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Pages: (30) 1 2 [3] 4 5 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 IV Coding Request

 All requests here!
 
n8gamez1  
Posted: Wednesday, Nov 11 2009, 21:31
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I sent a couple requests out on email; but, what if someone made a script that when you exit a helicopter or jump from high places you spawn a jet pack or hang glider and slow gravity until you safely reach the ground? It seems possible to me but I am just learning to code so I don't know how to yet.
Thanks,
N8.
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fatcow  
Posted: Monday, Nov 16 2009, 00:14
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I have a question.... So there is an asi loader out for 1.0.0.4 and I know there is one because i use xliveless, but the only thing now that is note allowing to let mods come out are three things: Scripthook.dll, .net scripthook, and ALICE for 1.0.0.4. My question what your pridiction on when it comes out?? This is not a request, just a question
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Sh@de  
Posted: Thursday, Nov 19 2009, 22:15
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Sorry about this post. I used the search tool but I found nothing yet so I'm asking directly to you guys.

I wanted to know if there is any co-op mod that would let a friend join my story game so we could finish the game together ?


It may sounds crazy, but I saw creatives and impressives mods in GTA IV so maybe it is possible. smile.gif

Thanks in advance, and sorry about my English.
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hinti21  
Posted: Monday, Nov 23 2009, 09:19
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I'd like a mod which inculdes dismemberment for gta iv!
some people say it's impossible, some think it can be done, this topic has already been discussed here: http://www.gtaforums.com/index.php?showtopic=430443&st=20

But i just want to ask another time cause it would make the game much better to me wink.gif
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GhostStorm  
Posted: Tuesday, Dec 1 2009, 16:40
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When someone downloads the Police Pursuit Mod they are given a speedo but no instructions on how to load it. Please can someone tell me how to start it?
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sammclean23  
Posted: Tuesday, Dec 1 2009, 21:52
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did anybody make the turn signals functional? i know there was a lot of effort into this but did not find out the results
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hinti21  
Posted: Thursday, Dec 3 2009, 18:49
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Is someone in this community able to make a dismemberment-mod for gta iv? it'd be just awesome!
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nkjellman  
Posted: Sunday, Dec 6 2009, 06:10
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I hope its possable to make a script that lets you play any mission from GTA 4 including the story, random charictors, and side missions. If so could someone make one or if there aredy is one to poast a link. thanks.

This post has been edited by nkjellman on Sunday, Dec 6 2009, 07:40
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WolvenWolf  
Posted: Monday, Dec 7 2009, 01:34
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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=8824

I 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. wink.gif ph34r.gif
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atkins513  
Posted: Wednesday, Dec 9 2009, 20:01
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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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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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Gforcebond  
Posted: Wednesday, Dec 16 2009, 00:46
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I love to play bowling in the game. I thought it might be cool if you could join a leuge. Example: you walk into a bowling alley by yourself and walk up to either the clerk or someone playing bowling with a bowling shirt and ask them to join a leuge. Or maybe you try out to join. I'm not sure how a RL bowling leuge works if it's more of a tournament or sesecon record thing not sure. But would be cool. If i were to create this mod by myself what tools would i need to create this script? thanks
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nixolas1  
Posted: Wednesday, Dec 16 2009, 09:49
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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.asi

f10 and f9 to make niko's shooting more or less accurate.
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Darecki  
Posted: Wednesday, Dec 16 2009, 13:09
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a.k.a LinkinDark
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Is there any mod that changes the timecycle to the real one? I mean that one hour is one hour, not the 1h=2 mins..
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Yangster  
Posted: Wednesday, Dec 16 2009, 23:27
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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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Stardrone  
Posted: Thursday, Dec 17 2009, 13:30
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Hello biggrin.gif ! I want to make an ASI mod which will change Niko with an in-game skin by pressing a custom button (for example, if I press F10, Niko will be replaced by Johnny or if I press F11, Niko will be replaced by Luis). But I never understood CLEO3 and ASI scripting confused.gif , so I need a scheme for this mod. I have tried many different scripting tutorials, but none helped me cryani.gif ...

P.S: I do not intend to publish the mod on any site (I will publish it only if someone asks me to).
P.P.S tounge2.gif : Excuse my bad English.
P.P.P.S lol.gif : Thanks for anyone who helped me more or less!
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cinc  
Posted: Sunday, Dec 20 2009, 15:04
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hi, could someone make me an code to let an annihalator always spawn somewere in the central park?

Thank you.
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Pedro84  
Posted: Sunday, Dec 20 2009, 23:51
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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


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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atkins513  
Posted: Monday, Dec 21 2009, 07:01
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If i were good at coding, i would be all over this, but unfortunately this just isnt my cup of tea... but I think I have a great idea for someone?

Knight Rider 2009
(super sweet car, maybe BMW E92 with signature red alternating light on front)


Some of the features you could give to the car with switchable ON/OFF could be as follows.

Molecular Bonded Shell - Almost indestructible
Pyroclastic Lamination - Fireproof Body
Turbo Boost - Allows KITT to jump
Normal Cruise, Auto Cruise, Pursuit Mode and Super Pursuit Mode
Voice Modulator
Smoke Screen - creates smoke all around car
Retro Rockets (Rocket Booster)
Flame Thrower
Rear Rocket Launcher
High Traction Drop Downs - Hydraulic Suspension
Traction Spikes - Allows KITT to travel up steep inclines
Microwave Jammer - Allows KITT to stop cars
Deflatable Tires and Re-Inflatable tires
Auto Doors, Sunroof, and Trunk
Ejector Seat??
Ski Mode - Allows KITT to drive on two wheels
Emergency Braking System
Convertible Roof
Hydroplane - Allows KITT to drive on water

I think this is a great idea, and I would love to see someone run with it. What do you guys think?
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c-b0t  
Posted: Tuesday, Dec 22 2009, 01:29
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I'd like a mod that will allow more than 4 people to ride in the bus. If it already exists, I'd love to get a link for it
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