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Deji

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Everything posted by Deji

  1. I'm not gunna say that there are ghosts. But I didn't believe until I moved into my current house. I hear this groaning sound a few times everyday. It sounds exactly the same, it's not inside my room... It's out of the window somewhere. Although, I don't think I have ever heard it outdoors. It is said that traces of the past can be left behind. Something to do withthe way time and our universe works. Which could also make time travel kind of possible, except we'd only get traces of the past. Kinda like if we spill a drink, traces of the drink are left behind for some time. I'm not spiritual or anything like that. In fact, I still try and find a reasonable explanation for the noises. I don't notice them as much now but they probably still occur. Just that I hear em every day. But only at day... At night, nothing... No, my house aint on no burial ground or w/e. None of that bull. But there was a train station literally right behind my house at one point about 80 years ago or something. Weird and annoying! If the sound is a trace of the past, then there is a high probabillity that ghosts exsist too. Nothing like just dead people coming to scare you. But a recording of the past. Like when you use a VCR and record over something, the old thing may still appear a little at times... So I believe that ghosts dont exsist as most imagine, there could be a trace of a guy who is still alive. In fact, you could maybe see yourself a little if the trace was left. But the chances are slim... So if you see a ghost coming to stab you... Just think, thats just a recording of something that happened, not something that is going to happen Ghosts cant harm you! I believe my theories in this to be corret or at least have something to do with the truth...
  2. Yup, random mood swings are caused by you 'Growing Up' at a certain age. Pretty soon you'll feel fine.
  3. so you want to make your homies walk while you drive? thats a bit mean isn't it? It's possible, but a waste of time tbh...
  4. A list for my tutorials of choice! Mission Coding I Mission Coding I Map Modding Tutorial Animation Modding Tutorial Hope these help any of your modding questions! If I find a good one on Modelling/Texturing, I'll add it
  5. Download Mod that lets you plant dynamite and blow a crater in San Andreas Okay, maybe not a crater but it causes alot of damage. Thanks JABHackSoul for telling me about the explosion opcode You don't need a new game! Yay! More info on download page. You can also see there that I like smileys - See!? If you have the time, upload this mod wherever you please. Just leave the readme file as is. I'm really tired from coding - AGAIN!
  6. Please dont get too excited It puts pressure on me (LOL) - At the moment I'm trying to get a spike strip to actually puncture a cars tires, which is harder then I thought it'd be... No, I don't really think it'll be released too soon. Well, it will. But it'd have to be in extreme BETA mode. The more I code, the bigger the mod seems to get (Not in size ). It started as an idea from Vice City where you can dress up as a cop to enter the military base with 0 stars. I'd spent hours dating helena for that but they didn't include it in San Andreas. I'd say total completion could take up till December. IF I include most of the features I'm planning. Your idea of getting to drive crims to jail enticed me. So I may add it, but this will slow down things alot more... I'd have to make the arrested get in car, get out of car, go to interior, follow player, go to cells and still have other things running :s The bigger a mod gets... The harder it is to add more features. This is why I started having problems with my last mod. But, assuming all goes well. There should be a release within the next 2 weeks
