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Sanmodder

Hello we will make a script for you I invite you

Recommended Posts

Sanmodder

:) witaj :)

maybe you want me to make some nice stable script for you
help applies
-------------------------------------------------- ----
mods to gta san andreas
help in the script
you must show me the code
I will do it for you
trainer, mod menu
various selectors, etc.
selector of weapons
bodyguard selector
mission selector
the actor's selector
vehicle selector
weather selector
code selector, heats
trainer on old panels
trainer on my panels
gang war
small scripts
large scripts
hoot coffe scripts
modifications of data
warning
I do not do such scripts
if another author created
Spiderman
or hulk

I do not accept stolen scripts

warning

I do not create any
models of vehicle actors, etc.
because I have a 32 bit computer
even the editor map does not work for me

1
I do not do scripts for samp
cause I can not
and I do not play in samp, I prefer one player
2
Memory entries are for hackers and programmers
I know only a little memory of the game
3
missions in the main scm are not profitable
the game records are corrupting and
interesting for interesting
I am a mass scripter and modder
whole gta series

warning

I can teach you how to add mods to the console
I embrace science
gta sa on ps2
---------------------------
modification of entries
modification of textures
date modifications
---------------------------
gta 4 for the console
adding trainers, mod menu of the best authors

gta v for the console
adding trainers, mod menu of the best authors

note help does not include scripting
1 reason for a weak computer
2 small knowledge
but one trainer for gta 4 has fixed it may not be so small xd

although I am modifying so many games, I am not a pirate
I have all the original games
I can show you the entire collection of my favorite games

the opportunity will expire
within a few days

not a repeatable opportunity, do not miss it

może chcesz, żebym zrobił dla Ciebie jakiś niezły stabilny skrypt
pomoc dotyczy
------------------------------------------------------
mody do gta san andreas
pomoc w skrypcie
musisz mi pokazać kod
zrobię dla ciebie
trainer, mod menu
różne selektory itp.np
selektor broni
selektor ochroniarzy
selektor misji
selektor aktorów
selektor pojazdów
selektor pogody
selektor kodów, heats
trainer na starych panelach
trainer na moich panelach
wojna gangów
małe skrypty
duże skrypty
hoot coffe skrypty
modyfikacje danych
uwaga
nie robię takich skryptów
jeśli inny autor stworzył
człowiek Pająk
lub hulk

nie akceptuję skradzionych skryptów

uwaga

nie tworzę żadnych
modeli aktorów pojazdów itp
bo mam komputer 32 bit
nawet map edytor mi nie działa

1
Nie robię skryptów dla samp
bo nie mogę
i nie gram w samp, wolę jednego gracza
2
Wpisy pamięci są dla hakerów i programistów
Znam tylko trochę pamięć gry
3
misje w głównym scm nie są opłacalne
zapisy gry się psują i
ciekawostka dla ciekawych
Jestem masowym skrypterem i modderem
całej serii gta

uwaga gratis

mogę ciebie nauczyć jak dodawać mody na konsolę
nauka obejmuję
gta sa na ps2
---------------------------
modyfikację zapisów
modyfikacja textór
modyfikacje daty
---------------------------
gta 4 na konsolę
dodawanie trainerów, mod menu najlepszych autorów

gta v na konsolę
dodawanie trainerów, mod menu najlepszych autorów

uwaga pomoc nie obejmuję skryptowania
1 powód za słaby komputer
2 mała wiedza
ale jeden trainer do gta 4 naprawiłem to może nie taka mała xd

chociaż tyle gier modyfikuję to nie jestem żadnym piratem
wszystkie gry mam orginalne
mogę pokazać całą kolekcję moich ulubionych gier

okazja, wygaśnie
w ciągu kilku dni


nie powtarzalna okazja nie przegap jej

dg1p48.jpg

 

23iz4ok.jpg

Edited by Sanmodder

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Concavax

If this is true.

 

Please, can you make a script to make the aim texture static.

 

I mean, whenever i shoot the texture doesn't get bigger and bigger, just a static texture in the screen.

 

Please, can you help me?

 

I already tried with mixsets, changing some values i found in the forum, but i fail.

 

Anayway, Thank you.

Edited by Concavax

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Sanmodder

If this is true.

 

Please, can you make a script to make the aim texture static.

 

I mean, whenever i shoot the texture doesn't get bigger and bigger, just a static texture in the screen.

 

Please, can you help me?

 

I already tried with mixsets, changing some values i found in the forum, but i fail.

 

Anayway, Thank you.

I do not know exactly what's going on

what a sniper textura or camera

I forgot to add that I do not deal with any models

and does not convert models

I do not create models

and this image is enlarged

these are scrypts, c ++

and memory

if I was a programmer, I would help you :(

but I have a huge amount of scripts that you get in exchange for the revenge :colgate:

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Lazlo_

I don't need any scripts right now, but wanted to thank you for extending this kindness.

