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methodunderg
post Feb 26 2011, 08:51 PM
Post #61


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LMAO.. well that was quick banana.gif

Well done both of you smile.gif Is anyone going to release it ?

@DK22; how you getting on with your IV Lights mod ? Have you implemented other pickups yet ?
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Silent
post Feb 27 2011, 11:15 AM
Post #62


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QUOTE (methodunderg @ Feb 26 2011, 09:51 PM) *
LMAO.. well that was quick banana.gif

Well done both of you smile.gif Is anyone going to release it ?

Nah, that was done ages ago especially for The '95 Story bunny.gif
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uokka
post Mar 5 2011, 06:30 PM
Post #63


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I have another request:

Vehicle Boost by Velocity.

There are some boost scripts, but they are all using 04BA i believe.
Which looks extremely unrealistic (if boosting while driving backwards for example).

However, it would be nice if the vehicle gets pushed smoothley.
In the direction of where it points to, of course.

This post has been edited by uokka: Mar 6 2011, 04:25 AM


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methodunderg
post Mar 5 2011, 11:29 PM
Post #64


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QUOTE (Deji @ Feb 24 2011, 02:18 PM) *
I'd be willing to create a dice minigame

I thought of an idea for a mini-game(s) .. I know your busy with CD at the moment .. but hear me out ..

A simple mini-game for when trying to jack locked cars. And another mini-game for trying to disable an alarmed car.
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uokka
post Mar 6 2011, 03:18 AM
Post #65


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ive got more...

[REQ] Always aim for the Head while Auto-Aiming. (If cheating, do it right)
[REQ] Follow this car! (a car in front of the players car)
[REQ] Air-Break by velocity. (for any vehicle)

This post has been edited by uokka: Mar 6 2011, 03:21 AM


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methodunderg
post Mar 6 2011, 03:45 AM
Post #66


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QUOTE (uokka @ Mar 6 2011, 04:18 PM) *
[REQ] Always aim for the Head while Auto-Aiming. (If cheating, do it right)

I think this can be done via weapon.dat file. My country rifle always headshots while auto-aiming. My favourite gun smile.gif
QUOTE (uokka @ Mar 6 2011, 04:18 PM) *
[REQ] Follow this car! (a car in front of the players car)

Awesome idea smile.gif

I would like a speed-limited mod. Where the player can only go 60kph in towns, and 110kph on the highways; and be able to turn this mod on and off. Just for when I feel like driving realisticly smile.gif
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uokka
post Mar 6 2011, 04:17 AM
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QUOTE
I would like a speed-limited mod. Where the player can only go 60kph in towns, and 110kph on the highways; and be able to turn this mod on and off. Just for when I feel like driving realisticly smile.gif


me too


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Fatalpipe
post Mar 8 2011, 09:17 PM
Post #68


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Well,based on ZAZ tutorial and with help from BnB,I've wrote this code:
CODE
{$CLEO .cs}
:SpChv
03A4: name_thread 'Chevel'

:SpChv_1
0001: wait 0 ms
0A95: enable_thread_saving
07D0: 2@ = weekday
00BF: 3@ = current_time_hours, 4@ = current_time_minutes
00D6: if  and
0039:   2@ == 3
0039:   3@ == 1
0039:   4@ == 30
then
014B: 1@ = init_parked_car_generator #CHEVEL color 1 1 1 alarm 50 door_lock 10 0 10000 at -2051.6479 143.4141 28.8359 angle 90.0
014C: set_parked_car_generator 1@ cars_to_generate_to 101
end
004D: jump_if_false @SpChv_1
0A93: end_custom_thread


Here a car is spawned in a predefined location,day and hour.This I made to do a ingame thing about rare cars that arent in traffic.
Ok,what I want now is more complex to me at moment,and I think it will give an ultra realistic touch to the game.But I dont even know if its possible,so,here goes: I want a code that I can define a ped in some predefined location,day and hour,then this ped will pick a predefined car,so this ped will drive his car to some other predefined location and will park the car.
The ped let his car parked and go away to a predefined location(if possible make peds enter an enterable building,if not,ok anyway) and I think at this point it can be released/destroyed.Then after some time(maybe I can define the hour,or maybe it can count amount of time runned since the ped parked the car,whatever),this ped will return to car and will drive to the first location.

