Den_spb Posted January 8, 2011 Share Posted January 8, 2011 (edited) Description: This script allows to use turn indicators while driving automobile or motobike. Coronas are created at positions of headlights and back lights of vehicle, which are calculated automatically. So, you can use this script with all models of automobiles and motobikes, without additional files. If trailer is attached to automobile with enabled turn indicators, it will have enabled turn indicators too. Version 1.1. Indicators work after player exit car until enter another car. Version 2.0. AI-drivers can use indicators, no CJ only. Version 2.1. Some bugs were fixed. Installation: 1.Download and install CLEO4 library from cleo.sannybuilder.com. 2.Put file turn_indicators.cs to cleo folder. How to use: Z - enable left indicators, C - enable right indicators, X - enable all indicators. Press this buttons again to disable indicators (in v.2 disable indicators by Shift button). Script was made for game version 1.0 US. Work with other versions of game is not guaranteed. Edited January 8, 2012 by Den_spb Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/ Share on other sites More sharing options...
uNi Posted January 8, 2011 Share Posted January 8, 2011 Both files and screens are now up at GTAG. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060284969 Share on other sites More sharing options...
riquenunes Posted January 8, 2011 Share Posted January 8, 2011 Is it possible to make them blink? Great mod BTW. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060285157 Share on other sites More sharing options...
NVT90 Posted January 8, 2011 Share Posted January 8, 2011 is it work with modded vehicles ? Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060285475 Share on other sites More sharing options...
Den_spb Posted January 8, 2011 Author Share Posted January 8, 2011 Is it possible to make them blink? Great mod BTW.Lights must blink. If blinking isn't visible, you can enlarge pause between flashes: if 32@ > 1000 // duration of flash + pause between flashes (ms) then 32@ = 0 end if 32@ < 500 // duration of flash in ms then is it work with modded vehicles ?It works with all vehicles. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060285607 Share on other sites More sharing options...
at72 Posted January 8, 2011 Share Posted January 8, 2011 Good one! Works pretty well, although indicators mostly are placed in the wrong position - but that's not your fault. Now it would be cool to see other cars using indicators in traffic - and maybe when both indicators together would still continue flickering when you leave the car. Nice job, really well done - thanks! Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060285798 Share on other sites More sharing options...
Den_spb Posted January 8, 2011 Author Share Posted January 8, 2011 Thanks for good opinions. Now it would be cool to see other cars using indicators in traffic - and maybe when both indicators together would still continue flickering when you leave the car.Maybe, I'll do it later. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060285877 Share on other sites More sharing options...
Thed0815 Posted January 8, 2011 Share Posted January 8, 2011 Nice man i gonna download it now. But i seen such mod over at gtainside once, very old mod, but as i know, very bugged for sure, lol. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060285892 Share on other sites More sharing options...
at72 Posted January 22, 2011 Share Posted January 22, 2011 Thanks a lot for making the new version! It's great, I'll keep this CLEO in forever! Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060306065 Share on other sites More sharing options...
Ghost glendale fan 4 live Posted February 1, 2011 Share Posted February 1, 2011 Thanks very very much man Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060320277 Share on other sites More sharing options...
Rob.Zombie Posted February 1, 2011 Share Posted February 1, 2011 Wow very nice I wish we could have this in GTA IV. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060320652 Share on other sites More sharing options...
Neova Posted February 1, 2011 Share Posted February 1, 2011 Great job but can you make it so the AI cars also use the indicators? Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060320869 Share on other sites More sharing options...
Gramps Posted March 1, 2011 Share Posted March 1, 2011 Great job but can you make it so the AI cars also use the indicators? +1 for this. Also 'white' reversing lights too ? And a 'beep' if its a truck or heavy vehicle reversing ? Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060360134 Share on other sites More sharing options...