 

I make mine by constantly copy-pasting from other ones that I know work. They work, but are clumsy and inelegant.

 

I'd like to make a simple ped spawn eventually. Often, the peds I spawn dont function well and don't respond to other scripts, like trying to hook them into interactions. They just roam and dont respond to anything.

 

Presently, I'd like to find a nice Christmas tree that I can put in the Prickle Pines Savehouse living room, or perhaps something that could generate Christmas lights that I could map in.

 

Anyways, thanks for this kind offer. Many will appreciate it.

 

:santa:

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Sanmodder

I don't need any scripts right now, but wanted to thank you for extending this kindness.

 

I make mine by constantly copy-pasting from other ones that I know work. They work, but are clumsy and inelegant.

 

I'd like to make a simple ped spawn eventually. Often, the peds I spawn dont function well and don't respond to other scripts, like trying to hook them into interactions. They just roam and dont respond to anything.

 

Presently, I'd like to find a nice Christmas tree that I can put in the Prickle Pines Savehouse living room, or perhaps something that could generate Christmas lights that I could map in.

 

Anyways, thanks for this kind offer. Many will appreciate it.

 

:santa:

after all it is very easy

if you have any ready sources

send it to me in the message

and I'm you

I'll put them together

And I will send

you can give a few

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Concavax

I do not know exactly what's going on

what a sniper textura or camera

I forgot to add that I do not deal with any models

and does not convert models

I do not create models

and this image is enlarged

these are scrypts, c ++

and memory

if I was a programmer, I would help you :(

but I have a huge amount of scripts that you get in exchange for the revenge :colgate:

 

 

No, i don't want modify the textures. I want to modify the behavior of the crosshair. Like the crosshair in GTVHud by Dk22pac.

 

Sorry, i mean to say CROSSHAIR, not aim.

Edited by Concavax

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Silent

so many people get on my post and do not want my help

I do not understand, I do not need any money

Maybe because, even though without a doubt you have good intentions, your scripts are so wrong so they can be unsafe - going as far as breaking savegames if you save the game with those scripts installed.

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deltaCJ

Good guy! Keep doing good in the community!

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skatefilter5

Wait can you make a race for AIs? AS_PACK didn't help when the AIs drive to path and ignore the rest of the path also the AIs just crash to the wall and they don't know how to reverse like anyone does they just kept going to the walls as there just stupid..

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Sanmodder

Wait can you make a race for AIs? AS_PACK didn't help when the AIs drive to path and ignore the rest of the path also the AIs just crash to the wall and they don't know how to reverse like anyone does they just kept going to the walls as there just stupid..

If you want me to help you, send me the source for a private message

and I will send you away later :)

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skatefilter5

 

Wait can you make a race for AIs? AS_PACK didn't help when the AIs drive to path and ignore the rest of the path also the AIs just crash to the wall and they don't know how to reverse like anyone does they just kept going to the walls as there just stupid..

If you want me to help you, send me the source for a private message

and I will send you away later :)

 

I don't know where i put the my source after file cleanup mess ill find it so how

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Sanmodder

combine the something from my script

this is a racing script

you must be in the car

and press alt :)

