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Pages: (2) [1] 2   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Miscellaneous SCO Scripts

 For Alexander Blade's SCOCL
 
Skorpro  
Posted: Saturday, Jun 16 2012, 05:04
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GTAholiker
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Joined: Jul 19, 2009

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SCO Scripts


Hi folks,

I've decided to make a new topic for misc SCO scripts. So feel free to post your ideas and codes... biggrin.gif

Required tools:
Alexander Blade's SCOCL
OpenIV

My "contribution" wink.gif (This are conversions of my own mods!)

Bomb Mod (key: Num5)
-> on foot
user posted image
-> in heli
user posted image

Traffic Control (key: F5)
-> full traffic
user posted image
-> no traffic
user posted image

Small Speedo (in any vehicle)
user posted image


CODE

/****************************************************
*   SCOCL project by Alexander Blade (c) 2011     *
* This mod was created by Skorpro (c) 2008-2012   *
****************************************************/

#include <natives.h>
#include <common.h>
#include <strings.h>
#include <types.h>
#include <consts.h>


//Bomb Mod
bool EB = 0;
int HOCH, BREIT;
Car helibomber;
Object BOMB;
float x, y, z, zground;
float a, b, c, cground;
float repeat, counter;
uint heliBomb = 0x3E3783A1;
uint onFootBomb = 0x7E339194;
//Traffic Control
int CHANGETRAFFIC = 1;
float TCX, TCY, TCZ;
//Speedo
Car veh_speed;
float fSpeed;
int iSpeed;
bool rep_speed = 0;


void SkorproTrafficControl(void)
{
if (CHANGETRAFFIC == 1)
{
 GET_CHAR_COORDINATES(GetPlayerPed(), &TCX, &TCY, &TCZ);
 CLEAR_AREA_OF_CARS(TCX, TCY, TCZ, 400.0);
 CLEAR_AREA_OF_CHARS(TCX, TCY, TCZ, 400.0);
 CLEAR_AREA_OF_COPS(TCX, TCY, TCZ, 400.0);
 CHANGETRAFFIC = 2;
 PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","No Traffic",3000,1);
 SET_CAR_DENSITY_MULTIPLIER(0.0);
 SET_PED_DENSITY_MULTIPLIER(0.0);
 SWITCH_GARBAGE_TRUCKS(0);
 SET_RANDOM_CAR_DENSITY_MULTIPLIER(0.0);
 SET_PARKED_CAR_DENSITY_MULTIPLIER(2.25);
 ALLOW_EMERGENCY_SERVICES(0);
}
else if (CHANGETRAFFIC == 2)
{
 CHANGETRAFFIC = 3;
 PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","Low Traffic",3000,1);
 SET_CAR_DENSITY_MULTIPLIER(0.25);
 SET_PED_DENSITY_MULTIPLIER(0.50);
 SWITCH_GARBAGE_TRUCKS(1);
 SET_RANDOM_CAR_DENSITY_MULTIPLIER(0.25);
 SET_PARKED_CAR_DENSITY_MULTIPLIER(2.25);
 ALLOW_EMERGENCY_SERVICES(1);
}
else if (CHANGETRAFFIC == 3)
{
 CHANGETRAFFIC = 4;
 PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","Standard",3000,1);
 SET_CAR_DENSITY_MULTIPLIER(1.25);
 SET_PED_DENSITY_MULTIPLIER(1.50);
 SWITCH_GARBAGE_TRUCKS(1);
 SET_RANDOM_CAR_DENSITY_MULTIPLIER(1.25);
 SET_PARKED_CAR_DENSITY_MULTIPLIER(2.25);
 ALLOW_EMERGENCY_SERVICES(1);
}
else if (CHANGETRAFFIC == 4)
{
 CHANGETRAFFIC = 5;
 PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","High Traffic",3000,1);
 SET_CAR_DENSITY_MULTIPLIER(3.25);
 SET_PED_DENSITY_MULTIPLIER(3.50);
 SWITCH_GARBAGE_TRUCKS(1);
 SET_RANDOM_CAR_DENSITY_MULTIPLIER(3.25);
 SET_PARKED_CAR_DENSITY_MULTIPLIER(2.25);
 ALLOW_EMERGENCY_SERVICES(1);
}
else if (CHANGETRAFFIC == 5)
{
 CHANGETRAFFIC = 1;
 PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","Full Traffic",3000,1);
 SET_CAR_DENSITY_MULTIPLIER(7.25);
 SET_PED_DENSITY_MULTIPLIER(7.50);
 SWITCH_GARBAGE_TRUCKS(1);
 SET_RANDOM_CAR_DENSITY_MULTIPLIER(7.25);
 SET_PARKED_CAR_DENSITY_MULTIPLIER(2.25);
 ALLOW_EMERGENCY_SERVICES(1);
}
}


void BombType(float xc, float yc, float zc, int breit_var, int hoch_var, int abstand)
{
hoch_var = hoch_var * abstand;
breit_var = breit_var * abstand;
for (HOCH = 0; HOCH <= hoch_var; HOCH += abstand)
{
 // start position
 zc = zc + HOCH;
 ADD_EXPLOSION(xc, yc, zc, 4, 7.50, 1, 0, 1.01);
 WAIT(20);
    // start position end
 for (BREIT = 4; BREIT <= breit_var; BREIT += 4)
 {
  xc = xc - BREIT;
  WAIT(20);
  ADD_EXPLOSION(xc, yc, zc, 4, 7.50, 1, 0, 1.01);
  yc = yc + BREIT;
  WAIT(20);
  ADD_EXPLOSION(xc, yc, zc, 4, 7.50, 1, 0, 1.01);
  xc = xc + BREIT;
  WAIT(20);
  ADD_EXPLOSION(xc, yc, zc, 4, 7.50, 1, 0, 1.01);
  xc = xc + BREIT;
  WAIT(20);
  ADD_EXPLOSION(xc, yc, zc, 4, 7.50, 1, 0, 1.01);
  yc = yc - BREIT;
  WAIT(20);
  ADD_EXPLOSION(xc, yc, zc, 4, 7.50, 1, 0, 1.01);
  yc = yc - BREIT;
  WAIT(20);
  ADD_EXPLOSION(xc, yc, zc, 4, 7.50, 1, 0, 1.01);
  xc = xc - BREIT;
  WAIT(20);
  ADD_EXPLOSION(xc, yc, zc, 4, 7.50, 1, 0, 1.01);
  xc = xc - BREIT;
  WAIT(20);
  ADD_EXPLOSION(xc, yc, zc, 4, 7.50, 1, 0, 1.01);
  WAIT(20);
  yc = yc + BREIT;
  xc = xc + BREIT;
  WAIT(20);
 }
}
WAIT(20);
}


void SpawnBomb(void)
{
 if (IS_CHAR_IN_ANY_HELI(GetPlayerPed()))
 {
  GET_CAR_CHAR_IS_USING(GetPlayerPed(), &helibomber);

  // HELI_BOMB
  REQUEST_MODEL(heliBomb);
  while (!HAS_MODEL_LOADED(heliBomb)) { WAIT(10); }
  GET_CHAR_COORDINATES(GetPlayerPed(), &x, &y, &z);
     GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(GetPlayerPed(), 0.5, -2.1, -2.1, &x, &y, &z);
  CREATE_OBJECT(heliBomb, x, y, z, &BOMB, 1);
     SET_OBJECT_HEALTH(BOMB, 100.0);
     SET_OBJECT_ROTATION(BOMB, 90.0, 0.0, 0.0);
 
  GET_GROUND_Z_FOR_3D_COORD(x, y, z, &zground);
  repeat = z - zground;

  //repeat
  for (counter = 1; counter <= repeat; counter++)
  {
   WAIT(27);
   SLIDE_OBJECT(BOMB, x, y, zground, 0.0, 0.0, 1.3, 0);
  }
  // repeat end!
  WAIT(100);

    //---------------- In Heli
    // BombType(X, Y, Z, width, highness, spacing)
    BombType(x, y, zground, 7, 2, 2);
    DELETE_OBJECT(&BOMB);
    MARK_MODEL_AS_NO_LONGER_NEEDED(heliBomb);
    //----------------
 }
 else if (EB == 0)
 {
  // ON_FOOT_BOMB
  REQUEST_MODEL(onFootBomb);
  while (!HAS_MODEL_LOADED(onFootBomb)) { WAIT(10); }
  GET_CHAR_COORDINATES(GetPlayerPed(), &a, &b, &c);
  GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(GetPlayerPed(), 0.0, 0.9, 0.0, &a, &b, &c);
     GET_GROUND_Z_FOR_3D_COORD(a, b, c, &cground);
     CREATE_OBJECT(onFootBomb, a, b, cground, &BOMB, 1);
     SET_OBJECT_HEALTH(BOMB, 1000.0);
  SET_OBJECT_ONLY_DAMAGED_BY_PLAYER(BOMB, 1);
  FREEZE_OBJECT_POSITION(BOMB, 1);
  PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "Press  Num5 (default)  for detonation!", 2000, 1);
  WAIT(500);
     EB = 1;
 }
 else if (EB == 1)
 {

  //---------------- On Foot
     // BombType(X, Y, Z, width, highness, spacing)
     BombType(a, b, cground, 4, 2, 2);
  DELETE_OBJECT(&BOMB);
  MARK_MODEL_AS_NO_LONGER_NEEDED(onFootBomb);
  //----------------
     EB = 0;
 }
WAIT(100);
}


void SkorproTextAndInt(float x1, float y1, int red1, int green1, int blue1, int num, float x2, float y2, int red2, int green2, int blue2)
{
// TEXT
SET_TEXT_FONT(1); // TEXTFONT_LED
SET_TEXT_BACKGROUND(0);
SET_TEXT_SCALE(0.22, 0.27);
SET_TEXT_COLOUR(red1, green1, blue1, 255);
SET_TEXT_RIGHT_JUSTIFY(0);
SET_TEXT_DROPSHADOW(0, 255, 255, 255, 255);
DISPLAY_TEXT_WITH_LITERAL_STRING(x1, y1, "STRING", "Speed : ");

