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how to make mod to call someone and he will go to you


cerdopalo
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hi im want to create mod that when im press tab + 2 cj call someone and ryder come with his picador

how to create this mod ??? im noob at modding help me😃

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On 06/07/2020 at 16:40, cerdopalo said:

hi im want to create mod that when im press tab + 2 cj call someone and ryder come with his picador

how to create this mod ??? im noob at modding help me😃

Before starting to create a mod you can see these tutorials to have a better coding basis :

http://ze-samphacks.blogspot.com/2015/03/cleo-tutorial-understanding-code.html

https://gtaforums.com/topic/403790-mission-coding-for-dummies/

 

You will need a key pressed list : https://www.gta-modding.com/san_andreas/tutorials/virtual_key_codes.html
 

I can give you some opcodes which can help you for your mod.

Spoiler
This is an opcode for the key pressed to use in conditions :

0AB0:   key_pressed 9 // TAB


With these opcodes you can get the coordinates of the nearest car path (that you can use to create the car at this coordinates) :

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 50.0 0.0 5.0
02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected]


With these opcodes the vehicle will drive to coordinates [email protected] [email protected] [email protected] :

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0
Car.DriveTo([email protected], [email protected], [email protected], [email protected])


Here, if the car [email protected] is on the sphere with the radius of 10 and is stopped. Then the actor [email protected] exit the car [email protected]

if
01B0:   car [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 10.0 10.0 10.0 stopped
else_jump @TEST_1
05CD: AS_actor [email protected] exit_car [email protected]


The Player_Actor is added to the group Player_Group and the actor [email protected] is added to this group.

0630: put_actor $PLAYER_ACTOR in_group $PLAYER_GROUP as_leader
0631: put_actor [email protected] in_group $PLAYER_GROUP

 

I think I have given you the essentials for your project. To learn how to create mods, the best is to practice.

Edited by jojo2971
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thanks you im try

21 hours ago, jojo2971 said:

Before starting to create a mod you can see these tutorials to have a better coding basis :

http://ze-samphacks.blogspot.com/2015/03/cleo-tutorial-understanding-code.html

https://gtaforums.com/topic/403790-mission-coding-for-dummies/

 

You will need a key pressed list : https://www.gta-modding.com/san_andreas/tutorials/virtual_key_codes.html
 

I can give you some opcodes which can help you for your mod.

  Hide contents

This is an opcode for the key pressed to use in conditions :

0AB0:   key_pressed 9 // TAB


With these opcodes you can get the coordinates of the nearest car path (that you can use to create the car at this coordinates) :

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 50.0 0.0 5.0
02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected]


With these opcodes the vehicle will drive to coordinates [email protected] [email protected] [email protected] :

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0
Car.DriveTo([email protected], [email protected], [email protected], [email protected])


Here, if the car [email protected] is on the sphere with the radius of 10 and is stopped. Then the actor [email protected] exit the car [email protected]

if
01B0:   car [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 10.0 10.0 10.0 stopped
else_jump @TEST_1
05CD: AS_actor [email protected] exit_car [email protected]


The Player_Actor is added to the group Player_Group and the actor [email protected] is added to this group.

0630: put_actor $PLAYER_ACTOR in_group $PLAYER_GROUP as_leader
0631: put_actor [email protected] in_group $PLAYER_GROUP

 

I think I have given you the essentials for your project. To learn how to create mods, the best is to practice.

thx

Edited by cerdopalo
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On 7/10/2020 at 5:38 PM, jojo2971 said:

Before starting to create a mod you can see these tutorials to have a better coding basis :

http://ze-samphacks.blogspot.com/2015/03/cleo-tutorial-understanding-code.html

https://gtaforums.com/topic/403790-mission-coding-for-dummies/

 

You will need a key pressed list : https://www.gta-modding.com/san_andreas/tutorials/virtual_key_codes.html
 

I can give you some opcodes which can help you for your mod.

