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thalilmythos

No more abandoned Area (New)

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thalilmythos

NO MORE ABANDONED AREA

 

This mod is as straight forward as it gets, there will be people in places where there wasn't people, understand me? let me explain
Do you like shooting gangbangers but allready finished the territories?

 

Do you like shooting gangbangers for money?

 

Do you like to infiltrate in military facilities just to kill everyone?

 

Do you like to infiltrate in huge ships just to shoot the sh*t out of some Korean gangsters?

 

Well you can do all that with this mod, and you won't have to feel lonely in alleyways, no, not anymore

 

FEATURES
-Responsive gangs in different places according to their city
-Daytime congruence: Gangs appear in different places in different hours.
-Interiors: such as the vagos house, the ballas crack den, and last but not least, the sindacco abatoir.
-Restricted areas: You got the weekend soldiers willing to bite your skin off, the KACC freight depot is full of Soldiers too.
-Ships: Only the ships of san fierro filled with Da nang boys are a good excuse to try this sh*t, is awesome just parachuting in one of them and shooting everyone in, or going there with the jetpack and shoot everyone in, or going there with a seasparrow and shoot everyone in with the machine gun of the helicopter, and so on.
-Money: you don't do this just for fun, everytime you kill the gangs ubicated in the scripts i created you get from 2000 to 15000 depending on how much they are

 

THE GANGS

 

 

THE BALLAS

 

 

p0RfqeY.jpg

p0KzQNd.jpg

mwrHXhZ.jpg

8wacxBz.jpg

 

Good luck visiting the crack den

 

 

VAGOS

 

 

pasjkEk.jpg

 

R25stEy.jpg

ghDDKAN.jpg

kE9vLps.jpg





wJtvCoC.jpg

 

 

VARRIO LOS AZTECAS

 

 

SBwg6Wh.jpg

 

OcApwOm.jpg

 

Dis niggas ain't got no love for the paparazzi

 

 

THE RUSSIANS

 

 

JPtdja1.jpg

 

 

 

zeMS2Oq.jpg

 

They don't exactly like carl neither

 

THE COBRAS BIKER GANG

 

(This is not enterable in my mod, that marker is from enterable hidden interiors)

Q8HcmnW.jpg

 

 

 

 

 

ZJU10Ju.jpg

 

BGAOHFR.jpg

 

 

 

ORjgEso.jpg

 

 

 

 

 

sMycQON.jpg

 

KrYTZnn.jpg

 

THE MAFIA

 

MTP2Thr.jpg

 

1K2mIf4.jpg

 

s8baB8k.jpg

 

this is indeed enterable in my mod, there are mobsters inside, that's why the guards.

 

Kll873U.jpg

 

LAIHKTp.jpg

 

THE SAN FIERRO RIFA

 

XfcYf1J.jpg

 

 

 

THE TRIADS

 

D7ob5cW.jpg

 

 

 

QuHHszd.jpg

 

 

THE DA NANG BOYS

 

 

The only way to reach this ship is by flight.

 

M27rKiD.jpg

 

 

 

I don't recomend swimming around this ship

 

QGf8h0B.jpg

 

 

 

 

RESTRICTED AREAS

 

 

KACC FREIGHT DEPOT

 

O5DPPRx.jpg

 

You can only enter this area by using a patriot

 

THE WEEKEND SOLDIERS

 

Did you missed the weekend soldiers?

 

fVkHEFD.jpg

 

Well they missed you too

 

rowhN2Z.jpg

 

They just get closer to give you a group hug

 

jhwPkyZ.jpg

 

Is all understood?

 

further instructions in the readme included in the download below

 

 

http://www.mediafire.com/file/fi9i7bcbjjp8j9f/CLEO%20-%20NAA.rar

 

Now all the gangs are only in one script, aside from that, i made improvements to the interiors. that are still individual scripts.

 

Credits:

 

gtaloconbest98 for creating the original mod in the first place, from which i have created the new scripts.

