $BIKE2 036A: put_actor $ACTOR3 in_car $BIKE3 036A: put_actor $ACTOR4 in_car $BIKE4 036A: put_actor $ACTOR5 in_car $BIKE5 036A: put_actor $ACTOR6 in_car $BIKE6 036A: put_actor $ACTOR7 in_car $BIKE7 036A: put_actor $ACTOR8 in_car $BIKE8 036A: put_actor $ACTOR9 in_car $BIKE9 036A: put_actor $ACTOR10 in_car $BIKE10 wait 3000 Car.SetDriverBehaviour($BIKE1, FollowRoad)Car.SetDriverBehaviour($BIKE2, FollowRoad)Car.SetDriverBehaviour($BIKE3, FollowRoad)Car.SetDriverBehaviour($BIKE4, FollowRoad)Car.SetDriverBehaviour($BIKE5, FollowRoad)Car.SetDriverBehaviour($BIKE6, FollowRoad)Car.SetDriverBehaviour($BIKE7, FollowRoad)Car.SetDriverBehaviour($BIKE8, FollowRoad)Car.SetDriverBehaviour($BIKE9, FollowRoad)Car.SetDriverBehaviour($BIKE10, FollowRoad)jump @Noname_1490 :Noname_1490wait 0 if and0AB0: key_pressed 66 0AB0: key_pressed 109 else_jump @Noname_1490 wait 50 Car.RemoveReferences($BIKE1)Car.RemoveReferences($BIKE2)Car.RemoveReferences($BIKE3)Car.RemoveReferences($BIKE4)Car.RemoveReferences($BIKE5)Car.RemoveReferences($BIKE6)Car.RemoveReferences($BIKE7)Car.RemoveReferences($BIKE8)Car.RemoveReferences($BIKE9)Car.RemoveReferences($BIKE10)Car.Destroy($BIKE1)Car.Destroy($BIKE2)Car.Destroy($BIKE3)Car.Destroy($BIKE4)Car.Destroy($BIKE5)Car.Destroy($BIKE6)Car.Destroy($BIKE7)Car.Destroy($BIKE8)Car.Destroy($BIKE9)Car.Destroy($BIKE10)Actor.RemoveReferences($ACTOR1)Actor.RemoveReferences($ACTOR2)Actor.RemoveReferences($ACTOR3)Actor.RemoveReferences($ACTOR4)Actor.RemoveReferences($ACTOR5)Actor.RemoveReferences($ACTOR6)Actor.RemoveReferences($ACTOR7)Actor.RemoveReferences($ACTOR8)Actor.RemoveReferences($ACTOR9)Actor.RemoveReferences($ACTOR10)Actor.DestroyWithFade($ACTOR1)Actor.DestroyWithFade($ACTOR2)Actor.DestroyWithFade($ACTOR3)Actor.DestroyWithFade($ACTOR4)Actor.DestroyWithFade($ACTOR5)Actor.DestroyWithFade($ACTOR6)Actor.DestroyWithFade($ACTOR7)Actor.DestroyWithFade($ACTOR8)Actor.DestroyWithFade($ACTOR9)Actor.DestroyWithFade($ACTOR10)jump @Noname_1724 :Noname_1724wait 10 if and0AB0: key_pressed 66 0AB0: key_pressed 107 else_jump @Noname_1724 jump @Noname_1754 :Noname_1754wait 10 Model.Load(#FREEWAY)Model.Load(#BIKERA)Model.Load(#BIKERB)038B: load_requested_models jump @Noname_1782 :Noname_1782wait 0 if and04EE: animation "GANGS" loaded Model.Available(#FREEWAY) Model.Available(#BIKERA) Model.Available(#BIKERB)else_jump @Noname_1782 jump @Noname_190 Found that on my travels; maybe some of that could be used to spawn 'packs' of Bikers I wouldn't know where to start But I'm sure you would Edited February 25, 2011 by methodunderg Link to comment Share on other sites More sharing options...
