Asind, Not there. Only speed “forward” is stored there. And if the boat is sailing backwards, or the plane is performing aerial frog - with teleportation everything will be messed up. What I suggested will teleportalmost imperceptible.
What about editing memory? Then not only the speed of movement, but also the rotation angles (roll, pitch, yaw) will not change. The code will be simplified to this form:
reading x coordinates from memory if x> 5000 then x = x - 10000 writing the new x coordinate to the memory
etc. This option will be not only simpler (you will not need to take into account speeds and turns), but it will also teleportcompletely invisible.
To preserve the player’s / vehicle’s movements, it’s enough to use the “velocity” opcodes (06A2, 07D5, 083C, 083D, etc.), or even edit the player / vehicle’s coordinates through the memory (then the speed will not change).
The light can also be seen without a camera, for example, when the sun is between the trees, you can see with your eye.
But not such same glare. It's all tastes. Someone like it (just nice to the eye, and yes you can make beautiful screenshots), some do not ...
Quote: Killer-Sergey 3
Behind no one, operator ghost? The camera is also ghostly? Why can not I hurt her if a drop of water has not passed through her and remains, what is happening here and where is the logic - did the developers decide there?
In the movie, it also happens: the camera passes through objects, does not reflect in the mirror, does not hurt the characters, etc. There are fans of such effects, there are opponents. I repeat - it's all tastes.
Killer-Sergey 3 , For "kinoshnogo" effect. The type of a gaming camera is a "movie camera". Solar glare (as well as glare from other light sources) behind this same thing created. Of all the games, in my opinion, a really cinematic camera is only felt in Kojima's games, the rest of the developers are doing something unintelligible. But! I remember that in many reviews in 2002, journalists positively assessed the "cine" nature of the camera in Vice City. So the drops were there in the topic.
= SpitFire = , For large delays of 1000ms, the error from the FPS is so insignificant that it can be neglected (1000ms and 1000-1033ms is almost the same), so everything is ok here. FPS strongly affects only delays of the type 0 ms. The more ms - the less the influence of FPS.
P.S. And if we talk about reducing time - then here:
{$ CLEO .cs}
// ------------- MAIN --------------- 0000: NOP thread 'allpack'
: ALLPACK_12 wait 0 if and Player.Defined ($ player_char) 0ADC: test_cheat "ALLPACKAGE" else_goto @ ALLPACK_12 0A8D: 0 @ = read_memory 0x94ADD0 size 1 virtual_protect 1 // Total Hidden Packages Collected 0A8C: write_memory 0x94ADD0 size 1 value 100 virtual_protect 1 // Total Hidden Packages Collected wait 1000 0A8C: write_memory 0x94ADD0 size 1 value 0 @ virtual_protect 1 // Total Hidden Packages Collected jump @ ALLPACK_12
Packages will not disappear, but all nishtyaki player will get
SergeDV, Then only modes in SA will pass through the filter in 99%. Stupidly, because this is the most visited and rated section of the site.
Seriously - go to the Weiss FA and create a list by rating (descending). Out of about 2000 files, only 10 (!) Have a rating higher than 100. Of these 10 - not a single copyright.
Of course, I am happy for the CA modmakers, and personally, the monetary rewards are not particularly interesting to me, but it’s a pity that the three / weiss modmakers constantly somehow fly past all contests.
This car was trying to shove into the game in many ways, but you are probably the first who managed to do it fully! Damage to the door is not enough, but it's not fatal!
The models and textures are excellent, but there are problems with the zakostok (a classic problem of “sticking together legs,” for example).
I advise you to look in full this video, after it you can not only understand how to fix any such jambs in the zakostok, but also learn to bones from scratch in general.
- Hello, 2003! What did you forget in our area? - Privet, 2017! Vot zaskuchal i reshil zaglyanut! - You are not welcome here, go back, 2k03. - Oh, whoever said 2016, he wouldn’t be an eyesore himself ... - This five, 2017 krosafcheg, zhosh nipadetski, conceive. - And you too, 2006 ...
Dude, why did you take one of Weiss’s worst translations for voice acting? After all, it was possible to take something like SanLtd or to the extreme 1C ...
As in the case with your previous works, labor is visible, but there are still too many jambs. For example, from time to time you speed up the recording to get into the timings, instead of normally rewriting the phrase. The recording quality has improved, but not significantly (use a pop filter or put a piece of foam on the microphone to reduce interference). Add to this the text of the pirated translation and get another pirate voice the same level that existed for a long time.
daniel 360, This is the right attitude, but still, to get deeper into scripting, sooner or later you will have to look at the code of other people's scripts to understand how they work and learn to script even better. In the meantime, I repeat - you definitely need to master all the tutorials from the Sanny Builder help and something like that in the appendage these lessons(the first few are suitable for VC).
daniel 360, Well, I threw off the script in which they are created for you. Take it as a basis and change to your needs. Go deeper into scripting, and you can not only create them yourself, but also make things much cooler.
daniel 360, Well, you can basically throw it 01CA: set_actor 0 @ kill_player $ PLAYER_CHAR to the ACTION site before checks to force all the peds to constantly run to kill the player. Updated links to the code in a previous post. But still, these are half measures. There will be new and new problems. It’s better to create zombies yourself, and not take them from traffic.
