San Andreas / Mods / CLEO-Mods
Cars Spawning for Gang Wars (Add-on)
- skatefilter5 | hochgeladen von skatefilter5
- 01/09/2021
- 3787 Downloads
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Beschreibung
Car spawns randoms spots, look as similar to original ped vehicles, but the ones that passing by are the spawning "rea;" cars so don't get mixed up which are real buuuuuuuut all cars from this script have alot of health and can last very long but only want it can blow up is a army of minigunners.
Whenever the car deals too much damage, the ped dies, and you can hear the horn infinitely and some car even go forward or spinning around also infinite. Don't know why the horn and acceleration stops in 5 seconds in IV and V. Infinite is fun right? But not annoying noise.
They were use for gang wars or something like this, just an add-on well ghost town mod will also be an easy guess.
Enjoy!
KEYS
F5 is to spawn cars "panic mode"
F6 is to spawn cars "normal but passing by" (use for standing on them
F7 is to spawn cars "normal and stopping where anyone is at front" (they don't react to shootings but their dumb enough to die from crossfires)
Whenever the car deals too much damage, the ped dies, and you can hear the horn infinitely and some car even go forward or spinning around also infinite. Don't know why the horn and acceleration stops in 5 seconds in IV and V. Infinite is fun right? But not annoying noise.
They were use for gang wars or something like this, just an add-on well ghost town mod will also be an easy guess.
Enjoy!
KEYS
F5 is to spawn cars "panic mode"
F6 is to spawn cars "normal but passing by" (use for standing on them
F7 is to spawn cars "normal and stopping where anyone is at front" (they don't react to shootings but their dumb enough to die from crossfires)
Kommentare
Es wurden bisher 7 Kommentare gepostet.
01/11/2021 17:07
@fan scripti mostly know id 32 which its no act aka mission scripted version which you customize AI or use it for cutscene, one problem is punching is only broken. I prety much check it in task, event id and decision id some of them do samething. I tried panic version for the peds in car but they don't even react at all when i shoot
i use copy decision maker as 2 for tough
060A: create_decision_maker_type 2 store_to 25@ // decision\allowed\m_.ped files
I use this mostly for tough enemies
I learn along time ago just to get rid of cowers and hangups
Zitieren | Antworten
@fan scripti mostly know id 32 which its no act aka mission scripted version which you customize AI or use it for cutscene, one problem is punching is only broken. I prety much check it in task, event id and decision id some of them do samething. I tried panic version for the peds in car but they don't even react at all when i shoot
i use copy decision maker as 2 for tough
060A: create_decision_maker_type 2 store_to 25@ // decision\allowed\m_.ped files
I use this mostly for tough enemies
I learn along time ago just to get rid of cowers and hangups
Zitieren | Antworten
01/11/2021 03:09
@skatefilter5
this opcode have max 32 id
00AF: set_car 62@ driver_behaviour_to 5
this opcode have max 9 id
00AE: set_car 71@ traffic_behaviour_to 3
you must do test
ok then tell me how works decision maker in missions?
you know all id to decision maker?
see message
Zitieren | Antworten
@skatefilter5
this opcode have max 32 id
00AF: set_car 62@ driver_behaviour_to 5
this opcode have max 9 id
00AE: set_car 71@ traffic_behaviour_to 3
you must do test
ok then tell me how works decision maker in missions?
you know all id to decision maker?
see message
Zitieren | Antworten
01/10/2021 18:39
hey friend
if you give me memory addresses for gta
you are developer gta online scripts mta ,samp
soo give me some memory addresses only on private message
and
i help you
in ,your, projects
like scripts
car inteligent spawn for you
0208: 6@ = random_float_in_ranges 50.2 100.2
0208: 7@ = random_float_in_ranges 50.2 100.2
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 6@ 7@ -1.0
04D3: get_nearest_car_path_coords_from 0@ 1@ 2@ type 0 store_to 6@ 7@ 8@
3@ = car.Create(#patriot,6@,7@,8@)
Car.Angle(3@) = 184.7214
Car.SetMaxSpeed(3@, 253.0) //speed limiter only for peds vehicles
00AE: set_car 3@ traffic_behaviour_to 2 {car not look traffic light}
Car.SetDriverBehaviour(3@, followroad) {car drive on streets like peds in vehicles}
053F: set_car 3@ tires_vulnerability 0 //tires shot protection
0587: enable_car 3@ validate_position 0 {car not exit game map like down}
friend learn about
Car.SetDriverBehaviour(3@, {there are from 0 to 32 id,s}{example const} followroad)
Zitieren | Antworten
Quote: skatefilter5
@fan scripti know cuz all the 0@ to 31@ local vars are all used up cleo scripts are all used up execpt for bulit timers as 32@ 33@.