Let me try to be clear with an example
>>> Eg.:Like someone who goes to work at morning then back home at night , five day per week.<<<

I dont want to be much rigorous,just tried to explain the whole thing with my f@[king english.

Thank you very much!!


>>>EDIT<<< Got this until now:

CODE
{$CLEO .cs}

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

:CDRIVE_11
0001: wait 1000 ms
0A95: enable_thread_saving
07D0: 5@ = weekday
00BF: 6@ = current_time_hours, 7@ = current_time_minutes
0006: 8@ = 899
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @CDRIVE_11
00D6: if and
0039:   5@ == 2
0039:   6@ == 6
0039:   7@ == 20
004D: jump_if_false @CDRIVE_452
0247: load_model #CORVETT
0247: load_model #CROGRL3
0247: load_model #SBFYPRO
07C0: load_path 8@

:CDRIVE_105
0001: wait 0 ms
00D6: if and
0248:   model #CORVETT available
0248:   model #CROGRL3 available
0248:   model #SBFYPRO available
004D: jump_if_false @CDRIVE_105
009A: 2@ = create_actor_pedtype 24 model #CROGRL3 at -1983.4121 154.3342 27.6875
0173: set_actor 2@ Z_angle_to 90.0
009A: 3@ = create_actor_pedtype 24 model #SBFYPRO at -1985.1122 138.0835 27.6875
0173: set_actor 3@ Z_angle_to 90.0
00A5: 1@ = create_car #CORVETT at -1990.812 145.1061 27.3718
0175: set_car 1@ Z_angle_to 0.0
0186: 4@ = create_marker_above_car 1@
0187: 11@ = create_marker_above_actor 2@
0187: 12@ = create_marker_above_actor 3@
07E0: set_marker 4@ type_to 2
07E0: set_marker 11@ type_to 3
07E0: set_marker 12@ type_to 4
0249: release_model #CORVETT
0249: release_model #CROGRL3
0249: release_model #SBFYPRO
05CB: AS_actor 2@ enter_car 1@ as_driver 10000 ms
05CA: AS_actor 3@ enter_car 1@ passenger_seat 0 10000 ms

:CDRIVE_286
0001: wait 0 ms
00D6: if and
00DB:   actor 2@ in_car 1@
00DB:   actor 3@ in_car 1@
07C1:   path 8@ available
004D: jump_if_false @CDRIVE_286
05EB: assign_car 1@ to_path 8@
004D: jump_if_false @CDRIVE_286

:CDRIVE_361
0001: wait 0 ms
00BF: 9@ = current_time_hours, 10@ = current_time_minutes
00D6: if and
0256:   player $PLAYER_CHAR defined
0039:   9@ == 8
0039:   10@ == 30
004D: jump_if_false @CDRIVE_361
0633: AS_actor 2@ exit_car 1@
0633: AS_actor 3@ exit_car 1@

:CDRIVE_362
0001: wait 1000 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @CDRIVE_362
05F5: AS_actor 2@ goto_point -2624.6763 1412.7266 7.0937 mode 4 5500 ms // versionB
0637: AS_actor 3@ goto -2624.6763 1412.7266 7.0937 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR
004D: jump_if_false @CDRIVE_362


:CDRIVE_363
0001: wait 1000 ms
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @CDRIVE_363
05EC: release_car 1@ from_path
0873: release_path 8@
01C3: remove_references_to_car 1@ // Like turning a car into any random car
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian
0164: disable_marker 4@
0164: disable_marker 11@
0164: disable_marker 12@

:CDRIVE_452
0002: jump @CDRIVE_11
0A93: end_custom_thread


This create a car in front of Doherty Garage/Station ,and two female peds every monday at 6:20AM.

Everything ok,but the car is not geting damaged by collisions on traffic...Looks like a heavy train,throwing other cars to the air and thing...I know something about this with carrec,can someone confirm that is impossible damage a car using carrec?
Also,everything ok,but until the very end,the two peds exits the car,but dont go to the predefined point,I still can't figure why.

This post has been edited by Fatalpipe: Mar 9 2011, 05:32 AM
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methodunderg
post Mar 9 2011, 10:03 AM
Post #69


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[REQ] The possibility of using Sweet's garage to save a car
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uokka
post Mar 15 2011, 08:26 PM
Post #70


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ideas over ideas:

[REQ] Weapon selection (like cheating) by Number keys which are rarely used (not numlock).
Press '1' for brassnuckles - Press '1' again for Fist
Press '2' for silenced Pistol - Press '2' again for DEagle - ...
...