MKKJ for the help testing and improving the scripts

Edited by thalilmythos

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Inadequate

It's a nice idea but why you compiled it on 16 different cleo files instead of only one script?

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thalilmythos

Im thinking about doing that, but i haven't finished with it, im going to upload updates with more places full of people, and when i feel like everything is perfectly stable with no crashes, i'll do it in one script, also, i want whoever downloads it to test it, and tell me if it's crashing.

http://www.mediafire.com/download/3dej5degjniosic/ABANDONED+PLACES+UPDATE+1.rar

Here's one update, i added way, and i mean, WAY more people in Los santos, Bikers in the towns outside the city, they should be easy to find if you look to the north of Los santos mostly in the trailer houses, and in that one especific bar where you met with Catalina, i also added, Mafia goons in las venturas, in some alleyways close to the bar where you can dance, and another ones near the church, and over the residences close to the V rock hotel, i removed the area attack (that caracteristic that if you got too close to some gangsters of the mod they will attack you) because it was causing crashes, i plan on making it return, but without the crashes, when i find a way, just to make the aproach to the enemies more dangerous and unpredictable which was the purpose in the first place.

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MKKJ

This is neat. I always kinda bored seeing peds doing nothing but aimless walking or driving, while SA actually have few places of interest for peds to chill. So far i found no crash by the way. Keep it up.

 

You seems have no problem for compiling those scripts into few files, but i will try to help anyway.

 

 

 

 