bmb Posted February 25, 2011 Author Share Posted February 25, 2011 Is it possible to have a ped in 2 groups @ the same time in pedgrp.dat ? So I can have BIKDRUG in Dealers and in GANG9 ? Yes you can have them in both groups. but you also have to change the "STAT" in the peds.ide file. Example: original254, BIKDRUG, BIKDRUG , CIVMALE, STAT_CRIMINAL, man, 0,1, null,6,2,PED_TYPE_GEN,VOICE_GEN_BIKDRUG ,VOICE_GEN_BIKDRUGgang254, BIKDRUG, BIKDRUG , GANG9, STAT_GANG9, man, 0,1, null,6,2,PED_TYPE_GEN,VOICE_GEN_BIKDRUG ,VOICE_GEN_BIKDRUGboth254, BIKDRUG, BIKDRUG , GANG9, STAT_CRIMINAL, man, 0,1, null,6,2,PED_TYPE_GEN,VOICE_GEN_BIKDRUG ,VOICE_GEN_BIKDRUG As long as "GANG9" is there that ped will always be associated with that group. You can change "STAT" to anything you want. Your going to encounter two problems when dealing with gangs. 1. The game will usually spawn 3 or more of that particular ped on the sidewalk. When they are associated with gangs they will group together and act like a gang. The "STAT_CRIMINAL" will be ignored. 2. If you do happen to get 1 BIKDRUG to spawn he will act like a dealer, but dealers spawn in gang areas and he will most likely be attacked by that gang. You can manipulate the peds,ide any way you want to. Examples: original12, BFYRI, BFYRI, CIVFEMALE, STAT_COWARD, sexywoman, 120C,1, null,7,9,PED_TYPE_GEN,VOICE_GEN_BFYRI ,VOICE_GEN_BFYRImodified12, BFYRI, BFYRI, CIVFEMALE, STAT_PROSTITUTE, sexywoman, 120C,1, null,7,9,PED_TYPE_GEN,VOICE_GEN_BFYRI ,VOICE_GEN_BFYRI This will make BFYRI kind of like a hidden prostitute. She will spawn normally and walk around her normal group areas because she still is a "CIVFEMALE". When your car stops next to her she will run up to it and the text on the screen will ask if you want a good time, with a yes response she will get in the car and you know what happens next. She is not added to the prostitutes in the pedgrp.dat. original282, lvpd1, lvpd1, COP, STAT_COP, swat, 1FFF, 0, null, 9,9, PED_TYPE_EMG,VOICE_EMG_LVPD1 ,VOICE_EMG_LVPD5modified282, lvpd1, lvpd1, COP, STAT_COP, sexywoman, 1FFF, 0, null, 9,9, PED_TYPE_GEN,VOICE_GEN_BMYBE ,VOICE_GEN_BMYBE Try it. Found that on my travels; maybe some of that could be used to spawn 'packs' of Bikers smile.gif I wouldn't know where to start smile.gif But I'm sure you would I'm far from being an expert on cleo but first off there are way too may globals ($) in the script. $ is used to mark a GLOBAL VARIABLE The stuff in the game needs a identity for registration to can handle with it The identities can be variable, for exemble by calculating something The global variable is builded with the $ sign and a a letter or a word or a number or both But using global variables in Cleo scripts can cause heavy bugs or crashs only $PLAYER_CHAR, $PLAYER_ACTOR, $ONMISSION are valid ZAZ has an awesome tutorial here, he is also incredibly helpful when you ask him questions. Other than that look at other scripts that have been released relating to vehicle spawning. Use there scripts as examples for a starting point to make your script. If you get stuck post it in GTA Modding / III Era Modding and people who are experts at cleo will be more than happy to help. Link to comment Share on other sites More sharing options...
Gramps Posted February 28, 2011 Share Posted February 28, 2011 Ok; thanks for the tips Appreciate it Was wanting to add BIKDRUG to dealers and to GANG9 (BIKERS), as well as add a dealer to each of the gangs Link to comment Share on other sites More sharing options...
