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New script Love Your Homies


Mr.try1

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Hi all this is my lil new script that allows CJ to greet his homies with the GSF´s handshake

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'LYH'  :LYH_900001: wait 500 ms 00D6: if and0004: $ONMISSION = 0 056D:   actor $PLAYER_ACTOR defined 80DF:   not actor $PLAYER_ACTOR driving 810F:   not player $PLAYER_CHAR wanted_level > 0004D: jump_if_false @LYH_900001: wait 0 ms  00D6: if 8818:   not actor $PLAYER_ACTOR in_air 004D: jump_if_false @LYH_90 0001: wait 0 ms 00D6: if 84AD:   not actor $PLAYER_ACTOR in_water 004D: jump_if_false @LYH_90 0001: wait 0 ms 00D6: if 09E7:   player $PLAYER_CHAR not_frozen 0001: wait 0 ms 00D6: if 8118:   not actor $PLAYER_ACTOR dead 004D: jump_if_false @LYH_90 0001: wait 0 ms 00D6: if 03EE:   player $PLAYER_CHAR controllable 004D: jump_if_false @LYH_90 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 11@ closest_ped_to 10@ 0001: wait 0 ms 00D6: if 8039:   not  10@ == -1 004D: jump_if_false @LYH_90 0001: wait 0 ms 00D6: if or02F2:   actor 10@ model == #FAM102F2:   actor 10@ model == #FAM2 02F2:   actor 10@ model == #FAM3 004D: jump_if_false @LYH_90 7@ = 900001: wait 0 ms 00D6: if 0AB0:   key_pressed 69 004D: jump_if_false @LYH_90  01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 18118:   not actor 10@ dead 00F3:   actor 10@ near_actor $PLAYER_ACTOR radius 2.0 2.0 sphere 0.0 on_foot                                            00F3:   actor $PLAYER_ACTOR near_actor 10@ radius 2.0 2.0 sphere 0.0 on_foot 004D: jump_if_false @LYH_90 0001: wait 100 ms 0639: AS_actor $PLAYER_ACTOR rotate_to_actor 10@ 0639: AS_actor 10@ rotate_to_actor $PLAYER_ACTOR 0001: wait 1000 ms05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 10805C1: AS_actor 10@ speak_from_audio_table 7@ 0605: actor 10@ perform_animation "HNDSHKFA_SWT" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 0605: actor $PLAYER_ACTOR perform_animation "HNDSHKFA_SWT" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 0 0638: AS_actor 10@ stay_put 1 0172: 27@ = actor $PLAYER_ACTOR Z_angle 000B: 27@ += 180.0 0173: set_actor 10@ Z_angle_to 27@  0001: wait 3000 ms04EF: release_animation "GANGS"01B4: set_player $PLAYER_CHAR can_move 1  0002: jump @LYH_90   

Beign near any homie pressing the button E on ur keyboard will make CJ greet the homie. After all what kinda of scrawny ass gangsta u are if u dont show ur homies some luv!

Edited by Mr.try1
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As you posted it here it'd be better to provide a download with a compiled mod and post some screenshots too.

 

 

Some parts of this script are just wrong though. Most of them are minot mistakes but this

 

 

00D6: if and0004: $ONMISSION = 0 
can be game-breaking a bit. Edited by Silent
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As you posted it here it'd be better to provide a download with a compiled mod and post some screenshots too.

 

 

Some parts of this script are just wrong though. Most of them are minot mistakes but this

 

00D6: if and0004: $ONMISSION = 0 
can be game-breaking a bit.

 

you mean?

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Holy sh*t im sorry i dont have much experience in c++, i come from the rpgmaker xp school of ruby... Im just trying my best, i didnt know about that

00D6: if and
0004: $ONMISSION = 0

code that can be fatal i just wanted to state that if on mission the function of the script are not active, if u can point me out the correct way to do i ll appreciate really a lot.

Thanks anyway fo the headsup!

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Holy sh*t im sorry i dont have much experience in c++, i come from the rpgmaker xp school of ruby... Im just trying my best, i didnt know about that

00D6: if and

0004: $ONMISSION = 0

code that can be fatal i just wanted to state that if on mission the function of the script are not active, if u can point me out the correct way to do i ll appreciate really a lot.

Thanks anyway fo the headsup!

 

0004: $ONMISSION = 0
Sets the global variable on mission with value of 0.

 

Look for equality operator, defined as ==

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