  Hide contents

This is an opcode for the key pressed to use in conditions :

0AB0:   key_pressed 9 // TAB


With these opcodes you can get the coordinates of the nearest car path (that you can use to create the car at this coordinates) :

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 50.0 0.0 5.0
02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected]


With these opcodes the vehicle will drive to coordinates [email protected] [email protected] [email protected] :

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0
Car.DriveTo([email protected], [email protected], [email protected], [email protected])


Here, if the car [email protected] is on the sphere with the radius of 10 and is stopped. Then the actor [email protected] exit the car [email protected]

if
01B0:   car [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 10.0 10.0 10.0 stopped
else_jump @TEST_1
05CD: AS_actor [email protected] exit_car [email protected]


The Player_Actor is added to the group Player_Group and the actor [email protected] is added to this group.

0630: put_actor $PLAYER_ACTOR in_group $PLAYER_GROUP as_leader
0631: put_actor [email protected] in_group $PLAYER_GROUP

 

I think I have given you the essentials for your project. To learn how to create mods, the best is to practice.

im tryed but its hard for me but im edited a mod and he spawn and come with picador but idk how to make him come with fam1

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12 hours ago, cerdopalo said:

 

im tryed but its hard for me but im edited a mod and he spawn and come with picador but idk how to make him come with fam1

When you create an actor you can create him into a car in driver or passenger seat.

Driver seat
129: [email protected] = create_actor_pedtype 8 model #FAM1 in_car [email protected] driverseat
or
Actor.CreateAsDriver([email protected], Gang2, #FAM1, [email protected])

Passenger seat
01C8: [email protected] = create_actor_pedtype 8 model #FAM1 in_car [email protected] passenger_seat 0
or
Actor.CreateAsPassenger([email protected], Gang2, #FAM1, [email protected], 0)

 

With this opcode you can also make sure that the vehicle does not stop at red lights or behind other vehicles :

00AE: set_car [email protected] traffic_behaviour_to 2

The link of the wiki to see informations of this opcode and the driving mode : https://gtamods.com/wiki/00AE

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19 hours ago, jojo2971 said:

When you create an actor you can create him into a car in driver or passenger seat.

Driver seat
129: [email protected] = create_actor_pedtype 8 model #FAM1 in_car [email protected] driverseat
or
Actor.CreateAsDriver([email protected], Gang2, #FAM1, [email protected])

Passenger seat
01C8: [email protected] = create_actor_pedtype 8 model #FAM1 in_car [email protected] passenger_seat 0
or
Actor.CreateAsPassenger([email protected], Gang2, #FAM1, [email protected], 0)

 

With this opcode you can also make sure that the vehicle does not stop at red lights or behind other vehicles :

00AE: set_car [email protected] traffic_behaviour_to 2

The link of the wiki to see informations of this opcode and the driving mode : https://gtamods.com/wiki/00AE

this is script

where do im add it iim need him to be passenger of picador and he is equiped tec9 and he leave car and join my gang like ryder or can u add it pls i tryed adding it but when the picador spawn game crash idk why

{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'POLBACK' 

:POLBACK_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POLBACK_11 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @POLBACK_11 
0001: wait 0 ms 
00D6: if and
0AB0:   key_pressed 9 
0AB0:   key_pressed 49 
004D: jump_if_false @POLBACK_11 
023C: load_special_actor 'RYDER' as 1 // models 290-299 
0247: load_model #M4 
0247: load_model #CELLPHONE 
0247: load_model #PICADOR 
0247: load_model #SPECIAL01 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 50.0 0.0 5.0 
02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected] 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 

:POLBACK_183
0001: wait 0 ms 
00D6: if and
0248:   model #M4 available 
0248:   model #CELLPHONE available 
0248:   model #PICADOR available 
0248:   model #SPECIAL01 available 
004D: jump_if_false @POLBACK_183 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 2500 ms 
03E5: show_text_box 'RYDER' 
0001: wait 2500 ms 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0001: wait 100 ms 
00A5: [email protected] = create_car #PICADOR at [email protected] [email protected] [email protected] 
0229: set_car [email protected] primary_color_to 55 secondary_color_to 0 
03CC: enable_car [email protected] stuck_check_distance_to 2.0 time_to 2000 
0186: [email protected] = create_marker_above_car [email protected] 
00AE: set_car [email protected] traffic_behaviour_to 2 
0129: [email protected] = create_actor_pedtype 8 model #SPECIAL01 in_car [email protected] driverseat 
0223: set_actor [email protected] health_to 500 
02E2: set_actor [email protected] weapon_accuracy_to 100 
081A: set_actor [email protected] weapon_skill_to 2 
00A7: car [email protected] drive_to [email protected] [email protected] [email protected] 
0164: disable_marker [email protected] 

