Jump to content

careca

Members
  • Posts

    42
  • Joined

  • Last visited

Posts posted by careca

  1. hi! first of all i must say VCMM sucks...who works with GTA Mod Installer 5.0

    and tried VCMM know why im sayn this...but that doesn't matter...

    if ur game crashes...well it could be because of some things...like a missing line in handling.cfg or any other file the VCMM trade or change...another way is to have a wrong *txd or *dff name in the files (not likelly) or (i don't believe it so much) u installed the cars replacing the same...let's be realist, installing manually the cars is much better than any prog simply because u know what ur doing\what ur changing and also u start understanding the way the game deals with the files and some more things...all this just to say that i sugest u to install the cars manually and chek if they crash the game...if they crash it, it's like 1 of 2

    or u installed wrong, or the files are currupted...it is possible but i believe it will work...have a nice day

  2. well...car editors...there are some...it was nice if u tell what is the version of it...

    But in other way...if u say "the car editor" it should be the one u downloaded here... but i don't know if there is only one or more...i

  3. well let's see if i can explain that...

    ur problem is that u have the wrong numbers in the vehicles.ide

    wheels part, this is a line of that file...

    400, landstal, landstal, car, LANDSTAL, LANDSTK, null, normal, 10, 0, 0, -1, 0.9, 0.9, 0

    check out the end

    0.9, 0.9,

    that is the front and rear wheels size...

    as ur wheels are to big...i sugest u to DEcrease the numbers...both, at the same porpotion, or u will end up with different wheel sizes.

    btw if that doesn't work i also sugest u to change the numer right before that

    -1, 0.9, 0.9,

    -1 to 0 for example...

  4. i did not made the code!! i just modified it a little bit...the original code is the "chinook"...the chinook mod is a mod that able u to drive a chinook (not in the game, must be downloaded) that can carry cars inside...i changed the code so u can do the same with the dumper...i also downloaded it...its preety simple, u enter the truck...and u get out...a red arrow will apear above the truck...

    then u grab a car and transport it up to the truck and press insert to lock the car! then u get out and u can drive the truck! (if u do high speed turns the car may detatch from the truck...

    004F: create_thread ££DUMPER

    :DUMPER
    03A4: name_thread 'DUMPER'
    
    :DUMPERLOOP
    0001: wait 250 ms
    00D6: if 0
    0256: player $PLAYER_CHAR defined
    004D: jump_if_false ££DUMPERLOOP
    00D6: if 0
    00DD: actor $PLAYER_ACTOR driving_vehicle_type 406 
    004D: jump_if_false ££DUMPERLOOP
    03C0: @0 = actor $PLAYER_ACTOR car
    
    :DUMPERGETOUT
    0001: wait 200 ms
    00D6: if 0
    0256: player $PLAYER_CHAR defined
    004D: jump_if_false ££DUMPEREND
    00D6: if 0
    80DD: NOT actor $PLAYER_ACTOR driving_vehicle_type 406
    004D: jump_if_false ££DUMPERGETOUT
    0006: @32 = 0;; timer
    0161: tie_marker @11 to_car @0 4 1
    
    :DUMPERCHECKFORCARS
    0001: wait 200 ms
    00D6: if 0
    0256: player $PLAYER_CHAR defined
    004D: jump_if_false ££DUMPERMARKER
    00D6: if 0
    8119: NOT car @0 wrecked
    004D: jump_if_false ££DUMPERMARKER
    00D6: if 0
    80DD: NOT actor $PLAYER_ACTOR driving_vehicle_type 406 
    004D: jump_if_false ££DUMPERMARKER
    00D6: if 0
    8019: NOT @32 > 240000;; helicopter becomes normal after 2 mins
    004D: jump_if_false ££DUMPERMARKER
    00D6: if 0
    0207: actor $PLAYER_ACTOR near_car_in_car @0 radius 2.0 2.0 2.0 unknown 0
    004D: jump_if_false ££DUMPERCHECKFORCARS
    00D6: if 0
    80E1: NOT key_pressed 0 9
    004D: jump_if_false ££DUMPERRELEASECAR
    00D6: if 0
    00E1: key_pressed 0 8
    004D: jump_if_false ££DUMPERCHECKFORCARS
    03C0: @3 = actor $PLAYER_ACTOR car
    0683: attach_car @3 to_car @0 at_offset 0.2 -2.5 0.8 rotation 0.0 0.0 0.0
    01C3: remove_references_to_car @3
    0006: @32 = 0;; timer
    0002: jump ££DUMPERCHECKFORCARS
    
    :DUMPERRELEASECAR
    0001: wait 0 ms
    03C0: @3 = actor $PLAYER_ACTOR car
    0684: detach_car @3 0.0 0.0 0.0 collision_detection 0
    01C3: remove_references_to_car @3
    0006: @32 = 0;; timer
    0002: jump ££DUMPERCHECKFORCARS
    
    :DUMPERMARKER
    0164: disable_marker @11
    
    :DUMPEREND
    01C3: remove_references_to_car @0
    0002: jump ££DUMPERLOOP

    of course it can be another key instead of insert...

    the list of the keys...

