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GTA Modification Forums
Request Mod Thread Stop posting in other topics!
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arijitsen  |
Posted: Wednesday, Jun 27 2012, 02:26
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Modder,Gamer & GFX Artist

Group: Members
Joined: Jun 19, 2012


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| QUOTE (Cosmic Gypsy @ Monday, Jun 11 2012, 23:25) | Not sure if this is the right place to post this but...
Any one know a way of stopping the enemy invading your hoods on SA? I don't see why the gangsters present in the turf at the time cant handle the situation, making CJ fight every invasion seems silly and sometimes interupts my fun.
I would also like to know if there was a way to stop gang wars from triggering when i kill 3+ enemy gang members, i wish to keep the current turf set up i have going.
Also, any one know how to stop maniac drivers on SA? The ones obsessed with revenge who chase you down and crash you repeatedly because you previously accidentally crashed into them, they annoy the hell out of me.
Also, any way to get rid of the police presence around the grove street / vagos and balla turf in LS? Pretty sure you can remove police vehicles and peds from the group the game uses to spawn people and vehicles in certain areas? I'd also like to make it so you don't receive stars when committing crimes in some of the gang turfs.
I need more info. | If any enemy gang declare a gang war on you just save the game and the gang war willl end and the hood will be yours .Rest of your doubts I will check and then tell you.
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Yorpie  |
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I fought the law, and the law lost.

Group: Members
Joined: Feb 9, 2011


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| QUOTE (mohammad2011 @ Thursday, May 17 2012, 18:48) | | One more suggestion. Can anyone make a CLEO wanted level mod which the SWAT uses both SWAT Tanks and Enforcers in 4-stars and the FBI uses both FBI Trucks and FBI Ranchers in 5-stars? | mohammad2011, you requested for a mod which makes the SWAT use both SWAT tanks and Enforcers at 4 stars? Also a mod which makes FBI use both FBI Ranchers and FBI trucks at 5 stars? The following script will make a SWAT tank spawn at a 4 star wanted level. It contains 2 SWAT men with Micro Uzi's. The vehicle itself is twice as strong as a regular vehicle, its bulletproof and its tires are unpopable. | CODE |
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027} {$CLEO .cs}
//-------------MAIN--------------- thread 'DEBT' 0@ = 1 1@ = 3 2@ = 0 3@ = 0 4@ = 0 5@ = 0 6@ = 0 7@ = 0 8@ = 0
:DEBT_74 wait 250 if $ONMISSION == 0 else_jump @DEBT_74 if 0@ == 0 else_jump @DEBT_154 if Player.Defined($PLAYER_CHAR) else_jump @DEBT_74 077E: get_active_interior_to 11@ if 11@ == 0 else_jump @DEBT_74
:DEBT_154 if 0@ == 1 else_jump @DEBT_464
:DEBT_172 if Player.Defined($PLAYER_CHAR) else_jump @DEBT_450 Actor.StorePos($PLAYER_ACTOR, 25@, 26@, 23@) 0087: 21@ = 25@ // (float) 21@ -= 100.0 25@ += 100.0 0208: 21@ = random_float_in_ranges 21@ 25@ 0087: 22@ = 26@ // (float) 22@ -= 100.0 26@ += 100.0 0208: 22@ = random_float_in_ranges 22@ 26@ 03D3: get_route_nearest_for 21@ 22@ 23@ store_to 21@ 22@ 23@ Z_angle_to 24@ Actor.StorePos($PLAYER_ACTOR, 25@, 26@, 27@) 0509: 10@ = distance_between_XY 25@ 26@ and_XY 21@ 22@ if 1.0 > 23@ else_jump @DEBT_366 wait 0 jump @DEBT_172
:DEBT_366 if 50.0 > 10@ else_jump @DEBT_398 wait 0 jump @DEBT_172