:POLBACK_365
0001: wait 0 ms 
00D6: if 
01B0:   car [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 10.0 10.0 10.0 stopped 
004D: jump_if_false @POLBACK_365 
05CD: AS_actor [email protected] exit_car [email protected] 
0001: wait 500 ms 
01B2: give_actor [email protected] weapon 31 ammo 9999 // Load the weapon model before using this 
0001: wait 250 ms 
07AF: $MAPLAYAGANG = player $PLAYER_CHAR group 
0630: put_actor $PLAYER_ACTOR in_group $MAPLAYAGANG as_leader 
0631: put_actor [email protected] in_group $MAPLAYAGANG 
0001: wait 7000 ms 

:POLBACK_468
0001: wait 0 ms 
00D6: if 
06EE:   actor [email protected] in_group $MAPLAYAGANG 
004D: jump_if_false @POLBACK_11 
0002: jump @POLBACK_468 
 

Edited by cerdopalo
hi
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12 hours ago, cerdopalo said:

this is script

where do im add it iim need him to be passenger of picador and he is equiped tec9 and he leave car and join my gang like ryder or can u add it pls i tryed adding it but when the picador spawn game crash idk why

Spoiler

{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'POLBACK' 

:POLBACK_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POLBACK_11 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @POLBACK_11 
0001: wait 0 ms 
00D6: if and
0AB0:   key_pressed 9 
0AB0:   key_pressed 49 
004D: jump_if_false @POLBACK_11 
023C: load_special_actor 'RYDER' as 1 // models 290-299 
0247: load_model #M4 
0247: load_model #CELLPHONE 
0247: load_model #PICADOR 
0247: load_model #SPECIAL01 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 50.0 0.0 5.0 
02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected] 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 

:POLBACK_183
0001: wait 0 ms 
00D6: if and
0248:   model #M4 available 
0248:   model #CELLPHONE available 
0248:   model #PICADOR available 
0248:   model #SPECIAL01 available 
004D: jump_if_false @POLBACK_183 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 2500 ms 
03E5: show_text_box 'RYDER' 
0001: wait 2500 ms 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0001: wait 100 ms 
00A5: [email protected] = create_car #PICADOR at [email protected] [email protected] [email protected] 
0229: set_car [email protected] primary_color_to 55 secondary_color_to 0 
03CC: enable_car [email protected] stuck_check_distance_to 2.0 time_to 2000 
0186: [email protected] = create_marker_above_car [email protected] 
00AE: set_car [email protected] traffic_behaviour_to 2 
0129: [email protected] = create_actor_pedtype 8 model #SPECIAL01 in_car [email protected] driverseat 
0223: set_actor [email protected] health_to 500 
02E2: set_actor [email protected] weapon_accuracy_to 100 
081A: set_actor [email protected] weapon_skill_to 2 
00A7: car [email protected] drive_to [email protected] [email protected] [email protected] 
0164: disable_marker [email protected] 

:POLBACK_365
0001: wait 0 ms 
00D6: if 
01B0:   car [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 10.0 10.0 10.0 stopped 
004D: jump_if_false @POLBACK_365 
05CD: AS_actor [email protected] exit_car [email protected] 
0001: wait 500 ms 
01B2: give_actor [email protected] weapon 31 ammo 9999 // Load the weapon model before using this 
0001: wait 250 ms 
07AF: $MAPLAYAGANG = player $PLAYER_CHAR group 
0630: put_actor $PLAYER_ACTOR in_group $MAPLAYAGANG as_leader 
0631: put_actor [email protected] in_group $MAPLAYAGANG 
0001: wait 7000 ms 

:POLBACK_468
0001: wait 0 ms 
00D6: if 
06EE:   actor [email protected] in_group $MAPLAYAGANG 
004D: jump_if_false @POLBACK_11 
0002: jump @POLBACK_468 

 

To add it in the picador in the passenger seat you need to load the model #FAM1. Then you can create this actor with another variable (by example [email protected]) because the other actor already using the variable [email protected]

You also need to load the model of the tec9 if you want to use it (#TEC9). The Tec9 is the weapon 32. When you give the weapon to Ryder you give the weapon 31 (M4) so for the Fam1 actor you will give it the weapon 32 to give it the Tec9.