Rapier Posted March 6, 2011 Share Posted March 6, 2011 @bmb: Very interesting! I have an idea: what would happen if we put more gangs in the same territory? To make a gang war... Link to comment Share on other sites More sharing options...
twannie1997 Posted March 6, 2011 Share Posted March 6, 2011 I got a side-effect, where aztecas hang around in docks, drive sentinels, wield ak47 and silenced pistols. I think i will make gang 10 something like thugs. Link to comment Share on other sites More sharing options...
sleepowl Posted March 10, 2011 Share Posted March 10, 2011 so good tut, man!! can i provoke a gangwar with them(russian&biker) like ballass & lsv ? onemore Q, does radar show their territory(russian&biker) collor? Link to comment Share on other sites More sharing options...
bmb Posted March 23, 2011 Author Share Posted March 23, 2011 (edited) @bmb: Very interesting! I have an idea: what would happen if we put more gangs in the same territory? To make a gang war... If you put more than 1 gang in an area they will attack each other. That zone will have a never ending battle. You can increase or decrease this by adjusting each gangs density in that zone. The higher the density the more intense it will be. Sorry about the late replies everyone, I did not get an email notification for the last few posts. I will check daily from now on to answer your questions faster. Edited March 23, 2011 by bmb Link to comment Share on other sites More sharing options...
bmb Posted March 23, 2011 Author Share Posted March 23, 2011 I got a side-effect, where aztecas hang around in docks, drive sentinels, wield ak47 and silenced pistols.I think i will make gang 10 something like thugs. Sounds good. You can make the gangs anything you want. You could have a gang of woman driving fast cars and there territory in Rodeo, or construction workers driving heavy equipment at a building site. The possibilities are endless. Link to comment Share on other sites More sharing options...
bmb Posted March 23, 2011 Author Share Posted March 23, 2011 so good tut, man!! can i provoke a gangwar with them(russian&biker) like ballass & lsv ? onemore Q, does radar show their territory(russian&biker) collor? Gang wars only work with Ballas and Los Santos Vagos. Only there territories are can be taken over by Grove St. Families. Only Ballas, LSV, & OGF gangs have colors that show on the map and radar with gang wars enabled. Link to comment Share on other sites More sharing options...
Gramps Posted April 15, 2011 Share Posted April 15, 2011 (edited) I want to add in GANG10 with some new peds. What are the most worthless/unused peds in the game ? I saw on the previous page you had the bums ID 134-137; any others? Edited April 15, 2011 by methodunderg Link to comment Share on other sites More sharing options...
bmb Posted April 15, 2011 Author Share Posted April 15, 2011 I want to add in GANG10 with some new peds. What are the most worthless/unused peds in the game ? I saw on the previous page you had the bums ID 134-137; any others? All the Bums 77, SWMOTR1 78, WMOTR1 79, BMOTR1 134, SBMOTR2 135, SWMOTR2 136, SBMYTR3 137, SWMOTR3 212, VWMOTR1 213, VWMOTR2 230, SWMOTR5 239, SWMOTR4 These peds are for the storyline only or they were left out by Rockstar in the pedgrp.dat. 62, WMOPJ (Colonel Fuhrberger, Home Invasion) 68, WMOPREA (preacher) 70, WMOSCI (Area 51 scientist) 97, WMYLG (lifeguard) 144, BMYCG (Big Smokes Crack Fortress) 145, WFYCRK (Big Smokes Crack Fortress) 146, HMYCM (Big Smokes Crack Fortress) 165, WMOMIB (Gov. Agent, Stowaway) 166, BMYMIB (Gov. Agent, Stowaway) 210, OMOBOAT (never figured out his purpose) 249, BMYPIMP (pimp) 252, WMYVA2 (valet in underwear, 555 We Tip) 253, BMOSEC (old black security guard) 260, BMYCON (black construction worker) Of course if you change the storyline peds there replacements will show up in the missions. Link to comment Share on other sites More sharing options...