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013{$CLEO .CS}//-------------MAIN---------------0ADF: add_dynamic_GXT_entry "RAMX" text "[~R~~H~ANEMY POINT][~W~~1~] [~G~~H~PLAYER POINT][~W~~1~]" 0ADF: add_dynamic_GXT_entry "XLOST" text "~R~~H~YOU LOST ~1~" 0ADF: add_dynamic_GXT_entry "XWIN" text "~G~~H~WINNER REWARD ~1~" thread 'GO' wait 0 [email protected] = 400.0 [email protected] = 0 $8056 = 11 $7866 = 0 $7867 = 0 :GO_B5wait 0 if    Player.Defined($PLAYER_CHAR)jf @GO_F1 if    Actor.Driving($PLAYER_ACTOR)jf @GO_F1 if 00E1:   player 0 pressed_key 7 jf @GO_F1 jump @GO_F8 :GO_F1jump @GO_B5 :[email protected] = 400.0 [email protected] = 0 $7866 = 0 $7867 = 0 Model.Load(#SUPERGT)Model.Load(#FAM1)038B: load_requested_models 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 4.0 0.0 0.0 [email protected] = Actor.Angle($PLAYER_ACTOR)[email protected] = Car.Create(#SUPERGT, [email protected], [email protected], [email protected])Car.Angle([email protected]) = [email protected]@ = Actor.CreateAsDriver(CivMale, #FAM1, [email protected])[email protected] = Marker.CreateAboveCar([email protected])0A30: repair_car [email protected] Car.SetImmunities([email protected], 1, 1, 1, 1, 1)Actor.SetImmunities([email protected], 1, 1, 1, 1, 1)053F: set_car [email protected] tires_vulnerability 0 Car.DoorStatus([email protected]) = 2077C: clear_actor [email protected] acquaintance 4 to_all_pedtypes // see ped.dat 072F: enable_car [email protected] stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 0190: add_car [email protected] to_flipped_check // 6 max 03CC: enable_car [email protected] stuck_check_distance_to 2.0 time_to 2000 088B: set_car [email protected] form_drag_multiplier_to 0.0 0587: enable_car [email protected] validate_position 0 00AE: set_car [email protected] traffic_behaviour_to 2 0208: $13945 = random_float_in_ranges 40.2 253.2 Car.SetMaxSpeed([email protected], $13945)03CC: enable_car [email protected] stuck_check_distance_to 2.0 time_to 2000 [email protected] = 0 $1797 = 10000 014E: start_timer_at $1797 count_in_direction 1 // global_variable :GO_225wait 0 if   $1797 == 0 jf @GO_242 jump @GO_249 :GO_242jump @GO_225 :GO_249097A: play_audio_at 0.0 0.0 0.0 event 1164 097A: play_audio_at 0.0 0.0 0.0 event 1057 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 [email protected] 0.0 02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected] 018A: [email protected] = create_checkpoint_at [email protected] [email protected] [email protected] 06D5: [email protected] = create_racing_checkpoint_at [email protected] [email protected] [email protected] point_to 0.0 0.0 0.0 type 1 radius 4.0 Car.DriveTo([email protected], [email protected], [email protected], [email protected]):GO_2E0wait 0 if orwasted_or_busted    Actor.Dead($PLAYER_ACTOR)jf @GO_326 Marker.Disable([email protected])Marker.Disable([email protected])06D6: disable_racing_checkpoint [email protected] Actor.RemoveReferences([email protected])Car.RemoveReferences([email protected])00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!jump @GO_B5 :GO_326if 056E:   car [email protected] defined jf @GO_3E8 if 00F2:   actor [email protected] near_actor $PLAYER_ACTOR radius 15.0 15.0 0 jf @GO_3E8 if and09D0:   car [email protected] on_wheels   [email protected] >= 3 jf @GO_3E8 02E3: [email protected] = car [email protected] speed [email protected] *= 1.2 [email protected] += 1.1 0208: $13946 = random_float_in_ranges -0.8 0.8 0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset $13946 -2.1 -0.7 Camera.Shake(60)064B: [email protected] = create_particle "EXPLOSION_TINY" at [email protected] [email protected] [email protected] type 0 064C: make_particle [email protected] visible 064F: remove_references_to_particle [email protected] Car.SetSpeedInstantly([email protected], [email protected]):GO_3E8if 056E:   car [email protected] defined jf @GO_412 if 01F4:   car [email protected] flipped jf @GO_412 Car.Angle([email protected]) = 180.0:GO_412if or   Car.Wrecked([email protected])8448:   not actor [email protected] in_car [email protected] jf @GO_45C Marker.Disable([email protected])Marker.Disable([email