Not really. It makes no sense every moment (every pass of the cycle) to set the maximum number of stars or weather. Indeed, after a moment it still will not change! All this must be carried out in the main processing cycle of zombies. Further. Why load and unload a brass knuckles model every moment? Anyway, your cycle is endless. It will be more correct to load the brass knuckles model once and not unload it anymore. But you also need to check whether the model itself has been unloaded (due to other scripts, for example), and, if necessary, load again.
Quote: daniel 360
Bugs: “The cop doesn't get out of the police car.” P.S - If you know how to fix this, then let me know, I will be very grateful!
About this, I also answered you, and even threw off a sample. I don’t know why you didn’t use it.
In short, here is the script with all the edits. If the site has a problem - . I hope this time you’ll take a closer look at what is written: appreciate my and your time. I commented on every line.
Not really. It makes no sense every moment (every pass of the cycle) to set the maximum number of stars or weather. Indeed, after a moment it still will not change! All this must be carried out in the main processing cycle of zombies. Further. Why load and unload a brass knuckles model every moment? Anyway, your cycle is endless. It will be more correct to load the brass knuckles model once and not unload it anymore. But you also need to check whether the model itself has been unloaded (due to other scripts, for example), and, if necessary, load again.
Quote: daniel 360
Bugs: “The cop doesn't get out of the police car.” P.S - If you know how to fix this, then let me know, I will be very grateful!
About this, I also answered you, and even threw off a sample. I don’t know why you didn’t use it.
In short, here is the script with all the edits. If the site has a problem - . I hope this time you’ll take a closer look at what is written: appreciate my and your time. I commented on every line.
Not really. It makes no sense every moment (every pass of the cycle) to set the maximum number of stars or weather. Indeed, after a moment it still will not change! All this must be carried out in the main processing cycle of zombies. Further. Why load and unload a brass knuckles model every moment? Anyway, your cycle is endless. It will be more correct to load the brass knuckles model once and not unload it anymore. But you also need to check whether the model itself has been unloaded (due to other scripts, for example), and, if necessary, load again.
Quote: daniel 360
Bugs: “The cop doesn't get out of the police car.” P.S - If you know how to fix this, then let me know, I will be very grateful!
About this, I also answered you, and even threw off a sample. I don’t know why you didn’t use it.
In short, here is the script with all the edits. If the site has a problem - . I hope this time you’ll take a closer look at what is written: appreciate my and your time. I commented on every line.
Not really. It makes no sense every moment (every pass of the cycle) to set the maximum number of stars or weather. Indeed, after a moment it still will not change! All this must be carried out in the main processing cycle of zombies. Further. Why load and unload a brass knuckles model every moment? Anyway, your cycle is endless. It will be more correct to load the brass knuckles model once and not unload it anymore. But you also need to check whether the model itself has been unloaded (due to other scripts, for example), and, if necessary, load again.
Quote: daniel 360
Bugs: “The cop doesn't get out of the police car.” P.S - If you know how to fix this, then let me know, I will be very grateful!
About this, I also answered you, and even threw off a sample. I don’t know why you didn’t use it.
In short, here is the script with all the edits. If the site has a problem - . I hope this time you’ll take a closer look at what is written: appreciate my and your time. I commented on every line.
After jump, the game does not "see" the code (after all, the transition goes to where jump is pointing)! Downloading the model will never happen! The game does not crash just because it is a weapon, and in the case of ordinary objects, actors or cars, it would have crashed long ago.
in the zombie processing unit. If a player spawns in a deserted place and then approaches the road, the weather will change dramatically, the camera will shake and the stars will disappear (if any). In addition, it is a waste of system resources. All these commands had to be shoved intostart script. If you wanted to make something like camera sway "eternal" - then shove it instart loop, immediately after checking the player’s existence.
I repeat once again: If the script "works" - this does not mean that there are no errors in it.
the basicsscripting. Read all about loops, jump, jf, gosub, etc. Otherwise, you will move in small steps, constantly making elementary mistakes.
You yourself want more, so why not strive for this?
After jump, the game does not "see" the code (after all, the transition goes to where jump is pointing)! Downloading the model will never happen! The game does not crash just because it is a weapon, and in the case of ordinary objects, actors or cars, it would have crashed long ago.
in the zombie processing unit. If a player spawns in a deserted place and then approaches the road, the weather will change dramatically, the camera will shake and the stars will disappear (if any). In addition, it is a waste of system resources. All these commands had to be shoved intostart script. If you wanted to make something like camera sway "eternal" - then shove it instart loop, immediately after checking the player’s existence.
