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Sweet
post Feb 12 2011, 05:13 PM
Post #41


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It's working thnx (i've almost found that out by myself, but have no idea how to use that thing)
CODE
{$CLEO .cs}
0000: NOP

:test
wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 11@ closest_ped_to 10@
if
  actor.Defined(10@)
jf @test
if
  0AB1: call_scm_func @FUNC_isActorNearEnexMarker 2 actor 10@ radius 3.0
jf @test
0ACD: show_text_highpriority "Near enex marker" time 500
05D3: AS_actor 10@ goto_point 5@ 6@ 7@ mode 4 5000 ms // versionA
wait 5000
actor.RemoveReferences(10@)
jump @test

:FUNC_isActorNearEnexMarker
0A8D: 2@ = read_memory 0x96A7D8 size 4 virtual_protect 0
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
while true
    0A90: 4@ = 3@ * 0x3C
    000A: 4@ += 0x10
    005A: 4@ += 2@
    0A8D: 5@ = read_memory 4@ size 4 virtual_protect 0  // x
    000A: 4@ += 4
    0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0  // y
    000A: 4@ += 4
    0A8D: 7@ = read_memory 4@ size 4 virtual_protect 0  // z
    if 00FE:   actor 0@ sphere 0 in_sphere 5@ 6@ 7@ radius 1@ 1@ 1@
    then break
    end
    001B:   0x190 > 3@
    jf break
    000A: 3@ += 1
end
0AB2: ret 0

All the actors goes in same point... 0 0 0 - start of the SA world's. Did the 5@ 6@ and 7@ cleaning up after 0AB2?
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Deji
post Feb 12 2011, 06:23 PM
Post #42


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Uhh, yeah.. try this to store the coords of the found enex marker:
SANNY
{$CLEO .cs}
0000: NOP

:test
wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 11@ closest_ped_to 10@
  actor.Defined(10@)
jf @test
  0AB1: call_scm_func @FUNC_isActorNearEnexMarker 2 actor 10@ radius 3.0 store_to 5@ 6@ 7@
jf @test
0ACD: show_text_highpriority "Near enex marker" time 500
05D3: AS_actor 10@ goto_point 5@ 6@ 7@ mode 4 5000 ms // versionA
wait 5000
actor.RemoveReferences(10@)
jump @test

:FUNC_isActorNearEnexMarker
0A8D: 2@ = read_memory 0x96A7D8 size 4 virtual_protect 0
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
while true
    0A90: 4@ = 3@ * 0x3C
    000A: 4@ += 0x10
    005A: 4@ += 2@
    0A8D: 5@ = read_memory 4@ size 4 virtual_protect 0  // x
    000A: 4@ += 4
    0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0  // y
    000A: 4@ += 4
    0A8D: 7@ = read_memory 4@ size 4 virtual_protect 0  // z
    if 00FE:   actor 0@ sphere 0 in_sphere 5@ 6@ 7@ radius 1@ 1@ 1@
    then break
    end
    001B:   0x190 > 3@
    jf break
    000A: 3@ += 1
end
0AB2: ret 3 5@ 6@ 7@


--------------------
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Ashwin
post Feb 13 2011, 03:23 AM
Post #43


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Posts: 11
From: INDIA
Joined: 11-February 11



hi .... geek.gif
i want someone to make a mod for me for gta vice city biggrin.gif
---------------------------------------------------------------------

when player driving a car & press attack button
the car will fire bullets devil.gif like police boat ' predator ' or sea sparrow

---------------------------------------------------------------------
i have tried a lot but but nothing works ermm.gif
pls.. try some one iluvff.gif


--------------------
Ashwin The New Boy
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methodunderg
post Feb 13 2011, 03:30 AM
Post #44


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Posts: 38
Joined: 16-January 11



[REQ]Skip Wardrobe Animations
-When trying on clothes, CJ does that stupid animation of walking into wardrobe, then coming out and doing a stupid animation thinkin' hes P-I-M-P lol tongue.gif Is there a way where changing the clothes in the wardrobe was more instantaneous ? As in .. skipping the wardrobe animations all together ?
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Silent
post Feb 13 2011, 12:32 PM
Post #45


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QUOTE (methodunderg @ Feb 13 2011, 04:30 AM) *
[REQ]Skip Wardrobe Animations
-When trying on clothes, CJ does that stupid animation of walking into wardrobe, then coming out and doing a stupid animation thinkin' hes P-I-M-P lol tongue.gif Is there a way where changing the clothes in the wardrobe was more instantaneous ? As in .. skipping the wardrobe animations all together ?