:DEBT_398 if 00C2: sphere_onscreen 21@ 22@ 23@ radius 4.0 else_jump @DEBT_436 wait 0 jump @DEBT_172
:DEBT_436 0@ += 1 jump @DEBT_464
:DEBT_450 gosub @DEBT_3113 0@ = 0
:DEBT_464 wait 0 if and Player.WantedLevel($PLAYER_CHAR) > 3 not Player.WantedLevel($PLAYER_CHAR) > 4 else_jump @DEBT_464 Model.Load(#SWATVAN) Model.Load(#SWAT) Model.Load(#SWAT) Model.Load(#MICRO_UZI) Model.Load(#MICRO_UZI) 038B: load_requested_models
:DEBT_520 wait 0 else_jump @DEBT_520 if 0@ == 2 else_jump @DEBT_1388 if and Model.Available(#SWATVAN) Model.Available(#SWAT) Model.Available(#SWAT) Model.Available(#MICRO_UZI) else_jump @DEBT_1248 if Model.Available(#MICRO_UZI) else_jump @DEBT_1213 12@ = Car.Create(#SWATVAN, 21@, 22@, 23@) Car.Angle(12@) = 24@ 0229: set_car 12@ primary_color_to 0 secondary_color_to 17 Car.Health(12@) = 2000 02AC: set car 12@ immunities 1 0 0 0 0 053F: set car 12@ tires vulnerable 0 00AE: set_car 12@ traffic_behaviour_to 2 072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC if 2@ == 1 else_jump @DEBT_713 Model.Destroy(#SWATVAN) 2@ = 0 Car.SetDriverBehaviour(12@, DriveToPlayer) Car.SetMaxSpeed(12@, 25.0)
:DEBT_713 0129: 13@ = create_actor_pedtype 24 model #SWAT in_car 12@ driverseat Actor.SetImmunities(13@, 0, 0, 0, 0, 0) 0446: set_actor 13@ immune_to_headshots 1 Actor.Health(13@) = 150 Actor.WeaponAccuracy(13@) = 80 if 3@ == 1 else_jump @DEBT_793 Model.Destroy(#SWAT) 3@ = 0
:DEBT_793 if 1@ > 0 else_jump @DEBT_930 062F: 17@ = create_group_type 0 0630: put_actor 13@ in_group 17@ as_leader 07E6: copy_group_decision_maker -1 to 18@ 0749: reset_group_decision_maker 18@ event 41 06AD: set_group 17@ group_decision_maker_to 18@ 01C8: 14@ = create_actor_pedtype 24 model #SWAT in_car 12@ passenger_seat 0 Actor.SetImmunities(13@, 0, 0, 0, 0, 0) 0446: set_actor 13@ immune_to_headshots 1 Actor.Health(13@) = 150 Actor.WeaponAccuracy(13@) = 80 if 4@ == 1 else_jump @DEBT_930 Model.Destroy(#SWAT) 4@ = 0
:DEBT_930 07E5: copy_decision_maker -1 to 19@ 0708: reset_decision_maker 19@ event 41 30@ = 0
:DEBT_951 if 4 > 30@ else_jump @DEBT_1139 if not Actor.Dead(13@(30@,4i)) else_jump @DEBT_1125 060B: set_actor 13@(30@,4i) decision_maker_to 19@ 02A9: set_actor 13@(30@,4i) immune_to_nonplayer 1 077A: set_actor 13@(30@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 03FE: set_actor 13@(30@,4i) money 0 0961: unknown_actor 13@(30@,4i) flag 1 if or 30@ == 0 30@ == 2 else_jump @DEBT_1086 01B2: give_actor 13@(30@,4i) weapon 28 ammo 9999 // Load the weapon model before using this
:DEBT_1086 if or 30@ == 1 30@ == 3 else_jump @DEBT_1125 01B2: give_actor 13@(30@,4i) weapon 28 ammo 9999 // Load the weapon model before using this
:DEBT_1125 30@ += 1 jump @DEBT_951
:DEBT_1139 if 7@ == 1 else_jump @DEBT_1169 Model.Destroy(#MICRO_UZI) 7@ = 0
:DEBT_1169 if 8@ == 1 else_jump @DEBT_1199 Model.Destroy(#MICRO_UZI) 8@ = 0
:DEBT_1199 0@ += 1 jump @DEBT_1241
:DEBT_1213 if not Model.Available(#MICRO_UZI) else_jump @DEBT_1241 Model.Load(#MICRO_UZI) 8@ = 1
:DEBT_1241 jump @DEBT_1388
:DEBT_1248 if not Model.Available(#SWATVAN) else_jump @DEBT_1276 Model.Load(#SWATVAN) 2@ = 1
:DEBT_1276 if not Model.Available(#SWAT) else_jump @DEBT_1304 Model.Load(#SWAT) 3@ = 1
:DEBT_1304 if not Model.Available(#SWAT) else_jump @DEBT_1332 Model.Load(#SWAT) 4@ = 1
:DEBT_1332 if not Model.Available(#MICRO_UZI) else_jump @DEBT_1360 Model.Load(#MICRO_UZI) 7@ = 1
:DEBT_1360 if not Model.Available(#MICRO_UZI) else_jump @DEBT_1388 Model.Load(#MICRO_UZI) 8@ = 1