// NUM
SET_TEXT_FONT(1); // TEXTFONT_LED
SET_TEXT_BACKGROUND(0);
SET_TEXT_SCALE(0.22, 0.27);
SET_TEXT_COLOUR(red2, green2, blue2, 255);
SET_TEXT_RIGHT_JUSTIFY(0);
SET_TEXT_DROPSHADOW(0, 255, 255, 255, 255);
DISPLAY_TEXT_WITH_NUMBER(x2, y2, "NUMBER", num);
}



// ############################### MAIN ####################################

void main(void)
{
FORCE_LOADING_SCREEN(TRUE);
THIS_SCRIPT_SHOULD_BE_SAVED();
SET_CAR_DENSITY_MULTIPLIER(1.0);
SET_MAX_WANTED_LEVEL(6);
SET_PLAYER_CONTROL(GetPlayerIndex(), TRUE);
LOAD_SCENE(-420.245, 1137.605, 12.530);
SET_CHAR_COORDINATES_NO_OFFSET(GetPlayerPed(), -420.245, 1137.605, 12.530);
SET_CHAR_HEADING(GetPlayerPed(), 360.0);
FORCE_TIME_OF_DAY(9, 21);
RELEASE_TIME_OF_DAY();
RELEASE_WEATHER();
SET_CAM_BEHIND_PED(GetPlayerPed());
WAIT(2000);
FORCE_LOADING_SCREEN(FALSE);
DO_SCREEN_FADE_IN_UNHACKED(4000);

WAIT(2000);
PRINT_STRING_WITH_LITERAL_STRING_NOW("string", "Scocl test!", 3000, 1);



while (TRUE)
{
 // Traffic Control
 if (IS_GAME_KEYBOARD_KEY_PRESSED(63)) // 63 =  F5
 {
  SkorproTrafficControl();
  WAIT(500);
 }
 
 // Bomb Mod
 if (IS_GAME_KEYBOARD_KEY_PRESSED(76)) // 76 = Num 5
 {
  SpawnBomb();
  WAIT(500);
 }
 
 // Speedo
 if (IS_CHAR_IN_ANY_CAR(GetPlayerPed())) { rep_speed = 1; }
 else { rep_speed = 0; }

 if (rep_speed == 1) // LOOP start
 {
  if (!IS_CHAR_IN_ANY_CAR(GetPlayerPed()))
  {
   rep_speed = 0; // LOOP end
  }
  GET_CAR_CHAR_IS_USING(GetPlayerPed(), &veh_speed);
  GET_CAR_SPEED(veh_speed, &fSpeed);
  fSpeed = fSpeed * 3.61; // MaxSpeed (Default: 3.61)!
  iSpeed = (int) fSpeed; // float to int
  SkorproTextAndInt(0.01, 0.97, 0, 255, 0, iSpeed, 0.07, 0.97, 255, 0, 0);
 }
   
 // PAUSE
 WAIT(0);
}
}


Maybe it's useful - maybe not?!? Anyway - have fun wink.gif

This post has been edited by Skorpro on Saturday, Jun 16 2012, 05:15
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Frank.s  
Posted: Saturday, Jun 16 2012, 13:05
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IV Scripter, Modeler.
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Joined: Apr 15, 2008

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Member Award




Great scripts. icon14.gif
This also gives good useful info to people who are learning SCO.
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terreur69  
Posted: Monday, Jun 18 2012, 21:08
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C2C - Down The Road
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it will help me a lot, thank you skorpro wink.gif

add blip on radar:

CODE
Blip testBlip;
ADD_BLIP_FOR_COORD(cordX, cordY, cordZ, &testBlip);  
CHANGE_BLIP_SPRITE(testBlip, BLIP_HOSPITAL);  
CHANGE_BLIP_COLOUR(testBlip, 0);  
CHANGE_BLIP_DISPLAY(testBlip, BLIP_DISPLAY_MAP_ONLY);  
CHANGE_BLIP_NAME_FROM_ASCII(testBlip, "Hospital");



video editor :
CODE

boolean start_var = 0;

while (TRUE)
{
if ( (IS_GAME_KEYBOARD_KEY_PRESSED(65)))   // press F7
{
if  (start_var == 0)
{

ACTIVATE_REPLAY_MENU();

WAIT(500);
start_var == 1;
}
else if (start_var == 1)
{
return;

WAIT(100);
start_var == 0;
}
}
WAIT(0);
}


This post has been edited by terreur69 on Tuesday, Jun 19 2012, 07:58
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Skorpro  
Posted: Wednesday, Jun 20 2012, 07:07
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GTAholiker
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Joined: Jul 19, 2009

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@terreur69 & Frank.s

Thanx smile.gif
Some new SCO scripts coming soon...


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Deluxe8900  
Posted: Monday, Jun 25 2012, 21:44
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Player Hater
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Joined: Jun 14, 2012

XXXXX



to pickup up object:

CODE
void pickupitem(void)
       {
          if(IS_GAME_KEYBOARD_KEY_JUST_PRESSED(KEY_##))
   {
       
           Ped Pped = GetPlayerPed();
           GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS(Pped, 0, 0, 0, &BGx, &BGy, &BGz);
           CREATE_OBJECT(##, BGx, BGy, BGz,&pickup , TRUE);
           CREATE_OBJECT(##, BGx, BGy, BGz,&pickup1 , TRUE);
           CREATE_OBJECT(##, BGx, BGy, BGz,&pickup2 , TRUE);
           CREATE_OBJECT(##, BGx, BGy, BGz,&pickup3 , TRUE);
           CREATE_OBJECT(##, BGx, BGy, BGz,&pickup4 , TRUE);
           CREATE_OBJECT(##, BGx, BGy, BGz,&pickup5 , TRUE);
           CREATE_OBJECT(##, BGx, BGy, BGz,&pickup6 , TRUE);
           CREATE_OBJECT(##, BGx, BGy, BGz,&pickup7 , TRUE);
           CREATE_OBJECT(##, BGx, BGy, BGz,&pickup8 , TRUE);
           CREATE_OBJECT(##, BGx, BGy, BGz,&pickup9 , TRUE);
           CREATE_OBJECT(##, BGx, BGy, BGz,&pickup10 , TRUE);
           CREATE_OBJECT(##, BGx, BGy, BGz,&pickup11 , TRUE);
             
           SET_OBJECT_AS_STEALABLE(pickup, true);
           SET_OBJECT_AS_STEALABLE(pickup1, true);
           SET_OBJECT_AS_STEALABLE(pickup2, true);
           SET_OBJECT_AS_STEALABLE(pickup3, true);
           SET_OBJECT_AS_STEALABLE(pickup4, true);
           SET_OBJECT_AS_STEALABLE(pickup5, true);
           SET_OBJECT_AS_STEALABLE(pickup6, true);
           SET_OBJECT_AS_STEALABLE(pickup7, true);
           SET_OBJECT_AS_STEALABLE(pickup8, true);
           SET_OBJECT_AS_STEALABLE(pickup9, true);
           SET_OBJECT_AS_STEALABLE(pickup10, true);
           SET_OBJECT_AS_STEALABLE(pickup11, true);
           Print("Pick object up");
}                      
}


Just replace the ## with a object hex or hash whatever, and it will work, and change your game key press smile.gif
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Skorpro  
Posted: Tuesday, Jun 26 2012, 00:11
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@Deluxe8900
Thanx for your script biggrin.gif

You want to stop the heli animation just for fun... My way to do this:
CODE

/****************************************************
*   SCOCL project by Alexander Blade (c) 2011     *
* This mod was created by Skorpro (c) 2008-2012   *
****************************************************/

#include <natives.h>
#include <common.h>
#include <strings.h>
#include <types.h>
#include <consts.h>


#define heliKey 35 // 35 = H
Vehicle currentHeli, attachedHeli;
uint heliModel;
float hx, hy, hz;
int heliCol1, heliCol2, heliSCol1, heliSCol2; // Heli Colors
bool heliAnim = 0;


void SkorproHeliAnimStop(void)
{
 if (IS_CHAR_IN_ANY_HELI(GetPlayerPed()))
 {
  if (IS_GAME_KEYBOARD_KEY_PRESSED(heliKey)) // default "H"
  {
   if (heliAnim == 0)
   {
    GET_CAR_CHAR_IS_USING(GetPlayerPed(), &currentHeli);
    TURN_OFF_VEHICLE_EXTRA(currentHeli, 1, 1);
    TURN_OFF_VEHICLE_EXTRA(currentHeli, 3, 1);
    GET_CAR_COLOURS(currentHeli, &heliCol1, &heliCol2);
    GET_EXTRA_CAR_COLOURS(currentHeli, &heliSCol1, &heliSCol2);
    GET_CAR_MODEL(currentHeli, &heliModel);
    REQUEST_MODEL(heliModel);
    while(!HAS_MODEL_LOADED(heliModel)) { WAIT(0); }
    CREATE_CAR(heliModel, hx, hy, hz, &attachedHeli, true);
    GET_CAR_COORDINATES(currentHeli, &hx, &hy, &hz);
    ATTACH_CAR_TO_CAR(attachedHeli, currentHeli, 0, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
    SET_CAR_VISIBLE(currentHeli, 0);
    CHANGE_CAR_COLOUR(attachedHeli, heliCol1, heliCol2);
    SET_EXTRA_CAR_COLOURS(attachedHeli, heliSCol1, heliSCol2);
    PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","Stop Heli Anim",1000,1);
    heliAnim = 1;
    WAIT(500);
   }
   else if (heliAnim == 1)
   {
    GET_CAR_CHAR_IS_USING(GetPlayerPed(), &currentHeli);
    SET_CAR_VISIBLE(currentHeli, 1);
    TURN_OFF_VEHICLE_EXTRA(currentHeli, 1, 0);
    TURN_OFF_VEHICLE_EXTRA(currentHeli, 3, 0);
    DELETE_CAR(&attachedHeli);
    PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING","Reset Heli Anim",1000,1);
    heliAnim = 0;
    WAIT(500);
   }
  }
 }
}