{$CLEO .cs}//-------------MAIN---------------0000: NOP:LOOP_CHECK_000001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @LOOP_CHECK_000AD1: show_formatted_text_highpriority "LOOP_CHECK_00" time 50000D6: if and0038:   $ONMISSION == 0 8118:   not actor $PLAYER_ACTOR dead004D: jump_if_false @LOOP_CHECK_00:LOOP_CHECK_010AD1: show_formatted_text_highpriority "LOOP_CHECK_01" time 5000001: wait 0 ms00D6: if and0038:   $ACTIVE_INTERIOR == 0 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2117.402 -1260.711 23.9905 radius 100.0 100.0 100.0 004D: jump_if_false @LOOP_CHECK_02     // if not in area, jump to next loop check0002: jump @TEMPLE_YARD_BALLAS_A        // jump to TEMPLE YARD BALLAS spot:LOOP_CHECK_020AD1: show_formatted_text_highpriority "LOOP_CHECK_02" time 5000001: wait 0 ms00D6: if and0038:   $ACTIVE_INTERIOR == 0 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2345.23 -1351.575 24.0178 radius 100.0 100.0 100.0 004D: jump_if_false @LOOP_CHECK_03    // if not in area, jump to next loop check0002: jump @KILO_TRAY_BALLAS_A        // jump to KILO TRAY BALLAS spot:LOOP_CHECK_030AD1: show_formatted_text_highpriority "LOOP_CHECK_03" time 5000001: wait 0 ms00D6: if and0038:   $ACTIVE_INTERIOR == 0 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 2171.972 -1509.735 23.9265 radius 100.0 100.0 100.0004D: jump_if_false @LOOP_CHECK_00    // if not in area, jump to next loop -- last loop, jump to first loop check0002: jump @ROLLING_HEIGHTS_BALLAS_A        // jump to ROLLING HEIGHTS BALLAS spot//==========================================//  TEMPLE YARD BALLAS - JEFFERSON ALLEY//==========================================:TEMPLE_YARD_BALLAS_A0001: wait 0 ms 0247: load_model 346 0247: load_model 352 0247: load_model 102 0247: load_model 103 0247: load_model 104 0247: load_model 566 04ED: load_animation "GANGS" 04ED: load_animation "LOWRIDER"038B: load_requested_models  00D6: if and04EE:   animation "LOWRIDER" loaded 04EE:   animation "GANGS" loaded 0248:   model 346 available 0248:   model 352 available 0248:   model 102 available 0248:   model 103 available 0248:   model 104 available 0248:   model 566 available 004D: jump_if_false @TEMPLE_YARD_BALLAS_A:TEMPLE_YARD_BALLAS_B0001: wait 1000 ms 00A5: [email protected] = create_car 566 at 2109.216 -1260.733 23.9885 0175: set_car [email protected] Z_angle_to 93.783 0508: car [email protected] close_all_doors 009A: [email protected] = create_actor_pedtype 7 model 102 at 2130.166 -1258.421 23.9922 0173: set_actor [email protected] Z_angle_to 168.1935 03FE: set_actor [email protected] money 5000 01B2: give_actor [email protected] weapon 28 ammo 9999 // Load the weapon model before using this 009A: [email protected] = create_actor_pedtype 7 model 103 at 2131.707 -1260.738 23.9922 0173: set_actor [email protected] Z_angle_to 40.9883 0605: actor [email protected] perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 600000 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 009A: [email protected] = create_actor_pedtype 7 model 104 at 2129.916 -1259.396 23.9922 0173: set_actor [email protected] Z_angle_to 289.1615 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 009A: [email protected] = create_actor_pedtype 7 model 102 at 2140.689 -1261.463 23.9922 0173: set_actor [email protected] Z_angle_to 176.8891 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 009A: [email protected] = create_actor_pedtype 7 model 103 at 2140.638 -1263.685 23.9922 0173: set_actor [email protected] Z_angle_to 359.3395 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 0605: actor [email protected] perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 600000 009A: [email protected] = create_actor_pedtype 7 model 103 at 2142.365 -1262.764 23.9922 0173: set_actor [email protected] Z_angle_to 95.1274 01B2: give_actor [email protected] weapon 28 ammo 9999 // Load the weapon model before using this 0605: actor [email protected] perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 600000 009A: [email protected] = create_actor_pedtype 7 model 104 at 2146.439 -1258.771 23.9936 0173: set_actor [email protected] Z_angle_to 174.2238 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 009A: [email protected] = create_actor_pedtype 7 model 103 at 2146.637 -1260.271 23.9946 0173: set_actor [email protected] Z_angle_to 4.0175 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 0605: actor [email protected] perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 600000 009A: [email protected] = create_actor_pedtype 7 model 104 at 2121.168 -1264.185 24.0684 0173: set_actor [email protected] Z_angle_to 261.32 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 0605: actor [email protected] perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 600000 009A: [email protected] = create_actor_pedtype 7 model 103 at 2123.235 -1263.338 23.9922 0173: set_actor [email protected] Z_angle_to 119.6391 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 0605: actor [email protected] perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 600000 009A: [email protected] = create_actor_pedtype 7 model 103 at 2116.37 -1262.612 23.9903 0173: set_actor [email protected] Z_angle_to 340.6235 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 0605: actor [email protected] perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 600000 009A: [email protected] = create_actor_pedtype 7 model 102 at 2117.071 -1260.742 23.9904 0173: set_actor [email protected] Z_angle_to 158.6225 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 0249: release_model 566 0249: release_model 346 0249: release_model 352 0249: release_model 108 0249: release_model 109 0249: release_model 110 :TEMPLE_YARD_BALLAS_C0AD1: show_formatted_text_highpriority "TEMPLE_YARD_BALLAS_IN_LOOP" time 5000001: wait 0 ms :TEMPLE_YARD_BALLAS_D0001: wait 0 ms 00D6: if or8038:   not  $ONMISSION == 0 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2117.402 -1260.711 23.9905 radius 105.0 105.0 105.00118:   actor $PLAYER_ACTOR dead 0741:   actor $PLAYER_ACTOR busted 004D: jump_if_false @TEMPLE_YARD_BALLAS_C01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C3: remove_references_to_car [email protected] 