  7. Yes, you need version 1.00 - then if it doesn't work we can help you more...
  8. When I spend 4 days without internet, what do I get? About 4 different projects! Well this one is one of the fun ones. As well as a bomb mod I'm workin on I'm planning to start out with just one mission. After I get a bit of practise I'll add a few more and maybe work on a short story. But no rushing, people say I shouldn't even be doing this after only 3 weeks of modding. But people also said that I probably couldn't make something as big as my 'Vigilante Justice' mod is turning out to be and my 'Deji's Fun Mod' already is So, I started a mission. I've been refering to the Tenpenny Stories mod (Thanks JAB HacksouL, ToonSkull and 'Dad') as well as the 'Freefall' mission. Why? Because with this mod, you start in that interior. The level let's you play as Maccer and Paul if I follow up on the story, it will explain where the rest of the band went and why you had to drive all the way to the desert with a 4 door car just to pick up to guys with a friggen hangover! (That mission sucked eh?) I think that since Paul is cooler, that you'll play as him mostly Cause who wants to play as a guy who masturbates constantly!? I started work on the first cutscene with my can of 'Relentless' and big bag of Skittles. I created the cutscene with the rest of the band members, maccer and paul in the plane. But the camera's in the wrong place, people keep spawning on the roof and I can't get the speech to play! After about 2 hours of trying to sort it out I got drunk off the skittles (As I do ) and gave up... And went to cause mayhem and destruction in San Andreas Well, if anyone good with these things can help... Here's the current code... DEFINE MISSIONS 1 //Tells the game that there are a total of __ missions DEFINE MISSION 0 AT @PAULNMAC //Paul and Maccer DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script //DEFINE SCRIPT {NAME} AT {LABEL} @ DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 500 { use macro (Ctrl+J) "headsa" to insert a file header } {$VERSION 3.0.0000} var $PLAYER_CHAR: Player end // var 03A4: name_thread 'MAIN' //Names this thread 'Main' fade 0 time 0 01F0: set_max_wanted_level_to 6 //Duh 0111: toggle_wasted_busted_check 0 00C0: set_current_time_hours_to 16 minutes_to 0 //Sets the time to 16:00 (4PM) //03CB: set_rendering_origin_at 1541.156 -1675.352 13.3757 1199.0 Seems to crash game when included 023C: load_special_actor 'MACCER' as 1 04E4: unknown_refresh_game_renderer_at 2.612 -33.741 1199.0 //I think its supposed to preload the area 0053: $PLAYER_CHAR = create_player #NULL at 2.1751 22.9461 1199.02 //Creates the player at the coords with the model #NULL (None) 070D: rebuild_player $PLAYER_CHAR 09C7: change_player $PLAYER_CHAR model_to 290 01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group //Groups the Player_char and Player_actor together 0373: set_camera_directly_behind_player //Put's camera in default, behind player position 0173: set_actor $PLAYER_ACTOR Z_angle_to 180.0 //Puts the Z angle to 180 degrees 01B6: set_weather 1 //Set's the weather to mode 1 (Blue Sky and Clouds) 0001: wait 0 ms 01B4: toggle_player $PLAYER_CHAR can_move false Camera.SetAtPos(0.428 30.1167 1199.5937) 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at 2.384830 33.103397 1199.849976 angle 137.0 town_number 0 016D: restart_if_busted_at 2.384830 33.103397 1199.849976 angle 90.0 town_number 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 0004: $DEFAULT_WAIT_TIME = 250 03E6: remove_text_box //New Game select_interior 1 start_mission 0 :MAIN_LOOP 0001: wait $DEFAULT_WAIT_TIME ms 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 0860: link_actor $PLAYER_ACTOR to_interior 1 //04D7: set_actor $PLAYER_ACTOR locked 0 0002: jump @MAIN_LOOP // put your create_thread commands here // put your mods (threads) here //-------------Mission 0--------------- :PAULNMAC wait 0 thread 'PAULNMAC' jump @PAULNMAC_01_108 {if wasted_or_busted //If wasted or busted else_jump @PAULNMAC //_1_105} //gosub @PAULNMAC_01_600 :PAULNMAC_01_600 wait 0 gosub @PAULNMAC_01_900 //Goes to the mission cleanup thread end_thread :PAULNMAC_01_108 wait 0 $ONMISSION = 1 //Sets the mission mode on //04BB: select_interior 1 Doesn't work!? Only seems to work if put in main_loop 100@ = 0 wait 0 04ED: load_animation "PED" //Requests "PED" for loading 04ED: load_animation "PAULNMAC" //Requests "PAULNMAC" for loading 023C: load_special_actor 'PAUL' as 2 //Requests 'Paul' as 2 or #SPECIAL02 for loading 023C: load_special_actor 'BB' as 3 //Requests the other band member as #SPECIAL03 for loading 0247: load_model #WMYST //Loads the model of the other band member 038B: load_requested_models //Loads the requested models above jump @PAULNMAC_01_110 :PAULNMAC_01_110 wait 0 03CF: load_wav 43205 as 4 if or 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 84EE: not animation "PED" loaded 84EE: not animation "PAULNMAC" loaded 83D0: not wav 4 loaded //8248: not model #WMYST available else_jump @PAULNMAC_01_120 //Makes sure that all the requested