:DEBT_1388 if 0@ == 3 else_jump @DEBT_3090 if $ONMISSION == 0 else_jump @DEBT_3031 if Player.Defined($PLAYER_CHAR) else_jump @DEBT_3010 077E: get_active_interior_to 11@ if 11@ == 0 else_jump @DEBT_2968 if not Actor.Dead(13@) else_jump @DEBT_2555 if 00F2: actor $PLAYER_ACTOR near_actor 13@ radius 500.0 500.0 0 else_jump @DEBT_2534 if 0449: actor 13@ in_a_car else_jump @DEBT_2094 if not Car.Wrecked(12@) else_jump @DEBT_2082 if Actor.Driving($PLAYER_ACTOR) else_jump @DEBT_1734 0209: 11@ = random_int_in_ranges 0 4 03C0: 9@ = actor $PLAYER_ACTOR car if 11@ == 0 else_jump @DEBT_1613 06E1: AS_actor 13@ using_car 12@ target_car 9@ with_order 15 max_speed 25.0 traffic_flag 2
:DEBT_1613 if 11@ == 1 else_jump @DEBT_1651 06E1: AS_actor 13@ using_car 12@ target_car 9@ with_order 19 max_speed 25.0 traffic_flag 2
:DEBT_1651 if 11@ == 2 else_jump @DEBT_1689 06E1: AS_actor 13@ using_car 12@ target_car 9@ with_order 29 max_speed 25.0 traffic_flag 2
:DEBT_1689 if 11@ == 3 else_jump @DEBT_1727 06E1: AS_actor 13@ using_car 12@ target_car 9@ with_order 30 max_speed 25.0 traffic_flag 2
:DEBT_1727 jump @DEBT_1753
:DEBT_1734 06E1: AS_actor 13@ using_car 12@ target_car -1 with_order 2 max_speed 25.0 traffic_flag 2
:DEBT_1753 06AC: 10@ = actor $PLAYER_ACTOR movement_speed if or 044B: actor $PLAYER_ACTOR on_foot 5.0 > 10@ else_jump @DEBT_1962 if 00F2: actor 13@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 else_jump @DEBT_1962 062E: unknown_get_actor 13@ task 1560 status_store_to 28@ // ret 7 if not found if 04A4: 28@ == 7 // @ == any else_jump @DEBT_1962 0615: define_AS_pack_begin 20@ 0209: 11@ = random_int_in_ranges 0 2 if 11@ == 0 else_jump @DEBT_1910 06C7: AS_actor -1 driver_of_car 12@ perform_action 7 timelimit 200 06C7: AS_actor -1 driver_of_car 12@ perform_action 4 timelimit 1000 jump @DEBT_1934
:DEBT_1910 06C7: AS_actor -1 driver_of_car 12@ perform_action 8 timelimit 200 06C7: AS_actor -1 driver_of_car 12@ perform_action 5 timelimit 1000
:DEBT_1934 07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 5000 ms 0616: define_AS_pack_end 20@ 0618: assign_actor 13@ to_AS_pack 20@ 061B: remove_references_to_AS_pack 20@
:DEBT_1962 if and 03CE: car 12@ stuck 15.0 > 10@ else_jump @DEBT_2075 if 0202: actor $PLAYER_ACTOR near_car 12@ radius 30.0 30.0 flag 0 else_jump @DEBT_2075 if 02CA: car 12@ bounding_sphere_visible else_jump @DEBT_2075 062E: unknown_get_actor 13@ task 1957 status_store_to 28@ // ret 7 if not found if 04A4: 28@ == 7 // @ == any else_jump @DEBT_2075 07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms
:DEBT_2075 jump @DEBT_2087
:DEBT_2082 Car.RemoveReferences(12@)
:DEBT_2087 jump @DEBT_2527
:DEBT_2094 if 00F2: actor 13@ near_actor $PLAYER_ACTOR radius 30.0 30.0 0 else_jump @DEBT_2172 062E: unknown_get_actor 13@ task 1957 status_store_to 28@ // ret 7 if not found if 04A4: 28@ == 7 // @ == any else_jump @DEBT_2165 07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms
:DEBT_2165 jump @DEBT_2527
:DEBT_2172 if not Car.Wrecked(12@) else_jump @DEBT_2273 062E: unknown_get_actor 13@ task 1560 status_store_to 28@ // ret 7 if not found if 04A4: 28@ == 7 // @ == any else_jump @DEBT_2266 0615: define_AS_pack_begin 20@ 0772: AS_actor -1 run_to_car 12@ 99999 ms stop_at_distance 5.0 05CB: AS_actor -1 enter_car 12@ as_driver -2 ms 0616: define_AS_pack_end 20@ 0618: assign_actor 13@ to_AS_pack 20@ 061B: remove_references_to_AS_pack 20@
:DEBT_2266 jump @DEBT_2527
:DEBT_2273 Car.RemoveReferences(12@) if 80F2: not actor $PLAYER_ACTOR near_actor 13@ radius 60.0 60.0 0 else_jump @DEBT_2487 Actor.StorePos(13@, 21@, 22@, 23@) 03D3: get_route_nearest_for 21@ 22@ 23@ store_to 21@ 22@ 23@ Z_angle_to 24@ if 838A: not any_car_in_cube_cornerA 21@ 22@ 23@ cornerB 4.0 4.0 4.0 else_jump @DEBT_2480 if 80C2: not sphere_onscreen 21@ 22@ 23@ radius 4.0 else_jump @DEBT_2480 12@ = Car.Create(#SWATVAN, 21@, 22@, 23@) Car.Angle(12@) = 24@ 0229: set_car 12@ primary_color_to 75 secondary_color_to 0 Car.Health(12@) = 1500 00AE: set_car 12@ traffic_behaviour_to 2 072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC
:DEBT_2480 jump @DEBT_2527
:DEBT_2487 062E: unknown_get_actor 13@ task 1957 status_store_to 28@ // ret 7 if not found if 04A4: 28@ == 7 // @ == any else_jump @DEBT_2527 07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms
:DEBT_2527 jump @DEBT_2548
:DEBT_2534 gosub @DEBT_3113 0@ = 0
:DEBT_2548 jump @DEBT_2720
:DEBT_2555 Actor.RemoveReferences(13@) 30@ = 1
:DEBT_2567 if 4 > 30@ else_jump @DEBT_2720 if not Actor.Dead(13@(30@,4i)) else_jump @DEBT_2697 if 07FD: group 17@ alive else_jump @DEBT_2690 if 06EE: actor 13@(30@,4i) in_group 17@ else_jump @DEBT_2690 if 06EF: actor 13@(30@,4i) leading_group 17@ else_jump @DEBT_2690 0085: 13@ = 13@(30@,4i) // (int) 13@(30@,4i) = -1
:DEBT_2690 jump @DEBT_2706
:DEBT_2697 Actor.RemoveReferences(13@(30@,4i))
:DEBT_2706 30@ += 1 jump @DEBT_2567
:DEBT_2720 30@ = 1
:DEBT_2727 if 4 > 30@ else_jump @DEBT_2961 if not Actor.Dead(13@) else_jump @DEBT_2947 if not Actor.Dead(13@(30@,4i)) else_jump @DEBT_2938 if 07FD: group 17@ alive else_jump @DEBT_2931 if 86EE: not actor 13@(30@,4i) in_group 17@ else_jump @DEBT_2931 if 00F2: actor 13@(30@,4i) near_actor 13@ radius 30.0 30.0 0 else_jump @DEBT_2874 0631: put_actor 13@(30@,4i) in_group 17@ jump @DEBT_2931
:DEBT_2874 062E: unknown_get_actor 13@(30@,4i) task 1957 status_store_to 28@ // ret 7 if not found if 04A4: 28@ == 7 // @ == any else_jump @DEBT_2931 Actor.RemoveReferences(13@(30@,4i)) 07A5: AS_actor 13@(30@,4i) attack_actor $PLAYER_ACTOR 5000 ms
:DEBT_2931 jump @DEBT_2947
:DEBT_2938 Actor.RemoveReferences(13@(30@,4i))
:DEBT_2947 30@ += 1 jump @DEBT_2727
:DEBT_2961 jump @DEBT_2982
:DEBT_2968 gosub @DEBT_3113 0@ = 1
:DEBT_2982 jump @DEBT_3003 gosub @DEBT_3113 jump @DEBT_74
:DEBT_3003 jump @DEBT_3024
:DEBT_3010 gosub @DEBT_3113 0@ = 1
:DEBT_3024 jump @DEBT_3045
:DEBT_3031 gosub @DEBT_3113 0@ = 1
:DEBT_3045 if and Actor.Dead(13@) Actor.Dead(14@) Actor.Dead(15@) Actor.Dead(16@) else_jump @DEBT_3090 gosub @DEBT_3113 0@ = 1
:DEBT_3090 jump @DEBT_74 if 82CA: not car 12@ bounding_sphere_visible else_jump @DEBT_3113
:DEBT_3113 Actor.RemoveReferences(13@) Actor.RemoveReferences(14@) Actor.RemoveReferences(15@) Actor.RemoveReferences(16@) Car.RemoveReferences(12@) 065C: release_decision_maker 19@ 065C: release_decision_maker 18@ 0632: release_group 17@ if 2@ == 1 else_jump @DEBT_3183 Model.Destroy(#SWATVAN) 2@ = 0
:DEBT_3183 if 3@ == 1 else_jump @DEBT_3213 Model.Destroy(#SWAT) 3@ = 0
:DEBT_3213 if 4@ == 1 else_jump @DEBT_3243 Model.Destroy(#SWAT) 4@ = 0
:DEBT_3243 if 5@ == 1 else_jump @DEBT_3273 Model.Destroy(#SWAT) 5@ = 0
:DEBT_3273 if 6@ == 1 else_jump @DEBT_3303 Model.Destroy(#SWAT) 6@ = 0
:DEBT_3303 if 7@ == 1 else_jump @DEBT_3333 Model.Destroy(#MICRO_UZI) 7@ = 0
:DEBT_3333 if 8@ == 1 else_jump @DEBT_3363 Model.Destroy(#MICRO_UZI) 8@ = 0
:DEBT_3363 return
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The following script will make a FBI Truck spawn at a 5 star wanted level. It contains 2 FBI men with MP5s. The vehicle itself is twice as strong as a regular vehicle, its bulletproof and its tires are unpopable. | CODE |
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027} {$CLEO .cs}
//-------------MAIN--------------- thread 'DEBT' 0@ = 1 1@ = 3 2@ = 0 3@ = 0 4@ = 0 5@ = 0 6@ = 0 7@ = 0 8@ = 0
:DEBT_74 wait 250 if $ONMISSION == 0 jf @DEBT_74 if 0@ == 0 jf @DEBT_154 if Player.Defined($PLAYER_CHAR) jf @DEBT_74 077E: get_active_interior_to 11@ if 11@ == 0 jf @DEBT_74
