Maybe someone noticed that when a policeman or an ambulance driver got out of the car, the sound of the siren ceased? Now this script will add a bit of realism and remove this defect.
What is this flaw? That's right. The car arrived at the right place, the driver turned off the siren and got out of the car. Where did you actually see a standing machine with special signals screaming at them? Only beacons work.
Vadim Panenko, please, before taking screenshots of any model, read the Readme.txt file and write down the settings there, in particular carcols.dat. It concerns not only this model of the bus, but also the rest.
kenking, look at the video first, woe-revealer ...
And what's the grief-revealer here? In my script, already in 2010, a springboard is created in front of the player’s car and the car jumps over the car and objects in front of the player’s car. In this script, a springboard is created in front of the player’s car, only it is 180% deployed, attached to the car and the player’s car is no longer jumping over the transport in front, but this transport jumps over the player’s car. So what? What is grief-exposure? Both there and there is a springboard. Both there and there for one purpose - to drive freely. The essence of the post was precisely this, and not what you thought and wrote about.
My scripts are allowed to be placed on any resources, In this case, you must follow the propagation conditions, which are specified in the readme of each script.
Quote: DanDriftZ
In general, he is also registered in Liberty, I think he could have put the file himself if he thinks it's necessary ...
Really so
Quote: sf365
so you could play these skins
can
Quote: sf365
I found a bug, for the game you can only choose three times the skin please correct the bug
change the skin can be an infinite number of times, checked 100500 times
How can you determine that the mod is good and of high quality, by the number + of people who downloaded this mod.
The number of pluses is also not an indicator. Each has its own criteria for determining the quality of the mod. In the case of scripts, the main indicator of the quality of the script is just the correctly written script code. When using such a script, the user will not have any crashes, freezes and glitches of the game. A lot of people evaluate it according to completely different criteria, and then they wonder what is going on with their game.
alex59, 1) to be honest, finding a mod in the top is not an indicator that this mod is good (this is not only about your mods, but about any mods in general). Moreover, this is not an indicator that the script is written correctly and, as a result, users will not have problems with the game when using this mod. 2) regarding the use of models in their modifications - you still need to ask the author of these models for permission.
kenking Why am I not allowed to block the script? this is my personal business want to see how the script is written say goodbye in a personal message.
You have such a right, no one argues with this. I personally adhere to the fact that the source of the script must be present. Since Seemann made it possible in Sanny Builder to link source code to a script, I have always done so. Before that, I had to write the source code of the script in the readme file. You ask why I am in favor of having the source code present? Let me explain - so that those who want to learn how to write scripts can do this by reading the source code of other people's scripts. I myself learned this from the source codes of the Den_spb scripts.
Ah, they cling, then. Another inadequate in terms of reaction to criticism.
If you cannot write the script correctly so that they do not "cling" - so do not take on this business.
I agree 100% I once "got hooked" two or three times and began to explain here to some script authors how NOT to write scripts, BUT in response there was such a reaction that I remembered the following proverb: "To teach a fool is only to spoil". (please, none of the mod authors do not take it personally) And the desire to teach someone quickly disappeared.
Hmm, I’m not plowing. I have v 1.0 And all versions of CLEO
All CLEO versions are not needed, one version is enough 1.1.1.7, in previous versions of CLEO these keys do not work. Either you have the left exe and the addresses do not match.
Quote: Trojan
Although yes, start making scripts little by little, then the development will thereby become higher, and someday you may be able to surprise.
Thanks for the advice. So I will. I will start making scripts little by little and the time will come when I can surprise you someday. Until then, can you see the list of my scripts in the ReadMe.chm file? What if you can be surprised?
Quote: NissanRuslan
no useful mod
Quote: Trojan
I also think this is a useless mod!
Quote: dimzet13
On the other hand, it is really useless and delusional.
Who thinks that it is useless and delusional - just pass by. Many users dreamed of such a script - I wrote it.
I do not like to close my source from prying eyes, on the contrary, let them learn. I myself learned scripting from other people's scripts with an admixture of Sunny Builder's help. I know what it is like for a beginner to figure out someone else's code, and even sometimes obfuscated or protected. I decided to help people.
A very correct position. I support and adhere to the same rule myself - the source must be present without fail.
but evaluate the script somehow. Tell me what's wrong with it: maybe the idea itself, maybe a crooked execution in the form of a scale, or maybe both?
