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Pages: (99) « First ... 73 74 [75] 76 77 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Request Mod Thread

 Stop posting in other topics!
 
koragg  
Posted: Saturday, Jun 2 2012, 17:39
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Knight Rider Forever
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At the above topic I ment to set the game speed to 0.36 when the mp3 is playing and revert it back to normal NOT when the mp3 stops playing but when the car that i'm driving hits the ground.
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Cosmic Gypsy  
Posted: Monday, Jun 11 2012, 23:25
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It's time for a trip
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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.

This post has been edited by Cosmic Gypsy on Tuesday, Jun 12 2012, 01:25
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indo_14  
Posted: Tuesday, Jun 12 2012, 03:22
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i think all topics that i post is going to close
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i request internet cafe in any cities of san andreas
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tridbee  
Posted: Monday, Jun 18 2012, 05:51
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Crackhead
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biggrin.gif can someone do me a favor? the heliarm mod ( made by ryosuke ) have a script that allow hydra shot minigun like real! if someone can export the script and edit it as *.cs file work with cleo 3? I will deliver some cookie to someone who make it ^^
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Shadowy_Flight  
Posted: Monday, Jun 18 2012, 14:11
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Player Hater
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Hello , I Need Any ppl Have a knewleg on the collisant file , i make a new model of my mod resident evil 6 , the model is the house , etc ... no need for instruction .
just i need for any ppl , send me private message biggrin.gif
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Moryachok  
Posted: Tuesday, Jun 19 2012, 16:08
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Missions designer
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Can you make script on CLEO3 for GTA SA, that random peds call taxi?I tried to do it by myself but it works with bugs.(If you want, i can show code of my script)

This post has been edited by Moryachok on Tuesday, Jun 19 2012, 16:22
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MT.EVEREST  
Posted: Thursday, Jun 21 2012, 10:29
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San Andreas Moder
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[REQUEST]


Can i request a mod that i want to fight all gangs eg:TRIAD,aztecas etc...
and their colors in themap. and the regular gangs.


please release them in a .cs file
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MT.EVEREST  
Posted: Saturday, Jun 23 2012, 11:00
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San Andreas Moder
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[REQUEST]


Can i request a mod that i want to fight all gangs eg:TRIAD,aztecas etc...
and their colors in themap. and the regular gangs.


please release them in a .cs file
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Ashwin the new boy  
Posted: Sunday, Jun 24 2012, 02:34
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I am The Most Confused Person
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QUOTE
Can i request a mod that ...

Yes you can request it lol.gif
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EddiePeugeot  
Posted: Monday, Jun 25 2012, 16:50
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Eddie Peugeot's criminal adventures stories creator
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There a Sanny Builder tutorial for GTA Vice City script main.scm?
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ZAZ  
Posted: Monday, Jun 25 2012, 17:53
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Kernlochbohrer
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QUOTE (EddiePeugeot @ Monday, Jun 25 2012, 17:50)
There a Sanny Builder tutorial for GTA Vice City script main.scm?

vice city total stripped
CODE
DEFINE OBJECTS 1
DEFINE OBJECT (Sannybuilder code)                

DEFINE MISSIONS 0

//-------------MAIN---------------
03A4: name_thread 'MAIN'
016A: fade 0 0 ms
01F0: set_max_wanted_level_to 6
0111: set_wasted_busted_check_to 0
00C0: set_current_time 12 0
04E4: unknown_refresh_game_renderer_at -372.8478 -535.9914 17.2823
03CB: set_camera -372.8478 -535.9914 17.2823
0053: $PLAYER_CHAR = create_player #NULL at -372.8478 -535.9914 17.2823
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0001: wait 1000 ms


:MAIN_133
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @MAIN_133
01B6: set_weather 0
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
04BB: select_interiour 0 // select render area
01B4: set_player $PLAYER_CHAR frozen_state 1
01B7: release_weather

004F: create_thread @Carspawn_thread

016A: fade 1 1000 ms

:MAIN_169
0001: wait 2500 ms
0002: jump @MAIN_169



:Carspawn_thread
03A4: name_thread 'CARSPN'
0247: request_model #STRETCH

:Carspawn_thread_1
wait 0
if
0248:   model #STRETCH available
jf @Carspawn_thread_1

00A5: 1@ = create_car #STRETCH at -376.9822 -518.0681 12.7898
0175: set_car 1@ z_angle_to 270.0
wait 250
0249: release_model #STRETCH
01C3: remove_references_to_car 1@ // Like turning a car into any random car
004E: end_thread
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arijitsen  
Posted: Wednesday, Jun 27 2012, 02:26
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Modder,Gamer & GFX Artist
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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  
Posted: Friday, Jun 29 2012, 20:10
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I fought the law, and the law lost.
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QUOTE (indo_14 @ Tuesday, Jun 12 2012, 03:22)
i request internet cafe in any cities of san andreas

An internet café?

Is this what you are looking for? In case it is, the download link is in the description of the video.

http://www.youtube.com/watch?v=AGSPbq8PkY4
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Yorpie  
Posted: Friday, Jun 29 2012, 20:48
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I fought the law, and the law lost.
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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




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




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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tridbee  
Posted: Saturday, Jun 30 2012, 04:01
Quote Post


Crackhead
Group Icon
Group: Members
Joined: Jan 18, 2012

XXXXX



[Request]

The heliarms mod by Ryosuke893 have a script that allow the hydra fire the MG and the bullet goes like real. Can someone help me to export the script and edit it as *.cs file compatible with cleo 3? I tried many time and it always crash my game bored.gif !

This post has been edited by tridbee on Saturday, Jun 30 2012, 04:05
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koragg  
Posted: Monday, Jul 2 2012, 17:02
Quote Post


Knight Rider Forever
Group Icon
Group: Members
Joined: Feb 25, 2012

bu.gif

XXXXX



i need someone who has knowledge of modeling to make a White Samsung Galaxy S3 mobile phone so I can replace the old one with it.I've looked in gtagarage but there isn't one yet.
Users WebsitePM
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Sw3Ko  
Posted: Wednesday, Jul 4 2012, 21:37
Quote Post


Player Hater
Group Icon
Group: Members
Joined: Jul 2, 2012

XXXXX



Someone can pass me of the Armed Heli mod of Ryosuke the script without objects? I want say that, I active the weapons with the key but that this key don't create any object in maverick and the rest of vehicles or directly, I press the fire button and this shoot, but I don't want the objects. Please some can? Thanks

PD: Sorry for my english, I am spanish.
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toddlar  
Posted: Saturday, Jul 7 2012, 02:03
Quote Post


Player Hater
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Group: Members
Joined: Jul 2, 2012

XXXXX



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
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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=-yE3khtKZGg

it would be much appreciated if someone could help me out, i would try it, but i lack the genius required to code tounge.gif

thanks in advance

eddie
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pinkpowergamer  
Posted: Thursday, Jul 12 2012, 13:13
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Girlzone Intl. CEO
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Ok I really don't get this scripting stuff, mostly because the tutorials aren't really that helpful.
Could someone make me a mod that displeys the message 'Hello World' in game?

It would just help me see how coding works in Sa and get me started.

Thanks.
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