:DEBT_154 if 0@ == 1 jf @DEBT_464
:DEBT_172 if Player.Defined($PLAYER_CHAR) jf @DEBT_450 Actor.StorePos($PLAYER_ACTOR, 25@, 26@, 23@) 0087: 21@ = 25@ // (float) 21@ -= 100.0 25@ += 100.0 0208: 21@ = random_float_in_ranges 21@ 25@ 0087: 22@ = 26@ // (float) 22@ -= 100.0 26@ += 100.0 0208: 22@ = random_float_in_ranges 22@ 26@ 03D3: get_route_nearest_for 21@ 22@ 23@ store_to 21@ 22@ 23@ Z_angle_to 24@ Actor.StorePos($PLAYER_ACTOR, 25@, 26@, 27@) 0509: 10@ = distance_between_XY 25@ 26@ and_XY 21@ 22@ if 1.0 > 23@ jf @DEBT_366 wait 0 jump @DEBT_172
:DEBT_366 if 50.0 > 10@ jf @DEBT_398 wait 0 jump @DEBT_172
:DEBT_398 if 00C2: sphere_onscreen 21@ 22@ 23@ radius 4.0 jf @DEBT_436 wait 0 jump @DEBT_172
:DEBT_436 0@ += 1 jump @DEBT_464
:DEBT_450 gosub @DEBT_3113 0@ = 0
:DEBT_464 wait 0 if and Player.WantedLevel($PLAYER_CHAR) > 4 not Player.WantedLevel($PLAYER_CHAR) > 5 jf @DEBT_464 Model.Load(#FBITRUCK) Model.Load(#FBI) Model.Load(#FBI) Model.Load(#MP5LNG) Model.Load(#MP5LNG) 038B: load_requested_models
:DEBT_520 wait 0 jf @DEBT_520 if 0@ == 2 jf @DEBT_1388 if and Model.Available(#FBITRUCK) Model.Available(#FBI) Model.Available(#FBI) Model.Available(#MP5LNG) jf @DEBT_1248 if Model.Available(#MP5LNG) jf @DEBT_1213 12@ = Car.Create(#FBITRUCK, 21@, 22@, 23@) Car.Angle(12@) = 24@ 0229: set_car 12@ primary_color_to 0 secondary_color_to 17 Car.Health(12@) = 2000 02AC: set car 12@ immunities 1 0 0 0 0 053F: set car 12@ tires vulnerable 0 00AE: set_car 12@ traffic_behaviour_to 2 072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC if 2@ == 1 jf @DEBT_713 Model.Destroy(#FBITRUCK) 2@ = 0 Car.SetDriverBehaviour(12@, DriveToPlayer) Car.SetMaxSpeed(12@, 25.0)
:DEBT_713 0129: 13@ = create_actor_pedtype 24 model #FBI in_car 12@ driverseat Actor.SetImmunities(13@, 0, 0, 0, 0, 0) 0446: set_actor 13@ immune_to_headshots 1 Actor.Health(13@) = 150 Actor.WeaponAccuracy(13@) = 90 if 3@ == 1 jf @DEBT_793 Model.Destroy(#FBI) 3@ = 0
:DEBT_793 if 1@ > 0 jf @DEBT_930 062F: 17@ = create_group_type 0 0630: put_actor 13@ in_group 17@ as_leader 07E6: copy_group_decision_maker -1 to 18@ 0749: reset_group_decision_maker 18@ event 41 06AD: set_group 17@ group_decision_maker_to 18@ 01C8: 14@ = create_actor_pedtype 24 model #FBI in_car 12@ passenger_seat 0 Actor.SetImmunities(13@, 0, 0, 0, 0, 0) 0446: set_actor 13@ immune_to_headshots 1 Actor.Health(13@) = 150 Actor.WeaponAccuracy(13@) = 90 if 4@ == 1 jf @DEBT_930 Model.Destroy(#FBI) 4@ = 0
:DEBT_930 07E5: copy_decision_maker -1 to 19@ 0708: reset_decision_maker 19@ event 41 30@ = 0
:DEBT_951 if 4 > 30@ jf @DEBT_1139 if not Actor.Dead(13@(30@,4i)) jf @DEBT_1125 060B: set_actor 13@(30@,4i) decision_maker_to 19@ 02A9: set_actor 13@(30@,4i) immune_to_nonplayer 1 077A: set_actor 13@(30@,4i) acquaintance 4 to_actors_pedtype 0 // see ped.dat 03FE: set_actor 13@(30@,4i) money 0 0961: unknown_actor 13@(30@,4i) flag 1 if or 30@ == 0 30@ == 2 jf @DEBT_1086 01B2: give_actor 13@(30@,4i) weapon 29 ammo 9999 // Load the weapon model before using this
:DEBT_1086 if or 30@ == 1 30@ == 3 jf @DEBT_1125 01B2: give_actor 13@(30@,4i) weapon 29 ammo 9999 // Load the weapon model before using this
:DEBT_1125 30@ += 1 jump @DEBT_951
:DEBT_1139 if 7@ == 1 jf @DEBT_1169 Model.Destroy(#MP5LNG) 7@ = 0
:DEBT_1169 if 8@ == 1 jf @DEBT_1199 Model.Destroy(#MP5LNG) 8@ = 0
:DEBT_1199 0@ += 1 jump @DEBT_1241
:DEBT_1213 if not Model.Available(#MP5LNG) jf @DEBT_1241 Model.Load(#MP5LNG) 8@ = 1
:DEBT_1241 jump @DEBT_1388
:DEBT_1248 if not Model.Available(#FBITRUCK) jf @DEBT_1276 Model.Load(#FBITRUCK) 2@ = 1