// ############################### MAIN ####################################

void main(void)
{
FORCE_LOADING_SCREEN(TRUE);
THIS_SCRIPT_SHOULD_BE_SAVED();
SET_CAR_DENSITY_MULTIPLIER(1.0);
SET_MAX_WANTED_LEVEL(6);
SET_PLAYER_CONTROL(GetPlayerIndex(), TRUE);
LOAD_SCENE(-420.245, 1137.605, 12.530);
SET_CHAR_COORDINATES_NO_OFFSET(GetPlayerPed(), -420.245, 1137.605, 12.530);
SET_CHAR_HEADING(GetPlayerPed(), 360.0);
FORCE_TIME_OF_DAY(9, 21);
RELEASE_TIME_OF_DAY();
RELEASE_WEATHER();
SET_CAM_BEHIND_PED(GetPlayerPed());
WAIT(2000);
FORCE_LOADING_SCREEN(FALSE);
DO_SCREEN_FADE_IN_UNHACKED(4000);

WAIT(2000);
PRINT_STRING_WITH_LITERAL_STRING_NOW("string", "Scocl test!", 3000, 1);



while (TRUE)
{
 SkorproHeliAnimStop();
 
 // PAUSE
 WAIT(0);
}
}


Hope you like it smile.gif

NOTE: All my scripts are for free use! Be fair: Please make a small credit like "Thanx to Skorpro" (in your Readme.txt and/or Topic)! Thanx smile.gif

This post has been edited by Skorpro on Tuesday, Jun 26 2012, 00:19
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Skorpro  
Posted: Tuesday, Jun 26 2012, 00:35
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@Xxchr0m3kingxX

This is the conversion of my "Undercover Police Car" mod! (converted by iHaZ for XBOX - thank you)
Note: It is still not tested!!

CODE

/*-------------------------------------
  Undercover Police Mod by SKORPRO  
-------------------------------------*/

#include <natives.h>
#include <common.h>
#include <strings.h>
#include <types.h>
#include <consts.h>

#define key1 76 // F5
#define key2 77 // F6
#define key3 78 //F7
#define upc_horn 1

bool ULight = 0; // upc_light_var
bool LRepeat = 0; // light_repeat
bool USiren = 0; // upc_siren_var
bool USiren2= 0;// upc_siren_var2
bool copcar = 0;  // upc_policeCar
bool coprepeat = 0; // policeCar_repeat

Object UCarLight; // upc_car_light
uint m_ObjectModel = 0xCB26803D;


Vehicle UCar; // upc_car
Vehicle UCar2; // upc_car2

Ped ped; // ped

uint USound; // upc_sound
uint USound2; // upc_sound2
uint USound3; // upc_sound3

int UColorHigh = 250; // upc_color_high
int UColorLow = 0; // int upc_color_low

float u_x, u_y, u_z; // upco_x, upco_y, upco_z

//MOD
bool DoesPlayerCharExist(void)
{
return DOES_CHAR_EXIST(GetPlayerPed());
}

void WaitUntilPlayerCharExists(void)
{
while(!DoesPlayerCharExist()) { WAIT(0); }
}

void Police_Delete(void)
{
if ( (ULight == 1) && (USiren == 1) )
{
       DELETE_OBJECT(&UCarLight);
    FORCE_CAR_LIGHTS(UCar, VEHICLE_LIGHTS_0);
    SET_VEH_HAZARDLIGHTS(UCar, 0);
    ULight = 0;
 LRepeat = 0;
 STOP_SOUND(USound);
 RELEASE_SOUND_ID(USound);
 USiren = 0;
}
}

void Police_Light(void)
{
if ((IS_CONTROL_PRESSED(2, 3)) && (!IS_CHAR_IN_ANY_CAR(GetPlayerPed()))) // Key zum Aussteigen!
{
 Police_Delete();
}

GET_CAR_COORDINATES(UCar, &u_x, &u_y, &u_z);
DRAW_LIGHT_WITH_RANGE(u_x, u_y, u_z, UColorHigh, UColorLow, UColorLow, 27.0f, 18.0f); // red
FORCE_CAR_LIGHTS(UCar, VEHICLE_LIGHTS_2);
SET_OBJECT_ALPHA(UCarLight, 0);
WAIT(80);

if ((IS_CONTROL_PRESSED(2, 3)) && (!IS_CHAR_IN_ANY_CAR(GetPlayerPed()))) // Key zum Aussteigen!
{
 Police_Delete();
}

WAIT(80);

if ((IS_CONTROL_PRESSED(2, 3)) && (!IS_CHAR_IN_ANY_CAR(GetPlayerPed()))) // Key zum Aussteigen!
{
 Police_Delete();
}

GET_CAR_COORDINATES(UCar, &u_x, &u_y, &u_z);
DRAW_LIGHT_WITH_RANGE(u_x, u_y, u_z, UColorHigh, UColorHigh, UColorHigh, 27.0f, 18.0f); // white
FORCE_CAR_LIGHTS(UCar, VEHICLE_LIGHTS_1);
SET_OBJECT_ALPHA(UCar, 255);
WAIT(80);

if ((IS_CONTROL_PRESSED(2, 3)) && (!IS_CHAR_IN_ANY_CAR(GetPlayerPed()))) // Key zum Aussteigen!
{
 Police_Delete();
}

WAIT(80);

if ((IS_CONTROL_PRESSED(2, 3)) && (!IS_CHAR_IN_ANY_CAR(GetPlayerPed()))) // Key zum Aussteigen!
{
 Police_Delete();
}  

GET_CAR_COORDINATES(UCar, &u_x, &u_y, &u_z);
DRAW_LIGHT_WITH_RANGE(u_x, u_y, u_z, UColorLow, UColorLow, UColorHigh, 27.0f, 18.0f); // blue
SET_OBJECT_ALPHA(ULight, 0);

WAIT(80);

if ((IS_CONTROL_PRESSED(2, 3)) && (!IS_CHAR_IN_ANY_CAR(GetPlayerPed()))) // Key zum Aussteigen!
{
 Police_Delete();
}

WAIT(80);

if ((IS_CONTROL_PRESSED(2, 3)) && (!IS_CHAR_IN_ANY_CAR(GetPlayerPed()))) // Key zum Aussteigen!
{
 Police_Delete();
}

SET_OBJECT_ALPHA(ULight, 255);
}

void Police_Sound(void)
{
if (USiren == 0)
{
 USiren = 1;
 USound = GET_SOUND_ID();
 PLAY_SOUND_FROM_VEHICLE(USound, "AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP", UCar);
 WAIT(100);
}
else if (USiren == 1)
{
 USiren = 0;
 STOP_SOUND(USound);
 RELEASE_SOUND_ID(USound);
}
WAIT(100);
}

void Police_Horn(void)
{
USound2 = GET_SOUND_ID();
PLAY_SOUND_FROM_VEHICLE(USound2, "BC3_BUOYS_AHOY_HARBOUR_PATROL_SIREN", UCar);
}

void Police_PoliceCar(void)
{
SWITCH_CAR_SIREN(UCar2, 1);
WAIT(11);
SWITCH_CAR_SIREN(UCar2, 0);
WAIT(0);
if ((IS_CONTROL_PRESSED(2, 3)) && (!IS_CHAR_IN_ANY_POLICE_VEHICLE(GetPlayerPed())) )
{
 copcar = 0;
 coprepeat = 0;
 SET_VEH_HAZARDLIGHTS(UCar2, 0);
 USiren2 = 0;
 STOP_SOUND(USound3);
 RELEASE_SOUND_ID(USound3);
 WAIT(100);
}
}

void StartMods1(void)
{
if ( (IS_CHAR_IN_ANY_CAR(GetPlayerPed())) && (!IS_CHAR_ON_ANY_BIKE(GetPlayerPed())) && (!IS_CHAR_IN_ANY_POLICE_VEHICLE(GetPlayerPed())) )
{
 GET_CAR_CHAR_IS_USING(GetPlayerPed(), &UCar);
  // Polizei Blaulicht
 if (IS_GAME_KEYBOARD_KEY_JUST_PRESSED(key1))
    {
  if (ULight == 0)
  {
   // Blaulicht AN!
   SET_VEH_HAZARDLIGHTS(UCar, 1);
   