Den_spb Posted October 30, 2011 Author Share Posted October 30, 2011 V 2.0 was loaded to gtagarage.com. Now turn signals can be use at AI-cars. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060803152 Share on other sites More sharing options...
Kmeto 2 Posted November 1, 2011 Share Posted November 1, 2011 Very nice mod, thank you for this one Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060807805 Share on other sites More sharing options...
Darecki Posted November 1, 2011 Share Posted November 1, 2011 (edited) That's what I was waiting for! Thanks Hope that v2 will be approved soon. I understand that it is possible to change the position of indicators in the script? Edited November 1, 2011 by Darecki Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060808201 Share on other sites More sharing options...
Den_spb Posted November 1, 2011 Author Share Posted November 1, 2011 Kmeto 2, thanks for opinion. Darecki, indicators are created at points of headlights and tail lights placing - as in previous versions. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060808245 Share on other sites More sharing options...
Darecki Posted November 1, 2011 Share Posted November 1, 2011 Umm, so there is no chance to make them for example +2 to the outside of car or something? I think it will look better as indicators are mostly at the edges. Maybe this can be added in new version, what do you think? Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060809834 Share on other sites More sharing options...
Sonnу Posted November 6, 2011 Share Posted November 6, 2011 this mod is incredible! do you plan to add the sound effects? also, could you please send me a modified script with changed keys? i need left turn to right ctrl and right turn to left alt! thank you. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060844514 Share on other sites More sharing options...
Den_spb Posted November 6, 2011 Author Share Posted November 6, 2011 Sonny Red, thanks for opinion. I don't plan add sounds now. How to change buttons: 1.Put file turn_indicators2.txt into cleo folder 2.Open txt-file by Sanny Builder (File-Open) 3.Change numbers of buttons (90, 88, 67) here if 0AB0: key_pressed 90 // Z then 0_StatusOfPlayerCar = 1_Left else if 0AB0: key_pressed 88 // X then 0_StatusOfPlayerCar = 1_Both else if 0AB0: key_pressed 67 // C then 0_StatusOfPlayerCar = 1_Right else if 0AB0: key_pressed 16 // Shift then 0_StatusOfPlayerCar = 0 end end end end Numbers of buttons are in SB Help: Help - Contents - CLEO3 - Virtual key codes 0AB0, column Decimal 4.Compile script after editing (Run-Compile). Darecki, you can change offsets of lights yourself. For example, increase standard X offsets to 1.0 and Z offsets to 0.5: :Get_lights_coords0A8E: 0_Adress = 0_VehicleStruct + 0x22 // int 0A8D: 0_Adress = read_memory 0_Adress size 2 virtual_protect 0 //model index0_Adress *= 40_Adress += 0xA9B0C80A8D: 0_Adress = read_memory 0_Adress size 4 virtual_protect 0 //CModel0_Adress += 0x5C 0A8D: 0_Adress = read_memory 0_Adress size 4 virtual_protect 0 //vehicle struct0A8D: 0_FrontLightX = read_memory 0_Adress size 4 virtual_protect 0 //x offset0_Adress += 40A8D: 0_FrontLightY = read_memory 0_Adress size 4 virtual_protect 0 //y offset0_Adress += 40A8D: 0_FrontLightZ = read_memory 0_Adress size 4 virtual_protect 0 //z offset0_Adress += 40A8D: 0_BackLightX = read_memory 0_Adress size 4 virtual_protect 0 //x offset0_Adress += 40A8D: 0_BackLightY = read_memory 0_Adress size 4 virtual_protect 0 //y offset0_Adress += 40A8D: 0_BackLightZ = read_memory 0_Adress size 4 virtual_protect 0 //z offsetif 0_FrontLightX == 0.0then 0_FrontLightX = 0.15endif 0_BackLightX == 0.0then 0_BackLightX = 0.15end0_FrontLightX += 1.0 // NEW COMMANDS HERE0_BackLightX += 1.00_FrontLightZ += 0.50_BackLightZ += 0.5return But I think that the variant with standard offsets is the best variant. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060846741 Share on other sites More sharing options...