 

List of the weapons ID :

Spoiler
00 UNARMED
01 BRASSKNUCKLE
02 GOLFCLUB
03 NIGHTSTICK
04 KNIFE
05 BASEBALLBAT
06 SHOVEL
07 POOLCUE
08 KATANA
09 CHAINSAW
10 DILDO1
11 DILDO2
12 VIBE1
13 VIBE2
14 FLOWERS
15 CANE
16 GRENADE
17 TEARGAS
18 MOLOTOV
19 ROCKET
20 ROCKET_HS
21 FREEFALL_BOMB
22 PISTOL
23 PISTOL_SILENCED
24 DESERT_EAGLE
25 SHOTGUN
26 SAWNOFF
27 SPAS12
28 MICRO_UZI
29 MP5
30 AK47
31 M4
32 TEC9
33 COUNTRYRIFLE
34 SNIPERRIFLE
35 RLAUNCHER
36 RLAUNCHER_HS
37 FTHROWER
38 MINIGUN
39 SATCHEL_CHARGE
40 DETONATOR
41 SPRAYCAN
42 EXTINGUISHER
43 CAMERA
44 NIGHTVISION
45 INFRARED
46 PARACHUTE
47-X ... Custom weapons

 

 

 

I modified the code to add the actor Fam1 in the picador with a Tec9 as well as some other small modifications :

- I removed the loading of the model # SPECIAL01 because this model is already loaded with the line : 023C: load_special_actor 'RYDER' as 1

- I added the load of the models #FAM1 and #TEC9 and add the opcode ; 038B: load_requested_models to facilitate the load of models.

- I moved the opcode 0164: disable_marker [email protected] so that the marker does not disappear when it is created and changed the color by green because the color by default is red and the red is used for enemies.

- I turn the car into any random car when the actors exit the car by removing its reference. Prevents cars accumulate when the mod back to the beginning.

- At the end of the code, the mod returns to the beginning when Ryder is no longer in the group. However, Ryder is not destroyed so he will stay in the game indefinitely until you leave the game. I also changed this and I added a condition that checks if he is dead. Now the mod checks if Ryder and Fam1 are in the group or are dead.

When the actors are not defined the previously loaded models are released and the mod return to the beginning.

 

The new code :

Spoiler
 {$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'POLBACK' 

:POLBACK_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POLBACK_11 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @POLBACK_11 
00D6: if and
0AB0:   key_pressed 9 
0AB0:   key_pressed 49 
004D: jump_if_false @POLBACK_11 
023C: load_special_actor 'RYDER' as 1 // models 290-299 
0247: load_model #FAM1 
0247: load_model #M4 
0247: load_model #TEC9 
0247: load_model #CELLPHONE 
0247: load_model #PICADOR 
038B: load_requested_models 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 50.0 0.0 5.0 
02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected] 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 

:POLBACK_183
0001: wait 0 ms 
00D6: if and
0248:   model #FAM1 available 
0248:   model #M4 available 
0248:   model #TEC9 available 
0248:   model #CELLPHONE available 
0248:   model #PICADOR available 
004D: jump_if_false @POLBACK_183 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 2500 ms 
03E5: show_text_box 'RYDER' 
0001: wait 2500 ms 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0001: wait 100 ms 
00A5: [email protected] = create_car #PICADOR at [email protected] [email protected] [email protected] 
0229: set_car [email protected] primary_color_to 55 secondary_color_to 0 
03CC: enable_car [email protected] stuck_check_distance_to 2.0 time_to 2000 
0186: [email protected] = create_marker_above_car [email protected]
0165: set_marker [email protected] color_to 1
00AE: set_car [email protected] traffic_behaviour_to 2 
0129: [email protected] = create_actor_pedtype 8 model #SPECIAL01 in_car [email protected] driverseat 
0223: set_actor [email protected] health_to 500 
02E2: set_actor [email protected] weapon_accuracy_to 100 
081A: set_actor [email protected] weapon_skill_to 2 
01C8: [email protected] = create_actor_pedtype 8 model #FAM1 in_car [email protected] passenger_seat 0 
0223: set_actor [email protected] health_to 500 
02E2: set_actor [email protected] weapon_accuracy_to 100 
081A: set_actor [email protected] weapon_skill_to 2 
00A7: car [email protected] drive_to [email protected] [email protected] [email protected] 