:DEBT_1276 if not Model.Available(#FBI) jf @DEBT_1304 Model.Load(#FBI) 3@ = 1
:DEBT_1304 if not Model.Available(#FBI) jf @DEBT_1332 Model.Load(#FBI) 4@ = 1
:DEBT_1332 if not Model.Available(#MP5LNG) jf @DEBT_1360 Model.Load(#MP5LNG) 7@ = 1
:DEBT_1360 if not Model.Available(#MP5LNG) jf @DEBT_1388 Model.Load(#MP5LNG) 8@ = 1
:DEBT_1388 if 0@ == 3 jf @DEBT_3090 if $ONMISSION == 0 jf @DEBT_3031 if Player.Defined($PLAYER_CHAR) jf @DEBT_3010 077E: get_active_interior_to 11@ if 11@ == 0 jf @DEBT_2968 if not Actor.Dead(13@) jf @DEBT_2555 if 00F2: actor $PLAYER_ACTOR near_actor 13@ radius 500.0 500.0 0 jf @DEBT_2534 if 0449: actor 13@ in_a_car jf @DEBT_2094 if not Car.Wrecked(12@) jf @DEBT_2082 if Actor.Driving($PLAYER_ACTOR) jf @DEBT_1734 0209: 11@ = random_int_in_ranges 0 4 03C0: 9@ = actor $PLAYER_ACTOR car if 11@ == 0 jf @DEBT_1613 06E1: AS_actor 13@ using_car 12@ target_car 9@ with_order 15 max_speed 25.0 traffic_flag 2
:DEBT_1613 if 11@ == 1 jf @DEBT_1651 06E1: AS_actor 13@ using_car 12@ target_car 9@ with_order 19 max_speed 25.0 traffic_flag 2
:DEBT_1651 if 11@ == 2 jf @DEBT_1689 06E1: AS_actor 13@ using_car 12@ target_car 9@ with_order 29 max_speed 25.0 traffic_flag 2
:DEBT_1689 if 11@ == 3 jf @DEBT_1727 06E1: AS_actor 13@ using_car 12@ target_car 9@ with_order 30 max_speed 25.0 traffic_flag 2
:DEBT_1727 jump @DEBT_1753
:DEBT_1734 06E1: AS_actor 13@ using_car 12@ target_car -1 with_order 2 max_speed 25.0 traffic_flag 2
:DEBT_1753 06AC: 10@ = actor $PLAYER_ACTOR movement_speed if or 044B: actor $PLAYER_ACTOR on_foot 5.0 > 10@ jf @DEBT_1962 if 00F2: actor 13@ near_actor $PLAYER_ACTOR radius 15.0 15.0 0 jf @DEBT_1962 062E: unknown_get_actor 13@ task 1560 status_store_to 28@ // ret 7 if not found if 04A4: 28@ == 7 // @ == any jf @DEBT_1962 0615: define_AS_pack_begin 20@ 0209: 11@ = random_int_in_ranges 0 2 if 11@ == 0 jf @DEBT_1910 06C7: AS_actor -1 driver_of_car 12@ perform_action 7 timelimit 200 06C7: AS_actor -1 driver_of_car 12@ perform_action 4 timelimit 1000 jump @DEBT_1934
:DEBT_1910 06C7: AS_actor -1 driver_of_car 12@ perform_action 8 timelimit 200 06C7: AS_actor -1 driver_of_car 12@ perform_action 5 timelimit 1000
:DEBT_1934 07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 5000 ms 0616: define_AS_pack_end 20@ 0618: assign_actor 13@ to_AS_pack 20@ 061B: remove_references_to_AS_pack 20@
:DEBT_1962 if and 03CE: car 12@ stuck 15.0 > 10@ jf @DEBT_2075 if 0202: actor $PLAYER_ACTOR near_car 12@ radius 30.0 30.0 flag 0 jf @DEBT_2075 if 02CA: car 12@ bounding_sphere_visible jf @DEBT_2075 062E: unknown_get_actor 13@ task 1957 status_store_to 28@ // ret 7 if not found if 04A4: 28@ == 7 // @ == any jf @DEBT_2075 07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms
:DEBT_2075 jump @DEBT_2087
:DEBT_2082 Car.RemoveReferences(12@)
:DEBT_2087 jump @DEBT_2527
:DEBT_2094 if 00F2: actor 13@ near_actor $PLAYER_ACTOR radius 30.0 30.0 0 jf @DEBT_2172 062E: unknown_get_actor 13@ task 1957 status_store_to 28@ // ret 7 if not found if 04A4: 28@ == 7 // @ == any jf @DEBT_2165 07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms
:DEBT_2165 jump @DEBT_2527
:DEBT_2172 if not Car.Wrecked(12@) jf @DEBT_2273 062E: unknown_get_actor 13@ task 1560 status_store_to 28@ // ret 7 if not found if 04A4: 28@ == 7 // @ == any jf @DEBT_2266 0615: define_AS_pack_begin 20@ 0772: AS_actor -1 run_to_car 12@ 99999 ms stop_at_distance 5.0 05CB: AS_actor -1 enter_car 12@ as_driver -2 ms 0616: define_AS_pack_end 20@ 0618: assign_actor 13@ to_AS_pack 20@ 061B: remove_references_to_AS_pack 20@
:DEBT_2266 jump @DEBT_2527
