GTA Modification Forums
Miscellaneous SCO Scripts For Alexander Blade's SCOCL
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Skorpro  |
Posted: Saturday, Jun 16 2012, 05:04
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GTAholiker

Group: Members
Joined: Jul 19, 2009


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SCO ScriptsHi folks, I've decided to make a new topic for misc SCO scripts. So feel free to post your ideas and codes... Required tools:Alexander Blade's SCOCLOpenIVMy "contribution"  (This are conversions of my own mods!) Bomb Mod (key: Num5) -> on foot  -> in heli Traffic Control (key: F5) -> full traffic  -> no traffic Small Speedo (in any vehicle)  | 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); } }
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Maybe it's useful - maybe not?!? Anyway - have fun This post has been edited by Skorpro on Saturday, Jun 16 2012, 05:15
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terreur69  |
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C2C - Down The Road

Group: Members
Joined: Dec 27, 2010


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it will help me a lot, thank you skorpro  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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Deluxe8900  |
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Player Hater

Group: Members
Joined: Jun 14, 2012

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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
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Skorpro  |
Posted: Tuesday, Jun 26 2012, 00:11
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GTAholiker

Group: Members
Joined: Jul 19, 2009


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@Deluxe8900Thanx for your script 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(), ¤tHeli); 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(), ¤tHeli); 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); } }
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Hope you like it 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 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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GTAholiker

Group: Members
Joined: Jul 19, 2009


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@Xxchr0m3kingxXThis 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... Have fun 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 This post has been edited by Skorpro on Saturday, Jun 30 2012, 06:09
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Skorpro  |
Posted: Saturday, Jun 30 2012, 06:06
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GTAholiker

Group: Members
Joined: Jul 19, 2009


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@Deluxe8900A simple weapon trainer... (Original Alice (LUA) script by Alexander Blade!  ) | 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 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 This post has been edited by Skorpro on Saturday, Jun 30 2012, 14:49
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jdmalex2  |
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Player Hater

Group: Members
Joined: Feb 25, 2012

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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
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Skorpro  |
Posted: Wednesday, Feb 6 2013, 21:38
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GTAholiker

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  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); } }
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...I have tried the rndModel[ALLMODELS] as a array like | CODE | rndModel[ALLMODELS] = { MODEL_ADMIRAL, MODEL_BANSHEE... };
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...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 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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