Managed to skip these animations via CLEO. I tried to make it 3-friendly, but SA unused string format opcode crashes* sad.gif

SANNY
{$CLEO}

05AA: 4@s = "BUY" // @s = 'short'
05AA: 6@s = "IN" // @s = 'short'
05AA: 8@s = "OUT" // @s = 'short'
05AA: 10@s = "LOOP" // @s = 'short'
05AA: 12@s = "TORSO" // @s = 'short'
05AA: 14@s = "LEGS" // @s = 'short'
05AA: 16@s = "SHOES" // @s = 'short'
05AA: 18@s = "WATCH" // @s = 'short'
05AA: 20@s = "HAT" // @s = 'short'

while true
    wait 100
    for 33@ = 0 to 10
        if
            0019:   33@ > 2
        then
            0A8F: 32@ = 33@ - 2 // (int)
            0AD3: 0@v = format "CLO_POSE_%s" 4@(32@,1s)
//            098C: 0@v = "CLO_POSE_" + 4@(32@,1s)  // Causes nasty crash.
        else
            0085: 32@ = 33@ // (int)    
            0AD3: 0@v = format "CLO_%s" 4@(32@,1s)
//            098C: 0@v = "CLO_" + 4@(32@,1s)  // Same here.
        end    
        if
            0611:   actor $PLAYER_ACTOR performing_animation 0@v  
        then
            0614: set_actor $PLAYER_ACTOR animation 0@v progress_to 0.999 // 1.0 causes bugs
        end
    end
end


Remember about compiling it with "As is" case converting (%s needs to be lowercase).

* Well, it always can be done as a bigger loop, but my version is pr0 optimized.
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methodunderg
post Feb 14 2011, 04:38 AM
Post #46


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Posts: 38
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QUOTE (Silent @ Feb 14 2011, 01:32 AM) *
Remember about compiling it with "As is" case converting (%s needs to be lowercase).

* Well, it always can be done as a bigger loop, but my version is pr0 optimized.

Thank you for taking the time to fulfil my request. Very much appreciated. I just found it as an 'uneeded animation' and thought skipping it would be best option.

I don't understand that first line from the quote ("compiling it with "As is" case converting) ?
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Silent
post Feb 14 2011, 10:42 AM
Post #47


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From: Warsaw, PL
Joined: 21-July 10



Just set "Case converting" in Sanny options to "As is".
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methodunderg
post Feb 19 2011, 11:44 AM
Post #48


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Posts: 38
Joined: 16-January 11



QUOTE (Silent @ Feb 14 2011, 11:42 PM) *
Just set "Case converting" in Sanny options to "As is".


Ok thank you .. Will this change anything relating to compiling other CLEO mods ? Or is this just a one off ? ..

..

We've been discussing adding Gangs over here and spawning them in certain points in San Andreas.