:DEBT_2273 Car.RemoveReferences(12@) if 80F2: not actor $PLAYER_ACTOR near_actor 13@ radius 60.0 60.0 0 jf @DEBT_2487 Actor.StorePos(13@, 21@, 22@, 23@) 03D3: get_route_nearest_for 21@ 22@ 23@ store_to 21@ 22@ 23@ Z_angle_to 24@ if 838A: not any_car_in_cube_cornerA 21@ 22@ 23@ cornerB 4.0 4.0 4.0 jf @DEBT_2480 if 80C2: not sphere_onscreen 21@ 22@ 23@ radius 4.0 jf @DEBT_2480 12@ = Car.Create(#FBITRUCK, 21@, 22@, 23@) Car.Angle(12@) = 24@ 0229: set_car 12@ primary_color_to 75 secondary_color_to 0 Car.Health(12@) = 1500 00AE: set_car 12@ traffic_behaviour_to 2 072F: enable_car 12@ stuck_check_distance 4.0 time 4000 and_restore_if stuck 1 flipped 1 unknown 1 to_path -1 // extended 03CC
:DEBT_2480 jump @DEBT_2527
:DEBT_2487 062E: unknown_get_actor 13@ task 1957 status_store_to 28@ // ret 7 if not found if 04A4: 28@ == 7 // @ == any jf @DEBT_2527 07A5: AS_actor 13@ attack_actor $PLAYER_ACTOR 5000 ms
:DEBT_2527 jump @DEBT_2548
:DEBT_2534 gosub @DEBT_3113 0@ = 0
:DEBT_2548 jump @DEBT_2720
:DEBT_2555 Actor.RemoveReferences(13@) 30@ = 1
:DEBT_2567 if 4 > 30@ jf @DEBT_2720 if not Actor.Dead(13@(30@,4i)) jf @DEBT_2697 if 07FD: group 17@ alive jf @DEBT_2690 if 06EE: actor 13@(30@,4i) in_group 17@ jf @DEBT_2690 if 06EF: actor 13@(30@,4i) leading_group 17@ jf @DEBT_2690 0085: 13@ = 13@(30@,4i) // (int) 13@(30@,4i) = -1
:DEBT_2690 jump @DEBT_2706
:DEBT_2697 Actor.RemoveReferences(13@(30@,4i))
:DEBT_2706 30@ += 1 jump @DEBT_2567
:DEBT_2720 30@ = 1
:DEBT_2727 if 4 > 30@ jf @DEBT_2961 if not Actor.Dead(13@) jf @DEBT_2947 if not Actor.Dead(13@(30@,4i)) jf @DEBT_2938 if 07FD: group 17@ alive jf @DEBT_2931 if 86EE: not actor 13@(30@,4i) in_group 17@ jf @DEBT_2931 if 00F2: actor 13@(30@,4i) near_actor 13@ radius 30.0 30.0 0 jf @DEBT_2874 0631: put_actor 13@(30@,4i) in_group 17@ jump @DEBT_2931
:DEBT_2874 062E: unknown_get_actor 13@(30@,4i) task 1957 status_store_to 28@ // ret 7 if not found if 04A4: 28@ == 7 // @ == any jf @DEBT_2931 Actor.RemoveReferences(13@(30@,4i)) 07A5: AS_actor 13@(30@,4i) attack_actor $PLAYER_ACTOR 5000 ms
:DEBT_2931 jump @DEBT_2947
:DEBT_2938 Actor.RemoveReferences(13@(30@,4i))
:DEBT_2947 30@ += 1 jump @DEBT_2727
:DEBT_2961 jump @DEBT_2982
:DEBT_2968 gosub @DEBT_3113 0@ = 1
:DEBT_2982 jump @DEBT_3003 gosub @DEBT_3113 jump @DEBT_74
:DEBT_3003 jump @DEBT_3024
:DEBT_3010 gosub @DEBT_3113 0@ = 1
:DEBT_3024 jump @DEBT_3045
:DEBT_3031 gosub @DEBT_3113 0@ = 1
:DEBT_3045 if and Actor.Dead(13@) Actor.Dead(14@) Actor.Dead(15@) Actor.Dead(16@) jf @DEBT_3090 gosub @DEBT_3113 0@ = 1
:DEBT_3090 jump @DEBT_74 if 82CA: not car 12@ bounding_sphere_visible jf @DEBT_3113
:DEBT_3113 Actor.RemoveReferences(13@) Actor.RemoveReferences(14@) Actor.RemoveReferences(15@) Actor.RemoveReferences(16@) Car.RemoveReferences(12@) 065C: release_decision_maker 19@ 065C: release_decision_maker 18@ 0632: release_group 17@ if 2@ == 1 jf @DEBT_3183 Model.Destroy(#FBITRUCK) 2@ = 0
:DEBT_3183 if 3@ == 1 jf @DEBT_3213 Model.Destroy(#FBI) 3@ = 0
:DEBT_3213 if 4@ == 1 jf @DEBT_3243 Model.Destroy(#FBI) 4@ = 0
:DEBT_3243 if 5@ == 1 jf @DEBT_3273 Model.Destroy(#FBI) 5@ = 0
:DEBT_3273 if 6@ == 1 jf @DEBT_3303 Model.Destroy(#FBI) 6@ = 0
:DEBT_3303 if 7@ == 1 jf @DEBT_3333 Model.Destroy(#MP5LNG) 7@ = 0
:DEBT_3333 if 8@ == 1 jf @DEBT_3363 Model.Destroy(#MP5LNG) 8@ = 0
:DEBT_3363 return
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There you go, no go piss of the cops and wait for them to send in the new vehicles. If they don't show up immediantly, just wait, it will come. If you want the SWAT or FBI to use more than one Tank/Truck at the same time, just copy and paste the script a few times in the CLEO folder.