models are loaded and available for use jump @PAULNMAC_01_108 :PAULNMAC_01_120 wait 0 009A: $BAND1 = create_actor_pedtype 3 model #WMYST at 0.5743 25.3059 1199.5937 //Load the other band member and set him to 'Rand_Tough' 0A1A: actor $BAND1 perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 1000 ms //Makes the other band member perform the sitting down animation and makes him loop it forever wait 0 009A: $PAULO = create_actor_pedtype 3 model #SPECIAL02 at 2.8407 26.3686 1199.5937 //Load Paul and set him to 'Rand_Tough' 0A1A: actor $PAULO perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 1000 ms //Makes Paul perform the sitting down animation and makes him loop it forever wait 0 009A: $BAND2 = create_actor_pedtype 3 model #SPECIAL03 at 0.5495 27.5963 1199.5937 //Load the other band member and set him to 'Rand_Tough' 0A1A: actor $BAND2 perform_animation "SEAT_IDLE" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 1 1000 ms //Makes the other band member perform the sitting down animation and makes him loop it forever wait 0 0173: set_actor $PLAYER_ACTOR Z_angle_to 270.0 0A1A: actor $PLAYER_ACTOR perform_animation "wank_loop" IFP_file "PAULNMAC" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 -1 ms //Makes the player (Maccer)... Well, have a little private time... 02A3: enable_widescreen true //Turns widescreen on... Ye know, those annoying black bars with hardly any purpose? :P 0920: point_camera 0.428 30.1167 1199.5937 transverse_to 1.8429 26.2425 1199.5937 time 14000 mode 1 //Makes the camera rotate from the first coords to the second ones 016A: fade 1 time 500 //Fades into view //The above is made with waits at 0 and all the loading and performing anims aren't shown until the camera fades in. //The animations keep going as its on loop and could only be stopped with a command. Unless there's a wait, the //code just keeps carrying on. It doesn't stop at any lines. So if we wanted the transverse to end before the fade //was completed, we'd have to put a wait before the fade and time it right, which is easy in milleseconds :) wait 500 0949: link_wav 4 to_actor $BAND2 03D1: play_wav 4 wait 30000 jump @PAULNMAC_01_120 :PAULNMAC_01_900 wait 0 0004: $ONMISSION = 0 //Turns the mission mode off 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 04BB: select_interior 0 //Restores the interior to the default (Outside) 0860: link_actor $PLAYER_ACTOR to_interior 0 //Because sometimes just the above doesn't work.. :/ 00D8: mission_cleanup //Runs mission_cleanup, kinda like CCleaner if you have it, if not, get it :P Just deletes the unneeded things that were made in the mission. 0051: return //Returns the script May look dodgy and have alot of random code about, but that is from me trying to fix it... The set interior also seems to only work if its placed in the main loop which is stupid... It should work if I put it after the start mission = 1 thing...
  9. Project Info Vigilante Justice is based on a man (Carl Ronson - lol) who has come from one Police Department to another. He is unknown in the LSPD and ends up being picked up by some crooked cops who later realise that they are dealing with more than they can handle. The mod features 2 main unique features that have never been seen in a mod before (from what I know of, anyway)... A fully dependant choice-system leading to different outcomes and having different effects and a well-made 2 stories of the past and present for the baddass cop. You will be taking on different kinds of tasks in each story. In the present you will be making alot of choices including ones that do not appear to be an obvious choice as well as arresting and earning money in your own, crooked ways. In the past, you will be a new guy in the LVPD in which you will be learning new ways. You start off in a crappy house with a busted up car, making your way to the LSPD to enroll for a job in the force. You will be trained slightly before being able to work there. You will then be talked to a cop convincing you to come over to their small-time crooked gang. In their eyes, you are a new guy and you don't attempt to change their minds... But after a while your true violent attitude comes into play and you attempt to do the task you came to Los Santos for in the first place... Additional Features - Get in a police chopper as a passenger and tell him where to go. Then, while hovering above the target location, slide down a rope to get down to the ground (Help needed :|) - Complete compatibillity with my other mods. - Call for backup in a car to have police following you to help. (They also get out when you do) - Recruit cops just like you can with gang members. - Be involved in big situations like shootouts, chases and maybe the odd robbery. (Help needed) - Phone for backup in nearly any situation. If you have any ideas, feel free to suggest! Log Day 1: Started at 01:22 (Late, I know) and managed to place some simple pickups, started work on making the red markers appear but they aren't showing up so far due to the fact they are needed inside an interior. Is