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GTA Modification Forums
IV Coding Request All requests here!
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WolvenWolf  |
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OMG They killed Kenny!

Group: Members
Joined: Dec 8, 2008


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| QUOTE (danodk @ Sep 21 2009, 10:06) | A Car shop (like Vehicle Selector by C06alt)
But u would have to drive to a certain point ingame to buy Car Maybe make Car, Boat and Heli Shop at different points ingame, would be sweet! And...u could go to LPCD department and purchase Police Vehicles... | @danodk: This is one I find pretty useful and just brilliant. Thanks to endosan http://www.gtagarage.com/mods/show.php?id=8824I have a request: a mod that actually limit your weapons. You could carry only one big weapon: sniper, rocketlauncher, rifles or shotgun, grenades, pistols, smg... Unless you are carrying the BIG BAG, wich would allow you to have all the weapons at the same time. In addition with ++++ EQUIP GUN MOD (http://www.gtagarage.com/mods/show.php?id=8543), GTAIV would be so realistic, no more magical pockets with enough space to hide a bazooka xD If anyone manages to do it, please let me know. I've already asked ++++ if he can code his mod as a .NET, but if anyone else do it let me know too. Thanks.
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atkins513  |
Posted: Wednesday, Dec 9 2009, 20:01
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Crackhead

Group: Members
Joined: Nov 11, 2009

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I am looking for whatever files it takes to load asi files into multiplayer, all modes of multiplayer, including ranked... I already know most of this stuff, and I dont want this for cheating, but to make multiplayer more fun for myself, mostly cosmetic mods, but not only... Im not looking for help cheating, otherwise i would just use Sljakks, or whatever his name is, weapon mod, with rocket weapons, so on so forth... in fact, i have the hacked version of the scripts that allows any files i want into any mp i want anyway so if cheating was my goal, i could already, i just dont agree that its cool, or ok... ... im just looking to be able to run cool asi codes in there as well, can you help? any suggestions?
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Yangster  |
Posted: Thursday, Dec 10 2009, 06:07
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Rat

Group: Members
Joined: Sep 9, 2003

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Is anyone able to make a script that automatically replaces any 'regular' weapon Niko is carrying with an episodic_# weapon with the same ammo amount? Ie, pistol --> episodic_1, deagle --> episodic_2, etc (since the IDs are all sequential, should just be able to add 7 to each of the IDs to get the relevant episodic weapon number).
The reason is it would allow you to make Niko's weapons less accurate without affecting AI accuracy, by duplicating each weapon in the episodic slots but with lower accuracy. Currently, I've managed to make the weapons have spread that I like when Niko fires them, but the AI can't hit anything more than a few metres away.
The only possible problem I see with the above workaround is when buying weapons, since the game will think Niko doesn't have the weapon. ButI think there are 2 ways around this: 1) Either temporarily replace Niko's episodic_# weapons with his regular weapons when he walks into a gun store/meets jacob; or 2) replace the weapons in the gun stores/jacob's car with the episodic weapons (since the AI don't buy weapons).
I would be really grateful if someone could do something like this (preferably a C++ script as I'm using 1.0.0.4). I understand conceptually how to do it, but unfortunately I'm not familiar enough with C++ to code it myself.
PS: I was also wondering if it's possible to directly change how accurate AI peds are through scripting? A few of the bodyguard mods say in the readme that the spawned bodyguards will have very high or 100% accuracy. Can this only be done with custom spawned peds or all peds? Because if the latter could be done, it wouldn't be necessary to do all that episodic weapon stuff.
Thanks in advance.
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nixolas1  |
Posted: Wednesday, Dec 16 2009, 09:49
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Creator/Destroyer

Group: Members
Joined: Dec 23, 2008

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| QUOTE (Yangster @ Dec 10 2009, 06:07) | Is anyone able to make a script that automatically replaces any 'regular' weapon Niko is carrying with an episodic_# weapon with the same ammo amount? Ie, pistol --> episodic_1, deagle --> episodic_2, etc (since the IDs are all sequential, should just be able to add 7 to each of the IDs to get the relevant episodic weapon number).
The reason is it would allow you to make Niko's weapons less accurate without affecting AI accuracy, by duplicating each weapon in the episodic slots but with lower accuracy. Currently, I've managed to make the weapons have spread that I like when Niko fires them, but the AI can't hit anything more than a few metres away.
The only possible problem I see with the above workaround is when buying weapons, since the game will think Niko doesn't have the weapon. ButI think there are 2 ways around this: 1) Either temporarily replace Niko's episodic_# weapons with his regular weapons when he walks into a gun store/meets jacob; or 2) replace the weapons in the gun stores/jacob's car with the episodic weapons (since the AI don't buy weapons).
I would be really grateful if someone could do something like this (preferably a C++ script as I'm using 1.0.0.4). I understand conceptually how to do it, but unfortunately I'm not familiar enough with C++ to code it myself.
PS: I was also wondering if it's possible to directly change how accurate AI peds are through scripting? A few of the bodyguard mods say in the readme that the spawned bodyguards will have very high or 100% accuracy. Can this only be done with custom spawned peds or all peds? Because if the latter could be done, it wouldn't be necessary to do all that episodic weapon stuff.
Thanks in advance. | Here u go: http://files.uploadffs.com/a/2/38472998/accu.asif10 and f9 to make niko's shooting more or less accurate.
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Yangster  |
Posted: Wednesday, Dec 16 2009, 23:27
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Rat

