NoAmbulance.cs and NoFireTruck.cs have the same label name ( "VCFDFIX" ), there are strange moments, for example:
if and not 4 @ == -1 // integer values 803C: NOT $ PLAYER_ACTOR == 4 @ // (int) else_jump @ VCFDFIX_6
- variable 4 @ generally more in the script does not occur: why is it?
About the zombie script: you also had a ready-made option with "zamochivanie" zombies, so as not to force them to re-perform the same actions, where did it go? Because without such marks you can not realize one-time setting a certain number of lives zombaku (for example) and other "joys." Also it is unclear why traffic management is after finding a zomb. And if the traffic is empty (this is because of another script, for example)? No zombie actor can be found and your traffic settings will never be set (recursion of empty streets).
The idea is good but the implementation is not ice, to be honest. Recording is done every moment, regardless of the need for it. Want to shorten the life of your hard - boldly put this mod
Just a little explanation: Here are the rules for creating buggy animations for GTA: -Bone "Root" can only have red (position) and green (turn) keys*, they are used exclusively in pairs on frames. If the frame is green, it should be**necessarily red. -Bone "Root" must have green and red keys on the first and last frame, except when the bone is not involved in the animation at all. - All other bones can only have green keys. - The green key for the rest of the bones must be present on the first and last frame of each bone, regardless of whether it moves or not, except when the bone is not involved in the animation at all. If these rules are not followed, the skeleton may stretch in the game, or the game will not start at all. _________________ *"Key Filters ..." (located to the right of the "key" icon) allows you to select the type of key (position, rotation, scale, etc.). Each type has its own color. You can set the key at once of several types. Accordingly, such a key will have several colors. **Put the keys on the "Set Key", or the "key" icon if the "Auto Key" is pressed. "Auto Key" automatically creates an animation key if you start to rotate / move the bone on a certain frame. Accordingly, the key will be created only at the bone that has been affected.
Just a little explanation: Here are the rules for creating buggy animations for GTA: -Bone "Root" can only have red (position) and green (turn) keys*, they are used exclusively in pairs on frames. If the frame is green, it should be**necessarily red. -Bone "Root" must have green and red keys on the first and last frame, except when the bone is not involved in the animation at all. - All other bones can only have green keys. - The green key for the rest of the bones must be present on the first and last frame of each bone, regardless of whether it moves or not, except when the bone is not involved in the animation at all. If these rules are not followed, the skeleton may stretch in the game, or the game will not start at all. _________________ *"Key Filters ..." (located to the right of the "key" icon) allows you to select the type of key (position, rotation, scale, etc.). Each type has its own color. You can set the key at once of several types. Accordingly, such a key will have several colors. **Put the keys on the "Set Key", or the "key" icon if the "Auto Key" is pressed. "Auto Key" automatically creates an animation key if you start to rotate / move the bone on a certain frame. Accordingly, the key will be created only at the bone that has been affected.
Just a little explanation: Here are the rules for creating buggy animations for GTA: -Bone "Root" can only have red (position) and green (turn) keys*, they are used exclusively in pairs on frames. If the frame is green, it should be**necessarily red. -Bone "Root" must have green and red keys on the first and last frame, except when the bone is not involved in the animation at all. - All other bones can only have green keys. - The green key for the rest of the bones must be present on the first and last frame of each bone, regardless of whether it moves or not, except when the bone is not involved in the animation at all. If these rules are not followed, the skeleton may stretch in the game, or the game will not start at all. _________________ *"Key Filters ..." (located to the right of the "key" icon) allows you to select the type of key (position, rotation, scale, etc.). Each type has its own color. You can set the key at once of several types. Accordingly, such a key will have several colors. **Put the keys on the "Set Key", or the "key" icon if the "Auto Key" is pressed. "Auto Key" automatically creates an animation key if you start to rotate / move the bone on a certain frame. Accordingly, the key will be created only at the bone that has been affected.
Just a little explanation: Here are the rules for creating buggy animations for GTA: -Bone "Root" can only have red (position) and green (turn) keys*, they are used exclusively in pairs on frames. If the frame is green, it should be**necessarily red. -Bone "Root" must have green and red keys on the first and last frame, except when the bone is not involved in the animation at all. - All other bones can only have green keys. - The green key for the rest of the bones must be present on the first and last frame of each bone, regardless of whether it moves or not, except when the bone is not involved in the animation at all. If these rules are not followed, the skeleton may stretch in the game, or the game will not start at all. _________________ *"Key Filters ..." (located to the right of the "key" icon) allows you to select the type of key (position, rotation, scale, etc.). Each type has its own color. You can set the key at once of several types. Accordingly, such a key will have several colors. **Put the keys on the "Set Key", or the "key" icon if the "Auto Key" is pressed. "Auto Key" automatically creates an animation key if you start to rotate / move the bone on a certain frame. Accordingly, the key will be created only at the bone that has been affected.
Textures in places are inappropriate (even on the author's screen can be seen jambs of knife) and dark, but some models on the contrary - look great (mp5 or flamethrower, for example), so still a plus
On the steam version, the chot crashes, so it should be?
Yes, since the script is working with memory with the expectation of exe US 1.0 addresses. In the description of this information is not enough, by the way.