:POLBACK_365
0001: wait 0 ms 
00D6: if 
01B0:   car [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 10.0 10.0 10.0 stopped 
004D: jump_if_false @POLBACK_365 
05CD: AS_actor [email protected] exit_car [email protected] 
05CD: AS_actor [email protected] exit_car [email protected] 
0164: disable_marker [email protected]
01C3: remove_references_to_car [email protected] // Like turning a car into any random car 
0001: wait 500 ms 
01B2: give_actor [email protected] weapon 31 ammo 9999 // Load the weapon model before using this 
01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 
0001: wait 250 ms 
07AF: $MAPLAYAGANG = player $PLAYER_CHAR group 
0630: put_actor $PLAYER_ACTOR in_group $MAPLAYAGANG as_leader 
0631: put_actor [email protected] in_group $MAPLAYAGANG 
0631: put_actor [email protected] in_group $MAPLAYAGANG 
0001: wait 7000 ms 

:POLBACK_468
0001: wait 0 ms 
00D6: if
056D:   actor [email protected] defined
004D: jump_if_false @POLBACK_469 
00D6: if or 
86EE:   not actor [email protected] in_group $PLAYER_GROUP 
0118:   actor [email protected] dead 
004D: jump_if_false @POLBACK_469
0001: wait 2000 ms
034F: destroy_actor_with_fade [email protected]
0002: jump @POLBACK_469

:POLBACK_469
00D6: if
056D:   actor [email protected] defined
004D: jump_if_false @POLBACK_470 
00D6: if or 
86EE:   not actor [email protected] in_group $PLAYER_GROUP 
0118:   actor [email protected] dead 
004D: jump_if_false @POLBACK_470
0001: wait 2000 ms
034F: destroy_actor_with_fade [email protected]
0002: jump @POLBACK_470

:POLBACK_470
00D6: if and
856D:   not actor [email protected] defined 
856D:   not actor [email protected] defined 
004D: jump_if_false @POLBACK_468 
0296: unload_special_actor 1 
0249: release_model #FAM1
0249: release_model #M4
0249: release_model #TEC9
0249: release_model #CELLPHONE
0249: release_model #PICADOR
0002: jump @POLBACK_11 

 

 

There are certainly still many possible modifications to do. Such as checking if the car is not destroyed when it goes to its destination and disable its marker and its reference if it is the case.

Edited by jojo2971
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5 hours ago, jojo2971 said:

To add it in the picador in the passenger seat you need to load the model #FAM1. Then you can create this actor with another variable (by example [email protected]) because the other actor already using the variable [email protected]

You also need to load the model of the tec9 if you want to use it (#TEC9). The Tec9 is the weapon 32. When you give the weapon to Ryder you give the weapon 31 (M4) so for the Fam1 actor you will give it the weapon 32 to give it the Tec9.

 

List of the weapons ID :

  Reveal hidden contents

00 UNARMED
01 BRASSKNUCKLE
02 GOLFCLUB
03 NIGHTSTICK
04 KNIFE
05 BASEBALLBAT
06 SHOVEL
07 POOLCUE
08 KATANA
09 CHAINSAW
10 DILDO1
11 DILDO2
12 VIBE1
13 VIBE2
14 FLOWERS
15 CANE
16 GRENADE
17 TEARGAS
18 MOLOTOV
19 ROCKET
20 ROCKET_HS
21 FREEFALL_BOMB
22 PISTOL
23 PISTOL_SILENCED
24 DESERT_EAGLE
25 SHOTGUN
26 SAWNOFF
27 SPAS12
28 MICRO_UZI
29 MP5
30 AK47
31 M4
32 TEC9
33 COUNTRYRIFLE
34 SNIPERRIFLE
35 RLAUNCHER
36 RLAUNCHER_HS
37 FTHROWER
38 MINIGUN
39 SATCHEL_CHARGE
40 DETONATOR
41 SPRAYCAN
42 EXTINGUISHER
43 CAMERA
44 NIGHTVISION
45 INFRARED
46 PARACHUTE
47-X ... Custom weapons

 

 

 

I modified the code to add the actor Fam1 in the picador with a Tec9 as well as some other small modifications :

- I removed the loading of the model # SPECIAL01 because this model is already loaded with the line : 023C: load_special_actor 'RYDER' as 1

- I added the load of the models #FAM1 and #TEC9 and add the opcode ; 038B: load_requested_models to facilitate the load of models.

