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[TUT] Gangs 9 & 10 How to make them work
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methodunderg  |
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Grandpa

Group: Members
Joined: May 23, 2008


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Ok, I'm editing the zones now, for where the bikers to spawn, I travelled round the highways for a bit; and got a few zone names, now I'm tryin' to write a quick CLEO to test. 'Downtown Los Santos' is one of the zones, in the Sanny Builder help, it lists these as the names for the zones. | QUOTE | LDT1a Downtown Los Santos LDT LDT1b Downtown Los Santos LDT LDT1c Downtown Los Santos LDT LDT3 Downtown Los Santos LDT LDT4 Downtown Los Santos LDT LDT5 Downtown Los Santos LDT LDT6 Downtown Los Santos LDT LDT7 Downtown Los Santos LDT LDT8 Downtown Los Santos LDT |
Do I have to do each "LDT**" in the CLEO file, or can I just do one of them to spawn in Downtown Los Santos ? Also, other zones have multiple entries in the Sanny Builder help files, like Idlewood and Commerce. In the columns, it goes : Name, GXT Value, GXT Entry .. Or am I wasting my time and theres some hidden codes to make use of 'highways only' This post has been edited by methodunderg on Sunday, Feb 13 2011, 04:38
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bmb  |
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"Lots of ideas trying to learn the skills"

Group: Members
Joined: Feb 2, 2010


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| QUOTE (methodunderg @ Feb 12 2011, 22:30) | You haven't included a line for bikdrug I guess that means biker-drug ? I got the Hellz Angelz mod pack that includes 4 peds. I want those 4 peds in GANG 9, and then I'm goin' to try to create a CLEO to get them to spawn on the highways. I just don't know the line for bikdrug, is it as simple as adding 'GANG9, STAT_GANG9' to the line for bikdrug ? And how to get them to spawn in a pack, not just one here, and one there, but like 6 there, and 10 there  |
Yep you got it. But let me remind you what I said in the final notes: | QUOTE | 3. The game uses BIKERA & BIKERB the same way it uses MALE01. They are random peds that get put in by the game. The game will substitute both BIKERA & BIKERB with the white construction workers which looks kinda funny in country areas. 4. After further testing using BIKERA & BIKERB can cause other changes in the game. Ocean Docks had a lot more cops walking around, probably because the construction workers were moved to the country areas. You might want to extract the .dff & .txd for the bikers from your gta3.img file and rename them replace other peds to make a biker gang. |
If your going to replace the peds anyhow, why don't you just replace some other peds that will not affect the game. For example you could replace some of the tramps instead. Change these | CODE | 134, SBMOTR2,SBMOTR2, CIVMALE, STAT_TRAMP_MALE, oldman,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SBMOTR1,VOICE_GEN_SBMOTR2 135, SWMOTR2, SWMOTR2, CIVMALE, STAT_TRAMP_MALE, man,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SWMOTR2,VOICE_GEN_SWMOTR2 136, SBMYTR3, SBMYTR3, CIVMALE, STAT_TRAMP_MALE, man,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SBMYTR3 ,VOICE_GEN_SBMYTR3 137, SWMOTR3, SWMOTR3, CIVMALE, STAT_TRAMP_MALE, man,1000,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_SWMOTR3,VOICE_GEN_SWMOTR3 | to this | CODE | 134, SBMOTR2,SBMOTR2, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERA ,VOICE_GEN_BIKERA 135, SWMOTR2, SWMOTR2, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERB ,VOICE_GEN_BIKERB 136, SBMYTR3, SBMYTR3, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERA ,VOICE_GEN_BIKERA 137, SWMOTR3, SWMOTR3, GANG10, STAT_GANG10, man,110F,0, man,1,4,PED_TYPE_GEN,VOICE_GEN_BIKERB ,VOICE_GEN_BIKERB | If you notice I changed there voices to BIKERA & BIKERB also. open the pedgrp.dat and change it to | CODE | | SBMOTR2, SWMOTR2, SBMYTR3, SWMOTR3 # Gang 10 (BIKERS) | Also remove them from POPCYCLE_GROUP_CASUAL_POOR (SF) in the pedgrp.dat Now just rename your Hellz Angelz mod pack .txd and .dff files that you downloaded to SBMOTR2 SWMOTR2 SBMYTR3 SWMOTR3 Now you have your bikers with out affecting the game. This post has been edited by bmb on Sunday, Feb 13 2011, 06:12
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bmb  |
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"Lots of ideas trying to learn the skills"

Group: Members
Joined: Feb 2, 2010


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| QUOTE (methodunderg @ Feb 13 2011, 00:35) | Ok, I'm editing the zones now, for where the bikers to spawn, I travelled round the highways for a bit; and got a few zone names, now I'm tryin' to write a quick CLEO to test. 'Downtown Los Santos' is one of the zones, in the Sanny Builder help, it lists these as the names for the zones.