   REQUEST_MODEL(m_ObjectModel);
   while(!HAS_MODEL_LOADED(m_ObjectModel))
   {
   WAIT(10);
   }
   CREATE_OBJECT(m_ObjectModel, 0.0, 0.0, 0.0, &UCarLight, true);
   ATTACH_OBJECT_TO_PED(ULight, GetPlayerPed(), BONE_ROOT, 0.55f, 1.09f, -0.07f, 0.77f, 0.0f, 0.0f, 0);
   DELETE_OBJECT(&UCarLight); // 2x erstellen!!
   WAIT(10);
   CREATE_OBJECT(m_ObjectModel, 0.0, 0.0, 0.0, UCarLight, true);
   ATTACH_OBJECT_TO_PED(UCarLight, GetPlayerPed(), BONE_ROOT, 0.55f, 1.09f, -0.07f, 0.77f, 0.0f, 0.0f, 0);
    ULight = 1;
   LRepeat = 1;
  }
  else if (ULight == 1)
  {
   // Blaulicht AUS!
   DELETE_OBJECT(&UCarLight);
   FORCE_CAR_LIGHTS(UCar, VEHICLE_LIGHTS_0);
   SET_VEH_HAZARDLIGHTS(UCar, 0);
   ULight = 0;
   LRepeat = 0;
  }
  else if ((IS_CONTROL_PRESSED(2, 3)) && (!IS_CHAR_IN_ANY_CAR(GetPlayerPed()))) // Key zum Aussteigen!
  {
   Police_Delete();
  }
 }
 // Repeat LIGHT AN
 if (LRepeat == 1)
 {
  Police_Light();
 }
 // Repeat LIGHT AUS
 // Polizei Sound
 if (IS_GAME_KEYBOARD_KEY_JUST_PRESSED(key2))
 {
  Police_Sound();
 }   // Sound mit Horn
 if ( (IS_PLAYER_PRESSING_HORN(CONVERT_INT_TO_PLAYERINDEX(GET_PLAYER_ID())) == 1) && (!IS_CHAR_IN_ANY_POLICE_VEHICLE(GetPlayerPed())) )
 {
  if (upc_horn == 1)
  {
   if ( (ULight == 1) && (USiren == 1) )
   {
    Police_Horn();
   }
  }
 }
 // Flashlight mit Horn
 if (IS_PLAYER_PRESSING_HORN(IS_PLAYER_PRESSING_HORN(CONVERT_INT_TO_PLAYERINDEX(GET_PLAYER_ID())) == 1))
 {
  if ( (ULight == 1) && (USiren == 1) )
  {
   FORCE_CAR_LIGHTS(UCar, VEHICLE_LIGHTS_2);
   WAIT(7);
   FORCE_CAR_LIGHTS(UCar, VEHICLE_LIGHTS_1);
   WAIT(7);
  }
 }
 else if (!IS_PLAYER_PRESSING_HORN(IS_PLAYER_PRESSING_HORN(CONVERT_INT_TO_PLAYERINDEX(GET_PLAYER_ID())) == 1))
 {
  FORCE_CAR_LIGHTS(UCar, VEHICLE_LIGHTS_0);
 }
 // Aussteigen
 if ((IS_CONTROL_PRESSED(2, 3)) && (!IS_CHAR_IN_ANY_CAR(GetPlayerPed()))) // Key zum Aussteigen!
 {
  Police_Delete();
 }
 
 if ((IS_CONTROL_PRESSED(2, 3)) && (!IS_CHAR_IN_ANY_CAR(GetPlayerPed()))) // Key zum Aussteigen!
 {
  Police_Delete();
 }


 // Polizeiauto LIGHT without SOUND
 if (IS_CHAR_IN_ANY_POLICE_VEHICLE(GetPlayerPed()))
 {
  GET_CAR_CHAR_IS_USING(GetPlayerPed(), &UCar2);

  if (IS_GAME_KEYBOARD_KEY_JUST_PRESSED(key1))
  {
   if (copcar == 0)
   {
    SET_VEH_HAZARDLIGHTS(UCar2, 1);
    copcar = 1;
    coprepeat = 1;
    WAIT(100);
   }
   else if (copcar == 1)
   {
    SET_VEH_HAZARDLIGHTS(UCar2, 0);
    copcar = 0;
    coprepeat = 0;
    WAIT(100);
   }
  }
  // Polizei Sound im POLICECAR!
  if (IS_GAME_KEYBOARD_KEY_JUST_PRESSED(key2))
  {
   if (USiren2 == 0)
   {
    USiren2 = 1;
    USound3 = GET_SOUND_ID();
    PLAY_SOUND_FROM_VEHICLE(USound3, "AMBIENT_HORNS_REGULAR_SIRENS_COP_SIREN_LOOP", UCar2);
    WAIT(100);
   }
   else if (USiren2 == 1)
   {
    USiren2 = 0;
    STOP_SOUND(USound3);
    RELEASE_SOUND_ID(USound3);
   }
  }
  else if ((IS_CONTROL_PRESSED(2, 3)) && (!IS_CHAR_IN_ANY_CAR(GetPlayerPed()))) // Key zum Aussteigen!
  {
   USiren2 = 0;
   STOP_SOUND(USound3);
   RELEASE_SOUND_ID(USound3);
  }

  // Flashlight mit Horn
  if (IS_PLAYER_PRESSING_HORN(IS_PLAYER_PRESSING_HORN(CONVERT_INT_TO_PLAYERINDEX(GET_PLAYER_ID())) == 1))
  {
   FORCE_CAR_LIGHTS(UCar2, VEHICLE_LIGHTS_2);
   WAIT(7);
   FORCE_CAR_LIGHTS(UCar2, VEHICLE_LIGHTS_1);
   WAIT(7);
  }
  else if (!IS_PLAYER_PRESSING_HORN(IS_PLAYER_PRESSING_HORN(CONVERT_INT_TO_PLAYERINDEX(GET_PLAYER_ID())) == 1))
  {
   FORCE_CAR_LIGHTS(UCar2, VEHICLE_LIGHTS_0);
  }
 }

 // Repeat LIGHT AN
 if (coprepeat == 1)
 {
  Police_PoliceCar();
 }
 // Repeat LIGHT AU
 WAIT(10);
}
}

void Init(void)
{
THIS_SCRIPT_IS_SAFE_FOR_NETWORK_GAME();
WaitUntilPlayerCharExists();
//THIS_SCRIPT_SHOULD_BE_SAVED();
}

void main(void)
{
Init();

while(TRUE)
{
 Police_Light();
 Police_Sound();
 Police_Horn();
 Police_Delete();
 Police_PoliceCar();
 WAIT(100);
 StartMods1();
}
}


EDIT: New code w/o #include "Helpers.c"...

PS: Please could someone test it for me ... I'm sooo lazy... tounge2.gif



Have fun biggrin.gif

NOTE: All my scripts are for free use! Be fair: Please make a small credit like "Thanx to Skorpro" (in your Readme.txt and/or Topic)! Thanx smile.gif

This post has been edited by Skorpro on Saturday, Jun 30 2012, 06:09
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Skorpro  
Posted: Tuesday, Jun 26 2012, 01:06
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GTAholiker
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Joined: Jul 19, 2009

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XXXXX



Oops! I have forget some useful things:

1. How to use SCOCL ( for beginners wink.gif )

2a. Key list (english) ( Thx to jdmalex2 cookie.gif )
2b. Key list (german)

3. GTA 2 topdown view ( a small cam script )

Btw. "Can I play with madness" (Iron Maiden) ROCKZ'n'RULEZ tounge2.gif
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Skorpro  
Posted: Saturday, Jun 30 2012, 06:06
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Joined: Jul 19, 2009

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@Deluxe8900

A simple weapon trainer... (Original Alice (LUA) script by Alexander Blade! icon14.gif )

CODE

void GiveWeapon(Ped ped,eWeapon weapon)
{
if (HAS_CHAR_GOT_WEAPON(ped, weapon) == true )
{
 SET_CHAR_AMMO(ped, weapon, 30000);
}
else
{
 GIVE_WEAPON_TO_CHAR(ped, weapon, 30000, 0);
}
}

void WeaponTrainer(void)
{
  Ped p;
  GET_PLAYER_CHAR(GetPlayerIndex(), &p);
  SET_PLAYER_FAST_RELOAD(GetPlayerIndex(), true);
  GiveWeapon(p, WEAPON_KNIFE);
  GiveWeapon(p, WEAPON_GRENADE);
  GiveWeapon(p, WEAPON_DEAGLE);
  GiveWeapon(p, WEAPON_SHOTGUN);
  GiveWeapon(p, WEAPON_MICRO_UZI);
  GiveWeapon(p, WEAPON_M4);
  GiveWeapon(p, WEAPON_SNIPERRIFLE);
  GiveWeapon(p, WEAPON_RLAUNCHER);
 
  if (GET_CURRENT_EPISODE() == 2) // only TBoGT!
  {
  GiveWeapon(p, WEAPON_EPISODIC_21); // PARACHUTE
  }
}


List of Weapons (GTA4) (www.gtamodding.com)

Have fun smile.gif

EDIT: Add "SET_PLAYER_FAST_RELOAD"

NOTE: All my scripts are for free use! Be fair: Please make a small credit like "Thanx to Skorpro" (in your Readme.txt and/or Topic)! Thanx smile.gif

This post has been edited by Skorpro on Saturday, Jun 30 2012, 14:49
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terreur69  
Posted: Saturday, Jun 30 2012, 15:09
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C2C - Down The Road
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hey skorpro , thank you for all the script, it will help many people icon14.gif
you remember when you're asking me to add the fov of IV, its still not working:

CODE
Camera camera;   // NOT long!
CREATE_CAM(14, &camera);
SET_CAM_FOV(camera, 50.0);
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hardsty1e  
Posted: Saturday, Jun 30 2012, 16:50
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Very useful indeed, thank you Skorpro. Just hope the xbox360 community gives you credit and don't make money off you.
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Xxchr0m3kingxX  
Posted: Sunday, Jul 1 2012, 03:59
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QUOTE (hardsty1e @ Saturday, Jun 30 2012, 16:50)
Very useful indeed, thank you Skorpro. Just hope the xbox360 community gives you credit and don't make money off you.

You can bet some little leech will try it i already used some scripts of his in a release and credited him
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Xxchr0m3kingxX  
Posted: Sunday, Jul 1 2012, 04:07
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QUOTE (Skorpro @ Tuesday, Jun 26 2012, 00:35)
@Xxchr0m3kingxX

This is the conversion of my "Undercover Police Car" mod! (converted by iHaZ for XBOX - thank you)
Note: It is still not tested!!