I was planning to start this car spawning script as in cleo mission "the cities of war" but original was "insane city" with hostile people and gangs killing each other just as saints row IV as prototype. I start off with peds, then cars since spawning gangs and fighting near traffic. I plan to convert this cars only spawnings cause of using this for any mission relates to wars or zombies. Peds on foot couldnt even fit cuz i have no room for local variables so they were cut into another script so i have no plans yet for them unless ghost town will
the mod is good except spawning to clip any car over, even overheated other cars insanely to crash (oh that's why it re-explode so many times cuz its accelerating when they die from car crash) , I can't enable to find any check for this.
I need example to make car spawn-smart with out cliiping anothers cars or driving to wall cuz angle, but AI really want to drive any routes they wanted
Global vars on paths don't any thing specially at least 1 global var like $VAR[0] to [20] still treat this as another var in a local script.
hey friend
if you give me memory addresses for gta
you are developer gta online scripts mta ,samp
soo give me some memory addresses only on private message
and
i help you
in ,your, projects
like scripts
car inteligent spawn for you
0208: 6@ = random_float_in_ranges 50.2 100.2
0208: 7@ = random_float_in_ranges 50.2 100.2
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 6@ 7@ -1.0
04D3: get_nearest_car_path_coords_from 0@ 1@ 2@ type 0 store_to 6@ 7@ 8@
3@ = car.Create(#patriot,6@,7@,8@)
Car.Angle(3@) = 184.7214
Car.SetMaxSpeed(3@, 253.0) //speed limiter only for peds vehicles
00AE: set_car 3@ traffic_behaviour_to 2 {car not look traffic light}
Car.SetDriverBehaviour(3@, followroad) {car drive on streets like peds in vehicles}
053F: set_car 3@ tires_vulnerability 0 //tires shot protection
0587: enable_car 3@ validate_position 0 {car not exit game map like down}
friend learn about
Car.SetDriverBehaviour(3@, {there are from 0 to 32 id,s}{example const} followroad)
Zitieren | Antworten
01/10/2021 17:48
@fan scripti know cuz all the 0@ to 31@ local vars are all used up cleo scripts are all used up execpt for bulit timers as 32@ 33@.
I was planning to start this car spawning script as in cleo mission "the cities of war" but original was "insane city" with hostile people and gangs killing each other just as saints row IV as prototype. I start off with peds, then cars since spawning gangs and fighting near traffic. I plan to convert this cars only spawnings cause of using this for any mission relates to wars or zombies. Peds on foot couldnt even fit cuz i have no room for local variables so they were cut into another script so i have no plans yet for them unless ghost town will
the mod is good except spawning to clip any car over, even overheated other cars insanely to crash (oh that's why it re-explode so many times cuz its accelerating when they die from car crash) , I can't enable to find any check for this.
I need example to make car spawn-smart with out cliiping anothers cars or driving to wall cuz angle, but AI really want to drive any routes they wanted
Global vars on paths don't any thing specially at least 1 global var like $VAR[0] to [20] still treat this as another var in a local script.
Zitieren | Antworten
@fan scripti know cuz all the 0@ to 31@ local vars are all used up cleo scripts are all used up execpt for bulit timers as 32@ 33@.
I was planning to start this car spawning script as in cleo mission "the cities of war" but original was "insane city" with hostile people and gangs killing each other just as saints row IV as prototype. I start off with peds, then cars since spawning gangs and fighting near traffic. I plan to convert this cars only spawnings cause of using this for any mission relates to wars or zombies. Peds on foot couldnt even fit cuz i have no room for local variables so they were cut into another script so i have no plans yet for them unless ghost town will
the mod is good except spawning to clip any car over, even overheated other cars insanely to crash (oh that's why it re-explode so many times cuz its accelerating when they die from car crash) , I can't enable to find any check for this.
I need example to make car spawn-smart with out cliiping anothers cars or driving to wall cuz angle, but AI really want to drive any routes they wanted
Global vars on paths don't any thing specially at least 1 global var like $VAR[0] to [20] still treat this as another var in a local script.
Zitieren | Antworten
01/10/2021 16:32
hey bro i testing this your scripts
and are very conflicting with other scripts
you need to fix them
fix these things
eliminate global variables and global array var
fix const beacuse ingenering in game hard code and make bugs in other script
fix construct
like
const
end
also this mod works very poorly
fix it now friend
Zitieren | Antworten
hey bro i testing this your scripts
and are very conflicting with other scripts
you need to fix them
fix these things
eliminate global variables and global array var
fix const beacuse ingenering in game hard code and make bugs in other script
fix construct
like
const
end
also this mod works very poorly
fix it now friend
Zitieren | Antworten