| QUOTE | LDT1a Downtown Los Santos LDT LDT1b Downtown Los Santos LDT LDT1c Downtown Los Santos LDT LDT3 Downtown Los Santos LDT LDT4 Downtown Los Santos LDT LDT5 Downtown Los Santos LDT LDT6 Downtown Los Santos LDT LDT7 Downtown Los Santos LDT LDT8 Downtown Los Santos LDT |
Do I have to do each "LDT**" in the CLEO file, or can I just do one of them to spawn in Downtown Los Santos ? Also, other zones have multiple entries in the Sanny Builder help files, like Idlewood and Commerce. In the columns, it goes : Name, GXT Value, GXT Entry ..
Or am I wasting my time and theres some hidden codes to make use of 'highways only'  |
If you want them to spawn on the highways you should stay away from the cities and towns or they will spawn on the streets instead of the highways. Try this | CODE | {$CLEO .cs}
//-------------MAIN--------------- thread "GW"
:GW_6 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @GW_6 0237: set_gang 8 weapons_to 23 30 28 0237: set_gang 9 weapons_to 1 24 25 076C: set_zone 'LDOC1A' gang 8 density_to 60 076C: set_zone 'LDOC1B' gang 8 density_to 60 076C: set_zone 'LDOC2' gang 8 density_to 60 076C: set_zone 'LDOC3A' gang 8 density_to 60 076C: set_zone 'LDOC3B' gang 8 density_to 60 076C: set_zone 'LDOC3C' gang 8 density_to 60 076C: set_zone 'LDOC4' gang 8 density_to 60 076C: set_zone 'ROBAD' gang 9 density_to 90 // Tierra Robada 076C: set_zone 'ROBAD1' gang 9 density_to 90 076C: set_zone 'LA' gang 9 density_to 90 // Los Santos 076C: set_zone 'RED' gang 9 density_to 90 // Red County 076C: set_zone 'SF' gang 9 density_to 90 // San Fierro 076C: set_zone 'FLINTC' gang 9 density_to 90 // Flint County 076C: set_zone 'WHET' gang 9 density_to 90 // Whetstone 076C: set_zone 'VE' gang 9 density_to 90 // Las Venturas 076C: set_zone 'ROBINT' gang 9 density_to 90 // Robada Intersection 076C: set_zone 'BONE' gang 9 density_to 90 // Bone County 076C: set_zone 'GANTB' gang 9 density_to 90 // Gant Bridge 076C: set_zone 'GANTB1' gang 9 density_to 90 076C: set_zone '*DAM' gang 9 density_to 90 076C: set_zone 'MAKO' gang 9 density_to 90 // The Mako Span 076C: set_zone 'FALLO' gang 9 density_to 90 // Fallow Bridge 076C: set_zone 'MART' gang 9 density_to 90 // Martin Bridge 076C: set_zone 'GARV' gang 9 density_to 90 // Garver Bridge 076C: set_zone 'GARV1' gang 9 density_to 90 // Garver Bridge 076C: set_zone 'GARV2' gang 9 density_to 90 // Garver Bridge 076C: set_zone 'MONINT' gang 9 density_to 90 // Montgomery Intersection 076C: set_zone 'HAUL' gang 9 density_to 90 // Fallen Tree 076C: set_zone 'PANOP' gang 9 density_to 90 // The Panopticon 076C: set_zone 'FLINTI' gang 9 density_to 90 // Flint Intersection 076C: set_zone 'BACKO' gang 9 density_to 90 // Back o Beyond 076C: set_zone 'CREEK' gang 9 density_to 90 // Shady Creeks 076C: set_zone 'CREEK1' gang 9 density_to 90 076C: set_zone 'BYTUN' gang 9 density_to 90 // Bayside Tunnel 076C: set_zone 'PINT' gang 9 density_to 90 // Pilson Intersection 076C: set_zone 'HGP' gang 9 density_to 90 // Harry Gold Parkway 076C: set_zone 'BINT1' gang 9 density_to 90 076C: set_zone 'BINT2' gang 9 density_to 90 076C: set_zone 'BINT3' gang 9 