04EF: release_animation "GANGS" 04EF: release_animation "LOWRIDER" 0001: wait 1000 msjump @LOOP_CHECK_00//==========================================//  KILO TRAY BALLAS - EAST LOS SANTOS BAR//==========================================:KILO_TRAY_BALLAS_A0001: wait 0 ms 0247: load_model 346 0247: load_model 352 0247: load_model 102 0247: load_model 103 0247: load_model 104 04ED: load_animation "GANGS" 04ED: load_animation "LOWRIDER" 038B: load_requested_models 00D6: if and04EE:   animation "LOWRIDER" loaded 04EE:   animation "GANGS" loaded 0248:   model 346 available 0248:   model 352 available 0248:   model 102 available 0248:   model 103 available 0248:   model 104 available 004D: jump_if_false @KILO_TRAY_BALLAS_A:KILO_TRAY_BALLAS_B0001: wait 1000 ms 009A: [email protected] = create_actor_pedtype 7 model 102 at 2346.092 -1351.114 24.0177 0173: set_actor [email protected] Z_angle_to 177.585 03FE: set_actor [email protected] money 2000 01B2: give_actor [email protected] weapon 28 ammo 9999 // Load the weapon model before using this 0605: actor [email protected] perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 600000 009A: [email protected] = create_actor_pedtype 7 model 103 at 2348.095 -1353.177 24.0182 0173: set_actor [email protected] Z_angle_to 49.4887 0605: actor [email protected] perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 600000 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 009A: [email protected] = create_actor_pedtype 7 model 104 at 2344.741 -1353.616 24.0183 0173: set_actor [email protected] Z_angle_to 327.9576 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 009A: [email protected] = create_actor_pedtype 7 model 102 at 2347.288 -1355.133 24.3984 0173: set_actor [email protected] Z_angle_to 346.2281 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 0605: actor [email protected] perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 600000 009A: [email protected] = create_actor_pedtype 7 model 103 at 2344.169 -1353.93 24.0184 0173: set_actor [email protected] Z_angle_to 89.6174 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 009A: [email protected] = create_actor_pedtype 7 model 104 at 2342.612 -1353.995 24.0184 0173: set_actor [email protected] Z_angle_to 271.1768 01B2: give_actor [email protected] weapon 28 ammo 9999 // Load the weapon model before using this 0605: actor [email protected] perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 600000 0249: release_model 346 0249: release_model 352 0249: release_model 108 0249: release_model 109 0249: release_model 110 :KILO_TRAY_BALLAS_C0AD1: show_formatted_text_highpriority "KILO_TRAY_BALLAS_IN_LOOP" time 5000001: wait 0 ms :KILO_TRAY_BALLAS_D0001: wait 0 ms 00D6: if or8038:   not  $ONMISSION == 0 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2345.23 -1351.575 24.0178 radius 105.0 105.0 105.00118:   actor $PLAYER_ACTOR dead 0741:   actor $PLAYER_ACTOR busted 004D: jump_if_false @KILO_TRAY_BALLAS_C01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 04EF: release_animation "GANGS" 04EF: release_animation "LOWRIDER" 0001: wait 1000 msjump @LOOP_CHECK_00//==========================================//  ROLLING HEIGHTS BALLAS - BEHIND BROKEN BILLBOARD//==========================================:ROLLING_HEIGHTS_BALLAS_A0001: wait 0 ms 0247: load_model 346 0247: load_model 352 0247: load_model 102 0247: load_model 103 0247: load_model 104 04ED: load_animation "GANGS" 04ED: load_animation "LOWRIDER"038B: load_requested_models  00D6: if and04EE:   animation "LOWRIDER" loaded 04EE:   animation "GANGS" loaded 0248:   model 346 available 0248:   model 352 available 0248:   model 102 available 0248:   model 103 available 0248:   model 104 available 004D: jump_if_false @ROLLING_HEIGHTS_BALLAS_A:ROLLING_HEIGHTS_BALLAS_B0001: wait 1000 ms 009A: [email protected] = create_actor_pedtype 7 model 102 at 2171.972 -1509.735 23.9265 0173: set_actor [email protected] Z_angle_to 85.0431 03FE: set_actor [email protected] money 2000 01B2: give_actor [email protected] weapon 28 ammo 9999 // Load the weapon model before using this 009A: [email protected] = create_actor_pedtype 7 model 103 at 2170.154 -1510.301 23.914 0173: set_actor [email protected] Z_angle_to 301.3534 0605: actor [email protected] perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 600000 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 009A: [email protected] = create_actor_pedtype 7 model 104 at 2171.79 -1504.671 23.9487 0173: set_actor [email protected] Z_angle_to 353.265 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 009A: [email protected] = create_actor_pedtype 7 model 102 at 2171.885 -1506.564 23.9404 0173: set_actor [email protected] Z_angle_to 85.875 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 0605: actor [email protected] perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time 600000 009A: [email protected] = create_actor_pedtype 7 model 103 at 2170.38 -1506.913 23.931 0173: set_actor [email protected] Z_angle_to 286.2134 01B2: give_actor [email protected] weapon 22 ammo 9999 // Load the weapon model before using this 009A: [email protected] = create_actor_pedtype 7 model 104 at 2169.915 -1505.032 23.9393 0173: set_actor [email protected] Z_angle_to 248.7893 01B2: give_actor [email protected] weapon 28 ammo 9999 // Load the weapon model before using this 0605: actor [email protected] perform_animation "PRTIAL_GNGTLKC" IFP "GANGS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 600000 0249: release_model 346 0249: release_model 352 0249: release_model 108 0249: release_model 109 0249: release_model 110  :ROLLING_HEIGHTS_BALLAS_C0AD1: show_formatted_text_highpriority "ROLLING_HEIGHTS_BALLAS_IN_LOOP" time 5000001: wait 0 ms :ROLLING_HEIGHTS_BALLAS_D0001: wait 0 ms 00D6: if or8038:   not  $ONMISSION == 0 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 2171.972 -1509.735 23.9265 radius 105.0 105.0 105.00118:   actor $PLAYER_ACTOR dead 0741:   actor $PLAYER_ACTOR busted 004D: jump_if_false @ROLLING_HEIGHTS_BALLAS_C01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 04EF: release_animation "GANGS" 04EF: release_animation "LOWRIDER" 0001: wait 1000 ms jump @LOOP_CHECK_00 