I will not say anything about the script (the author already knows everything).
If you remove from the list of files downloaded firiv car "Renault Symbol 2006", it turns out that from the very beginning there was an alternation of "excellent file / trash file". This is sad ...
P.S. Apparently, due to the fact that there is a "SOTY 10/10" skin firiv posted 2 good files - after this "mod" is waiting for us for the second trash mod in a row
art29 , Tommy "slips" from any car, in which "physics" (traffic machines) is not "activated". When something touches the car from traffic (another car, ped, object, fire, explosion or bullet) - the "physics" is "activated" and Tommy may not "slip" off the car for some time (until it hits either at high speed or not overturn).
(setting the maximum level of tracing) not necessarily apply in a loop. And what not to use in the loop - you can throw in the code before the loop (after the opcode 0000 ). But there are no critical errors, so a plus)
Asind , The author was not familiar with CLEO 2 at the time of writing the script. And in the first CLEO "cram into the script itself" was impossible (except in fxt files, but these are the same superfluous files as ridmi)
From the category of "like for efforts." The volume of work is phenomenal (more than 9k audio files have been translated), and even the translation seems to be normal, but the quality of voice acting kills everything ...
P.S. The mod is suitable for those who do not know English at all and want to nostalgic for pirated translations of the beginning of the zero.
I do not know why my comment was deleted , but, so be it, I'll duplicate the main thing: Option setup " To install the mod, put the file house.cs in the cleo folder and the folder athouse in the folder data / maps " not working !!
To make it work , it is necessary in data / gta_vc.dat after the line
DarthAhsoka, Who knows what they have in mind) To present to the public a new one number plate part, you really need to come up with something original ... Either in terms of a huge map of the aka "The Crew Style", or a built-in workshop for modmakers ... And here in both cases OpenIV crossed their path ...
Then no one would touch Red Dead Redempton V. No, they just don’t like that someone delves into their models.
Envelopes SA, VC in the top five no one touched. First they blocked FiveM, which was running parallel to GTA: Online, then they blocked RDRtoV, "on the eve" of RDR2 (and rumors about a PC port). Now IVtoV, doesn’t this look suspicious, especially against the background of the ancient statements of the Rockstar that they would like to unite the worlds of their GTA?
Here's what excites me: is Take Two going to close the shop in relation to previous GTAs?
Old gta it will not affect. Moreover - it wouldn’t affect GTA4 if the OpenIV developers didn’t include GTA5 support. And with the fifth part, T2 does not stand on ceremony, and bans everything that at least somehow can affect the company's profits.
And the mod "Operacion Umbrella" is on the site? It seems there is not. Mb someone will download it? MB then there is a daredevil who will blot out the normal crack ...
andreman461 , Download the official English version and on top of it put the language files from this assembly (if you need Russian language in the game).
daniel 360 > Tell him that he is notable liar , but dylosoys not even for this, but for not being added full instruction from the real author is Squiddy. Namely: thanks to the plugin, in addition to setting in cfg , it becomes possible to set a special attribute for the game label - " -fpslimit = 30 ", where 30 - the desired frame rate. An example of the shortcut path to an object with this attribute: "C: \ Program Files \ Rockstar Games \ Grand Theft Auto Vice City \ gta-vc.exe" -fslimit = 30
Quote: daser
The author is not a mihai, but ThirteenAG
Alas, ThirteenAG in those years has not been engaged in plug-ins.
I quietly disassemble the entity-attachment of one entity to another (including the hierarchical element detach, as in a car). If everything works out, then it will be possible to "glue" objects to the bones (and not only), as in SA (and even something better).
SIPORT, Sorry, I misunderstood. In that script for SA, it was really implemented normally. I just remember the mod where they did this, affecting game saves, but this is not good for many reasons.
andreman461, You confused me.I usually! before slapping a plus fashion, I download it, decompile it (if we are talking about scripts) in order to check out what the hell and the first to hear about flaws. So this time everything was the same - that's why I slammed the minus to your first comment, but the second strained me, so I still started testing in the game and .... Get the second minus for misinformation. And check the relevance your CLEO and the exe version (almost all mod-makers work only with US version 1.0).
the mod is really cool, but it’s necessary to slam the minus for propaganda of sodomy (no offense).
Waaat? Are there guys on the plane frying? (You better not run GTA5...)
P.S. Mdaa ... Now I’ll think about it 1000 times before releasing things like! {tag_9} here!dubstep gunsotherwise the colors randomly change and can accidentally gather in a rainbow, which is why they denounce me to the prosecutor’s office because recklessly used colors to design an effect ...
803C: NOT $ PLAYER_ACTOR == 4 @ // (int)
else_jump @ VCFDFIX_6
- variable 4 @ generally more in the script does not occur: why is it?
About the zombie script: you also had a ready-made option with "zamochivanie" zombies, so as not to force them to re-perform the same actions, where did it go? Because without such marks you can not realize one-time setting a certain number of lives zombaku (for example) and other "joys."
Also it is unclear why traffic management is after finding a zomb. And if the traffic is empty (this is because of another script, for example)? No zombie actor can be found and your traffic settings will never be set (recursion of empty streets).
Tip:
Shagg_E 09/10/2017, 13:49:10