- I moved the opcode 0164: disable_marker [email protected] so that the marker does not disappear when it is created and changed the color by green because the color by default is red and the red is used for enemies.

- I turn the car into any random car when the actors exit the car by removing its reference. Prevents cars accumulate when the mod back to the beginning.

- At the end of the code, the mod returns to the beginning when Ryder is no longer in the group. However, Ryder is not destroyed so he will stay in the game indefinitely until you leave the game. I also changed this and I added a condition that checks if he is dead. Now the mod checks if Ryder and Fam1 are in the group or are dead.

When the actors are not defined the previously loaded models are released and the mod return to the beginning.

 

The new code :

  Hide contents

 {$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'POLBACK' 

:POLBACK_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POLBACK_11 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @POLBACK_11 
00D6: if and
0AB0:   key_pressed 9 
0AB0:   key_pressed 49 
004D: jump_if_false @POLBACK_11 
023C: load_special_actor 'RYDER' as 1 // models 290-299 
0247: load_model #FAM1 
0247: load_model #M4 
0247: load_model #TEC9 
0247: load_model #CELLPHONE 
0247: load_model #PICADOR 
038B: load_requested_models 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 50.0 0.0 5.0 
02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected] 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 

:POLBACK_183
0001: wait 0 ms 
00D6: if and
0248:   model #FAM1 available 
0248:   model #M4 available 
0248:   model #TEC9 available 
0248:   model #CELLPHONE available 
0248:   model #PICADOR available 
004D: jump_if_false @POLBACK_183 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 2500 ms 
03E5: show_text_box 'RYDER' 
0001: wait 2500 ms 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0001: wait 100 ms 
00A5: [email protected] = create_car #PICADOR at [email protected] [email protected] [email protected] 
0229: set_car [email protected] primary_color_to 55 secondary_color_to 0 
03CC: enable_car [email protected] stuck_check_distance_to 2.0 time_to 2000 
0186: [email protected] = create_marker_above_car [email protected]
0165: set_marker [email protected] color_to 1
00AE: set_car [email protected] traffic_behaviour_to 2 
0129: [email protected] = create_actor_pedtype 8 model #SPECIAL01 in_car [email protected] driverseat 
0223: set_actor [email protected] health_to 500 
02E2: set_actor [email protected] weapon_accuracy_to 100 
081A: set_actor [email protected] weapon_skill_to 2 
01C8: [email protected] = create_actor_pedtype 8 model #FAM1 in_car [email protected] passenger_seat 0 
0223: set_actor [email protected] health_to 500 
02E2: set_actor [email protected] weapon_accuracy_to 100 
081A: set_actor [email protected] weapon_skill_to 2 
00A7: car [email protected] drive_to [email protected] [email protected] [email protected] 

:POLBACK_365
0001: wait 0 ms 
00D6: if 
01B0:   car [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 10.0 10.0 10.0 stopped 
004D: jump_if_false @POLBACK_365 
05CD: AS_actor [email protected] exit_car [email protected] 
05CD: AS_actor [email protected] exit_car [email protected] 
0164: disable_marker [email protected]
01C3: remove_references_to_car [email protected] // Like turning a car into any random car 
0001: wait 500 ms 
01B2: give_actor [email protected] weapon 31 ammo 9999 // Load the weapon model before using this 
01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 
0001: wait 250 ms 
07AF: $MAPLAYAGANG = player $PLAYER_CHAR group 
0630: put_actor $PLAYER_ACTOR in_group $MAPLAYAGANG as_leader 
0631: put_actor [email protected] in_group $MAPLAYAGANG 
0631: put_actor [email protected] in_group $MAPLAYAGANG 
0001: wait 7000 ms 

:POLBACK_468
0001: wait 0 ms 
00D6: if
056D:   actor [email protected] defined
004D: jump_if_false @POLBACK_469 
00D6: if or 
86EE:   not actor [email protected] in_group $PLAYER_GROUP 
0118:   actor [email protected] dead 
004D: jump_if_false @POLBACK_469
0001: wait 2000 ms
034F: destroy_actor_with_fade [email protected]
0002: jump @POLBACK_469