there an opcode to create one in interiors? Created a 'i' pickup outside the station which shows nice colourful text at the bottom. Pretty nice Day 2: Done quite alot... Fixed some bugs, made the Briefing marker show you the equip locker and give a little description of what to do. Made the equip system give you your uniform and weapons according to the TAB + F5-12 buttons. Thinking of making a menu instead though. You can store current weapons with _/- and retrieve them again with +/= I also added cars in the compound and some more information things and made all cop cars drop stingers. Unfortunately, it won't pop tires even with the area and pop tire commands I used... Yea, big progress today. I work fast Hopefully I can fix the spike strip problem so that it pops tires properly or someone can tell me how to do it Day 3-7: Added the abillity to call for backup. Just Ctrl + C makes a cruiser spawn behind you with 2 lightly armed cops in. Still not fixed the tires thing... Day 8-9: Added the abillity to recruit cops... 01 November: Plan to finish a BETA before my birthday... 10 days to go 02 - 04 November: Well I started work on the main features and tidied my room I managed to make the collateral damage fine but am thinking of replacing it so that it just gives you a little less money. I fixed a few bugs and made a few tweaks to speed up performance. 05-06 November: Finished the first criminal system. Random cars are selected and the peds inside are the criminals for you to arrest. Fixed a few bugs and... Made a release. 07-14 November: Made the doughnut store Also made the second scenario as a cop where you have to deal with a criminal that shoots at you if you're in a marked police vehicle. MONTHS LATER... Over the last few months I've been busy with missions. I am up to about the 5th mission so far and things are looking good. My only concern is the speed at which they are being done. The last mission I created was made pretty fast but it seems most of them take quite a while. For now I will concentrate on getting the missions done and try to do the whole story faster so that maybe people will actually have something to play instead of a few random scripts. I am thinking of redesigning the past threads I created since I know alot more now then I did when they were created. There are some strange coding errors occuring over the past days too. I wonder whether it is a problem with a seperate thing that comes back to haunt me every once in a while or it's just the game being silly... Oh well, I'm off to delete a set_camera_position line that is breaking the script... sleep.gif MONTHS LATER... 24th May 2009: I'm working on a new feature that causes you to become anything from friends to enemies with all the gangs. They will start off not liking you, but you can do missions with them or pay them to become allies. But when you're allies with the gangs, your cop rating will reduce and other cops will not treat you with as much respect. Fortunately, you can get your badge rating and police trust back up by doing missions for them... Which may result in loosing alliance with the gangs. If you are enemies with the gangs, you will get attacked by them. Previews Releases (Releases temporarily removed. These will return upon the next BETA!)
  10. I was bored out of my brains finding things to do when I opened my Endorphin (Similar to Euphoria which is used in GTAIV). I then noticed in the help files that it can export to 3Ds MAX readable format. Which would mean I could use Kams script to put it into San Andreas meaning Ragdoll animations for san andreas... I've figured that it wouldn't be possible to make random animations according to the speed, gravity ect. of the situation. But it'd maybe be possible to create more realistic animations (Such as flailing when you fall) easily in endorphin and putting it into San Andreas. The only problems are the fact that I'm crap with 3ds MAX and I cant figure out a way to make CJ's model be what the animation is effecting... To make the animation work properly, CJ would have to change into an endorphin character, but the endorphin characters are 200x bigger than CJ and I'm so crap I can't even scale it down right in 3ds MAX... IF I could make CJ properly fit an endorphin character (Basically replacing player.dff to fit an endorphin-like dff) I MAYBE could be able to apply the animations correctly to the character. Meaning... One realistic ragdoll animation... But at the moment I can't even think that far ahead. Shame that the physics of SA are hard-coded, if there was a way, I could actually turn them into ragdoll physics I think I'm gunna keep looking at details of San Andreas, 3Ds and Endorphin to see if I can find out some more about doing this. If anyone is good with 3ds max... I could use your help I wouldn't even need to edit carls dff... If I could only make endorphin read carls bone structure properly (Like it does in 3ds) but instead, it seems to convert to their characters or something... I'll mess with the export settings to see what I can do...