    ---------------------------------
    - on foot                      
    ---------------------------------
    - 0 =  left/right              
    - 1 =  forward/backward        
    - 2 =  special ctrl left/right  
    - 3 =  special ctrl up/down    
    - 4 =  action               
    - 5 =  previous weapon/target  
    - 6 =  aim weapon            
    - 7 =  next weapon/target  
    - 8 =  Group CTRL Forward      
    - 9 =  Group CTRL back         
    - 10 = conversation - no       
    - 11 = conversation - yes     
    - 12 = (do not exist)          
    - 13 = change camera          
    - 14 = jump                 
    - 15 = enter vehicle          
    - 16 = sprint               
    - 17 = fire                   
    - 18 = crouch                 
    - 19 = look behind
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~ in car                        
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    ~ 0 =  left/right  
    ~ 1 =  steer back/up  
    ~ 2 =  Special ctrl left/right  
    ~ 3 =  Special control up/down  
    ~ 4 =  secondary fire     
    ~ 5 =  look left       
    ~ 6 =  hand brake      
    ~ 7 =  look right       
    ~ 8 =  next radio station   
    ~ 9 =  previous radio station
    ~ 10 = No        
    ~ 11 = trip skip     
    ~ 12 = (do not exist)  
    ~ 13 = camera        
    ~ 14 = brake/reserve  
    ~ 15 = enter+exit      
    ~ 16 = accelerate  
    ~ 17 = fire               
    ~ 18 = horn       
    ~ 19 = submission    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    each function is a key in ur game...maybe different than mine...

    if u want to change the key to detatch car or bike go here

    80E1: NOT key_pressed 0 9
    004D: jump_if_false ££DUMPERRELEASECAR

    and change the number 9 to some other correspondent to a key u want...

    if u want to change the key to lock the car...

    00E1: key_pressed 0 8
    004D: jump_if_false ££DUMPERCHECKFORCARS

    same as above but number 8

    have fun!

    post-2694-1129864762_thumb.jpg

    post-2694-1129864902_thumb.jpg

    post-2694-1129865003_thumb.jpg

    post-2694-1129865265_thumb.jpg

    post-2694-1129865288_thumb.jpg

  5. yeah...i didn't play the missions...i have the game to kill people, drive vehicles and mess around with scm scripts...nothing more! i used to play missions before...when i couldn't get tired of em...now i just play for fun, not to be sick of the game...btw i will search for that mansion...but i would apreciate if u could tell me the coordinates...then i make the player start there! haha just kidding...i search it for myself...

    u hate me? ...ok, i will not be sad about it...and will not hate u!

  6. forget about that...the only way i know so u can't fall off the bike is by modifing the main.scm by adding

    :STEED

    0001: wait 0 ms

    03A4: name_thread "STEED"

    :BIKE1

    0001: wait 127 ms

    00D6: if 0

    0256: player $PLAYER_CHAR defined

    004D: jump_if_false ££BIKE1

    00D6: if 0

    03EE: player $PLAYER_CHAR controllable

    004D: jump_if_false ££BIKE1

    00D6: if 0

    047A: $PLAYER_ACTOR;; 047A: actor $PLAYER_ACTOR driving_a_motorbike

    004D: jump_if_false ££BIKE4

    03C0: @0 = actor $PLAYER_ACTOR car

    :BIKE2

    ;0226: @5 = actor $PLAYER_ACTOR health

    ;0227: @6 = car @0 health

    0001: wait 10 ms

    00D6: if 0

    0256: player $PLAYER_CHAR defined

    004D: jump_if_false ££BIKE1

    00D6: if 0

    82BF: NOT car @0 sunk

    004D: jump_if_false ££BIKE3

    00D6: if 0

    80E1: NOT key_pressed 0 15

    004D: jump_if_false ££BIKE3

    00D6: if 0

    80DF: NOT actor $PLAYER_ACTOR driving

    004D: jump_if_false ££BIKE2

    018C: play_sound 1 at 0.0 0.0 0.0

    036A: put_actor $PLAYER_ACTOR in_car @0

    ;0223: set_actor $PLAYER_ACTOR health_to @5

    ;0224: set_car @0 health_to @6

    0002: jump ££BIKE2

    :BIKE3

    0001: wait 127 ms

    00D6: if 0

    0256: player $PLAYER_CHAR defined

    004D: jump_if_false ££BIKE1

    00D6: if 0

    80DF: NOT actor $PLAYER_ACTOR driving

    004D: jump_if_false ££BIKE3

    01C3: remove_references_to_car @0;; Like turning a car into any random car

    0002: jump ££BIKE1

    :BIKE4

    00D6: if 0

    80DF: NOT actor $PLAYER_ACTOR driving

    004D: jump_if_false ££BIKE1

    00D6: if 1

    00E1: key_pressed 0 6

    00E1: key_pressed 0 8

    004D: jump_if_false ££BIKE1

    0172: @4 = actor $PLAYER_ACTOR z_angle

    04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset 0.0 -1.0 -1.0

    0247: request_model 522

    038B: load_requested_models

    :BIKELAST

    0001: wait 0 ms

    00D6: if 0

    0248: model #PCJ600 available

    004D: jump_if_false ££BIKELAST

    00A5: @0 = create_car 522 at @1 @2 @3

    0175: set_car @0 z_angle_to @4

    0249: release_model 522

    036A: put_actor $PLAYER_ACTOR in_car @0

    04BA: set_car @0 speed_instantly 20.0

    01C3: remove_references_to_car @0;; Like turning a car into any random car

    0002: jump ££BIKE2

    with the respective create_thread of course...

    the flags are more like...GFEDCBA

    and u write them just like that...

×
×
  • Create New...