:POLBACK_469
00D6: if
056D:   actor [email protected] defined
004D: jump_if_false @POLBACK_470 
00D6: if or 
86EE:   not actor [email protected] in_group $PLAYER_GROUP 
0118:   actor [email protected] dead 
004D: jump_if_false @POLBACK_470
0001: wait 2000 ms
034F: destroy_actor_with_fade [email protected]
0002: jump @POLBACK_470

:POLBACK_470
00D6: if and
856D:   not actor [email protected] defined 
856D:   not actor [email protected] defined 
004D: jump_if_false @POLBACK_468 
0296: unload_special_actor 1 
0249: release_model #FAM1
0249: release_model #M4
0249: release_model #TEC9
0249: release_model #CELLPHONE
0249: release_model #PICADOR
0002: jump @POLBACK_11 

 

 

There are certainly still many possible modifications to do. Such as checking if the car is not destroyed when it goes to its destination and disable its marker and its reference if it is the case.

thank you im gonna try and later see if it work or not ty again

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10 hours ago, jojo2971 said:

To add it in the picador in the passenger seat you need to load the model #FAM1. Then you can create this actor with another variable (by example [email protected]) because the other actor already using the variable [email protected]

You also need to load the model of the tec9 if you want to use it (#TEC9). The Tec9 is the weapon 32. When you give the weapon to Ryder you give the weapon 31 (M4) so for the Fam1 actor you will give it the weapon 32 to give it the Tec9.

 

List of the weapons ID :

  Reveal hidden contents

00 UNARMED
01 BRASSKNUCKLE
02 GOLFCLUB
03 NIGHTSTICK
04 KNIFE
05 BASEBALLBAT
06 SHOVEL
07 POOLCUE
08 KATANA
09 CHAINSAW
10 DILDO1
11 DILDO2
12 VIBE1
13 VIBE2
14 FLOWERS
15 CANE
16 GRENADE
17 TEARGAS
18 MOLOTOV
19 ROCKET
20 ROCKET_HS
21 FREEFALL_BOMB
22 PISTOL
23 PISTOL_SILENCED
24 DESERT_EAGLE
25 SHOTGUN
26 SAWNOFF
27 SPAS12
28 MICRO_UZI
29 MP5
30 AK47
31 M4
32 TEC9
33 COUNTRYRIFLE
34 SNIPERRIFLE
35 RLAUNCHER
36 RLAUNCHER_HS
37 FTHROWER
38 MINIGUN
39 SATCHEL_CHARGE
40 DETONATOR
41 SPRAYCAN
42 EXTINGUISHER
43 CAMERA
44 NIGHTVISION
45 INFRARED
46 PARACHUTE
47-X ... Custom weapons

 

 

 

I modified the code to add the actor Fam1 in the picador with a Tec9 as well as some other small modifications :

- I removed the loading of the model # SPECIAL01 because this model is already loaded with the line : 023C: load_special_actor 'RYDER' as 1

- I added the load of the models #FAM1 and #TEC9 and add the opcode ; 038B: load_requested_models to facilitate the load of models.

- I moved the opcode 0164: disable_marker [email protected] so that the marker does not disappear when it is created and changed the color by green because the color by default is red and the red is used for enemies.

- I turn the car into any random car when the actors exit the car by removing its reference. Prevents cars accumulate when the mod back to the beginning.

- At the end of the code, the mod returns to the beginning when Ryder is no longer in the group. However, Ryder is not destroyed so he will stay in the game indefinitely until you leave the game. I also changed this and I added a condition that checks if he is dead. Now the mod checks if Ryder and Fam1 are in the group or are dead.

When the actors are not defined the previously loaded models are released and the mod return to the beginning.

