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 Make CJ can pee

 how to make cj can pee???
 
TLFdjobaw  
Posted: Wednesday, Jul 11 2012, 10:25
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Un-skilled Collisions Modders
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hi guys... I have a project... can anyone help me for making CJ and peds can pee????
i need that.. please help me
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OrionSR  
Posted: Wednesday, Jul 11 2012, 15:53
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The code snippet below can be used to make the bum peds pee. "Home Brains" is an unused part of the original script. This worked when it was part of a Darkpact script; I'm not sure how it will work with CLEO. However, this modification tends to make the game unstable on PC. Also, the pee streams tend to get attached to the wrong object or ped on a fairly regular basis.

CODE
//OSR/CG24: Makes the HOME BRAINS thing work.
//PDE -- fixed & added some peds; now contains all 11 peds with STAT_TRAMP_* attribute
0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #BMOTR1 priority 100
0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #WMOTR1 priority 100
0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SWMOTR1 priority 100
0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SBMOTR2 priority 100
0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SWMOTR2 priority 100
0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SBMYTR3 priority 100
0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SWMOTR3 priority 100
0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #VWMOTR1 priority 100
0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #VWMOTR2 priority 100
0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SWMOTR5 priority 100
0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SWMOTR4 priority 100



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pinkpowergamer  
Posted: Saturday, Jul 14 2012, 01:41
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QUOTE (TLFdjobaw @ Wednesday, Jul 11 2012, 10:25)
hi guys... I have a project... can anyone help me for making CJ and peds can pee????
i need that.. please help me

Spike their sprunk with a laxative.
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nabnabnabn  
Posted: Friday, Jul 20 2012, 03:32
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^dafuq?



well here is a mod that ZAZ made so I think you can just download this and use the mod, the instructions should be in the readme.txt
have fun pissing around lol

Zaz's mod
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HeresOtis  
Posted: Friday, Jul 20 2012, 04:55
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Mark Chump
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This is my script I had for a while that makes only CJ piss and wank off.

CODE
{$CLEO}
0000:

:Start
while true
   wait 0
   if
       Player.Defined(0)   // Check if player is defined/created
   then
       if or
           0ADC: test_cheat "PISS"     // Type in PISS on keyboard
           0ADC: test_cheat "URINATE"  // Type in URINATE on keyboard
       then
           01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 // Make player weapon to fist  
           Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)   // Make player Bulletproof, Fireproof, Explosionproof, Collisionproof, Meleeproof
           06D2: 26@v = "PAULNMAC" // @v = string  // Stores the string to the variable
           gosub @LoadAnimation
           0615: define_AS_pack_begin 15@
           0605: actor -1 perform_animation_sequence "piss_IN" IFP_file 26@v 4.0 loop 0 0 0 0 time -1 // versionA
           0605: actor -1 perform_animation_sequence "piss_LOOP" IFP_file 26@v 4.0 loop 0 0 0 0 time -1 // versionA
           0605: actor -1 perform_animation_sequence "piss_OUT" IFP_file 26@v 4.0 loop 0 0 0 0 time -1 // versionA
           0616: define_AS_pack_end 15@
           0618: assign_actor $PLAYER_ACTOR to_AS_pack 15@
           061B: remove_references_to_AS_pack 15@
           wait 1000
           066A: 1@ = attach_particle "PETROLCAN" to_actor $PLAYER_ACTOR with_offset 0.0 0.116 0.025 rotation 0.0 0.1 0.0 flag 1   // Pissing particle
           0883: attach_particle 1@ to_actor $PLAYER_ACTOR mode 1
           064C: make_particle 1@ visible
           06D2: 20@v = "piss_OUT" // @v = string  // Stores the string to the variable
           
           repeat
               wait 0
           until 0611:   actor $PLAYER_ACTOR performing_animation 20@v // When player animation is Piss_Out, then continue
           wait 3250
           064E: stop_particle 1@
           0650: destroy_particle 1@
           Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)   // Make player not Bulletproof, Fireproof, Explosionproof, Collisionproof, Meleeproof
           04EF: release_animation 26@v    // Release the animation file to free memory
           wait 250
       else
           if or
               0ADC: test_cheat "WANKOFF"      // Type in WANKOFF in keyboard
               0ADC: test_cheat "JACKOFF"      // Type in JACKOFF in keyboard
               0ADC: test_cheat "MASTURBATE"   // Type in MASTURBATE in keyboard
           then
               01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 // Make player weapon to fist  
               Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)   // Make player Bulletproof, Fireproof, Explosionproof, Collisionproof, Meleeproof
               06D2: 26@v = "PAULNMAC" // @v = string  // Stores the string to the variable  
               gosub @LoadAnimation
               0615: define_AS_pack_begin 15@
               0605: actor -1 perform_animation_sequence "wank_IN" IFP_file 26@v 4.0 loop 0 0 0 0 time -1 // versionA
               0605: actor -1 perform_animation_sequence "wank_LOOP" IFP_file 26@v 4.0 loop 0 0 0 0 time -1 // versionA
               0605: actor -1 perform_animation_sequence "wank_OUT" IFP_file 26@v 4.0 loop 0 0 0 0 time -1 // versionA
               0616: define_AS_pack_end 15@
               0618: assign_actor $PLAYER_ACTOR to_AS_pack 15@
               061B: remove_references_to_AS_pack 15@
               Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)   // Make player not Bulletproof, Fireproof, Explosionproof, Collisionproof, Meleeproof
               04EF: release_animation 26@v // Release the animation file to free memory
           end
       end
   end
end

:LoadAnimation
while 84EE:   not animation 26@v loaded // Checks if string/animation is not already available, if not, then it continues and loads it
   wait 0
   04ED: load_animation 26@v   // Loads the string/animation which is PAULNMAC  
end
return
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