 

 

 

I've combined your "KILO TRAY BALLAS" "TEMPLE YARD BALLAS" and "ROLLING HEIGHTS BALLAS" script into one. The first main loop checks important condition required for mod to active, while the rest of main loop is for each script's area checks.

 

Good thing you can re-use every local variables since it only used for actors and cars. With loops like this it should be easy to contain all of your scripts into one. Also it should be easy to add another script if you happen to thought of one.

 

The trick is to not letting each radius overlapping each other. So you might need separate .cs file for close areas like the three scripts i used above

(i reduced the radius check if you didn't noticed)

 

 

Edited by MKKJ

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TheMariusz700_PL

WOW! This is freaking awesome! :colgate:

 

Immediately when I saw these screens (nice screens, by the way) I thought that I must have it and I've just downloaded and checked out this mod.

Good job, man! And it's more fun when I'm driving around San Andreas and discovering the places with gangs myself.

 

If I would advise you, I'd say:

 

● When I was at Vagos' place I could just walk around and they weren't even looking at me. It'd be cooler when at the sight of player they'd start shooting.

● Use the opcode 060A to create a decision maker (type 2 if I'm right) so the actors wouldn't put their hands up when the player aim at them.

● If you didn't make it that way - make the gangs, etc. appear only when the player is close to them.

 

It's all for now. I hope my advice will help you :D Great mod!

 

Greetings!

 

// EDIT: Oh... Now I see that Ballas are attacking me when I'm near them too long xD

And that the gangs appear only when the player is nearby. Good job :D

Edited by TheMariusz700_PL

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thalilmythos

WOW! This is freaking awesome! :colgate:

 

Immediately when I saw these screens (nice screens, by the way) I thought that I must have it and I've just downloaded and checked out this mod.

Good job, man! And it's more fun when I'm driving around San Andreas and discovering the places with gangs myself.