protected])06D6: disable_racing_checkpoint [email protected] Actor.RemoveReferences([email protected])Car.RemoveReferences([email protected])00BA: show_text_styled GXT 'M_FAIL' time 5000 style 1  // ~r~MISSION FAILED!03E6: remove_text_box jump @GO_B5 :GO_45Cif 0100:   actor [email protected] in_sphere [email protected] [email protected] [email protected] radius 5.0 5.0 5.0 sphere 1 in_car jf @GO_4B4 $7866 += 1 if   $7867 >= 1 jf @GO_4AD $7867 -= 1 $7866 += 1 :GO_4ADjump @GO_509 :GO_4B4if 0100:   actor $PLAYER_ACTOR in_sphere [email protected] [email protected] [email protected] radius 5.0 5.0 5.0 sphere 1 in_car jf @GO_5B3 $7867 += 1 if   $7866 >= 1 jf @GO_505 $7866 -= 1 $7867 += 1 :GO_505wait 0 :[email protected] += 1 0513: show_text_box_1number 'NUMBER' number [email protected]  // ~1~0208: [email protected] = random_float_in_ranges -400.2 500.2 0208: [email protected] = random_float_in_ranges -400.2 500.2 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] 0.0 02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected] Marker.Disable([email protected])06D6: disable_racing_checkpoint [email protected] 018A: [email protected] = create_checkpoint_at [email protected] [email protected] [email protected] 06D5: [email protected] = create_racing_checkpoint_at [email protected] [email protected] [email protected] point_to 0.0 0.0 0.0 type 1 radius 4.0 Car.DriveTo([email protected], [email protected], [email protected], [email protected]):GO_5B3if   [email protected] >= 10 jf @GO_613 if 001D:   $7866 > $7867 // (int) jf @GO_613 $7868 -= 10000 01E3: show_text_1number_styled GXT 'XLOST' number $7868 time 5000 style 1 Player.Money($PLAYER_CHAR) += $7868Marker.Disable([email protected])06D6: disable_racing_checkpoint [email protected] Car.RemoveReferences([email protected])03E6: remove_text_box jump @GO_B5 :GO_613if   [email protected] >= 10 jf @GO_673 if 001D:   $7867 > $7866 // (int) jf @GO_673 $7869 += 10000 01E3: show_text_1number_styled GXT 'XWIN' number $7869 time 5000 style 1 Player.Money($PLAYER_CHAR) += $7869Marker.Disable([email protected])06D6: disable_racing_checkpoint [email protected] Car.RemoveReferences([email protected])03E6: remove_text_box jump @GO_B5 :GO_673if and03CE:   car [email protected] stuck 01C1:   car [email protected] stopped jf @GO_6CE wait 100 Actor.StorePos([email protected], $7870, $7871, $7872)04D3: get_nearest_car_path_coords_from $7870 $7871 $7872 type 2 store_to $7873 $7874 $7875 Car.PutAt([email protected], $7873, $7874, $7875)$7876 = Actor.Angle($PLAYER_ACTOR)Car.Angle([email protected]) = $7876:GO_6CEif and81F4:   not car [email protected] flipped 09D0:   car [email protected] on_wheels 81C1:   not car [email protected] stopped 81F3:   not car [email protected] in_air jf @GO_7A5 02E3: [email protected] = car [email protected] speed if   [email protected] > 5.0 jf @GO_749 02E3: [email protected] = car [email protected] speed 02E3: [email protected] = car [email protected] speed 02E3: [email protected] = car [email protected] speed [email protected] /= 1.7 [email protected] /= 17.7 0209: [email protected] = random_int_in_ranges [email protected] [email protected] 005B: [email protected] += [email protected] // (float) :GO_749if    not [email protected] > 10.0 jf @GO_7A5 02E3: [email protected] = car [email protected] speed 02E3: [email protected] = car [email protected] speed 02E3: [email protected] = car [email protected] speed [email protected] /= 1.7 [email protected] /= 17.7 0209: [email protected] = random_int_in_ranges [email protected] [email protected] 005B: [email protected] += [email protected] // (float) Car.SetSpeedInstantly([email protected], [email protected]):GO_7A5if 056E:   car [email protected] defined jf @GO_807 if 02BF:   car [email protected] sunk jf @GO_807 Actor.StorePos([email protected], $7870, $7871, $7872)04D3: get_nearest_car_path_coords_from $7870 $7871 $7872 type 2 store_to $7873 $7874 $7875 Car.PutAt([email protected], $7873, $7874, $7875)$7876 = Actor.Angle($PLAYER_ACTOR)Car.Angle([email protected]) = $7876:GO_80702FD: show_text_2numbers_lowpriority GXT 'RAMX' numbers $7866 $7867 time 5 flag 1 jump @GO_2E0