I repeat once again: If the script "works" - this does not mean that there are no errors in it.
the basicsscripting. Read all about loops, jump, jf, gosub, etc. Otherwise, you will move in small steps, constantly making elementary mistakes.
You yourself want more, so why not strive for this?
After jump, the game does not "see" the code (after all, the transition goes to where jump is pointing)! Downloading the model will never happen! The game does not crash just because it is a weapon, and in the case of ordinary objects, actors or cars, it would have crashed long ago.
in the zombie processing unit. If a player spawns in a deserted place and then approaches the road, the weather will change dramatically, the camera will shake and the stars will disappear (if any). In addition, it is a waste of system resources. All these commands had to be shoved intostart script. If you wanted to make something like camera sway "eternal" - then shove it instart loop, immediately after checking the player’s existence.
I repeat once again: If the script "works" - this does not mean that there are no errors in it.
the basicsscripting. Read all about loops, jump, jf, gosub, etc. Otherwise, you will move in small steps, constantly making elementary mistakes.
You yourself want more, so why not strive for this?
AnriTool, You're right, but at least there are no errors in this script ... I would advisedaniel 360practice scripting for now without publishing useless things like that
The fact that the failure of the transaction was actually organized by Sonny always seemed obvious to me, but it was interesting to hear about the deal between Sonny and Diaz ...
Weiss does not have the opportunity to do so at the moment. I'm not sure that anyone will do this at all, because there are required long hours of parsing the game code (I tried, and there is not so simple), and the benefits in the end are not worth the time ...
Link to the author's topic on gtaforums, for example. Do you understand that you act ugly when you deprive the real authors of feedback by their actions?
This is no excuse in your case. You lazy(or scared) go deep into scripting. Believe me, you're not the first person I tried to help with this, so I know what I'm talking about. If instead of asking someone to do this or that small script, you would seriously sit down for learning the basics of scripting, you would not only have written this for a long time alone and without errorsbut it can would have already released Long Night 2.
GTA_Masters19, Each global variable has its own number. When the scripter does not use one of the list CustomVariables.ini(like$ PLAYER_CHAR,$ ONMISSIONetc.), and it comes up with its own names - the compiler automatically assigns the first "free" serial number to this variable . But "free" are only considered specifically in this CLEO script, andthe compiler in this case has no idea which global variables are free / busy in main.scm. Accordingly,The CLEO script and main.scm can simultaneously use the same global variable! This will causesooner or later various errors will appearbut not the worst.Global variables are saved in save files!This means that it’s enough to save at least once with such a CLEO script, andeven if you delete it, the save file itself will be zagabovat! Sooner or later, you'll passvanilla
Quote: daniel 360
And what is not trash?
What is not thrash(garbage). Look at the last 10 files that you uploaded to the archive. Do you really think this is normal for 2017? Even if you close your eyes to the ideological component, you do not care at all about the quality of your content.
GTA_Masters19, Each global variable has its own number. When the scripter does not use one of the list CustomVariables.ini(like$ PLAYER_CHAR,$ ONMISSIONetc.), and it comes up with its own names - the compiler automatically assigns the first "free" serial number to this variable . But "free" are only considered specifically in this CLEO script, andthe compiler in this case has no idea which global variables are free / busy in main.scm. Accordingly,The CLEO script and main.scm can simultaneously use the same global variable! This will causesooner or later various errors will appearbut not the worst.Global variables are saved in save files!This means that it’s enough to save at least once with such a CLEO script, andeven if you delete it, the save file itself will be zagabovat! Sooner or later, you'll passvanilla
Quote: daniel 360
And what is not trash?
What is not thrash(garbage). Look at the last 10 files that you uploaded to the archive. Do you really think this is normal for 2017? Even if you close your eyes to the ideological component, you do not care at all about the quality of your content.
GTA_Masters19, Each global variable has its own number. When the scripter does not use one of the list CustomVariables.ini(like$ PLAYER_CHAR,$ ONMISSIONetc.), and it comes up with its own names - the compiler automatically assigns the first "free" serial number to this variable . But "free" are only considered specifically in this CLEO script, andthe compiler in this case has no idea which global variables are free / busy in main.scm. Accordingly,The CLEO script and main.scm can simultaneously use the same global variable! This will causesooner or later various errors will appearbut not the worst.Global variables are saved in save files!This means that it’s enough to save at least once with such a CLEO script, andeven if you delete it, the save file itself will be zagabovat! Sooner or later, you'll passvanilla
Quote: daniel 360
And what is not trash?
What is not thrash(garbage). Look at the last 10 files that you uploaded to the archive. Do you really think this is normal for 2017? Even if you close your eyes to the ideological component, you do not care at all about the quality of your content.
It can be used as a template for creating missions.
Her not possible Use as a template for creating missions. At least for the error with the marker.
What a nonsense - already which script from Egor appears here with uncorrected errors after The way he was helped with their correction? daniel 360 , Why are you doing it?
The attention to detail is especially pleasing (for the first time I see such a reflection texture)