 

If I would advise you, I'd say:

 

● When I was at Vagos' place I could just walk around and they weren't even looking at me. It'd be cooler when at the sight of player they'd start shooting.

● Use the opcode 060A to create a decision maker (type 2 if I'm right) so the actors wouldn't put their hands up when the player aim at them.

● If you didn't make it that way - make the gangs, etc. appear only when the player is close to them.

 

It's all for now. I hope my advice will help you :D Great mod!

 

Greetings!

 

// EDIT: Oh... Now I see that Ballas are attacking me when I'm near them too long xD

And that the gangs appear only when the player is nearby. Good job :D

 

Thanks for the comments brother, im still waiting you improve that V RAMPAGES mod you made, i liked it, i have a new update for the few fellas who accidentally end up in this topic

 

http://www.mediafire.com/download/rw8d5k92buwz9vy/No+abandoned+area+-+UP3.rar

 

Joined most of the scripts in the map together thanks to the help of

MKKJ which also scripted an hour system, this means the gangs will only appear

at an specific hour (all the info is on the readme)

 

everything that doesn't say "NO ABANDONED AREA" is optional

If you only want a few gangs on the streets of every city, just add the 3 important scripts

related to Los santos, San fierro, and las venturas, like i said the rest is optional.

Edited by thalilmythos

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TheMariusz700_PL

thalilmythos,

 

Good idea with these separate scripts, I haven't thought about it like that :)

 

About my V Rampages mod - currently it's set aside and I'm not working on anything big... Last time I don't feel like creating modifications for SA, but hopefully maybe one day I'll start working on it and improve that mod, 'cause in my opinion it hadn't been done very well... It's just a plain CLEO script with nothing special except a few bugs.

 

Well, Happy New Year! :santa:

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Fireman

It looks good, but the amount of enemies seems a bit of an overkill in some spots.

 

You have to make sure not to limit the playable area, so if I just drive around SF or LS there is a gang meeting with 30 people just around the corner and I get one hit killed in my just recently pimped out ride.

It has to be fun, not frustrating.

Edited by Fireman

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thalilmythos

It looks good, but the amount of enemies seems a bit of an overkill in some spots.

 

You have to make sure not to limit the playable area, so if I just drive around SF or LS there is a gang meeting with 30 people just around the corner and I get one hit killed in my just recently pimped out ride.

It has to be fun, not frustrating.

I take it the ballas on temple drive killed you while you were cruising in a new pimped out savanna in the middle of the night? I will make ballas less violent on the next time since they are the only ones who attack on sight

thalilmythos,

 

Good idea with these separate scripts, I haven't thought about it like that :)

 

About my V Rampages mod - currently it's set aside and I'm not working on anything big... Last time I don't feel like creating modifications for SA, but hopefully maybe one day I'll start working on it and improve that mod, 'cause in my opinion it hadn't been done very well... It's just a plain CLEO script with nothing special except a few bugs.

 

Well, Happy New Year! :santa:

Happy new year to you too brother, i hope you get around improving that mod, it has potential!

Edited by thalilmythos

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Fireman

Yeah, the more abandoned places where you would never go because there's nothing there are great spots to make big groups/gangs show up, since there's no other reason to go there, but in the middle of the cities it becomes a bit harder since a lot of missions revolve around it and you're pretty much always in the vicinity.

 

Great job though, I like going on killing sprees :p

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thalilmythos

Yeah, the more abandoned places where you would never go because there's nothing there are great spots to make big groups/gangs show up, since there's no other reason to go there, but in the middle of the cities it becomes a bit harder since a lot of missions revolve around it and you're pretty much always in the vicinity.