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truthfinder

Sure will take a look at it! Thanks, bro.

Edited by truthfinder

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truthfinder

Thx a lot! I managed to create player's clone as a driver, and now can hear all the sounds. But the paths problem still remains...

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skatefilter5

as for main.script in mission pack i just put player setups but for pasting the converted objects from mta can't bypass [email protected] - it i force to bypass the variable the game crashes when loading to [email protected], [email protected] i don't know how in original script can use [email protected], or [email protected] but max size 200000 but cleo mission is 69000 which I leave the map like this incomplete map.

 

 

 

I can get to [email protected] in main script (scm)?

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Sanmodder
skatefilter5

how you get the icon left/right arrow in text?

 

and cars shoot guns?

 

----

 

I have the map from MTA mymaps big world with peds

 

Edited by skatefilter5

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Sanmodder

how you get the icon left/right arrow in text?

 

and cars shoot guns?

200% work

 

Yes

~ <~ ~> ~ ~ u ~ ~ d ~

left right up down

 

and you are brightening the text colored text

 

~ B ~~ h ~

~ G ~~ h ~

~ Y ~~ h ~

~ P ~~ h ~

~ R ~~ h ~

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Sanmodder

how you get the icon left/right arrow in text?

 

and cars shoot guns?

 

----

 

I have the map from MTA mymaps big world with peds

 

it's nice to turn on several menus

I planned so

it has pros

because you have variables,

the truth is enough

as one menu it would not be possible

 

I only planned

 

make panels communicate with each other

and your panels are firing different keys with the truth

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skatefilter5

i was wonder where the opcode for attach actor to the object besides to actor's bone - because i have to throw/launch the actor in the air

 

I started off with project melee

 

KO's by an actor isn't working but one time

 

 

 

 

Here's the code from the CPU - it was loaded from the .cm for sub-thread

 

 

{$CLEO .cs}model.Load(#FAM1)model.Load(#ak47)model.Load(1423)038B: load_requested_models                [email protected] = audiostream.Load3d("cleo\melee\marth_hit.wav")[email protected] = audiostream.Load3d("cleo\melee\marth_death.wav")[email protected] = audiostream.Load3d("cleo\melee\marth_taunt.wav")[email protected] = audiostream.Load3d("cleo\melee\marth_throw5.wav")[email protected] = audiostream.Load3d("cleo\melee\bam.wav")[email protected] = 0 //Kills04ED: load_animation  "GHANDS"//[email protected] = [email protected] = 730212jump @RESPAWN:END_MATCH02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 102A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1wait 0if and056D:   actor [email protected] defined$onmission == 0jf @backactor.DestroyInstantly([email protected])04EF: release_animation "GHANDS"audiostream.Release([email protected])audiostream.Release([email protected])audiostream.Release([email protected])audiostream.Release([email protected])audiostream.Release([email protected])end_thread   :backreturn:tauntwait 0if056D:   actor [email protected] definedjf @SKIP_TAUNTaudiostream.PerformAction([email protected], [email protected])0605: actor [email protected] perform_animation "gsign1LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1:SKIP_TAUNTreturn:[email protected] = actor.Create(mission2, #FAM1, 1474.8687, -1346.7047, 163.7187)actor.Angle([email protected]) = 143.5614actor.health([email protected]) = 170007FE: set_actor [email protected] fighting_style_to 7 moves 60446: set_actor [email protected] dismemberment_possible 004D8: set_actor [email protected] drowns_in_water 007DD: set_actor [email protected] attack_rate 80 // previously known as temper_to02E2: set_actor [email protected] weapon_accuracy_to 85actor.GiveWeaponAndAmmo([email protected], ak47, 99999)audiostream.LinkToActor([email protected], [email protected])audiostream.LinkToActor([email protected], [email protected])audiostream.LinkToActor([email protected], [email protected])audiostream.LinkToActor([email protected], [email protected])05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 1 // see ped.dat077A: set_actor [email protected] acquaintance 3 to_actors_pedtype 4 // see ped.dat077A: set_actor [email protected] acquaintance 3 to_actors_pedtype 5 // see ped.dat077A: set_actor [email protected] acquaintance 3 to_actors_pedtype 6 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 9 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 10 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 11 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 12 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 13 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 14 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 15 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 16 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 17 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 18 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 19 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 20 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 23 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 24 // see ped.dat//077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 25 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 26 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 27 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 28 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 29 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 30 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 31 // see ped.dat0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1094E: set_actor [email protected] mute_pain_audio 1094E: set_actor [email protected] mute_pain_audio 10489: set_actor [email protected] muted 10A09: set_actor [email protected] muted 1 // versionBmarker.CreateAboveActor([email protected], [email protected])marker.SetIconSize([email protected], 0)018B: set_marker [email protected] radar_mode 2marker.SetColor([email protected], 0)gosub @END_MATCH:ACTOR_HIT  //054E: clear_actor [email protected] last_weapon_damagegosub @END_MATCH04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.00AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 20.0 find_next 1 pass_deads 1wait 0if056D:   actor [email protected] definedjf @ACTOR_HIT_P1if051A:   actor [email protected] damaged_by_actor [email protected]//051A:   actor [email protected] damaged_by_actor $PLAYER_ACTORjf @ACTOR_HIT_P1audiostream.PerformAction([email protected], play)054E: clear_actor [email protected] last_weapon_damage :ACTOR_HIT_P1//@END_MATCHif051A:   actor [email protected] damaged_by_actor $PLAYER_ACTORjf @ACTOR_HIT_P2audiostream.PerformAction([email protected], play)054E: clear_actor [email protected] last_weapon_damage//054E: clear_actor [email protected] damage:ACTOR_HIT_P2//@END_MATCHif056D:   actor $SECOND_PLAYER_ACTOR definedjf @DEATHif 051A:   actor [email protected] damaged_by_actor $SECOND_PLAYER_ACTOR jf @DEATHaudiostream.PerformAction([email protected], play)054E: clear_actor [email protected] last_weapon_damage//054E: clear_actor [email protected] damage                                          jump @DEATH:DEATH//054E: clear_actor [email protected] last_weapon_damageifactor.dead([email protected])jf @WEAPON_SWITCH_A$Team_1 -= 1marker.Disable([email protected])audiostream.PerformAction([email protected], play)wait 5000actor.DestroyInstantly([email protected])wait 300jump @RESPAWN:[email protected] > 6000jf @[email protected] = 0actor.GiveWeaponAndAmmo([email protected],ak47, 99999):KILL_ACTOR//@END_MATCH             //KO04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.00AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 20.0 find_next 1 pass_deads 1if andnot actor.Dead([email protected])actor.Dead([email protected])//0364:   actor [email protected] spotted_actor [email protected]:   actor [email protected] damaged_by_actor [email protected]//851A: not  actor [email protected] damaged_by_actor $PLAYER_ACTOR//051A:   actor [email protected] damaged_by_actor [email protected]//02E0:   actor [email protected] firing_weaponjf @SPECIAL_ATTACKS$Team_1 += [email protected] += 1 audiostream.PerformAction([email protected], play)054E: clear_actor [email protected] damagejump @SPECIAL_ATTACKS:ACTOR_TAUNT_CPU//04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0//0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 20.0 find_next 1 pass_deads 1if  [email protected] > [email protected] > 7000056D:   actor [email protected] definedjf @ACTOR_TAUNT_PLAYERif0104:   actor [email protected] near_actor [email protected] radius 5.0 5.0 5.0 sphere 0jf @[email protected] = [email protected] = 0//@taunt:ACTOR_TAUNT_PLAYERif  [email protected] > [email protected] > 90000104:   actor $PLAYER_ACTOR near_actor [email protected] radius 5.0 5.0 5.0 sphere 0056D:   actor $PLAYER_ACTOR definedjf @[email protected] = [email protected] = 0//@taunt:ACTOR_TAUNT_PLAYER2if  [email protected] > [email protected] > 9000056D:   actor $SECOND_PLAYER_ACTOR definedjf @SPECIAL_ATTACKSif0104:   actor $SECOND_PLAYER_ACTOR near_actor [email protected] radius 5.0 5.0 5.0 sphere 0jf @[email protected] = [email protected] = 0gosub @taunt:SPECIAL_ATTACKS//04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0///0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 30.0 find_next 1 pass_deads 1if  [email protected] > 7000056D:   actor [email protected] definedjf @ACTOR_HITactor.GiveWeaponAndAmmo([email protected], unarmed, 99999)07FE: set_actor [email protected] fighting_style_to 7 moves 6if  and0A1B:   actor [email protected] colliding_with_actor [email protected]//051A:   actor [email protected] damaged_by_actor [email protected]:   actor [email protected] performing_animation "FightD_3"jf @TIME_RAN_OUTaudiostream.LinkToActor([email protected], [email protected])audiostream.PerformAction([email protected], play)audiostream.PerformAction([email protected], play)04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 [email protected] = object.Create(1423, [email protected], [email protected], [email protected])0392: make_object [email protected] moveable 10750: set_object [email protected] visibility 00382: set_object [email protected] collision_detection 00669: [email protected] = attach_particle "smoke50lit" to_actor [email protected] with_offset 0.0 0.0 0.0 type 10812: AS_actor [email protected] perform_animation "CAR_rollout_LHS" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB064C: make_particle [email protected] visible0851: set_actor [email protected] decrease_health_by 120 affect_armour 10003: shake_camera 60070A: AS_actor [email protected] attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "CAR_rollout_LHS" IFP_file "ped" time -10381: throw_object [email protected] velocity_in_direction 0.0 5.0 2.0wait 500wait 3000  :actorif056D:   actor [email protected] definedjf @REMOVEaudiostream.PerformAction([email protected], stop)0650: destroy_particle [email protected]([email protected])0792: disembark_instantly_actor [email protected]: AS_actor [email protected] kill_actor [email protected]:DEAD_ACTOR04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.00AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 30.0 find_next 1 pass_deads 1if056D:   actor [email protected] definedjf @ACTOR_HITif  andactor.Dead([email protected])not actor.dead([email protected])jf @CLEAR_HIT$Team_1 += [email protected] += 1 audiostream.PerformAction([email protected], play)jump @ACTOR_HIT:CLEAR_HITjump @ACTOR_HIT:[email protected] > 18000jf @[email protected] = 0 actor.GiveWeaponAndAmmo([email protected], ak47, 99999)jump @ACTOR_HIT:REMOVEaudiostream.PerformAction([email protected], stop)0650: destroy_particle [email protected]([email protected])jump @ACTOR_HIT