NOTE: All my scripts are for free use! Be fair: Please make a small credit like "Thanx to Skorpro" (in your Readme.txt and/or Topic)! Thanx smile.gif

This mod works but it activates instantly when in car no button press and freezes after about 3 seconds

This post has been edited by Xxchr0m3kingxX on Monday, Jul 9 2012, 09:03
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Deluxe8900  
Posted: Sunday, Jul 1 2012, 13:35
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QUOTE (Xxchr0m3kingxX @ Sunday, Jul 1 2012, 04:07)
QUOTE (Skorpro @ Tuesday, Jun 26 2012, 00:35)
@Xxchr0m3kingxX

This mod works but it activates instantly when in car no button press and freezes after about 3 seconds

Have you converted the natives from 1.7 to 1.4?

This post has been edited by Deluxe8900 on Sunday, Jul 1 2012, 13:58
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terreur69  
Posted: Sunday, Jul 1 2012, 13:54
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C2C - Down The Road
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please , remove the code in your comment.
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jdmalex2  
Posted: Sunday, Jul 15 2012, 23:43
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here is the source code for my simple trainer...

there is 2 versions .

source pack


Video of the 1st trainer

compile 1_newscript.c with scocl

tested in all version except complete but shouldn't be a problem
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jdmalex2  
Posted: Sunday, Jul 15 2012, 23:46
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Vehicle Spawner code: needs some source files from above file pack mainly for display.. check out 1_newscript.c and add this script in the top portion.

CODE
//single's
#define SELECT_NEXT_BUTTON           DPAD_RIGHT
#define SELECT_PREVIOUS_BUTTON          DPAD_LEFT
#define CATEGORY_BUTTON_SELECT          DPAD_UP
#define SPAWN_VEH_BUTTON           DPAD_DOWN
#define BOOST_BUTTON            X
#define BOOST_ONOFF             STICK_L


//combo's
#define SPAWNER_ON_OFF_BUTTON_1          R1
#define SPAWNER_ON_OFF_BUTTON_2          STICK_L


int vehicle ,vehiclemodel , numbermodels;
int PlayerDriver , forceX , forceY , forceZ;
int isCarSpawnMenuOn = 0,boostready=true;
int models[100] , vehCounter = 0 , Option=1;
bool boost=0;
Vehicle Spawned_Vehicle ,InvVehicle , Spawned_Vehicle ,PlayerVehicle;
float x, y, z ,CarSpeed , VehSpeed;



float PositonLineBot=0.55000000;  //Vehicle Category:
float PositonLineTop=0.58000000;  //Vehicle Category: ""catagory""
float VehicleDispLine=0.61000000;  // displayes Model
float Boostline=0.65000000;        // boost on or off
float PositonLineOne=0.68000000; //Speed:
float PositonLineTwo=0.71000000; // float speed

void printname(void)
{
if(isCarSpawnMenuOn == 1)
{

 SET_TEXT_FONT(6);
 SET_TEXT_BACKGROUND(0);
 SET_TEXT_DROPSHADOW(0, 0, 0, 0, 255);
 SET_TEXT_EDGE(1, 0, 0, 0, 255);
 SET_TEXT_PROPORTIONAL(1);
 SET_TEXT_WRAP(0.00000000, 1.00000000);
 //SET_TEXT_COLOUR(253, 160, 35, 255); YELLOW
 SET_TEXT_COLOUR(255, 20, 147, 255); //PINK
 SET_TEXT_SCALE(0.30000000, 0.30000000);
 SET_TEXT_JUSTIFY(true);
 SET_TEXT_RIGHT_JUSTIFY(0);

 char* carName = GET_DISPLAY_NAME_FROM_VEHICLE_MODEL(vehiclemodel);
 vehiclemodel = models[vehCounter];
 DISPLAY_TEXT_WITH_LITERAL_STRING(0.05000000, VehicleDispLine, "STRING", carName);
 //draw_title(0.15000000, VehicleDispLine, 0.30000000, 0.30000000, 255, 20, 147, 255, carName);
}

}

void displaySpeed(void)
{

if(IS_CHAR_ON_FOOT(GetPlayerPed()))
{
 GET_CHAR_SPEED(GetPlayerPed(), &VehSpeed);
 set_up_draw(2, 0.30000000, 0.30000000, 253, 69, 0, 255); //orange 255-69-0
 draw_text("STRING", 0.05000000, PositonLineOne, "Foot Speed:");
 set_up_draw(2, 0.30000000, 0.30000000, 255, 0, 0, 200); // red
 draw_float("NUMBR", 0.05000000, PositonLineTwo, VehSpeed);
}
if(IS_CHAR_IN_ANY_CAR(GetPlayerPed()))
{
 set_up_draw(2, 0.30000000, 0.30000000,  253, 69, 0, 255); //orange
 draw_text("STRING", 0.05000000, PositonLineOne, "Vehicle Speed:");
 set_up_draw(2, 0.30000000, 0.30000000, 255, 0, 0, 200); // red
 draw_float("NUMBR", 0.05000000, PositonLineTwo, CarSpeed);
}