 

Great job though, I like going on killing sprees :p

Well, i would like some suggestions, maybe i'll add more and more places, to the scripts, so we all go on more variated killing sprees, i started with the intention of seeing what other people would suggest since i had the idea since waaay before i actually learned to script decently, but only had the spots i actually did in mind

 

EDIT: also the scripts don't work on missions if there is one that do, let me now

Edited by thalilmythos

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anthony

Nice ! good idea men

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don_pedro

@thalilmythos since you asked for suggestions, maybe you could put a bit more life into big housing projects like those in Ganton, Idlewood, Playa de Seville, Glen Park etc and I don`t mean just gang members but also regular peds. I always kind of felt those places were terribly deserted since there are no paths for the peds to walk around (on the contrary the big projects in El Corona have peds roaming around)

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thalilmythos

@thalilmythos since you asked for suggestions, maybe you could put a bit more life into big housing projects like those in Ganton, Idlewood, Playa de Seville, Glen Park etc and I don`t mean just gang members but also regular peds. I always kind of felt those places were terribly deserted since there are no paths for the peds to walk around (on the contrary the big projects in El Corona have peds roaming around)

Believe me, i wanted to do that too, but the problem with this, is that if i do that, we will have a group of peds that do one or 2 animations for a period of time, once you enter the area, sure, is inmersive and all at first, but once you see it 100000 times is not inmersive anymore, and is just the same sh*t all over, this peds that don't do nothing (referring to the ones i could create) would be substitutes to the ones that walk in the sidewalks around the place they appear, so you will be seeing less peds in the streets because of this.

 

what i could do that makes sense and can be repeated like in reality is:

 

Bums living under bridges,

maybe people around bonfires in the woods

crazy hunters in the hills of the desert at certain times of the day sniping you without warning

 

Why is this? because the places where i would do this, are completelly deserted and far away from roads or sidewalks

 

Also, i suggest you to install skygfx, it restores the ps2 ped paths, and parked cars aside from looking damn great! try it

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don_pedro

 

@thalilmythos since you asked for suggestions, maybe you could put a bit more life into big housing projects like those in Ganton, Idlewood, Playa de Seville, Glen Park etc and I don`t mean just gang members but also regular peds. I always kind of felt those places were terribly deserted since there are no paths for the peds to walk around (on the contrary the big projects in El Corona have peds roaming around)

Believe me, i wanted to do that too, but the problem with this, is that if i do that, we will have a group of peds that do one or 2 animations for a period of time, once you enter the area, sure, is inmersive and all at first, but once you see it 100000 times is not inmersive anymore, and is just the same sh*t all over, this peds that don't do nothing (referring to the ones i could create) would be substitutes to the ones that walk in the sidewalks around the place they appear, so you will be seeing less peds in the streets because of this.

 

what i could do that makes sense and can be repeated like in reality is:

 

Bums living under bridges,

maybe people around bonfires in the woods

crazy hunters in the hills of the desert at certain times of the day sniping you without warning

 

Why is this? because the places where i would do this, are completelly deserted and far away from roads or sidewalks

 

Also, i suggest you to install skygfx, it restores the ps2 ped paths, and parked cars aside from looking damn great! try it

 

makes sense, are thare any opcodes which could control how random such scripted ped would spawn? Haven`t played this game on ps2, are the ped paths much different? I remember a cleo mod which spawned Sweet and OG Loc on grove st and it let them loose so they roamed around a bit and the caught a regular path which they took almost always to Idlewood.I tried to tinker with this mod in my own in order to make a crew of Ballas hang around the projects in Idlewood (also to make them hostile towars the player) but they always kept sticking to the paths and ventured for example to Jefferson

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thalilmythos

Surprise!

 

6xQlpfo.jpg

 

Ft2lvru.jpg

 

MvrJf2N.jpg

 

1Qt0P9R.jpg

 

HiyAYTU.jpg

 

aZUcecA.jpg

 

7WoKHu8.jpg

 

fF4nl5z.jpg

 

XrpYSn1.jpg

 

PAQXKZ3.jpg

 

Eb6IieE.jpg

 

Well since i promised more, im giving you all more.

 

Everything that is new is in the images.

 

The hours in which these dangerous individuals appear, are for you to find out.

 

All the bikers, are now in one script and appearing at certain hours of the day.

 

I remade both boats.