[REQ] Fist weapon icon while driving if not having a SMG (or SMG is empty).

[REQ] Spawn outside of an savehouse (to not have to walk out of the door).
Useful for lazy people when testing some aspects of the game and need to reload often.

Nevermind, showsavescreen.cs does the trick..

[REQ] Nitro.dll Cleo remake (was released as an d3d9.dll i believe; dont know who made it..).
As you might know, you can controll youre nitro boost much better with this one.
Plus, with the 'secondary fire' button, you can accellerate with full throttle if your car has nitro installed.
(but this isn't using nitro; good for sliding/drifting)
and you can drive as fast as the car is able to, no matter on which road you currently drive on (on some roads you can only speed up to, lets say 90MPH even if your cars max speed is 125MPH).
As an addition it would be nice to also have the ability to use 'Low throttle' with the ALT key (like on foot).
I tryed this with 04BA. Result is horrible..
However, as a script there would be much more freedom in configuration; especially key presses (and a lot of people still have problems getting it to work combined with SALA and ENB)

[REQ] Always run/swim (and maybe cycling) at full speed (not having to press run button repeatedly).

This post has been edited by uokka: Sep 21 2011, 06:07 PM


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hehmeh
post Apr 19 2011, 02:16 PM
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Hi Everyone i have a request for GTASA is there anyway you could make the sniper have autoaim? happy.gif
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Spider-Vice
post Apr 19 2011, 06:20 PM
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I think that's hardcoded but I might take a look on the weapon files.
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hehmeh
post Apr 20 2011, 04:59 PM
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i would really appreciate if someone could do it
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jayd00
post May 1 2011, 04:04 AM
Post #74


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please, can you help me? I don't know where to post this, so maybe here could be the best place...

I'm trying to change an animation, while playing, for another.
something like this:

SANNY

gosub @Anims      
////.........

:Anims
if
   Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"
then
    0615: define_AS_pack_begin 10@
    0605: actor -1 perform_animation_sequence "WOMAN_runsexy" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA
    0616: define_AS_pack_end 10@
    0618: assign_actor $PLAYER_ACTOR to_AS_pack 10@
    061B: remove_references_to_AS_pack 10@
end
return


I remember that I seen something like this in some place but I can't remember, where. xD

So, how to make it work properly?.. because this method, block the movement on X, Y.
And if I change the parameters(x,y), the $player only "reproduced" the animation, but doesn't move as normaly.

how do I should do it? with/without ~AS_pack~ ?

thanks! wink.gif


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Adler
post May 8 2011, 05:03 PM
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@jayd00: Take a look at Wesser's Player Walkstyle Change. wink.gif

@hehmeh: Change the flags (last column) of the $ SNIPERRIFLE entry in data\weapon.dat to A031. You should have a mod to enable Auto-Aim unless you don't already have one.

Refer to this topic for more details. smile.gif

This post has been edited by Adler: May 8 2011, 05:12 PM


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methodunderg
post May 9 2011, 02:11 AM
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Is there a way to maximise the time that a dead body will lie on the ground? Or how many.. Same with particles like blood etc, they disappear after some time sad.gif I want them to stay there till u leave the scene.. Possible?
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DK22
post May 9 2011, 12:36 PM
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The game memory is not rubber.
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methodunderg
post May 10 2011, 12:41 AM
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I am well aware of that smile.gif But I thought if someone knew the answers, then the geniuses at GTAG would know smile.gif

Thanks anyway DK22.
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hehmeh
post May 10 2011, 03:50 PM
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Thank You Thank You Very Much Adler! biggrin.gif biggrin.gif biggrin.gif biggrin.gif
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jayd00
post May 12 2011, 02:27 AM
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QUOTE (Adler @ May 8 2011, 11:03 AM) *
@jayd00: Take a look at Wesser's Player Walkstyle Change. wink.gif

thank you! wink.gif

p.s.
how can I put the camera a little bit more away?
I attached a car to the player, and I used this opcode:
SANNY
0158: camera_on_car 1@ 18 1

I want to do the same but without creating a car dry.gif

thanks for help! blush.gif


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