density_to 90 076C: set_zone 'BINT4' gang 9 density_to 90 076C: set_zone 'JTS1' gang 9 density_to 90 076C: set_zone 'JTS2' gang 9 density_to 90 076C: set_zone 'JTE1' gang 9 density_to 90 076C: set_zone 'JTE2' gang 9 density_to 90 076C: set_zone 'JTE3' gang 9 density_to 90 076C: set_zone 'JTE4' gang 9 density_to 90 076C: set_zone 'JTW1' gang 9 density_to 90 076C: set_zone 'JTW2' gang 9 density_to 90 076C: set_zone 'JTN1' gang 9 density_to 90 076C: set_zone 'JTN2' gang 9 density_to 90 076C: set_zone 'JTN3' gang 9 density_to 90 076C: set_zone 'JTN4' gang 9 density_to 90 076C: set_zone 'JTN5' gang 9 density_to 90 076C: set_zone 'JTN6' gang 9 density_to 90 076C: set_zone 'JTN7' gang 9 density_to 90 076C: set_zone 'JTN8' gang 9 density_to 90 076C: set_zone 'SUNNN' gang 9 density_to 90 // Bayside 076C: set_zone 'SUNMA' gang 9 density_to 90 // Bayside Marina 0A93: end_custom_thread | This will have your bikers on most of the country and highway areas. I have seen them group together as high as 8. Sometimes you will see a ton of them other times none, it just depends on what the game decides to do. I left Bayside as there territory so you can see them off there bikes also.
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methodunderg  |
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Grandpa

Group: Members
Joined: May 23, 2008


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| QUOTE (BnB @ Feb 19 2011, 16:50) | | QUOTE (methodunderg @ Feb 19 2011, 13:38) | | QUOTE (bmb @ Feb 15 2011, 07:21) | | CODE | :GW_11 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @GW_11 | |
What does this code do exactly ? just for curiosity .. |
0256
| QUOTE (gtamodding.com) | | This checks if the player is defined. The player is not defined when the player dies or gets busted. It is used throughout the script to check if the player exists before executing codes that requires the player to exist. Use 0117 to check if the player is specifically wasted. |
It can be ommited sometimes. |
Ok thanks, will update my script. Is it possible to have a ped in 2 groups @ the same time in pedgrp.dat ? So I can have BIKDRUG in Dealers and in GANG9 ? | CODE |
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027} {$CLEO .CS}
//-------------MAIN--------------- 0000: NOP 04ED: load_animation "GANGS" Model.Load(#FREEWAY) Model.Load(#BIKERA) Model.Load(#BIKERB) 038B: load_requested_models jump @Noname_35
:Noname_35 wait 0 if and 04EE: animation "GANGS" loaded Model.Available(#FREEWAY) Model.Available(#BIKERA) Model.Available(#BIKERB) else_jump @Noname_35 jump @Noname_81
:Noname_81 wait 100 $MARK = Marker.CreateIconAndSphere(0, 1175.081, 1380.601, 10.8203) jump @Noname_114
:Noname_114 wait 0 if and Player.Defined($PLAYER_CHAR) 0102: actor $PLAYER_ACTOR in_sphere 1175.081 1380.601 10.8203 radius 2.0 2.0 2.0 sphere 1 stopped_on_foot else_jump @Noname_114 Marker.Disable($MARK) else_jump @Noname_114 jump @Noname_190