}


void modelslist(void)
{
if(Option==1)
{
numbermodels = 9;
models[1]=MODEL_SULTANRS; //Sports cars and Supercars
models[2]=MODEL_SUPERGT; //Sports cars and Supercars
models[3]=MODEL_INFERNUS; //Sports cars and Supercars
models[4]=MODEL_TURISMO;//Sports cars and Supercars
models[5]=MODEL_COMET; //Sports cars and Supercars
models[6]=MODEL_COQUETTE; //Sports cars and Supercars
models[7]=MODEL_BANSHEE;  //Sports cars and Supercars
models[8]=MODEL_TURISMO;//Sports cars and Supercars
models[9]=MODEL_FELTZER;
}
if(Option==2)
{
numbermodels = 7;
models[1]=MODEL_BOBBER; //Motorcycles
models[2]=MODEL_FAGGIO; //Motorcycles
models[3]=MODEL_HELLFURY;//Motorcycles
models[4]=MODEL_NRG900;//Motorcycles
models[5]=MODEL_PCJ;//Motorcycles
models[6]=MODEL_SANCHEZ;//Motorcycles
models[7]=MODEL_ZOMBIEB;//Motorcycles
}
if(Option==3)
{
numbermodels = 13;
models[1]=MODEL_VIGERO; //Muscle Cars and Vintage
models[2]=MODEL_VIGERO2; //Muscle Cars and Vintage
models[3]=MODEL_VOODOO; //Muscle Cars and Vintage
models[4]=MODEL_STALION; //Muscle Cars and Vintage
models[5]=MODEL_RUINER; //Muscle Cars and Vintage
models[6]=MODEL_SABRE; //Muscle Cars and Vintage
models[7]=MODEL_SABRE2; //Muscle Cars and Vintage
models[8]=MODEL_SABREGT; //Muscle Cars and Vintage
models[9]=MODEL_PEYOTE; //Muscle Cars and Vintage
models[10]=MODEL_MANANA; //Muscle Cars and Vintage
models[11]=MODEL_FACTION; //Muscle Cars and Vintage
models[12]=MODEL_DUKES; //Muscle Cars and Vintage
models[13]=MODEL_BUCCANEER; //Muscle Cars and Vintage
}
if(Option==4)
{
numbermodels = 6;
models[1]=MODEL_FUTO; //Two-Doors and Hatchbacks
models[2]=MODEL_FORTUNE; //Two-Doors and Hatchbacks
models[3]=MODEL_URANUS; //Two-Doors and Hatchbacks
models[4]=MODEL_SENTINEL; //Two-Doors and Hatchbacks
models[5]=MODEL_BLISTA; //Two-Doors and Hatchbacks
models[6]=MODEL_VIRGO;
}
if(Option==5)
{
numbermodels = 33;
models[1]=MODEL_SOLAIR;//Four-Door Sedans/Saloons and Station Wagons
models[2]=MODEL_SULTAN; //Four-Door Sedans/Saloons and Station Wagons
models[3]=MODEL_VINCENT;//Four-Door Sedans/Saloons and Station Wagons
models[4]=MODEL_WASHINGTON;//Four-Door Sedans/Saloons and Station Wagons
models[5]=MODEL_WILLARD;//Four-Door Sedans/Saloons and Station Wagons
models[6]=MODEL_STRATUM;//Four-Door Sedans/Saloons and Station Wagons
models[7]=MODEL_STRETCH;//Four-Door Sedans/Saloons and Station Wagon
models[8]=MODEL_ROM;//Four-Door Sedans/Saloons and Station Wagons
models[9]=MODEL_SCHAFTER;//Four-Door Sedans/Saloons and Station Wagons
models[10]=MODEL_PREMIER;//Four-Door Sedans/Saloons and Station Wagons
models[11]=MODEL_PINNACLE;
models[12]=MODEL_PRES;//Four-Door Sedans/Saloons and Station Wagons
models[13]=MODEL_PRIMO;//Four-Door Sedans/Saloons and Station Wagons
models[14]=MODEL_PMP600;//Four-Door Sedans/Saloons and Station Wagons
models[15]=MODEL_ORACLE;//Four-Door Sedans/Saloons and Station Wagons
models[16]=MODEL_MERIT;//Four-Door Sedans/Saloons and Station Wagons
models[17]=MODEL_MARBELLA;//Four-Door Sedans/Saloons and Station Wagons
models[18]=MODEL_LOKUS;//Four-Door Sedans/Saloons and Station Wagons
models[19]=MODEL_INGOT;//Four-Door Sedans/Saloons and Station Wagons
models[20]=MODEL_INTRUDER;//Four-Door Sedans/Saloons and Station Wagons
models[21]=MODEL_HAKUMAI;//Four-Door Sedans/Saloons and Station Wagons
models[22]=MODEL_FEROCI;//Four-Door Sedans/Saloons and Station Wagons
models[23]=MODEL_FEROCI2;//Four-Door Sedans/Saloons and Station Wagons
models[24]=MODEL_EMPEROR;//Four-Door Sedans/Saloons and Station Wagons
models[25]=MODEL_EMPEROR2;//Four-Door Sedans/Saloons and Station Wagons
models[26]=MODEL_ESPERANTO;//Four-Door Sedans/Saloons and Station Wagons
models[27]=MODEL_FEROCI;//Four-Door Sedans/Saloons and Station Wagons
models[28]=MODEL_FEROCI2;//Four-Door Sedans/Saloons and Station Wagons
models[29]=MODEL_DF8;//Four-Door Sedans/Saloons and Station Wagons
models[30]=MODEL_DILETTANTE;//Four-Door Sedans/Saloons and Station Wagons
models[31]=MODEL_CHAVOS;//Four-Door Sedans/Saloons and Station Wagons
models[32]=MODEL_COGNOSCENTI;//Four-Door Sedans/Saloons and Station Wagons
models[33]=MODEL_ADMIRAL;  //Four-Door Sedans/Saloons and Station Wagons
}
if(Option==6)
{
numbermodels = 13;
models[1]=MODEL_RANCHER;//SUVs/Crossovers, Pick-ups and Vans
models[2]=MODEL_REBLA;//SUVs/Crossovers, Pick-ups and Vans
models[3]=MODEL_PATRIOT;//SUVs/Crossovers, Pick-ups and Vans
models[4]=MODEL_PERENNIAL;//SUVs/Crossovers, Pick-ups and Vans
models[5]=MODEL_PERENNIAL2;//SUVs/Crossovers, Pick-ups and Vans
models[6]=MODEL_LANDSTALKER;//SUVs/Crossovers, Pick-ups and Vans
models[7]=MODEL_MINIVAN;//SUVs/Crossovers, Pick-ups and Vans
models[8]=MODEL_MOONBEAM;//SUVs/Crossovers, Pick-ups and Vans
models[9]=MODEL_FXT;//SUVs/Crossovers, Pick-ups and Vans
models[10]=MODEL_HABANERO;//SUVs/Crossovers, Pick-ups and Vans
models[11]=MODEL_HUNTLEY;//SUVs/Crossovers, Pick-ups and Vans
models[12]=MODEL_BOBCAT; //SUVs/Crossovers, Pick-ups and Vans
models[13]=MODEL_CAVALCADE;//SUVs/Crossovers, Pick-ups and Vans
}
if(Option==7)
{
numbermodels = 19;
models[1]=MODEL_FLATBED;//Commercial/Industrial
models[2]=MODEL_FORKLIFT;//Commercial/Industrial
models[3]=MODEL_BURRITO;//Commercial/Industrial
models[4]=MODEL_BURRITO2;//Commercial/Industrial
models[5]=MODEL_BENSON;//Commercial/Industrial
models[6]=MODEL_BIFF;//Commercial/Industrial
models[7]=MODEL_BOXVILLE; //Commercial/Industrial
models[8]=MODEL_MRTASTY;//Commercial/Industrial
models[9]=MODEL_MULE;//Commercial/Industrial
models[10]=MODEL_PACKER;//Commercial/Industrial
models[11]=MODEL_PHANTOM;//Commercial/Industrial
models[12]=MODEL_PONY;//Commercial/Industrial
models[13]=MODEL_RIPLEY;//Commercial/Industrial
models[14]=MODEL_SPEEDO;//Commercial/Industrial
models[15]=MODEL_YANKEE;//Commercial/Industrial
models[16]=MODEL_STEED;//Commercial/Industrial
models[17]=MODEL_AIRTUG; //Commercial/Industria
models[18]=MODEL_ROMERO; //Commercial/Industria
models[19]=MODEL_E109; //Commercial/Industria
}
if(Option==8)
{
numbermodels = 15;
models[1]=MODEL_NOOSE; //Emergency
models[2]=MODEL_AMBULANCE; //Emergency
models[3]=MODEL_POLICE;  //Emergency
models[4]=MODEL_POLICE2; //Emergency
models[5]=MODEL_POLPATRIOT; //Emergency
models[6]=MODEL_PSTOCKADE; //Emergency
models[7]=MODEL_AMBULANCE; //Emergency
models[8]=MODEL_POLICEB; //Emergency
models[9]=MODEL_POLICE3; //Emergency
models[10]=MODEL_POLICE4; //Emergency
models[11]=MODEL_POLICEW; //Emergency
models[12]=MODEL_FBI;
models[13]=MODEL_FIRETRUK;
models[14]=MODEL_NSTOCKADE;
models[15]=MODEL_STOCKADE;
}
if(Option==9)
{
numbermodels = 5;
models[1]=MODEL_BUS;//Public Servic
models[2]=MODEL_CABBY;//Public Service
models[3]=MODEL_TAXI;//Public Service
models[4]=MODEL_TAXI2;//Public Service
models[5]=MODEL_TRASH;//Public Service
}
if(Option==10)
{
numbermodels = 4;
models[1]=MODEL_ANNIHILATOR;//Aircraft
models[2]=MODEL_MAVERICK;//Aircraft
models[3]=MODEL_POLMAV;//Aircraft
models[4]=MODEL_TOURMAV;//Aircraft
}
if(Option==11)
{
numbermodels = 8;
models[1]=MODEL_DINGHY;//Boats
models[2]=MODEL_JETMAX;//Boats
models[3]=MODEL_MARQUIS;//Boats
models[4]=MODEL_PREDATOR;//Boats
models[5]=MODEL_REEFER;//Boats
models[6]=MODEL_SQUALO;//Boats
models[7]=MODEL_TUGA;//Boats
models[8]=MODEL_TROPIC;//Boats
//models[LAST_MODEL]=MODEL_SUBWAY_LO;
//models[LAST_MODEL]=MODEL_SUBWAY_HI;
}
if(Option==12)
{
numbermodels = 39;
//EFLC
models[1]=MODEL_APC;
models[2]=MODEL_AVAN;
models[3]=MODEL_BUFFALO;
models[4]=MODEL_BULLET;
models[5]=MODEL_CADDY;
models[6]=MODEL_CAVCADE2;
models[7]=MODEL_F620;
models[8]=MODEL_GBURRITO;
models[9]=MODEL_STRETCH2;
models[10]=MODEL_PBUS;
models[11]=MODEL_SCHAFTER2;
models[12]=MODEL_SCHAFTER3;
models[13]=MODEL_SERRANO;
models[14]=MODEL_SERRANO2;
models[15]=MODEL_SLAMVAN;
models[16]=MODEL_SUPERD;
models[17]=MODEL_SUPERD2;
models[18]=MODEL_TAMPA;
models[19]=MODEL_TOWTRUCK;
models[20]=MODEL_AKUMA;
models[21]=MODEL_ANGEL;
models[22]=MODEL_BATI2;
models[23]=MODEL_DAEMON;
models[24]=MODEL_DIABO;
models[25]=MODEL_DOUBLE;
models[26]=MODEL_FAGGIO2;
models[27]=MODEL_HAKUCH;
models[28]=MODEL_HEXER;
models[29]=MODEL_LYCAN;
models[30]=MODEL_NIGHTBL;
models[31]=MODEL_REVENANT;
models[32]=MODEL_VADER;
models[33]=MODEL_WOLFS;
models[34]=MODEL_BUZZARD;
models[35]=MODEL_SWIFT;
models[36]=MODEL_SKYLIFT;
models[37]=MODEL_SMUGGLER;
models[38]=MODEL_FLOATER;
models[39]=MODEL_BLADE;
//MODEL_CKER2
//MODEL_REGINA
//MODEL_RHAPSODY
//MODEL_YANKEE2
//MODEL_BATI
//MODEL_DOUBLE2
//MODEL_WAYFARER
//MODEL_INNOV
//MODEL_HAKUCH2
}
}
void SetCarspawnmenuon(void)
{
if((IS_BUTTON_PRESSED(0,SPAWNER_ON_OFF_BUTTON_1)) && (IS_BUTTON_PRESSED(0,SPAWNER_ON_OFF_BUTTON_2)))

{
  if (isCarSpawnMenuOn == 0){ isCarSpawnMenuOn = 1;
  //Print("Car Spawner ON");
  WAIT(150);
  }
  else if(isCarSpawnMenuOn == 1){isCarSpawnMenuOn = 0;
  //Print("Car Spawner OFF");
  WAIT(150);  
  }
}
}
void BoostToggle(void)
{

if((boost==0)&&(IS_CHAR_IN_ANY_CAR(GetPlayerPed())))
{
 set_up_draw(2, 0.30000000, 0.30000000, 255, 20, 147, 110); //orange  //pink 255-20-147
 draw_text("STRING", 0.05000000, Boostline, "Boost OFF");
 if(IS_BUTTON_JUST_PRESSED(0, BOOST_ONOFF))
 {
  boost=1;
 }
 
}
else if((boost==1)&&(IS_CHAR_IN_ANY_CAR(GetPlayerPed())))
{
 set_up_draw(2, 0.30000000, 0.30000000, 255, 20, 147, 255); //orange
 draw_text("STRING", 0.05000000, Boostline, "Boost ON");
 if(IS_BUTTON_JUST_PRESSED(0, BOOST_ONOFF))
 {
  boost=0;
 
 }
}  
}
void Boost(void)
{

   Vehicle PlayerVehicle;
   int PlayerDriver , forceX , forceY , forceZ;

   CarSpeed = 0.00000000;

if (IS_CHAR_IN_ANY_CAR(GetPlayerPed()))
{
 GET_CAR_CHAR_IS_USING(GetPlayerPed(), &PlayerVehicle);  
 GET_DRIVER_OF_CAR(PlayerVehicle, &PlayerDriver );
 
 if (((GetPlayerPed() == PlayerDriver) && (IS_VEH_DRIVEABLE( PlayerVehicle )) && (DOES_VEHICLE_EXIST( PlayerVehicle ))))
 {
 