CODE
{$CLEO .cs}

//-------------MAIN---------------
thread "GW"
wait 1000

:GW_11
if
 Player.Defined($PLAYER_CHAR)
else_jump @GW_11
jump @GW_34

:GW_34
0237: set_gang 8 weapons_to 24 26 28
//Idlewood
//IWD1  Idlewood  IWD  
//IWD2  Idlewood  IWD  
//IWD3a  Idlewood   IWD  
//IWD3b  Idlewood  IWD  
//IWD4  Idlewood  IWD  
//IWD5  Idlewood  IWD  
076C: set_zone 'IWD1' gang 8 density_to 90
076C: set_zone 'IWD2' gang 8 density_to 90
076C: set_zone 'IWD3a' gang 8 density_to 90
076C: set_zone 'IWD3b' gang 8 density_to 90
076C: set_zone 'IWD4' gang 8 density_to 90
076C: set_zone 'IWD5' gang 8 density_to 90
//Commerce
//THALL1  Commerce  COM  
//COM1a    Commerce  COM  
//COM1b    Commerce  COM  
//COM2      Commerce   COM  
//COM3  Commerce  COM  
//COM4  Commerce  COM  
076C: set_zone 'THALL1' gang 8 density_to 90
076C: set_zone 'COM1a' gang 8 density_to 90
076C: set_zone 'COM1b' gang 8 density_to 90
076C: set_zone 'COM2' gang 8 density_to 90
076C: set_zone 'COM3' gang 8 density_to 90
076C: set_zone 'COM4' gang 8 density_to 90
//Downtown Los Santos
//LDT1a  Downtown Los Santos  LDT  
//LDT1b  Downtown Los Santos  LDT  
//LDT1c  Downtown Los Santos  LDT  
//LDT3  Downtown Los Santos  LDT  
//LDT4  Downtown Los Santos  LDT  
//LDT5  Downtown Los Santos  LDT  
//LDT6  Downtown Los Santos  LDT  
//LDT7  Downtown Los Santos  LDT  
//LDT8  Downtown Los Santos  LDT  
076C: set_zone 'LDT1a' gang 8 density_to 90
076C: set_zone 'LDT1b' gang 8 density_to 90
076C: set_zone 'LDT1c' gang 8 density_to 90
076C: set_zone 'LDT3' gang 8 density_to 90
076C: set_zone 'LDT4' gang 8 density_to 90
076C: set_zone 'LDT5' gang 8 density_to 90
076C: set_zone 'LDT6' gang 8 density_to 90
076C: set_zone 'LDT7' gang 8 density_to 90
076C: set_zone 'LDT8' gang 8 density_to 90
//Mulholland Intersection MULINT
076C: set_zone 'MULINT' gang 8 density_to 90
//Red County RED
076C: set_zone 'RED' gang 8 density_to 90
//Bone County BONE
076C: set_zone 'BONE' gang 8 density_to 90
//Montgomery Intersection MONINT
076C: set_zone 'MONINT' gang 8 density_to 90
//The Mako Span MAKO
076C: set_zone 'MAKO' gang 8 density_to 90
//Randolph Industrial Estate RIE
076C: set_zone 'RIE' gang 8 density_to 90
//Julius Thruway South
//JTS1     Julius Thruway South    JTS
//JTS2     Julius Thruway South    JTS
076C: set_zone 'JTS1' gang 8 density_to 90
076C: set_zone 'JTS2' gang 8 density_to 90
//Julius Thruway North
//JTN1    Julius Thruway North JTN
//JTN2    Julius Thruway North JTN
//JTN3    Julius Thruway North JTN
//JTN4    Julius Thruway North JTN
//JTN5    Julius Thruway North JTN
//JTN6    Julius Thruway North JTN
//JTN7    Julius Thruway North JTN
//JTN8    Julius Thruway North JTN
076C: set_zone 'JTN1' gang 8 density_to 90
076C: set_zone 'JTN2' gang 8 density_to 90
076C: set_zone 'JTN3' gang 8 density_to 90
076C: set_zone 'JTN4' gang 8 density_to 90
076C: set_zone 'JTN5' gang 8 density_to 90
076C: set_zone 'JTN6' gang 8 density_to 90
076C: set_zone 'JTN7' gang 8 density_to 90