OrionSR Posted April 29, 2011 Share Posted April 29, 2011 (edited) How to War with Any Gang Zone Map by pdescobar This information was discovered as part of the Master Mind's Territory Glitch investigation. The glitch involves getting Aztecas to attack during a Turf Attack without mods or cheats, but some of what we learned should be useful for Gang War mods. After an Attack Notice is displayed or a Gang War is triggered by killing 3 successive Ballas or Vagos, the attacking or warring gang can be changed with memory writes. The code segment below will set unused gang 8 as the gang to attack, or unused gangs 8 and 9 as targets in a war. Note that only the 1st model listed for a gang will appear during a war with the non-Los Santos gangs (gangs 3-6,8,9). 0A8C: write_memory 0x96ab84 size 4 value 8 virtual_protect 0 // Set Attack/War Gang ID 0A8C: write_memory 0x96ab50 size 4 value 9 virtual_protect 0 // Set War Gang ID 2 The Gang War Strength assigned by gang density can also be changed after the war is triggered. 0A8C: write_memory 0x96ab58 size 4 value 3 virtual_protect 0 // Gang War Strength (0 to 3, 3 is unused) Gang strength of 0, rival density of 1 to 14, armed with bats, 9mm pistols, Micro-SMG, and SMG Gang strength of 1, rival density of 15 to 29, armed with 9mm pistols, Micro-SMGs, SMGs, and AK-47 Gang strength of 2, rival density of 30 and above, armed with Micro-SMGs, SMGs, and AK-47s Gang strength of 3, not seen without modification, armed with SMGs, AK-47s, and Desert Eagles Gang strength of 4 crashes loading 3rd wave Gang strength of 5 crashes loading 2nd wave Gang strength of 6 crashes loading 1st wave A Turf Attack can be triggered on demand by clearing the Next Attack Timer. 0A8C: write_memory 0x96ab48 size 4 value 0.0 virtual_protect 0 // Clear Next Attack Timer A "3rd Kill" against Ballas or Vagos can be detected by comparing the 3rd Kill XYZ coordinates. The 3rd Kill will only trigger a gang war if Vagos or Ballas control the turf. A gang war mod might want to change the warring gangs and strength instead of displaying an FXT string. :Top 0A8D: [email protected] = read_memory 0x96abbc size 4 virtual_protect 0 // 3rd Kill X coordinate :Middle wait 1000 0A8D: [email protected] = read_memory 0x96abbc size 4 virtual_protect 0 // 3rd Kill X coordinate 00D6: if 8045: not [email protected] == [email protected] 004D: jump_if_false @Middle 00BA: show_text_styled GXT 'CG3KILL' time 1000 style 2 // FXT string wait 1000 0002: jump @Top Adjusting Gang Cars and Peds using memory writes (adapted from a post by -ATP-). I prefer not to edit my data files, even if it is the easier method. It looks like there is room in the group for 23 cars and 21 peds, but I haven't tested the limits. // Gang Cars [email protected] = 46 // car group size [23 words] [email protected] *= 8 // gang ID (0...9) [email protected] += 0xC0F074 // beginning of gang car groups 0A8C: write_memory [email protected] size 2 value 434 virtual_protect 0 // Gang Car #HOTKNIFE 434 [email protected] += 2 0A8C: write_memory [email protected] size 2 value 568 virtual_protect 0 // Gang Car #BANDITO 568 // Gang Peds [email protected] = 42 // ped group size [21 words] [email protected] *= 8 // gang ID (0...9) [email protected] += 0xC0FA3C // beginning of gang peds group 0A8C: write_memory [email protected] size 2 value 178 virtual_protect 0 // Gang Ped wfysex [email protected] += 2 0A8C: write_memory [email protected] size 2 value 246 virtual_protect 0 // Gang Ped vhfyst3 [email protected] += 2 0A8C: write_memory [email protected] size 2 value 257 virtual_protect 0 // Gang Ped swfystr Other addresses that might be useful for gang war mods. 0x96ab44 // Attack Timeout (milliseconds before notice or attack ends) 0x96ab64 // current gang war stage 0: no war 1: war provoked 2: first wave 3: first wave passed 4: second wave 5: second wave passed 6: third wave Edited March 16, 2020 by OrionSR Code Tags Link to comment Share on other sites More sharing options...
coin-god Posted April 29, 2011 Share Posted April 29, 2011 Nice info OrionSR. Link to comment Share on other sites More sharing options...