  GET_CAR_SPEED( PlayerVehicle, &CarSpeed);
 
  if(boost==1)
  {
   //START_PTFX_ON_VEH( "fire_gas_burner_glow", PlayerVehicle, ptX,ptY,ptZ, 0, 1, 1, 1.00000000 );
   //uint stopfxone = TRIGGER_PTFX_ON_VEH( "fire_gas_burner_glow", PlayerVehicle, ptX,ptY,ptZ, 0, 1, 1, 1.00000000);
   //START_PTFX_ON_VEH( "fire_gas_burner_flames", PlayerVehicle, ptX,ptY,ptZ, 0, 1, 1, 1.00000000 );
   //uint stopptfx = TRIGGER_PTFX_ON_VEH( "fire_gas_burner_flames", PlayerVehicle, ptX,ptY,ptZ, 0, 1, 1, 1.00000000);
   //stopfxone;

  if ((IS_VEHICLE_ON_ALL_WHEELS( PlayerVehicle )) && (!IS_CAR_IN_AIR_PROPER( PlayerVehicle )))
  {
   
   if((IS_BUTTON_JUST_PRESSED(0,BOOST_BUTTON)) && (boostready==true))
   {
    if ((CarSpeed > 1.50000000) && (CarSpeed < 55.00000000))
    {
     
     forceX = 0.00000000*CarSpeed*22.60000000;
     forceY = -1.00000000-CarSpeed-22.60000000;
     forceZ = 0.00000000*CarSpeed*22.60000000;
     
     APPLY_FORCE_TO_CAR(PlayerVehicle, 0, forceX, forceY, forceZ, 0.00000000,0.00000000,0.00000000, 0, 1, 1, 1 );
     
                       TRIGGER_PTFX_ON_VEH( "nitro_splutter", PlayerVehicle, 0.03000000, -0.05000000, 0.00000000, 0.00000000 , 0.00000000 , 0.00000000 , 1.00000000 );
     START_PTFX_ON_VEH("nitro_burst", PlayerVehicle, 0.03000000, -0.05000000, 0.00000000, 0.00000000 , 0.00000000 , 0.00000000 , 1.00000000 );

     SET_CAR_FORWARD_SPEED(PlayerVehicle, CarSpeed+10.0f);

     Cam camaraC;
     GET_GAME_CAM(&camaraC);
     
   
     //START_PTFX_ON_VEH( "fire_gas_burner_flames", PlayerVehicle, ptX,ptY,ptZ, 0, 1, 1, 1.00000000 );
     //uint stopptfx = TRIGGER_PTFX_ON_VEH( "fire_gas_burner_flames", PlayerVehicle, ptX,ptY,ptZ, 0, 1, 1, 1.00000000);
     //stopptfx;
     boostready=false;
    }
   }
   else if(boostready==false)
   {
    //STOP_PTFX(stopptfx);
    boostready=true;
   
   }
  }
               
  }
       }
   }
}
void SpawnerToggleListControl(void)
{
if( isCarSpawnMenuOn == 1)
{
if(IS_BUTTON_JUST_PRESSED(0,SELECT_NEXT_BUTTON))
{
 if(vehCounter < numbermodels)
 {
 //vehCounter = (vehCounter+1)%NUMBER_OF_MODELS;
 vehCounter+=1;
 }
 
}
else if(IS_BUTTON_JUST_PRESSED(0,SELECT_PREVIOUS_BUTTON))
{
 if(vehCounter > 1 )
 {
 //vehCounter = (vehCounter-1)%NUMBER_OF_MODELS;
 vehCounter-=1;

 }

}
}
}

void ShowLineDisp(char *Category)
{
set_up_draw(2, 0.30000000, 0.30000000, 255, 0, 0, 200); //red
draw_text("STRING", 0.05000000, PositonLineTop, Category);
}
void SpawnerToggleListView(void)
{
if( isCarSpawnMenuOn == 1)
{
 
 set_up_draw(2, 0.30000000, 0.30000000, 253, 69, 0, 255); //orange 255-69-0
 draw_text("STRING", 0.05000000, PositonLineBot, "Vehicle Category:");
 
 /*if( Option == 0)
 {
   ShowLineDisp("All avalible vehicles");
   
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {
    vehCounter = 1;
    Option = 1;
   }
   
 }*/
 if( Option == 1)
 {
   ShowLineDisp("Sports cars and Supercars");
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {
    vehCounter = 1;
    Option = 2;
   }
 }
 else if( Option == 2)
 {
   ShowLineDisp("Motorcycles");
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {  
    vehCounter = 1; // 9 to 15 //Motorcycles
    Option = 3;
   }
 }
 else if( Option == 3)
 {
   ShowLineDisp("Muscle Cars and Vintage");
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {  
    vehCounter = 1; //16 to 28 //Muscle Cars and Vintage
    Option = 4;
   }
 }
 else if( Option == 4)
 {
   ShowLineDisp( "Two-Doors and Hatchbacks");
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {
    vehCounter = 1; //29 to 34 //Two-Doors and Hatchbacks
    Option = 5;
   }
 }
 else if( Option == 5)
 {
   ShowLineDisp("Four-Door Sedans and Station Wagons");
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {
    vehCounter = 1; //35 to 67 //Four-Door Sedans/Saloons and Station Wagons
    Option = 6;
   }
 }
 else if( Option == 6)
 {
   ShowLineDisp("SUVs,Crossovers, Pick-ups and Vans");
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {
    vehCounter = 1; //68 to 80 //SUVs/Crossovers, Pick-ups and Vans
    Option = 7;
   }
 }
 else if( Option == 7)
 {
   ShowLineDisp( "Commercial/Industrial");
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {
    vehCounter = 1; //81 to 99 //Commercial/Industrial
    Option = 8;
   }
 }
 else if( Option == 8)
 {
   ShowLineDisp("Emergency");
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {
    vehCounter = 1; // 100 to 114 //Emergency
    Option = 9;
   }
 }
 else if( Option == 9)
 {
   ShowLineDisp("Public Service");
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {
    vehCounter = 1; // 115 to 119 //Public Service
    Option = 10;
   }
 }
 else if( Option == 10)
 {
   ShowLineDisp("Aircraft");
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {
    vehCounter = 1; // 120 to 123 //Aircraft
    Option = 11;
   }
 }
 else if( Option == 11)
 {
   ShowLineDisp("Boats");
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {
    vehCounter = 1; //124 to 131 //Boats
    Option = 12;
   }
 }
 else if( Option == 12)
 {
   ShowLineDisp("EFLC Vehicles");
   if(IS_BUTTON_JUST_PRESSED(0,CATEGORY_BUTTON_SELECT))
   {
    vehCounter = 1; // 132 to 170// EFLC
    Option = 1;
   }
 }
}
}
void DeleteVehicle(void)
{
float fX, fY, fZ;
Vehicle charVehicle;
if(IS_CHAR_IN_ANY_CAR(GetPlayerPed()))
{
 GET_CHAR_COORDINATES(GetPlayerPed(), &fX, &fY, &fZ);
 GET_CAR_CHAR_IS_USING(GetPlayerPed(), &charVehicle);
 if(DOES_VEHICLE_EXIST(charVehicle))
 {
  WARP_CHAR_FROM_CAR_TO_COORD(GetPlayerPed(), fX, fY, fZ);
  DELETE_CAR(&charVehicle);
 }

}

}


void PressButtonToSpawn(void)
{
if( isCarSpawnMenuOn == 1)
{

 if(IS_BUTTON_JUST_PRESSED(0, SPAWN_VEH_BUTTON))
 {
  vehicle = models[vehCounter];
  DeleteVehicle();
  REQUEST_MODEL(vehicle);
  if (IS_MODEL_IN_CDIMAGE(vehicle))
  {
  while (!HAS_MODEL_LOADED(vehicle)) WAIT(0);
  MARK_MODEL_AS_NO_LONGER_NEEDED(vehicle);

  GET_CHAR_COORDINATES(GetPlayerPed(), &x, &y, &z);
  CREATE_CAR(vehicle, x, y, z, &Spawned_Vehicle, true);
  SET_CAR_ENGINE_ON(Spawned_Vehicle, 0, true);
  WARP_CHAR_INTO_CAR(GetPlayerPed(), Spawned_Vehicle);
  SET_CAR_AS_MISSION_CAR(Spawned_Vehicle);
 
  }
  else
  {
  Print("Error , Cannot Find Model In Vehicles.img");
  }
 
 }

}
}

bool inheli=0;
void HeliBladesFull(void)
{
Vehicle modveh;
if((IS_CHAR_IN_ANY_HELI(GetPlayerPed())) & (inheli==1))
{
 GET_CAR_CHAR_IS_USING(GetPlayerPed(), &modveh);
 if(DOES_VEHICLE_EXIST(modveh))
 {
  SET_HELI_BLADES_FULL_SPEED(modveh);
  inheli=0;
 }
 
}
else if((!IS_CHAR_IN_ANY_HELI(GetPlayerPed())) & (inheli==0))
{
 inheli=1;
}
}

/*
// Not Needed For Final Product  START
bool finishedspawn = 0; // USED FOR TESTING JUST SPAWNS U AT THE AIRPORT AND BREAKS THE LOOP SO YOU ARNT STUCK IN INF SPAWN MODE
void spawnatairportonce(void) // Not really needed Used for testing
{
if(finishedspawn == 0)
{
SET_CHAR_COORDINATES(GetPlayerPed(), 2242.19,  727.24,  5.91);// AIRPORT
finishedspawn = 1;
}
}// Not Needed For Final Product  END*/


void DoNewScript(void)
{


printname();
modelslist();

SetCarspawnmenuon();
SpawnerToggleListControl();
SpawnerToggleListView();
BoostToggle();
Boost();
HeliBladesFull();
displaySpeed();
PressButtonToSpawn();
//spawnatairportonce();// USED FOR TESTING JUST SPAWNS U AT THE AIRPORT

//PrintHelp();
}



My vehicle spawner I made while back.. has its own categories for picking what you want faster

This post has been edited by jdmalex2 on Sunday, Jul 15 2012, 23:49
PM
  Top
 

 
Skorpro  
Posted: Wednesday, Feb 6 2013, 21:38
Quote Post


GTAholiker
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Group: Members
Joined: Jul 19, 2009

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Hi folks, hi terreur69!