076C: set_zone 'JTN8' gang 8 density_to 90
//Julius Thruway East
//JTE1     Julius Thruway East JTE
//JTE2     Julius Thruway East JTE
//JTE3     Julius Thruway East JTE
//JTE4     Julius Thruway East JTE
076C: set_zone 'JTE2' gang 8 density_to 90
076C: set_zone 'JTE3' gang 8 density_to 90
076C: set_zone 'JTE4' gang 8 density_to 90
//Julius Thruway West
//JTW1   Julius Thruway West JTW
//JTW2   Julius Thruway West JTW
076C: set_zone 'JTE1' gang 8 density_to 90
076C: set_zone 'JTW1' gang 8 density_to 90
076C: set_zone 'JTW2' gang 8 density_to 90
//Harry Gold Parkway HGP
076C: set_zone 'HGP' gang 8 density_to 90
//East Beach
//EBE2a  East Beach  EBE  
//EBE2b  East Beach  EBE  
//EBE3c  East Beach  EBE076C: set_zone 'EBE2a' gang 8 density_to 90
076C: set_zone 'EBE2b' gang 8 density_to 90
076C: set_zone 'EBE2c' gang 8 density_to 90
//Las Colinas
//CHC1a  Las Colinas  CHC  
//CHC1b  Las Colinas  CHC  
//CHC2a  Las Colinas   CHC  
//CHC2b     Las Colinas  CHC  
//CHC3  Las Colinas  CHC  
//CHC4a      Las Colinas   CHC  
//CHC4b     Las Colinas  CHC076C: set_zone 'CHC1a' gang 8 density_to 90
076C: set_zone 'CHC1b' gang 8 density_to 90
076C: set_zone 'CHC2a' gang 8 density_to 90
076C: set_zone 'CHC2b' gang 8 density_to 90
076C: set_zone 'CHC3' gang 8 density_to 90
076C: set_zone 'CHC4a' gang 8 density_to 90
076C: set_zone 'CHC4b' gang 8 density_to 90
//Blackfield Intersection
//BINT1 Blackfield Intersection BINT
//BINT2 Blackfield Intersection BINT
//BINT3 Blackfield Intersection BINT
//BINT4 Blackfield Intersection BINT076C: set_zone 'BINT1' gang 8 density_to 90
076C: set_zone 'BINT2' gang 8 density_to 90
076C: set_zone 'BINT3' gang 8 density_to 90
076C: set_zone 'BINT4' gang 8 density_to 90
//Hanky Panky Point HANKY
076C: set_zone 'HANKY' gang 8 density_to 90
//Hunter Quarry QUARY
076C: set_zone 'QUARY' gang 8 density_to 90
//Tierra Robada
//ROBAD Tierra Robada   ROBAD
//ROBAD1 Tierra Robada   ROBAD
076C: set_zone 'ROBAD' gang 8 density_to 90
076C: set_zone 'ROBAD1' gang 8 density_to 90
//Whetstone WHET
076C: set_zone 'WHET' gang 8 density_to 90
//Mount Chilliad
//MTCHI1 Mount Chiliad MTCHI
//MTCHI2 Mount Chiliad MTCHI
//MTCHI3 Mount Chiliad MTCHI
//MTCHI4 Mount Chiliad MTCHI
076C: set_zone 'MTCHI1' gang 8 density_to 90
076C: set_zone 'MTCHI2' gang 8 density_to 90
076C: set_zone 'MTCHI3' gang 8 density_to 90
076C: set_zone 'MTCHI4' gang 8 density_to 90
//Missionary Hill HILLP
076C: set_zone 'HILLP' gang 8 density_to 90
//Foster Valley
//SILLY1 Foster Valley    SILLY
//SILLY2 Foster Valley    SILLY
//SILLY3 Foster Valley    SILLY
//SILLY4 Foster Valley    SILLY
076C: set_zone 'SILLY1' gang 8 density_to 90
076C: set_zone 'SILLY2' gang 8 density_to 90
076C: set_zone 'SILLY3' gang 8 density_to 90
076C: set_zone 'SILLY4' gang 8 density_to 90
//Doherty
//DOH1  Doherty DOH
//DOH2  Doherty DOH 0A93: end_custom_thread
076C: set_zone 'DOH1' gang 8 density_to 90
076C: set_zone 'DOH2' gang 8 density_to 90
//Downtown
//SFDWT1 Downtown SFDWT
//SFDWT2 Downtown SFDWT
