Feb 26 2011, 08:51 PM Post #61 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | LMAO.. well that was quick Well done both of you Is anyone going to release it ? @DK22; how you getting on with your IV Lights mod ? Have you implemented other pickups yet ? |
Feb 27 2011, 11:15 AM Post #62 | |
The master of cut retort Posts: 239 From: Warsaw, PL Joined: 21-July 10 | |
Mar 5 2011, 06:30 PM Post #63 | |
Actually living entity Posts: 143 From: Earth Joined: 15-January 11 | 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 -------------------- |
Mar 5 2011, 11:29 PM Post #64 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | |
Mar 6 2011, 03:18 AM Post #65 | |
Actually living entity Posts: 143 From: Earth Joined: 15-January 11 | 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 -------------------- |
Mar 6 2011, 03:45 AM Post #66 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | [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 [REQ] Follow this car! (a car in front of the players car) Awesome idea 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 |
Mar 6 2011, 04:17 AM Post #67 | |
Actually living entity Posts: 143 From: Earth Joined: 15-January 11 | 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 -------------------- |
Mar 8 2011, 09:17 PM Post #68 | |
The New Guy! Posts: 1 From: RS/Brazil Joined: 8-March 11 | 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 |
Mar 9 2011, 10:03 AM Post #69 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | [REQ] The possibility of using Sweet's garage to save a car |
Mar 15 2011, 08:26 PM Post #70 | |
Actually living entity Posts: 143 From: Earth Joined: 15-January 11 | 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). 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 -------------------- |
Apr 19 2011, 02:16 PM Post #71 | |
The New Guy! Posts: 3 Joined: 19-April 11 | Hi Everyone i have a request for GTASA is there anyway you could make the sniper have autoaim? |
Apr 19 2011, 06:20 PM Post #72 | |
In motus... Posts: 361 From: Portugal Joined: 28-May 09 | I think that's hardcoded but I might take a look on the weapon files. |
Apr 20 2011, 04:59 PM Post #73 | |
The New Guy! Posts: 3 Joined: 19-April 11 | i would really appreciate if someone could do it |
May 1 2011, 04:04 AM Post #74 | |
Ameteur Member Posts: 42 From: Guatemala Joined: 22-December 09 | 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! -------------------- |
May 8 2011, 05:03 PM Post #75 | |
Devil's Advocate Posts: 413 From: CA US Joined: 26-July 09 | @jayd00: Take a look at Wesser's Player Walkstyle Change. @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. This post has been edited by Adler: May 8 2011, 05:12 PM -------------------- |
May 9 2011, 02:11 AM Post #76 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | 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 I want them to stay there till u leave the scene.. Possible? |
May 9 2011, 12:36 PM Post #77 | |
Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 | The game memory is not rubber. |
May 10 2011, 12:41 AM Post #78 | |
Ameteur Member Posts: 38 Joined: 16-January 11 | I am well aware of that But I thought if someone knew the answers, then the geniuses at GTAG would know Thanks anyway DK22. |
May 10 2011, 03:50 PM Post #79 | |
The New Guy! Posts: 3 Joined: 19-April 11 | Thank You Thank You Very Much Adler! |
May 12 2011, 02:27 AM Post #80 | |
Ameteur Member Posts: 42 From: Guatemala Joined: 22-December 09 | @jayd00: Take a look at Wesser's Player Walkstyle Change. thank you! 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 thanks for help! -------------------- |