It's been a looong time! But after my New Safehouses project I decided to make some codes in SCO again wink.gif

This time I tried to make a Simple Traffic Loader in SCO... and this is the result:

CODE

// Simple Traffic Loader by SKORPRO

#include <natives.h>
#include <common.h>
#include <strings.h>
#include <types.h>
#include <consts.h>

#define ALLMODELS 95  // number of ALL car models
#define WAITING 5000  // interval = time between LOAD and UNLOAD model
#define RNDCARCOUNT 10  // number of LOADED cars
boolean taxiUNLOAD = true;  // oppress taxis
boolean supOwnCar = true;  // suppress OWN current car
uint globRndModel[RNDCARCOUNT];
uint random;
int iRnd1, iRnd2;

typedef struct _ModelDataSet
{
uint cars;
} ModelDataSet;

ModelDataSet rndModel[ALLMODELS];

void SkorproRandomCarLoad(int rndCars, int count) // ##################
{
rndModel[0].cars = MODEL_ADMIRAL;
rndModel[1].cars = MODEL_BANSHEE;
rndModel[2].cars = MODEL_BENSON;
rndModel[3].cars = MODEL_BIFF;
rndModel[4].cars = MODEL_BLISTA;
rndModel[5].cars = MODEL_BOBCAT;
rndModel[6].cars = MODEL_BOXVILLE;
rndModel[7].cars = MODEL_BUCCANEER;
rndModel[8].cars = MODEL_BURRITO;
rndModel[9].cars = MODEL_BUS;
rndModel[10].cars = MODEL_CAVALCADE;
rndModel[11].cars = MODEL_CHAVOS;
rndModel[12].cars = MODEL_COGNOSCENTI;
rndModel[13].cars = MODEL_COMET;
rndModel[14].cars = MODEL_COQUETTE;
rndModel[15].cars = MODEL_DF8;
rndModel[16].cars = MODEL_DILETTANTE;
rndModel[17].cars = MODEL_DUKES;
rndModel[18].cars = MODEL_E109;
rndModel[19].cars = MODEL_EMPEROR;
rndModel[20].cars = MODEL_EMPEROR2;
rndModel[21].cars = MODEL_ESPERANTO;
rndModel[22].cars = MODEL_FACTION;
rndModel[23].cars = MODEL_FELTZER;
rndModel[24].cars = MODEL_FEROCI;
rndModel[25].cars = MODEL_FLATBED;
rndModel[26].cars = MODEL_FORTUNE;
rndModel[27].cars = MODEL_FUTO;
rndModel[28].cars = MODEL_FXT;
rndModel[29].cars = MODEL_HABANERO;
rndModel[30].cars = MODEL_HAKUMAI;
rndModel[31].cars = MODEL_HUNTLEY;
rndModel[32].cars = MODEL_INFERNUS;
rndModel[33].cars = MODEL_INGOT;
rndModel[34].cars = MODEL_INTRUDER;
rndModel[35].cars = MODEL_LANDSTALKER;
rndModel[36].cars = MODEL_LOKUS;
rndModel[37].cars = MODEL_MANANA;
rndModel[38].cars = MODEL_MARBELLA;
rndModel[39].cars = MODEL_MERIT;
rndModel[40].cars = MODEL_MINIVAN;
rndModel[41].cars = MODEL_MOONBEAM;
rndModel[42].cars = MODEL_MRTASTY;
rndModel[43].cars = MODEL_MULE;
rndModel[44].cars = MODEL_ORACLE;
rndModel[45].cars = MODEL_PACKER;
rndModel[46].cars = MODEL_PATRIOT;
rndModel[47].cars = MODEL_PERENNIAL;
rndModel[48].cars = MODEL_PEYOTE;
rndModel[49].cars = MODEL_PHANTOM;
rndModel[50].cars = MODEL_PINNACLE;
rndModel[51].cars = MODEL_PMP600;
rndModel[52].cars = MODEL_PONY;
rndModel[53].cars = MODEL_PREMIER;
rndModel[54].cars = MODEL_PRES;
rndModel[55].cars = MODEL_PRIMO;
rndModel[56].cars = MODEL_RANCHER;
rndModel[57].cars = MODEL_REBLA;
rndModel[58].cars = MODEL_BUS;
rndModel[59].cars = MODEL_ROMERO;
rndModel[60].cars = MODEL_ROM;
rndModel[61].cars = MODEL_RUINER;
rndModel[62].cars = MODEL_SABRE;
rndModel[63].cars = MODEL_SABRE2;
rndModel[64].cars = MODEL_SABREGT;
rndModel[65].cars = MODEL_SCHAFTER;
rndModel[66].cars = MODEL_SENTINEL;
rndModel[67].cars = MODEL_SOLAIR;
rndModel[68].cars = MODEL_SPEEDO;
rndModel[69].cars = MODEL_STALION;
rndModel[70].cars = MODEL_STEED;
rndModel[71].cars = MODEL_STOCKADE;
rndModel[72].cars = MODEL_STRATUM;
rndModel[73].cars = MODEL_STRETCH;
rndModel[74].cars = MODEL_SULTAN;
rndModel[75].cars = MODEL_SULTANRS;
rndModel[76].cars = MODEL_SUPERGT;
rndModel[77].cars = MODEL_TRASH;
rndModel[78].cars = MODEL_TURISMO;
rndModel[79].cars = MODEL_URANUS;
rndModel[80].cars = MODEL_VIGERO;
rndModel[81].cars = MODEL_VIGERO2;
rndModel[82].cars = MODEL_VINCENT;
rndModel[83].cars = MODEL_VIRGO;
rndModel[84].cars = MODEL_VOODOO;
rndModel[85].cars = MODEL_WASHINGTON;
rndModel[86].cars = MODEL_WILLARD;
rndModel[87].cars = MODEL_YANKEE;
rndModel[88].cars = MODEL_BOBBER;
rndModel[89].cars = MODEL_FAGGIO;
rndModel[90].cars = MODEL_HELLFURY;
rndModel[91].cars = MODEL_NRG900;
rndModel[92].cars = MODEL_PCJ;
rndModel[93].cars = MODEL_SANCHEZ;
rndModel[94].cars = MODEL_ZOMBIEB;

uint model = rndModel[rndCars].cars;

// Request Model
REQUEST_MODEL(model);
while(!HAS_MODEL_LOADED(model)) { WAIT(10); }
globRndModel[count] = model;
}

void SkorproKillModels()
{
if (supOwnCar == true)
{  
 Vehicle currCar;
 uint currModel;
 GET_CAR_CHAR_IS_USING(GetPlayerPed(), &currCar);
 GET_CAR_MODEL(currCar, &currModel);
 SUPPRESS_CAR_MODEL(currModel);
 MARK_MODEL_AS_NO_LONGER_NEEDED(currModel);
}
if (taxiUNLOAD == true)
{
 MARK_MODEL_AS_NO_LONGER_NEEDED(MODEL_TAXI);
 MARK_MODEL_AS_NO_LONGER_NEEDED(MODEL_TAXI2);
 MARK_MODEL_AS_NO_LONGER_NEEDED(MODEL_CABBY);
}
}

void main(void)
{
while (TRUE)
{
 for (iRnd1 = 0; iRnd1 < RNDCARCOUNT; iRnd1++)
 {
  GENERATE_RANDOM_INT_IN_RANGE(0, ALLMODELS - 1, &random);
  SkorproRandomCarLoad(random, iRnd1);
  WAIT(100);
  SkorproKillModels();
 }
 WAIT(WAITING);
 for (iRnd2 = 0; iRnd2 < RNDCARCOUNT; iRnd2++)
 {
  MARK_MODEL_AS_NO_LONGER_NEEDED(globRndModel[iRnd2]);
  SkorproKillModels();
 }
 WAIT(10);
}
}


...I have tried the rndModel[ALLMODELS] as a array like
CODE

rndModel[ALLMODELS] = { MODEL_ADMIRAL, MODEL_BANSHEE... };

...and it worked perfectly in C++ (ScriptHook) but not in SCO! Why? I have no idea.
Anyway! With typedef struct it works perfectly too.

@terreur69:
Hope this is what you want smile.gif If not, PM me!


@ALL:
NOTE: All my scripts are for free use! Be fair: Please make a small credit like "Thanx to Skorpro" (in your Readme.txt and/or Topic)! Thanx
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spadger  
Posted: Saturday, Mar 23 2013, 18:52
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Joined: Jun 28, 2012

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Yes the array initializing is broken on scocl, it should work of course, and does with any other compiler. You can also auto initialize a whole array to one value like thus: int array[20] = { 0 };

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Skorpro  
Posted: Tuesday, May 14 2013, 20:57
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Joined: Jul 19, 2009

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QUOTE (spadger @ Saturday, Mar 23 2013, 18:52)
Yes the array initializing is broken on scocl, it should work of course, and does with any other compiler. You can also auto initialize a whole array to one value like thus: int array[20] = { 0 };

Thanx smile.gif
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