//SFDWT3 Downtown SFDWT
//SFDWT4 Downtown        SFDWT
//SFDWT5 Downtown SFDWT
//SFDWT6 Downtown SFDWT
076C: set_zone 'SFDWT1' gang 8 density_to 90
076C: set_zone 'SFDWT2' gang 8 density_to 90
076C: set_zone 'SFDWT3' gang 8 density_to 90
076C: set_zone 'SFDWT4' gang 8 density_to 90
076C: set_zone 'SFDWT5' gang 8 density_to 90
076C: set_zone 'SFDWT6' gang 8 density_to 90
//Garver Bridge
//GARV  Garver Bridge   GARV
//GARV1 Garver Bridge   GARV
//GARV2 Garver Bridge   GARV
076C: set_zone 'GARV' gang 8 density_to 90
076C: set_zone 'GARV1' gang 8 density_to 90
076C: set_zone 'GARV2' gang 8 density_to 90                  
//Robada Intersection ROBINT
076C: set_zone 'ROBINT' gang 8 density_to 90
//Bayside SUNN
076C: set_zone 'SUNN' gang 8 density_to 90
//Bayside Tunnel ALDEA
076C: set_zone 'ALDEA' gang 8 density_to 90
//Gant Bridge
//GANTB Gant Bridge      GANTB
//GANTB1 Gant Bridge      GANTB
076C: set_zone 'GANTB' gang 8 density_to 90
076C: set_zone 'GANTB1' gang 8 density_to 90
//Verdant Bluffs
//BLUF1a    Verdant Bluffs  BLUF  
//BLUF1b   Verdant Bluffs  BLUF  
//BLUF2     Verdant Bluffs  BLUF
076C: set_zone 'BLUF1a' gang 8 density_to 90
076C: set_zone 'BLUF1b' gang 8 density_to 90
076C: set_zone 'BLUF2' gang 8 density_to 90
//Los Santos International
//LAIR1      Los Santos International  LAIR  
//LAIR2a     Los Santos International  LAIR  
//LAIR2b    Los Santos International  LAIR  
//LBAG1     Los Santos International   LAIR  
//LBAG2     Los Santos International  LAIR  
//LBAG3     Los Santos International  LAIR
076C: set_zone 'LAIR1' gang 8 density_to 90
076C: set_zone 'LAIR2a' gang 8 density_to 90
076C: set_zone 'LAIR2b' gang 8 density_to 90
076C: set_zone 'LBAG1' gang 8 density_to 90
076C: set_zone 'LBAG2' gang 8 density_to 90
076C: set_zone 'LBAG3' gang 8 density_to 90
//Ocean Docks
//LDOC1a   Ocean Docks  LDOC  
//LDOC1b   Ocean Docks  LDOC  
//LDOC2     Ocean Docks  LDOC  
//LDOC3a   Ocean Docks  LDOC  
//LDOC3b   Ocean Docks  LDOC  
//LDOC3c   Ocean Docks  LDOC  
//LDOC4     Ocean Docks  LDOC
076C: set_zone 'LDOC1a' gang 8 density_to 90
076C: set_zone 'LDOC1b' gang 8 density_to 90
076C: set_zone 'LDOC2' gang 8 density_to 90
076C: set_zone 'LDOC3a' gang 8 density_to 90
076C: set_zone 'LDOC3b' gang 8 density_to 90
076C: set_zone 'LDOC3c' gang 8 density_to 90
076C: set_zone 'LDOC4' gang 8 density_to 90
//Playa Del Seville PLS
076C: set_zone 'PLS' gang 8 density_to 90
//East Lost Santos
//ELS1a  East Los Santos  ELS  
//ELS1b  East Los Santos  ELS  
//ELS2  East Los Santos  ELS  
//ELS3a  East Los Santos  ELS  
//ELS3b  East Los Santos  ELS  
//ELS3c  East Los Santos  ELS  
//ELS4  East Los Santos  ELS  
076C: set_zone 'ELS1a' gang 8 density_to 90
076C: set_zone 'ELS1b' gang 8 density_to 90
076C: set_zone 'ELS2' gang 8 density_to 90
076C: set_zone 'ELS3a' gang 8 density_to 90
076C: set_zone 'ELS3b' gang 8 density_to 90
076C: set_zone 'ELS3c' gang 8 density_to 90
076C: set_zone 'ELS4' gang 8 density_to 90
0A93: end_custom_thread