:Noname_190 $BIKE1 = Car.Create(#FREEWAY, 1196.824, 1403.132, 6.9956) Car.Angle($BIKE1) = 184.7214 Car.SetMaxSpeed($BIKE1, 40.0) 00AE: set_car $BIKE1 traffic_behaviour_to 2 $BIKE2 = Car.Create(#FREEWAY, 1198.768, 1408.834, 6.8558) Car.Angle($BIKE2) = 184.7214 Car.SetMaxSpeed($BIKE2, 40.0) 00AE: set_car $BIKE2 traffic_behaviour_to 2 $BIKE3 = Car.Create(#FREEWAY, 1198.538, 1416.083, 6.8627) Car.Angle($BIKE3) = 184.7214 Car.SetMaxSpeed($BIKE3, 40.0) 00AE: set_car $BIKE3 traffic_behaviour_to 2 $BIKE4 = Car.Create(#FREEWAY, 1198.461, 1422.555, 6.865) Car.Angle($BIKE4) = 184.7214 Car.SetMaxSpeed($BIKE4, 40.0) 00AE: set_car $BIKE4 traffic_behaviour_to 2 $BIKE5 = Car.Create(#FREEWAY, 1201.032, 1427.92, 6.7878) Car.Angle($BIKE5) = 184.7214 Car.SetMaxSpeed($BIKE5, 40.0) 00AE: set_car $BIKE5 traffic_behaviour_to 2 $BIKE6 = Car.Create(#FREEWAY, 1194.361, 1427.142, 7.487) Car.Angle($BIKE6) = 184.7214 Car.SetMaxSpeed($BIKE6, 40.0) 00AE: set_car $BIKE6 traffic_behaviour_to 2 $BIKE7 = Car.Create(#FREEWAY, 1194.927, 1420.098, 7.3759) Car.Angle($BIKE7) = 184.7214 Car.SetMaxSpeed($BIKE7, 40.0) 00AE: set_car $BIKE7 traffic_behaviour_to 2 $BIKE8 = Car.Create(#FREEWAY, 1195.232, 1413.676, 7.3161) Car.Angle($BIKE8) = 184.7214 Car.SetMaxSpeed($BIKE8, 40.0) 00AE: set_car $BIKE8 traffic_behaviour_to 2 $BIKE9 = Car.Create(#FREEWAY, 1195.506, 1406.18, 7.2622) Car.Angle($BIKE9) = 184.7214 Car.SetMaxSpeed($BIKE9, 40.0) 00AE: set_car $BIKE9 traffic_behaviour_to 2 $BIKE10 = Car.Create(#FREEWAY, 1198.272, 1400.168, 6.8707) Car.Angle($BIKE10) = 184.7214 Car.SetMaxSpeed($BIKE10, 40.0) 00AE: set_car $BIKE10 traffic_behaviour_to 2 $ACTOR1 = Actor.Create(Mission1, #BIKERA, 1189.976, 1394.32, 8.3479) Actor.Angle($ACTOR1) = 0.2523 0605: actor $ACTOR1 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA $ACTOR2 = Actor.Create(Mission1, #BIKERB, 1185.827, 1409.274, 9.1625) Actor.Angle($ACTOR2) = 192.3774 $ACTOR3 = Actor.Create(Mission1, #BIKERA, 1188.146, 1412.244, 8.7071) Actor.Angle($ACTOR3) = 185.9962 0605: actor $ACTOR3 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA $ACTOR4 = Actor.Create(Mission1, #BIKERB, 1180.303, 1401.662, 10.2389) Actor.Angle($ACTOR4) = 200.1836 $ACTOR5 = Actor.Create(Mission1, #BIKERA, 1187.356, 1415.419, 8.8543) Actor.Angle($ACTOR5) = 314.0161 0605: actor $ACTOR5 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA $ACTOR6 = Actor.Create(Mission1, #BIKERB, 1187.028, 1418.459, 8.9186) Actor.Angle($ACTOR6) = 214.6165 0605: actor $ACTOR6 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA $ACTOR7 = Actor.Create(Mission1, #BIKERA, 1190.422, 1416.601, 8.2523) Actor.Angle($ACTOR7) = 83.0653 $ACTOR8 = Actor.Create(Mission1, #BIKERB, 1189.408, 1412.727, 8.4593) Actor.Angle($ACTOR8) = 21.2166 0605: actor $ACTOR8 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA $ACTOR9 = Actor.Create(Mission1, #BIKERA, 1187.43, 1422.23, 8.8399) Actor.Angle($ACTOR9) = 88.7103 $ACTOR10 = Actor.Create(Mission1, #BIKERB, 1185.221, 1422.049, 9.2735) Actor.Angle($ACTOR10) = 266.8933 0605: actor $ACTOR10 perform_animation_sequence "PRTIAL_GNGTLKA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time 4000 // versionA wait 100 Model.Destroy(#FREEWAY) Model.Destroy(#BIKERA) Model.Destroy(#BIKERB) wait 3950 036A: put_actor $ACTOR1 in_car $BIKE1 036A: put_actor $ACTOR2 in_car $BIKE2 036A: put_actor $ACTOR3 in_car $BIKE3 036A: put_actor $ACTOR4 in_car $BIKE4 036A: put_actor $ACTOR5 in_car $BIKE5 036A: put_actor $ACTOR6 in_car $BIKE6 036A: put_actor $ACTOR7 in_car $BIKE7 036A: put_actor $ACTOR8 in_car $BIKE8 036A: put_actor $ACTOR9 in_car $BIKE9 036A: put_actor $ACTOR10 in_car $BIKE10 wait 3000 Car.SetDriverBehaviour($BIKE1, FollowRoad) Car.SetDriverBehaviour($BIKE2, FollowRoad) Car.SetDriverBehaviour($BIKE3, FollowRoad) Car.SetDriverBehaviour($BIKE4, FollowRoad) Car.SetDriverBehaviour($BIKE5, FollowRoad) Car.SetDriverBehaviour($BIKE6, FollowRoad) Car.SetDriverBehaviour($BIKE7, FollowRoad) Car.SetDriverBehaviour($BIKE8, FollowRoad) Car.SetDriverBehaviour($BIKE9, FollowRoad) Car.SetDriverBehaviour($BIKE10, FollowRoad) jump @Noname_1490
:Noname_1490 wait 0 if and 0AB0: key_pressed 66 0AB0: key_pressed 109 else_jump @Noname_1490 wait 50 Car.RemoveReferences($BIKE1) Car.RemoveReferences($BIKE2) Car.RemoveReferences($BIKE3) Car.RemoveReferences($BIKE4) Car.RemoveReferences($BIKE5) Car.RemoveReferences($BIKE6) Car.RemoveReferences($BIKE7) Car.RemoveReferences($BIKE8) Car.RemoveReferences($BIKE9) Car.RemoveReferences($BIKE10) Car.Destroy($BIKE1) Car.Destroy($BIKE2) Car.Destroy($BIKE3) Car.Destroy($BIKE4) Car.Destroy($BIKE5) Car.Destroy($BIKE6) Car.Destroy($BIKE7) Car.Destroy($BIKE8) Car.Destroy($BIKE9) Car.Destroy($BIKE10) Actor.RemoveReferences($ACTOR1) Actor.RemoveReferences($ACTOR2) Actor.RemoveReferences($ACTOR3) Actor.RemoveReferences($ACTOR4) Actor.RemoveReferences($ACTOR5) Actor.RemoveReferences($ACTOR6) Actor.RemoveReferences($ACTOR7) Actor.RemoveReferences($ACTOR8) Actor.RemoveReferences($ACTOR9) Actor.RemoveReferences($ACTOR10) Actor.DestroyWithFade($ACTOR1) Actor.DestroyWithFade($ACTOR2) Actor.DestroyWithFade($ACTOR3) Actor.DestroyWithFade($ACTOR4) Actor.DestroyWithFade($ACTOR5) Actor.DestroyWithFade($ACTOR6) Actor.DestroyWithFade($ACTOR7) Actor.DestroyWithFade($ACTOR8) Actor.DestroyWithFade($ACTOR9) Actor.DestroyWithFade($ACTOR10) jump @Noname_1724
:Noname_1724 wait 10 if and 0AB0: key_pressed 66 0AB0: key_pressed 107 else_jump @Noname_1724 jump @Noname_1754
:Noname_1754 wait 10 Model.Load(#FREEWAY) Model.Load(#BIKERA) Model.Load(#BIKERB) 038B: load_requested_models jump @Noname_1782
:Noname_1782 wait 0 if and 04EE: animation "GANGS" loaded Model.Available(#FREEWAY) Model.Available(#BIKERA) Model.Available(#BIKERB) else_jump @Noname_1782 jump @Noname_190
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Found that on my travels; maybe some of that could be used to spawn 'packs' of Bikers  I wouldn't know where to start  But I'm sure you would This post has been edited by methodunderg on Friday, Feb 25 2011, 11:36
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bmb  |
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"Lots of ideas trying to learn the skills"

Group: Members
Joined: Feb 2, 2010