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toddlar  |
Posted: Saturday, Jul 7 2012, 02:03
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Player Hater

Group: Members
Joined: Jul 2, 2012

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orite guys,
i spotted "fastman92" business mod on gtagaming and realized it has alot of core similarities with an idea i had a while ago. Would post you the link but im not sure im aloud to on these boards.
I'd be willing to pay some real money (through paypal) if anyone could develop such a mod (for singleplayer). Below is a copy of basically what im looking for. I don't know what/what isn't realistically achievable. Let me know what you think, Cheers .Todd
############################## # business & empire rpg mod # ##############################
################################## # build up a business portfolio # ##################################
-You can buy & sell different businesses dotted around the city.
- each day every business you own generates income. Income can be collected by visiting the business' premises and emptying the till/safe.
-You can deposit money into various banks via ATM machines and accumulate interest on your savings, different banks offer different random interest rates on your money (between 10-15%)
- you can pay any amount of money into your bank account using the numpad.
-If you sell a business you can buy it back at a later date.
- prices of businesses varies, you wont necessarily be able to buy back your business for what you sold it for, You may have to pay a premium.
-not all businesses are always for sale.
- your businesses can be robbed by rival gangs. If one of your businesses is under attack, you must get there within a certain time period to fend off the robbers (like when your turf is under attack)
-if you fail to get there in time you will lose the daily income from that business for that day aswell as $50,000 from your bank account to pay for damages caused by the robbery.
- if your business is on a rival gangs turf your business is 50% more likely to get robbed.
- More houses around san andreas can be bought.
- Houses you own can be rented out for a small daily rate.
- Bigger houses can be rented out for more.
- Tenants can be evicted by killing them.
- businesses you own will be on the radar aswell as businesses for sale.
################################### # REWARD SYSTEM # ###################################
WHAT GOOD IS ALL THIS MONEY?
this was an idea inspired by the film "training day" the entire film is based around one man trying to get money to pay off the russian mafia.
- Every month or so you must raise enough money to pay off the russians. - The amount they ask for every month ranges between 300-500k (random) - Money must be driven to the mafia hq (somewere on the 3rd island) and dropped off.
- If you fail to pay the money, the mafia will send henchman to either a: kill you b: Take over all of your businesses.
- Money also needs to be deposited into Grove street evrey day ($10,000) to pay for homies weapons etc. (red marker in one of the gardens)
- If you fail to pay this you can't call your homies for backup (they wont follow you)
- the daily $ you fail to pay accumulates, for instance if you don't invest in your homies for 7 days you will have to deposit $70,000 before you can get your homies to back you up. (this is so people don't ignore the grove street payment and just pay the 10k whenever they need backup)
############################## # Statistics # ##############################
When you press tab on the keyboard a small box is opened displaying respect,sex appeal etc,
A similar thing should happen for business statistics, for example:
Properties owned: 15 properties with tenants : 11 properties without tenants: 4 Businesses owned: 6
Daily income: $850,000 Hood finance: -$100,000 Mafia payment: -$500,000 Net profit: $250,000
(example figures)
Be interesting if anyone has the type of coding knowledge to make a mod of this magnitude happen.
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Krazy_Eddie  |
Posted: Wednesday, Jul 11 2012, 17:59
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Guth3D Owner

Group: Members
Joined: Aug 2, 2011


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Hey guys I don't know whether this would be possible, but i have been converting some f1 models recently, and would really love DRS and KERS scripts to bundle with em for the DRS, it would require part of the rear wing to move when a button is pressed, returning to its original position, it doesn't have to give any actual effect other than cosmetic, te DRS should be able to be used at any time, rather than having restrictions like IRL for KERS (which is the one i think may not be possible) its roughly an 80 hp boost for 6 seconds, triggered by holding a button and disabled on release, where the rest can be used later here is a video explaining these functions http://www.youtube.com/watch?v=-yE3khtKZGgit would be much appreciated if someone could help me out, i would try it, but i lack the genius required to code  thanks in advance eddie
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