Darecki Posted November 6, 2011 Share Posted November 6, 2011 For now I can say that new version crashes my SA.. When I enter a car or when any vehicle will try to appear (when I approach a road)... Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060847441 Share on other sites More sharing options...
Gramps Posted November 7, 2011 Share Posted November 7, 2011 It works for me; but sometimes it crashes also. I removed San Andreas Limit Adjuster, and used StreamMemFix instead, and didn't have a crash for over 10 mins .. But.. Sometimes, they don't indicate when turning (I guess thats good, not all drivers do LOL) I can see the indicator texture/particle through the car sometimes .. What particle is the effect based on ? It's quite large on my screen. Maybe make its own particle in particle.txd and make it smaller? So everyone can have the perfect size, but not effect any other particles in the game? Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060850279 Share on other sites More sharing options...
Den_spb Posted November 7, 2011 Author Share Posted November 7, 2011 but sometimes it crashes also.Script must work without crashes with gta_sa.exe 1.0 US version and v4.1.1.30 CLEO4 version. If you have another versions of game or cleo, I don't guarantee correct work of script.If you have right versions of game and cleo and game is still crashing, install plugin ScmLog from cleo.sannybuilder.com. File scmlog.txt will be created after crashing - send it me. Sometimes, they don't indicate when turningIndicators enable before begin of turning usually. If indicators enable during turning or don't enable, that means low speed of script working (reasons: very many cars in traffic, many "heavy" modifications were installed, low-power computer...). I can see the indicator texture/particle through the car sometimes ..No you only. May be, it will be fixed later. Maybe make its own particle in particle.txd and make it smaller? 0AA5: 0x6FC580 21 21 1 0 0x41700000 0 0x3FC00000 0 0 0 0 0 attach_corona_flare 0 type 0 0x43160000 radius 0.3 with_offsets 0_VectorPointer intensity 255 blue 0 green 128 red 255 to_vehicle_struct 0_VehicleStruct unical_number 0_UnicalNumberOfCorona Here 0.3 is radius of corona. You can change it yourself. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060850921 Share on other sites More sharing options...
Gramps Posted November 7, 2011 Share Posted November 7, 2011 Ok, thanks for the help mate. Will play with the 0.3 value tonight. Is it based on coronastar from particle.txd? What one do you use? As you can see, my indicator looks nothing like yours .. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060852041 Share on other sites More sharing options...
Den_spb Posted November 7, 2011 Author Share Posted November 7, 2011 Is it based on coronastar from particle.txd? Yes. My coronas different from standard coronas because I installed other effects. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060852741 Share on other sites More sharing options...
Gramps Posted November 8, 2011 Share Posted November 8, 2011 Oh ok; thanks for that. I'm using Overdose Effect 1.4 at the moment. What are you using? Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060854050 Share on other sites More sharing options...
Den_spb Posted November 8, 2011 Author Share Posted November 8, 2011 I use "Effects by NS". Link: http://webfile.ru/5653290 Picture: Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060855040 Share on other sites More sharing options...
Gramps Posted November 9, 2011 Share Posted November 9, 2011 Ok, thanks for the link; will try it out .. One more question; what timecyc.dat do you use ^^ Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060858957 Share on other sites More sharing options...
Den_spb Posted November 9, 2011 Author Share Posted November 9, 2011 One more question; what timecyc.dat do you use Standard. Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060859333 Share on other sites More sharing options...
Gramps Posted November 11, 2011 Share Posted November 11, 2011 Ok thanks for that ^ ^ I found another bug; don't know if this is your scripts fault or not .. But I have the Packer script, that has up to four cars on the Packer; and those vehicles have there indicators going as well lol Link to comment https://gtaforums.com/topic/467004-turn-indicators-cleo4sarel/#findComment-1060867967 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now