Unfortunately, it is so customary that few people evaluate the script code itself, because they simply do not understand this. The site is full of gamna mods, but with complimentary comments. At the same time, it happens that good mods are not assessed quite adequately. Without classifying this script as either good or bad, I want to wish the author of the script not to take bad reviews seriously. Whichever mod is perfect - there is at least one user who will not like this mod.
Great script, only cars go very, very often. You can do the same, but to go 10 times less often?
The frequency of models can be adjusted directly in the script. It is necessary to decompile the script, to the question-proposal to open the source, to agree. Find in the code such lines: 00BF: 7 @ = current_time_hours, 8 @ = current_time_minutes if and 7 @> = 6 7 @ <23 then wait 30000 // time interval in the day else wait 60000 // time interval at night end
And set the desired gap instead of the written values. (1000 = 1 real second)
If the mod does not work after this auto-installation, then the only problem is that mods were previously installed on this GTA.
On the account of whether the mod works or not, I can not say anything, since I did not install it due to autoinstallation. BUT a properly designed mod should work regardless of whether other mods are installed or not.
Quote: Alexey1999
Did it ever occur to you that the author might be against people knowing what is being installed where? Maybe I don’t want to see my models, know how to write anime. objects?
Well, this is your choice. But who needs to, believe me, will know everything that you are trying to hide. There is such a thing as open source code. And it is considered good style to attach source code with comments to the mod so that others who want to can learn how to write scripts. Check out the work Den_spb, DK22Pac, ThirteenAGand my new scripts. The source is everywhere.
hmm ... why would anyone want to delete my comments?
Mata, insults, offtopic in them were not. Purely a question and an explanation that, in fact, no one has a pure game, since, at least, the CLEO library is installed.
Be so kind as to explain why the comments were removed.
And so that this comment is not considered offtopic
Quote: Alexey1999
Autoinstall is much easier than having additional programs to replace files in archives.
Autoinstall sucks (I don't mean this autoinstall specifically, but all the likes Cool Autoinstaller). Let me explain: when you install the mod with the pens, you always know what, where you installed it and where, if something happens, to look for the reason. With an automatic installation, in addition to the mod itself, you have a great chance to install what you did not need at all, while not knowing what and where to install. Doing an autoinstallation on a cleo script is overkill.
but are not they afraid? Somewhere I already saw it, or on another site.
The fighters do not spread, because the scripts I write myself You could see such a script for playing SA on many sites. Also my script, if that. Well and for VC too could see on one other site (who reads reads that knows where).
The wizard Suleman - all honestly, without deception
Post edited by kenking on 11-26-2014 at 08:01:54 AM
xXx2o1o, with this script the game freezes in some cases. In particular, when the game shows the names of transport, as well as the names of areas in some places. This is because you cannot use! in VC! 03F0: enable_text_draw 1... After that, such freezes of the game appear. Read it... And yet - the address 978810in the game version 1.1 has a completely different meaning and, accordingly, the value is shown on the screen that does not correspond to reality. And the address 978810in the database the size is marked as dd, why are you reading 1 byte?
Again, let me remind you that this ASI script requires an ASI Loader
If the CLEO library is installed, then the loader is installed accordingly
Quote: Mr. Secret
you yourself know very well that it can be written on the SB
The author's right to sell his work through CLEO or ASI. Again, it is important that the code is written correctly and runs stably. It makes no difference for the user to cram the .asi file into the root folder of the game or the .cs file into the CLEO folder.
Quote: Mr. Secret
what for was to start a discussion?
The usefulness of the script is not determined by the number of lines in the code.
P.S. This is where I propose to end the discussion.
I will not sit all day and dig at the memory addresses.
Well, it's also not a fact that you will find these addresses and will be able to correctly call the necessary functions.
Quote: Mr.Secret
quoted by you, dear, the statement does not provide for me to provide the code of the script
Well, then it was not necessary to write
Quote: Mr.Secret
a simple script in 5 lines long for some reason stuffed it into .asi, complicating life to yourself and users
The user does not care cram the .asi file in the game's root folder or the .cs file in the CLEO folder. The main thing is for the code to be correctly written and, accordingly, to work stably.
Quote: Srears
From the squeak of use 0.No drops of realism
One more utterance from the category just to write. I explain the use of this mod: many install in the game additional police cars. It is not possible to activate the siren on the additionally added transport with standard opcodes.
Yes, I will explain: I personally have no relation to this fashion, I do not know the author of fashion, but at least you need to have an idea of what you are commenting on, otherwise refrain from empty comments.