Is there any better way of getting the GANG 9 (which I have changed to the bikers; with all additional data files edited) to spawn on the highways only .. I have added all area names which pop-up while driving on the highways .. but when you aren't on the highway .. but on the streets in that town/territory, they still spawn ?

And is there also a way of getting them to spawn in 'packs' ? Biker Gangs roll out in numbers .. not individuals .. Most I've seen on screen @ a time is 5-7 .. But they aren't in a pack .. Spread out across the screen almost :sly:

Does anyone know of a better process to achieve this ? I want the GANG_9 to spawn on the highways, in packs (maybe 5-20) on there vehicles (the freeway) which is defined in the .dat files smile.gif

I've also posted this over @ GTAForums in ZAZ's CLEO 3 Mods thread for all others who may be interested in a solution ..

Still don't know why R* haven't hired you genius's .. LOL ohmy.gif There loss cool.gif
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methodunderg
post Feb 23 2011, 12:47 AM
Post #49


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QUOTE (Adler @ Dec 22 2010, 08:43 PM) *
Hmmm is there a way to make helicopter rotor blades smash obstacles that are blocking it when you try to take off? It sucks having to push a helicopter out of the way of objects or else it won't start. sad.gif


+1 one for this; can get very irritating ..

I have a request for you Adler, based on your 'PIMP' thread.

Have more pimps (bmypimp) drive round in their car (broadway) with there ho's (hookers/prostitutes) a bit more often; and even doing pickups and drop-offs ?
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Adler
post Feb 23 2011, 12:52 AM
Post #50


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lol that sounds interesting. So you want them to just drop off a prostitute at some random corner? I might get around to making that. tongue.gif


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methodunderg
post Feb 23 2011, 02:30 AM
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QUOTE (Adler @ Feb 23 2011, 01:52 PM) *
lol that sounds interesting. So you want them to just drop off a prostitute at some random corner? I might get around to making that. tongue.gif


Yeah basically .. and maybe just see them driving round in the traffic together before he drops her off, or picks her up.

Any other features that you know you could implement that could make it better ?

Your the PIMP .. lol .. not me wink.gif

This post has been edited by methodunderg: Feb 23 2011, 02:45 AM
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Adler
post Feb 23 2011, 04:14 AM
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lol not sure. Sounds like a pretty simple script but I don't think there's any way to improve on it.

Maybe it could be part of a mod to make peds more realistic altogether. smile.gif


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ThirteenAG
post Feb 23 2011, 08:48 AM
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According to this post, i want to ask, is there any way to disable any zoom while aiming in SA?
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methodunderg
post Feb 23 2011, 10:11 AM
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QUOTE (Adler @ Feb 23 2011, 05:14 PM) *
lol not sure. Sounds like a pretty simple script but I don't think there's any way to improve on it.

Maybe it could be part of a mod to make peds more realistic altogether. smile.gif


As far as I'm aware .. peds use the animations from the ped.ifp as well ? Maybe get peds to utilize some of the animations more ... Smoking , drinking , on cellphone , leaning against the wall etc ..

Or even get a few homies crouched together in a circle, like the do in the movies when they play that dice-game for money in the ghetto :/ I don't know what its called
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Adler
post Feb 24 2011, 12:23 AM
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Well any actor can use IFP animations; you just have to code them to do so (and some already randomly sit down somewhere). I'll start out by making the Pimp script for you and if I feel like it then I'll expand it to have other peds do everyday things too. smile.gif


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Deji
post Feb 24 2011, 01:18 AM
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I'd be willing to create a dice minigame (I've always wanted to recreate Liars Dice smile.gif) but I'm really busy with CD at the moment.. or rather, still... as always tongue.gif


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Adler
post Feb 24 2011, 01:28 AM
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lol never heard of that game in particular, but actually I've never played a game with dice. tongue.gif

This post has been edited by Adler: Feb 24 2011, 01:29 AM


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methodunderg
post Feb 25 2011, 11:59 AM
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Joined: 16-January 11



QUOTE (Adler @ Feb 24 2011, 02:28 PM) *
lol never heard of that game in particular, but actually I've never played a game with dice. tongue.gif

Never played yahtzee ? Or isn't even hop-scotch played with dice too ? LOL

Anyways; thanks for making the PIMP mod for me smile.gif Very kind ..

Was thinkin' of another mod today, I think its actually a GTA4 feature too ..

I've seen CLEO mods out there of CJ sitting, and lying down on the bed .. Maybe to save the game, instead of using the disk, he hasta lie down and go to sleep, and time advances still by 6 hours.
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Silent
post Feb 25 2011, 12:36 PM
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From: Warsaw, PL
Joined: 21-July 10



QUOTE (methodunderg @ Feb 25 2011, 12:59 PM) *
Was thinkin' of another mod today, I think its actually a GTA4 feature too ..

I've seen CLEO mods out there of CJ sitting, and lying down on the bed .. Maybe to save the game, instead of using the disk, he hasta lie down and go to sleep, and time advances still by 6 hours.


Hmm? whistling.gif


http://www.youtube.com/watch?v=zdIQ9vQ7s30
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DK22
post Feb 25 2011, 08:49 PM
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From: Liberty City, Shoreside
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lol Ive made the same few months ago xDDD
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