 

The new code :

  Hide contents

 {$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'POLBACK' 

:POLBACK_11
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @POLBACK_11 
00D6: if 
0038:   $ONMISSION == 0 
004D: jump_if_false @POLBACK_11 
00D6: if and
0AB0:   key_pressed 9 
0AB0:   key_pressed 49 
004D: jump_if_false @POLBACK_11 
023C: load_special_actor 'RYDER' as 1 // models 290-299 
0247: load_model #FAM1 
0247: load_model #M4 
0247: load_model #TEC9 
0247: load_model #CELLPHONE 
0247: load_model #PICADOR 
038B: load_requested_models 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 50.0 0.0 5.0 
02C1: store_to [email protected] [email protected] [email protected] car_path_coords_closest_to [email protected] [email protected] [email protected] 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 

:POLBACK_183
0001: wait 0 ms 
00D6: if and
0248:   model #FAM1 available 
0248:   model #M4 available 
0248:   model #TEC9 available 
0248:   model #CELLPHONE available 
0248:   model #PICADOR available 
004D: jump_if_false @POLBACK_183 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 
0001: wait 2500 ms 
03E5: show_text_box 'RYDER' 
0001: wait 2500 ms 
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0 
0001: wait 100 ms 
00A5: [email protected] = create_car #PICADOR at [email protected] [email protected] [email protected] 
0229: set_car [email protected] primary_color_to 55 secondary_color_to 0 
03CC: enable_car [email protected] stuck_check_distance_to 2.0 time_to 2000 
0186: [email protected] = create_marker_above_car [email protected]
0165: set_marker [email protected] color_to 1
00AE: set_car [email protected] traffic_behaviour_to 2 
0129: [email protected] = create_actor_pedtype 8 model #SPECIAL01 in_car [email protected] driverseat 
0223: set_actor [email protected] health_to 500 
02E2: set_actor [email protected] weapon_accuracy_to 100 
081A: set_actor [email protected] weapon_skill_to 2 
01C8: [email protected] = create_actor_pedtype 8 model #FAM1 in_car [email protected] passenger_seat 0 
0223: set_actor [email protected] health_to 500 
02E2: set_actor [email protected] weapon_accuracy_to 100 
081A: set_actor [email protected] weapon_skill_to 2 
00A7: car [email protected] drive_to [email protected] [email protected] [email protected] 

:POLBACK_365
0001: wait 0 ms 
00D6: if 
01B0:   car [email protected] sphere 0 in_sphere [email protected] [email protected] [email protected] radius 10.0 10.0 10.0 stopped 
004D: jump_if_false @POLBACK_365 
05CD: AS_actor [email protected] exit_car [email protected] 
05CD: AS_actor [email protected] exit_car [email protected] 
0164: disable_marker [email protected]
01C3: remove_references_to_car [email protected] // Like turning a car into any random car 
0001: wait 500 ms 
01B2: give_actor [email protected] weapon 31 ammo 9999 // Load the weapon model before using this 
01B2: give_actor [email protected] weapon 32 ammo 9999 // Load the weapon model before using this 
0001: wait 250 ms 
07AF: $MAPLAYAGANG = player $PLAYER_CHAR group 
0630: put_actor $PLAYER_ACTOR in_group $MAPLAYAGANG as_leader 
0631: put_actor [email protected] in_group $MAPLAYAGANG 
0631: put_actor [email protected] in_group $MAPLAYAGANG 
0001: wait 7000 ms 

:POLBACK_468
0001: wait 0 ms 
00D6: if
056D:   actor [email protected] defined
004D: jump_if_false @POLBACK_469 
00D6: if or 
86EE:   not actor [email protected] in_group $PLAYER_GROUP 
0118:   actor [email protected] dead 
004D: jump_if_false @POLBACK_469
0001: wait 2000 ms
034F: destroy_actor_with_fade [email protected]
0002: jump @POLBACK_469

:POLBACK_469
00D6: if
056D:   actor [email protected] defined
004D: jump_if_false @POLBACK_470 
00D6: if or 
86EE:   not actor [email protected] in_group $PLAYER_GROUP 
0118:   actor [email protected] dead 
004D: jump_if_false @POLBACK_470
0001: wait 2000 ms
034F: destroy_actor_with_fade [email protected]
0002: jump @POLBACK_470

:POLBACK_470
00D6: if and
856D:   not actor [email protected] defined 
856D:   not actor [email protected] defined 
004D: jump_if_false @POLBACK_468 
0296: unload_special_actor 1 
0249: release_model #FAM1
0249: release_model #M4
0249: release_model #TEC9
0249: release_model #CELLPHONE
0249: release_model #PICADOR
0002: jump @POLBACK_11 

 

 

There are certainly still many possible modifications to do. Such as checking if the car is not destroyed when it goes to its destination and disable its marker and its reference if it is the case.

thank you it works when im publish the mod im gonna credit you

Edited by cerdopalo
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