Group: Members
Joined: Sep 9, 2003

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| QUOTE (nixolas1 @ Dec 16 2009, 09:49) | | QUOTE (Yangster @ Dec 10 2009, 06:07) | Is anyone able to make a script that automatically replaces any 'regular' weapon Niko is carrying with an episodic_# weapon with the same ammo amount? Ie, pistol --> episodic_1, deagle --> episodic_2, etc (since the IDs are all sequential, should just be able to add 7 to each of the IDs to get the relevant episodic weapon number).
The reason is it would allow you to make Niko's weapons less accurate without affecting AI accuracy, by duplicating each weapon in the episodic slots but with lower accuracy. Currently, I've managed to make the weapons have spread that I like when Niko fires them, but the AI can't hit anything more than a few metres away.
The only possible problem I see with the above workaround is when buying weapons, since the game will think Niko doesn't have the weapon. ButI think there are 2 ways around this: 1) Either temporarily replace Niko's episodic_# weapons with his regular weapons when he walks into a gun store/meets jacob; or 2) replace the weapons in the gun stores/jacob's car with the episodic weapons (since the AI don't buy weapons).
I would be really grateful if someone could do something like this (preferably a C++ script as I'm using 1.0.0.4). I understand conceptually how to do it, but unfortunately I'm not familiar enough with C++ to code it myself.
PS: I was also wondering if it's possible to directly change how accurate AI peds are through scripting? A few of the bodyguard mods say in the readme that the spawned bodyguards will have very high or 100% accuracy. Can this only be done with custom spawned peds or all peds? Because if the latter could be done, it wouldn't be necessary to do all that episodic weapon stuff.
Thanks in advance. |
Here u go: http://files.uploadffs.com/a/2/38472998/accu.asi
f10 and f9 to make niko's shooting more or less accurate. |
AMAAAZING!!! I'm going to try this out as soon as I get home! Judging by the fact that there's only one asi file, I'm guessing you didn't even need to use the episodic_# weapons? AMAZING! Quick question, does Niko's (in)accuracy get 'saved', or will I need to press F9/F10 each time I start/load a game? If it's not saved, would it be possible to edit it to read off values from an .ini file? Thank you so much! Wow. EDIT: Also just wanted to make sure it doesn't affect Niko's accuracy re shotguns and the RPG? I so can't wait to try this out! This post has been edited by Yangster on Thursday, Dec 17 2009, 01:05
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Pedro84  |
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Player Hater

Group: Members
Joined: Feb 23, 2009

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Howdy gamers, I got problem and think I got solution, but don't know how (and if) to make it biggrin.gif When I replaced all cars with custom models I got only taxis and police cars riding on the streets. When I enter a car it appears in the traffic. Thatr gives me a bit of hope. How question. I got following car spawner, written in VB, taken from test scripts. | CODE | Imports System Imports System.Drawing Imports System.Windows.Forms Imports GTA
Public Class CarSpawner Inherits Script
Public Sub New() BindKey(Keys.F7, AddressOf SpawnCar) End Sub
Public Sub SpawnCar() Dim va As Vehicle = World.CreateVehicle("BANSHEE", Player.Character.Position.Around(5.3F)) Dim vx As Vehicle = World.CreateVehicle("ADMIRAL", Player.Character.Position.Around(6.0F)) Dim vc As Vehicle = World.CreateVehicle("SENTINEL", Player.Character.Position.Around(7.0F)) Dim vs As Vehicle = World.CreateVehicle("PRIMO", Player.Character.Position.Around(8.0F)) Dim vv As Vehicle = World.CreateVehicle("E109", Player.Character.Position.Around(9.0F)) Dim vn As Vehicle = World.CreateVehicle("MERIT", Player.Character.Position.Around(10.0F)) End Sub
End Class
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Is it possible to add/modify this spawner that game will "think" spawned car is a car used and driven by player? Am I clear? Cheers!
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