kdwaffleboy Posted December 18, 2018 Share Posted December 18, 2018 im trying to modify the "patriot machine gun mod" https://www.gtainside.com/en/sanandreas/cars/97019-hmmwv-humvee/ and changue the patriot to a mesa,how do i do it?? Link to comment Share on other sites More sharing options...
Mysterdogg Posted December 18, 2018 Share Posted December 18, 2018 (edited) Simple by using Sanny Builder, you have to open the CLEO file, in this case, called "MG", and look for the section where the specific vehicle is mentioned as part of the script logic. Default Script: Spoiler 0000: NOP :NONAME_2 wait 50 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_2 if Actor.DrivingVehicleType($PLAYER_ACTOR, #PATRIOT) else_jump @NONAME_311 0@ = Actor.CurrentCar($PLAYER_ACTOR) 80E1: not player 0 pressed_key 4 else_jump @NONAME_69 jump @NONAME_2 :NONAME_69 0208: 1@ = random_float_in_ranges -2.0 2.0 0208: 2@ = random_float_in_ranges -2.0 2.0 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 7@ 1000.0 8@ 0407: store_coords_to 4@ 5@ 6@ from_car 0@ with_offset 0.0 1.8 1.75 06BC: create_M4_shoot_from 4@ 5@ 6@ target 1@ 2@ 3@ energy 450 09F1: play_audio_at_actor $PLAYER_ACTOR event 1157 066C: 9@ = attach_particle "GUNFLASH" to_car 0@ with_offset 0.0 1.8 1.75 rotation 0.0 90.0 0.0 type 1 066C: 10@ = attach_particle "GUNSMOKE" to_car 0@ with_offset 0.0 1.8 1.75 rotation 0.0 0.0 0.0 type 1 064C: make_particle 9@ visible 064C: make_particle 10@ visible 064F: remove_references_to_particle 9@ 064F: remove_references_to_particle 10@ jump @NONAME_2 :NONAME_311 if 056E: car 0@ defined else_jump @NONAME_2 Car.RemoveReferences(0@) jump @NONAME_2 The section that you need to change: Spoiler Actor.DrivingVehicleType($PLAYER_ACTOR, #PATRIOT) Remove the "#PATRIOT" and type "#", a pop-up window will appear showing you the available models by default. Continue typing until you got "#MESA". Final Result: Spoiler 0000: NOP :NONAME_2 wait 50 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_2 if Actor.DrivingVehicleType($PLAYER_ACTOR, #MESA) else_jump @NONAME_311 0@ = Actor.CurrentCar($PLAYER_ACTOR) 80E1: not player 0 pressed_key 4 else_jump @NONAME_69 jump @NONAME_2 :NONAME_69 0208: 1@ = random_float_in_ranges -2.0 2.0 0208: 2@ = random_float_in_ranges -2.0 2.0 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 7@ 1000.0 8@ 0407: store_coords_to 4@ 5@ 6@ from_car 0@ with_offset 0.0 1.8 1.75 06BC: create_M4_shoot_from 4@ 5@ 6@ target 1@ 2@ 3@ energy 450 09F1: play_audio_at_actor $PLAYER_ACTOR event 1157 066C: 9@ = attach_particle "GUNFLASH" to_car 0@ with_offset 0.0 1.8 1.75 rotation 0.0 90.0 0.0 type 1 066C: 10@ = attach_particle "GUNSMOKE" to_car 0@ with_offset 0.0 1.8 1.75 rotation 0.0 0.0 0.0 type 1 064C: make_particle 9@ visible 064C: make_particle 10@ visible 064F: remove_references_to_particle 9@ 064F: remove_references_to_particle 10@ jump @NONAME_2 :NONAME_311 if 056E: car 0@ defined else_jump @NONAME_2 Car.RemoveReferences(0@) jump @NONAME_2 You can also make some other changes to make the script easier to use in similar future cases, like adding customizable settings via an INI file. By the way, welcome to GTAF! to avoid future problems with your topics (since I requested it's removal to the right section), please don't forget to read the forum rules. Edited December 18, 2018 by Mysterdogg Link to comment Share on other sites More sharing options...
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