 

 

Edited by skatefilter5

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Sanmodder

i was wonder where the opcode for attach actor to the object besides to actor's bone - because i have to throw/launch the actor in the air

 

I started off with project melee

 

KO's by an actor isn't working but one time

 

 

 

 

Here's the code from the CPU - it was loaded from the .cm for sub-thread

 

 

{$CLEO .cs}model.Load(#FAM1)model.Load(#ak47)model.Load(1423)038B: load_requested_models                [email protected] = audiostream.Load3d("cleo\melee\marth_hit.wav")[email protected] = audiostream.Load3d("cleo\melee\marth_death.wav")[email protected] = audiostream.Load3d("cleo\melee\marth_taunt.wav")[email protected] = audiostream.Load3d("cleo\melee\marth_throw5.wav")[email protected] = audiostream.Load3d("cleo\melee\bam.wav")[email protected] = 0 //Kills04ED: load_animation  "GHANDS"//[email protected] = 200210[email protected] = 730212jump @RESPAWN:END_MATCH02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 102A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1wait 0if and056D:   actor [email protected] defined$onmission == 0jf @backactor.DestroyInstantly([email protected])04EF: release_animation "GHANDS"audiostream.Release([email protected])audiostream.Release([email protected])audiostream.Release([email protected])audiostream.Release([email protected])audiostream.Release([email protected])end_thread   :backreturn:tauntwait 0if056D:   actor [email protected] definedjf @SKIP_TAUNTaudiostream.PerformAction([email protected], [email protected])0605: actor [email protected] perform_animation "gsign1LH" IFP "GHANDS" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1:SKIP_TAUNTreturn:RESPAWN[email protected] = actor.Create(mission2, #FAM1, 1474.8687, -1346.7047, 163.7187)actor.Angle([email protected]) = 143.5614actor.health([email protected]) = 170007FE: set_actor [email protected] fighting_style_to 7 moves 60446: set_actor [email protected] dismemberment_possible 004D8: set_actor [email protected] drowns_in_water 007DD: set_actor [email protected] attack_rate 80 // previously known as temper_to02E2: set_actor [email protected] weapon_accuracy_to 85actor.GiveWeaponAndAmmo([email protected], ak47, 99999)audiostream.LinkToActor([email protected], [email protected])audiostream.LinkToActor([email protected], [email protected])audiostream.LinkToActor([email protected], [email protected])audiostream.LinkToActor([email protected], [email protected])05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 1 // see ped.dat077A: set_actor [email protected] acquaintance 3 to_actors_pedtype 4 // see ped.dat077A: set_actor [email protected] acquaintance 3 to_actors_pedtype 5 // see ped.dat077A: set_actor [email protected] acquaintance 3 to_actors_pedtype 6 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 9 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 10 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 11 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 12 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 13 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 14 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 15 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 16 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 17 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 18 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 19 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 20 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 23 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 24 // see ped.dat//077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 25 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 26 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 27 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 28 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 29 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 30 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 31 // see ped.dat0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1094E: set_actor [email protected] mute_pain_audio 1094E: set_actor [email protected] mute_pain_audio 10489: set_actor [email protected] muted 10A09: set_actor [email protected] muted 1 // versionBmarker.CreateAboveActor([email protected], [email protected])marker.SetIconSize([email protected], 0)018B: set_marker [email protected] radar_mode 2marker.SetColor([email protected], 0)gosub @END_MATCH:ACTOR_HIT  //054E: clear_actor [email protected] last_weapon_damagegosub @END_MATCH04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.00AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 20.0 find_next 1 pass_deads 1wait 0if056D:   actor [email protected] definedjf @ACTOR_HIT_P1if051A:   actor [email protected] damaged_by_actor [email protected]//051A:   actor [email protected] damaged_by_actor $PLAYER_ACTORjf @ACTOR_HIT_P1audiostream.PerformAction([email protected], play)054E: clear_actor [email protected] last_weapon_damage :ACTOR_HIT_P1//@END_MATCHif051A:   actor [email protected] damaged_by_actor $PLAYER_ACTORjf @ACTOR_HIT_P2audiostream.PerformAction([email protected], play)054E: clear_actor [email protected] last_weapon_damage//054E: clear_actor [email protected] damage:ACTOR_HIT_P2//@END_MATCHif056D:   actor $SECOND_PLAYER_ACTOR definedjf @DEATHif 051A:   actor [email protected] damaged_by_actor $SECOND_PLAYER_ACTOR jf @DEATHaudiostream.PerformAction([email protected], play)054E: clear_actor [email protected] last_weapon_damage//054E: clear_actor [email protected] damage                                          jump @DEATH:DEATH//054E: clear_actor [email protected] last_weapon_damageifactor.dead([email protected])jf @WEAPON_SWITCH_A$Team_1 -= 1marker.Disable([email protected])audiostream.PerformAction([email protected], play)wait 5000actor.DestroyInstantly([email protected])wait 300jump @RESPAWN:WEAPON_SWITCH_Aif[email protected] > 6000jf @KILL_ACTOR[email protected] = 0actor.GiveWeaponAndAmmo([email protected],ak47, 99999):KILL_ACTOR//@END_MATCH             //KO04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.00AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 20.0 find_next 1 pass_deads 1if andnot actor.Dead([email protected])actor.Dead([email protected])//0364:   actor [email protected] spotted_actor [email protected]051A:   actor [email protected] damaged_by_actor [email protected]//851A: not  actor [email protected] damaged_by_actor $PLAYER_ACTOR//051A:   actor [email protected] damaged_by_actor [email protected]//02E0:   actor [email protected] firing_weaponjf @SPECIAL_ATTACKS$Team_1 += 1[email protected] += 1 audiostream.PerformAction([email protected], play)054E: clear_actor [email protected] damagejump @SPECIAL_ATTACKS:ACTOR_TAUNT_CPU//04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0//0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 20.0 find_next 1 pass_deads 1if  and[email protected] > 3[email protected] > 7000056D:   actor [email protected] definedjf @ACTOR_TAUNT_PLAYERif0104:   actor [email protected] near_actor [email protected] radius 5.0 5.0 5.0 sphere 0jf @ACTOR_TAUNT_PLAYER[email protected] = 0[email protected] = 0//@taunt:ACTOR_TAUNT_PLAYERif  and[email protected] > 3[email protected] > 90000104:   actor $PLAYER_ACTOR near_actor [email protected] radius 5.0 5.0 5.0 sphere 0056D:   actor $PLAYER_ACTOR definedjf @ACTOR_TAUNT_PLAYER2[email protected] = 0[email protected] = 0//@taunt:ACTOR_TAUNT_PLAYER2if  and[email protected] > 3[email protected] > 9000056D:   actor $SECOND_PLAYER_ACTOR definedjf @SPECIAL_ATTACKSif0104:   actor $SECOND_PLAYER_ACTOR near_actor [email protected] radius 5.0 5.0 5.0 sphere 0jf @SPECIAL_ATTACKS[email protected] = 0[email protected] = 0gosub @taunt:SPECIAL_ATTACKS//04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0///0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 30.0 find_next 1 pass_deads 1if  and[email protected] > 7000056D:   actor [email protected] definedjf @ACTOR_HITactor.GiveWeaponAndAmmo([email protected], unarmed, 99999)07FE: set_actor [email protected] fighting_style_to 7 moves 6if  and0A1B:   actor [email protected] colliding_with_actor [email protected]//051A:   actor [email protected] damaged_by_actor [email protected]0611:   actor [email protected] performing_animation "FightD_3"jf @TIME_RAN_OUTaudiostream.LinkToActor([email protected], [email protected])audiostream.PerformAction([email protected], play)audiostream.PerformAction([email protected], play)04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0[email protected] = object.Create(1423, [email protected], [email protected], [email protected])0392: make_object [email protected] moveable 10750: set_object [email protected] visibility 00382: set_object [email protected] collision_detection 00669: [email protected] = attach_particle "smoke50lit" to_actor [email protected] with_offset 0.0 0.0 0.0 type 10812: AS_actor [email protected] perform_animation "CAR_rollout_LHS" IFP "ped" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1  // versionB064C: make_particle [email protected] visible0851: set_actor [email protected] decrease_health_by 120 affect_armour 10003: shake_camera 60070A: AS_actor [email protected] attach_to_object [email protected] offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "CAR_rollout_LHS" IFP_file "ped" time -10381: throw_object [email protected] velocity_in_direction 0.0 5.0 2.0wait 500wait 3000  :actorif056D:   actor [email protected] definedjf @REMOVEaudiostream.PerformAction([email protected], stop)0650: destroy_particle [email protected]object.Destroy([email protected])0792: disembark_instantly_actor [email protected]05E2: AS_actor [email protected] kill_actor [email protected]:DEAD_ACTOR04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.00AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 30.0 find_next 1 pass_deads 1if056D:   actor [email protected] definedjf @ACTOR_HITif  andactor.Dead([email protected])not actor.dead([email protected])jf @CLEAR_HIT$Team_1 += 1[email protected] += 1 audiostream.PerformAction([email protected], play)jump @ACTOR_HIT:CLEAR_HITjump @ACTOR_HIT:TIME_RAN_OUTif[email protected] > 18000jf @ACTOR_HIT[email protected] = 0 actor.GiveWeaponAndAmmo([email protected], ak47, 99999)jump @ACTOR_HIT:REMOVEaudiostream.PerformAction([email protected], stop)0650: destroy_particle [email protected]object.Destroy([email protected])jump @ACTOR_HIT

 

 

YOU'RE TRYED THE OPCODE

069B: attach_object 88 @ to_actor 38 @ with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0

070A: AS_actor 358 @ attach_to_object 359 @ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1

070B: set_actor 164 @ onbone_attached_object_operation 0

09A0: actor $ PLAYER_ACTOR attach_object 26 @ with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1

8685: not object 62 @ (42 @, 25i) attached

Actor.LockInCurrentPosition ($ PLAYER_ACTOR) = True

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