 

Now you can steal a Hunter from the weekend soldiers

 

The mafia warehouse is now included in the LV script along with new ubications for mobsters during the night

 

Do you all like guards? because now there are guards in different places around the map now, mostly in the train stations that seemed like they were lacking security, so be carefull when you go around rampaging, because there may be a security guard saving the day in the corner.

 

the reaction system implemented, was eliminated, changed for less violent reactions, you can now bump certain enemies, and walk around, but DO NOT shoot, or you will be shot, no exceptions.

 

Have fun

 

http://sharemods.com/4sdn1cfii6b0/CLEO_-_NAA.rar.html

Edited by thalilmythos

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B Dawg

You should include WMYCR (the LS carjacker-biker) to the Cobras.

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Ss4gogeta0

Weekend Warriors is slang for National Guard :O

 

still, very nice job

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Fireman

I tried UP5, and I haven't seen anyone on the cargo ship, is it time-based, if so, when?

 

Game was 100% complete, does that matter?

 

Is there a place I can check that should have the enemies up all the time?

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thalilmythos

You should include WMYCR (the LS carjacker-biker) to the Cobras.

 

I was somehow lazy to find out which one of the peds was that since i had the idea for quite a while, but now that it's clear, i might just do it.

 

Weekend Warriors is slang for National Guard :O

 

still, very nice job

 

I call them te weekend soldiers since Ryder called them that, didn't knew anything about it being a slang for the national guard, is the name that i give specifically to the guards in LS docks, from the mission.

 

I tried UP5, and I haven't seen anyone on the cargo ship, is it time-based, if so, when?

 

Game was 100% complete, does that matter?

 

Is there a place I can check that should have the enemies up all the time?

 

From 01:00 to 4:00 you have to prepare, and don't go before, because they don't appear if you are allready there, if you do that, then leave, and come back, they should be there (this applies to both cargo ships).

 

Look, it was kinda complicated taking the screenshot and not dying but i did it, then died,

 

7o8VvZQ.jpg

Edited by thalilmythos

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BeingARK

Nice mod dude! Will be good if u create some GSF executing ballas at a specific place if u know what I mean ;)

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minhtroller

there's a problem. after i killed, for example, the LVA near Unity Train Station, the one in the alley, and saved my game, and when i came back, they weren't there anymore, like they disappeared forever? is that what supposed to happen?

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thalilmythos

there's a problem. after i killed, for example, the LVA near Unity Train Station, the one in the alley, and saved my game, and when i came back, they weren't there anymore, like they disappeared forever? is that what supposed to happen?

 

If you saved in doherty, go away, and come back, they should be there.

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minhtroller

 

there's a problem. after i killed, for example, the LVA near Unity Train Station, the one in the alley, and saved my game, and when i came back, they weren't there anymore, like they disappeared forever? is that what supposed to happen?

 

If you saved in doherty, go away, and come back, they should be there.

Actually, I've done some test and I found out that most of them spawn at 00:00. I don't know if it's only or what.

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thalilmythos

 

 

there's a problem. after i killed, for example, the LVA near Unity Train Station, the one in the alley, and saved my game, and when i came back, they weren't there anymore, like they disappeared forever? is that what supposed to happen?

If you saved in doherty, go away, and come back, they should be there.

Actually, I've done some test and I found out that most of them spawn at 00:00. I don't know if it's only or what.

 

Seems like i misread you last time i thought you was talking about the guards in the doherty train station, my mistake, yes the LVA in Unity station only appear during the night, because during the day (thinking accordingly to real life) that would be concurred by too much people while on the night gangbangers could take over, so it is supossed to happen

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atazs

Is there a video of this mod on youtube?

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TiTAN_AI

do i need just UPDATE 4 or also all previous updates to have the mod complete ?

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MKKJ

do i need just UPDATE 4 or also all previous updates to have the mod complete ?

No, you don't need to download previous updates. Just download one of them.

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thalilmythos

Is there a video of this mod on youtube?

 

No, but now that you ask, i should make one, and i probably will.

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