  11. My coding may have been a bit dodgy there... But I'm sure it should work. But I think the problem is the .cs format. I am not sure that you can spawn cars in a cs script. Something to do with models and stuff. Right, but wrong... SHERM is ryders car and that is a bad car to base it on if I remember right. I usually base things on my good friend The 0A17 opcode is not needed while making custom cars. I dont know what the flag represents but I think it's something to do with the fact the car changes it's spawning routine alot. That's why it's not such a good car to base a script on... 09E2: $5185 = parked_car_generator_w_numberplate #BULLET 24 40 1 alarm 0 door_lock 0 0 10000 plate "_CHUNKY_" at -2354.6 983.0 49.3 angle 189.4 014C: set_parked_car_generator $5185 cars_to_generate_to 0 This bullet is a good one to base a script on because it is always there throughout the game. Just edit the values accordingly... 014B cannot have a licence bit. Because it is not the correct opcode. 014C is and btw... Is the bit made for the cars? Because I believe that is not needed for them to spawn either. Just comment them out and try what I said and see if it works.Oh and I just remembered that the endthread should not be used... To quote Sanny: That is just missions, but it shouldn't matter all that much. If you just wanted a car then just jump back to the start of the thread if that works or after the car is spawned, trap the game engiene in a loop
  12. I was editing my 'Deji's Fun Mod' and I compiled it to test the new feature of .cs compatibillity. I opened SA and everything worked fine until I tried to Press 9 to switch back to selection A from selection C... When I did that, a new game was started... Kinda... The first cutscene loaded, I spawned in the starting alleyway and the mission where you go back to Grove had started. But it wasn't quite a new game... According to the stats I had completed it at 100% and finished all the missions... The radar showed gang areas showing and all the map icons... But the safehouses were for sale still... As well as being owned... So basically I could buy a house I already owned! I walked around a bit amazed by this. I went to LV finding out I still got 4 stars for passing the border. In most of the interiors that contain characters... There were 2! 2 of each character. I then figured that I was running two copies of San Andreas AT THE SAME TIME! One was my 100% savegame, one was a completely new game. This was obviously why there were 2 characters in each interior, houses owned/unowned ect. Then I opened CamHack, restarted my game and pressed the bugged '9' key. When the new game started I went into freelook mode and drove the camera to the place where I was when the new game started. As I suspected, at exactly the same height that my new game player was at, was my old character, stuck at that height falling about a metre then spawning back up and it didn't stop doing this... Ever. Unfortunately, I found that I wasn't in control of the old game. If I moved my character, the old one would'nt move accordingly. I quit trying to find the cause after a while. According to where in the script it crashed, the jump line of coding was an error. But thats kinda impossible... So I couldn't fix it. Turns out, after doing this on a new mod I'm working on, that if there are certain opcodes used or something, that: {$VERSION 3.1.0027} MUST be in the script that I have to name the thread or else it will start a new game. Dunno why though, crash = understandable. New Double Game = WTF!? So I don't need help with this anymore, it's working fine now, but I thought I'd let you know about the weirdest bug I have ever encountered on San Andreas in my life So... Anyone want a '2 games at once' mod? lol P.S I recorded alot of stuff so I will upload it to YT some time and you can seee how weird it is
  13. You've taken over the whole modding forum!
  14. "If you do something right, no one will know you've done anything at all" - God, Futurama
  15. It doesn't send I think... They just recieve. It's GCHQ, they track your calls. But I have always wondered what the one that always seems to point straight up was doing! Talkin to aliens IMO!
  16. Yes, I download. But no, I don't feel good about it. I'll be giving them all of what I owe em when I get rich! (Seriously) I don't want to have to download, but I cant be assed or cant afford going to the shop for it and when I want one song instead of a whole album, I don't want to spend ages looking around for a single that may not even exist for £10... I'd rather listen NOW for free via Limewire or Google
  17. I don't have to travel too far to get here: I've always wanted to stand outside there with my short wave radio
  18. Hmm... I'm not sure. Try asking there, perhaps the guy who made it will know.
  19. Deji

    Help with WAA!

    Also, make sure you've completed all the car stealing missions.
  20. Nice one! "Never gonna give you up! Never gonna let you down!" - Rick Astley "Teehee" - Michael Jackson "Gigiddy Gigiddy Goo!" - Quagmire (If that's how you spell it)
  21. Do these categorize as quotes? "You must be tired, you've been running through my mind all night" "Do I know you? You look alot like my next girlfriend!" "Are we related? Do you want to be?" "I don't remember getting a lottery ticket" xD
  22. Pop-ups, pages I click turning into other pages, tabs opening 5 at a time... No matter if they we're on or off!
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