HipHopHeadSeb Posted May 3, 2011 Share Posted May 3, 2011 so, lets say i go out and buy gta san andreas.. a legit copy from a shop.. for the PC... i can add gangs? design the gang member models? choose their colours of turf And clothes? choose their weapons and cars?! WHAT THE f*ck! what else can i mod and is it really as easy as this thread makes it seem?! I NEED THE PC VERSION OF SAN ANDREAS! could i make it so like, grove street wont shoot this new gang i create? like there allies? Link to comment Share on other sites More sharing options...
bmb Posted May 4, 2011 Author Share Posted May 4, 2011 How to War with Any Gang First of all thanks for the contribution and the link to the map is great, I was making a map myself and got through the lower third of the map so you saved me a lot of work. Secondly you will have to excuse my ignorance. I have only been dabbling in coding for close to a year now and still have a lot to learn. I get most of what your talking about, but I have a few questions. // Gang [email protected] = 46 // record [email protected] *= 8 // gang [email protected] += 0xC0F074 // gang car offset0A8C: write_memory [email protected] size 2 value 434 virtual_protect 0 // Gang Car #HOTKNIFE [email protected] += 20A8C: write_memory [email protected] size 2 value 568 virtual_protect 0 // Gang Car #BANDITO 568// Gang [email protected] = 42 // record [email protected] *= 8 // gang [email protected] += 0xC0FA3C // gang peds offset0A8C: write_memory [email protected] size 2 value 178 virtual_protect 0 // Gang Ped [email protected] += 20A8C: write_memory [email protected] size 2 value 246 virtual_protect 0 // Gang Ped [email protected] += 20A8C: write_memory [email protected] size 2 value 257 virtual_protect 0 // Gang Ped swfystr The size in your codes are either 2 or 4 does this mean memory size or something to do with the gangs? and [email protected] = 46 // record size? also is there some kind of a list for what the different memory values are for? Link to comment Share on other sites More sharing options...
bmb Posted May 4, 2011 Author Share Posted May 4, 2011 so, lets say i go out and buy gta san andreas.. a legit copy from a shop.. for the PC... i can add gangs? design the gang member models? choose their colours of turf And clothes? choose their weapons and cars?! WHAT THE f*ck!what else can i mod and is it really as easy as this thread makes it seem?! I NEED THE PC VERSION OF SAN ANDREAS! could i make it so like, grove street wont shoot this new gang i create? like there allies? i can add gangs? yes 2 design the gang member models? not without 3D modeling software. choose their colours of turf And clothes? If by turf you mean on the map then no. You can do a texture edit to change colors on existing models with Txd Workshop and photoshop or some other paint program. choose their weapons and cars? yes could i make it so like, grove street wont shoot this new gang i create? like there allies? You could see if editing the ped.dat file would work but I have never tested it. Link to comment Share on other sites More sharing options...
HipHopHeadSeb Posted May 4, 2011 Share Posted May 4, 2011 my enthusiasm has been weakend slightly cheers for the answers though Link to comment Share on other sites More sharing options...