I have no idea what this script does, but I'm more than sure that it can be implemented in the Security Council. Search for the nearest car, vpendyurit to her on the roof of the flasher, and trigger the function of blinking sirens.
Allow my dear, here is your phrase:
Quote: Mr.Secret
such a simple script in 5 lines long for some reason stuffed it into .asi, complicating life to yourself and users
Well, please write these 5 lines, in order to make life easier for users of the site, well, myself, too
So I don't see the difference between 004E and 0A93
Here is a quote from the help
0A93 stops the current CLEO thread. This opcode should only be used inside files with CLEO streams (not CLEO missions and not in main.scm). In general, this opcode is analogous to the 004E opcode. To stop the CLEO mission use opcode 004E.
In this script, this is not necessary, which has already been noted
Quote: GTA_Masters19
I really want to scold you for end_thread at the end.
Quote: GTA_Masters19
Here you have to ask the Listener, he wrote this library.
The author and original developer of the CLEO library is Seemann. The development of CLEO 4 was started by Alien and is now led by Deji.
Let me clarify the situation - there is no practical benefit from the script, as well as from the game itself. The script will be appreciated by those who are not indifferent to scale models in principle, well, maybe even those who understand scripting.
But what if you hire a mini cidge to join the gang? It will be a great team, but I think it will be difficult or even impossible to make such a script.
Mission not feasible
Quote: hue
please watch my video about mod http://youtu.be/JDMpxZq_omE
thank you
You can add this video to the description of the mod, if it does not complicate the administrators, moderators, please add.
And if the vehicle is changed, will the base or new vehicle be displayed in the model?
Do you mean replacing the standard transport with a new one? Everyone will have their own scale models, those that are installed in his game. If standard transport is installed, then scale models will be corresponding to standard transport. If the vehicle is replaced, then the scale models will be similar to those replaced.
Well then nafig this script just do it. just clog up the glue folder
Well don't clog, what's the problem? What is forced to install the script?
Quote: Raphael Splinterson
Or you can make a script that will reduce the CJ itself and some kind of actor for the video
A copy of CJ in this script can be placed behind the wheel of a scale model and another pedal can be placed in the passenger seat.
Quote: Krutoy Trevor
why is it needed? so that when I decided to hide from the cops at Ziro and a little soldier from one meter killed me? (as much as 50-100 for him)
If you do not shoot or aim, the guard will not open fire.
Guys, I'm losing weight with you. For so many years of the existence of the game, such a script and such questions have been made for the first time. Do you think it's so easy to make a scale model with a script? These are not scripts for you to revive...
The script will be appreciated by those who are not indifferent to scale models in principle, well, maybe even those who understand scripting.
life_situation [1] life_situation [2] add to the cleo folder.
could be put in one script
It is advisable to put the script on a clean game (or just with standard cars). And then the characters will stand near the wheelbarrow (and not a few meters from it).
To create a character at the desired distance from the car, you need to find out the dimensions of the model with the opcode 07E4: get_model #GREENWOO dimensions_cornerA_to 1 @ 2 @ 3 @ dimensions_cornerB_to 4 @ 5 @ 6 @ and then calculate the coordinates for the actors
You can also make the transport models change, and not always have the same model. And the ped models too. In general, diversify the script.
But does the script work with replaced car models?
Works. The script works with all models set to standard ID 400-611, except for 14 models (these are RC models themselves and models of very large sizes), it doesn't matter if the models were replaced or the standard ones were installed... Only if the standard RC model has been replaced rcbandit(the model is used as an auxiliary element) and its hierarchy differs from the hierarchy of the standard model, then the script may be complicated. In this case, you need to install the standard model rcbandit...
Was it difficult to break the description into paragraphs? There are many sentences without a section, it is difficult to read.
Yes, I didn't even think about it. I'll take it into account for the future.
hidden text
Features: - display the name of the model; -Change the color of the model (the color changes according to the entry in the carcols.dat file); -install vinyl on the model (paint job); -turn on the engine on the model; -Use headlights; -turn on the siren on special vehicles; -set tuning details (according to the entry in the carmods.dat file); -open the doors, hood, trunk on the model; -on the models of buses, adapted to the script "Bus doors", you can open the doors; -on models, you can lift special components, on a dumper (dump truck) - a body, on a packer (parking attendant) - a platform, on a dozer (bulldozer) - a bucket; -in the place of the transport driver, you can put a large-scale copy of CJ or another character in the game;
- you can change the scale of the model (except for models of railway transport and models of bicycles and moto), while the scale of the guard, driver and passenger also changes accordingly; -there is an opportunity to change the model of the scale model (cost $ 7000); - you can display an auxiliary menu with the numbers of keys for each action (only the numbers for three actions did not fit, you have to remember them); - the source code of the script is attached.