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| QUOTE (methodunderg) | | Is it possible to have a ped in 2 groups @ the same time in pedgrp.dat ? So I can have BIKDRUG in Dealers and in GANG9 ? | Yes you can have them in both groups. but you also have to change the "STAT" in the peds.ide file. Example: | CODE | original 254, BIKDRUG, BIKDRUG , CIVMALE, STAT_CRIMINAL, man, 0,1, null,6,2,PED_TYPE_GEN,VOICE_GEN_BIKDRUG ,VOICE_GEN_BIKDRUG gang 254, BIKDRUG, BIKDRUG , GANG9, STAT_GANG9, man, 0,1, null,6,2,PED_TYPE_GEN,VOICE_GEN_BIKDRUG ,VOICE_GEN_BIKDRUG both 254, BIKDRUG, BIKDRUG , GANG9, STAT_CRIMINAL, man, 0,1, null,6,2,PED_TYPE_GEN,VOICE_GEN_BIKDRUG ,VOICE_GEN_BIKDRUG
| As long as "GANG9" is there that ped will always be associated with that group. You can change "STAT" to anything you want. Your going to encounter two problems when dealing with gangs. 1. The game will usually spawn 3 or more of that particular ped on the sidewalk. When they are associated with gangs they will group together and act like a gang. The "STAT_CRIMINAL" will be ignored. 2. If you do happen to get 1 BIKDRUG to spawn he will act like a dealer, but dealers spawn in gang areas and he will most likely be attacked by that gang. You can manipulate the peds,ide any way you want to. Examples: | CODE | original 12, BFYRI, BFYRI, CIVFEMALE, STAT_COWARD, sexywoman, 120C,1, null,7,9,PED_TYPE_GEN,VOICE_GEN_BFYRI ,VOICE_GEN_BFYRI modified 12, BFYRI, BFYRI, CIVFEMALE, STAT_PROSTITUTE, sexywoman, 120C,1, null,7,9,PED_TYPE_GEN,VOICE_GEN_BFYRI ,VOICE_GEN_BFYRI | This will make BFYRI kind of like a hidden prostitute. She will spawn normally and walk around her normal group areas because she still is a "CIVFEMALE". When your car stops next to her she will run up to it and the text on the screen will ask if you want a good time, with a yes response she will get in the car and you know what happens next. She is not added to the prostitutes in the pedgrp.dat. | CODE | original 282, lvpd1, lvpd1, COP, STAT_COP, swat, 1FFF, 0, null, 9,9, PED_TYPE_EMG,VOICE_EMG_LVPD1 ,VOICE_EMG_LVPD5 modified 282, lvpd1, lvpd1, COP, STAT_COP, sexywoman, 1FFF, 0, null, 9,9, PED_TYPE_GEN,VOICE_GEN_BMYBE ,VOICE_GEN_BMYBE
| Try it. | QUOTE (methodunderg) | | Found that on my travels; maybe some of that could be used to spawn 'packs' of Bikers smile.gif I wouldn't know where to start smile.gif But I'm sure you would | I'm far from being an expert on cleo but first off there are way too may globals ($) in the script. | QUOTE (ZAZ) | $ is used to mark a GLOBAL VARIABLE
The stuff in the game needs a identity for registration to can handle with it The identities can be variable, for exemble by calculating something
The global variable is builded with the $ sign and a a letter or a word or a number or both But using global variables in Cleo scripts can cause heavy bugs or crashs only $PLAYER_CHAR, $PLAYER_ACTOR, $ONMISSION are valid | ZAZ has an awesome tutorial here, he is also incredibly helpful when you ask him questions. Other than that look at other scripts that have been released relating to vehicle spawning. Use there scripts as examples for a starting point to make your script. If you get stuck post it in GTA Modding / III Era Modding and people who are experts at cleo will be more than happy to help.
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