OrionSR Posted May 4, 2011 Share Posted May 4, 2011 (edited) Hm.... It looks like I need to rework some of my descriptions. "Record" was definitely used incorrectly. The size of a memory write is usually 1, 2, or 4, and depends on if you are trying to change a byte, word (2 bytes), or dword/float (4 bytes). There is room in memory for 23 records in each car group. Each car record is 2 bytes long, so the... group length (there's a better word for this) is 46 bytes long. The best references for memory addresses that I have found are at: GTAModding: http://www.gtamodding.com/index.php?title=...resses_%28SA%29 GTAForums: http://www.gtaforums.com/index.php?showtopic=194199 Added: // Gang [email protected] = 46 // car group size [23 words][email protected] *= 8 // gang ID (0...9)[email protected] += 0xC0F074 // beginning of gang car groups 0A8C: write_memory [email protected] size 2 value #HOTKNIFE virtual_protect [email protected] += 20A8C: write_memory [email protected] size 2 value #BANDITO virtual_protect 0 0247: request_model #HOTKNIFE 0247: request_model #BANDITO I haven't been having the best of luck with this method of switching out the gang cars. It could be because I've chosen vehicles that are unlikely to be in memory, but it doesn't seem like the cars are spawning as regularly as they did when the cargroup file was edited. Requesting the model didn't help all that much. Note that the #CARNAME method of entering values for a memory write works just as well as the car ID numbers. Edited May 5, 2011 by OrionSR Link to comment Share on other sites More sharing options...
bmb Posted May 7, 2011 Author Share Posted May 7, 2011 (edited) Thanks OrionSR I got it now. The links you provided just gave me a ton of new ideas. I haven't been having the best of luck with this method of switching out the gang cars. It could be because I've chosen vehicles that are unlikely to be in memory, but it doesn't seem like the cars are spawning as regularly as they did when the cargroup file was edited. Requesting the model didn't help all that much. I know you don't like to edit the data files, but in the VEHICLES.IDE the BANDITO and the HOTKNIFE both only have a frequency of 4. Adjusting this to 8 - 10 may solve your problem. Edited May 7, 2011 by bmb Link to comment Share on other sites More sharing options...
GaryRoachSanderson Posted June 21, 2011 Share Posted June 21, 2011 sorry for the bump, but is it possible to create an allied gang? As in a gang friendly to GSF, which will assist you in shooting rival gangs/cops, but you are not able to recruit them. I think this should also be done to the triads since Woo Zi is supposed to be a friend of CJ, right? Link to comment Share on other sites More sharing options...
Gramps Posted July 23, 2011 Share Posted July 23, 2011 sorry for the bump, but is it possible to create an allied gang? As in a gang friendly to GSF, which will assist you in shooting rival gangs/cops, but you are not able to recruit them. I think this should also be done to the triads since Woo Zi is supposed to be a friend of CJ, right? Can't you change that in ped.dat? Link to comment Share on other sites More sharing options...
LikeBAX Posted September 5, 2011 Share Posted September 5, 2011 (edited) It's easy to add. Check Surya386's Seville mod. And how to do it: add gang models to gta3.img (if you need it) 1-if you added new peds, write the need notes in peds.ide - two in ADD NEW PEDS HERE, and if you want more totally new members, you must delete the unneed models inf (for example - bmosec, wmylg, etc.) 1-if you use standart peds, just edit the string with its name, for example WMOSCI - copy for example FAM1 string but write WMOSCI replacing FAM1, GANG9 STAT_GANG9 VOICE_GEN_... (the ped model voice that you want) 2 - write new member(s) in pedgrp.dat in GANG9 string 3 - write gang9 cars in cargrp.dat 4 - make a CLEO script, you must know the name of territory that you want to make under control of gang9 for example, Playa Del Seville write set_zone 'PLS' gang [GANG9 number] density to... set gang [GANG9 number] weapons to . . . You better decompile Surya's script for more information. That's all. It's the same with gang10. If you have crashes, you hadn't edited peds.ide properly (smth with VOICE_GEN or before). I can write a better tutorial for request. Edited September 5, 2011 by MC Vic Chorizombie 1 Link to comment Share on other sites More sharing options...
mtna Posted February 20, 2012 Share Posted February 20, 2012 i did as instructed and then tried to start the game but it wouldn't load. so i use my backup files to undo everything that was done but that game still is not loading, has anyone else had this problem or is this just a problem with my game Link to comment Share on other sites More sharing options...
Guest Posted October 28, 2012 Share Posted October 28, 2012 (edited) - Edited March 13, 2020 by Guest Link to comment Share on other sites More sharing options...
larosco Posted February 3, 2013 Share Posted February 3, 2013 works for me im going to change the skins though for fun Link to comment Share on other sites More sharing options...
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