So what? What is grief-exposure? Both there and there is a springboard. Both there and there for one purpose - to drive freely. The essence of the post was precisely this, and not what you thought and wrote about.
The best version
Dreams Come True!
1) to be honest, finding a mod in the top is not an indicator that this mod is good (this is not only about your mods, but about any mods in general). Moreover, this is not an indicator that the script is written correctly and, as a result, users will not have problems with the game when using this mod.
2) regarding the use of models in their modifications - you still need to ask the author of these models for permission.
Why am I not allowed to block the script? this is my personal business want to see how the script is written say goodbye in a personal message.
I personally adhere to the fact that the source of the script must be present. Since Seemann made it possible in Sanny Builder to link source code to a script, I have always done so. Before that, I had to write the source code of the script in the readme file.
You ask why I am in favor of having the source code present? Let me explain - so that those who want to learn how to write scripts can do this by reading the source code of other people's scripts. I myself learned this from the source codes of the Den_spb scripts.
Another inadequate in terms of reaction to criticism.
If you cannot write the script correctly so that they do not "cling" - so do not take on this business.
I once "got hooked" two or three times and began to explain here to some script authors how NOT to write scripts, BUT in response there was such a reaction that I remembered the following proverb: "To teach a fool is only to spoil". (please, none of the mod authors do not take it personally) And the desire to teach someone quickly disappeared.
And all versions of CLEO
Thanks for the advice. So I will. I will start making scripts little by little and the time will come when I can surprise you someday. Until then, can you see the list of my scripts in the ReadMe.chm file? What if you can be surprised?
Who thinks that it is useless and delusional - just pass by. Many users dreamed of such a script - I wrote it.
Good luck with further developments.
The frequency of models can be adjusted directly in the script. It is necessary to decompile the script, to the question-proposal to open the source, to agree. Find in the code such lines:
00BF: 7 @ = current_time_hours, 8 @ = current_time_minutes
if and
7 @> = 6
7 @ <23
then
wait 30000 // time interval in the day
else
wait 60000 // time interval at night
end
And set the desired gap instead of the written values. (1000 = 1 real second)
On the account of whether the mod works or not, I can not say anything, since I did not install it due to autoinstallation. BUT a properly designed mod should work regardless of whether other mods are installed or not.
Well, good luck with further developments.
And the comments, who have overwritten and why?
Mata, insults, offtopic in them were not. Purely a question and an explanation that, in fact, no one has a pure game, since, at least, the CLEO library is installed.
Be so kind as to explain why the comments were removed.
And so that this comment is not considered offtopic
Autoinstall sucks (I don't mean this autoinstall specifically, but all the likes Cool Autoinstaller). Let me explain: when you install the mod with the pens, you always know what, where you installed it and where, if something happens, to look for the reason. With an automatic installation, in addition to the mod itself, you have a great chance to install what you did not need at all, while not knowing what and where to install. Doing an autoinstallation on a cleo script is overkill.
The fighters do not spread, because the scripts I write myself
You could see such a script for playing SA on many sites. Also my script, if that. Well and for VC too could see on one other site (who reads reads that knows where).
The wizard Suleman - all honestly, without deception
Post edited by kenking on 11-26-2014 at 08:01:54 AM
in VC! 03F0: enable_text_draw 1... After that, such freezes of the game appear.
And yet - the address 978810in the game version 1.1 has a completely different meaning and, accordingly, the value is shown on the screen that does not correspond to reality. And the address 978810in the database the size is marked as dd, why are you reading 1 byte?
The usefulness of the script is not determined by the number of lines in the code.
P.S. This is where I propose to end the discussion.
Post edited by kenking on 11/13/2014 at 15:33:47
Yes, I will explain: I personally have no relation to this fashion, I do not know the author of fashion, but at least you need to have an idea of what you are commenting on, otherwise refrain from empty comments.
Well, please write these 5 lines, in order to make life easier for users of the site, well, myself, too
It was personal until he posted the script for public use. Now it's everyone's business.
To stop the CLEO mission use opcode 004E.
In this script, this is not necessary, which has already been noted
http://youtu.be/JDMpxZq_omE
thank you
You can add this video to the description of the mod, if it does not complicate the administrators, moderators, please add.
You just asked, I just answered.
If you do not shoot or aim, the guard will not open fire.
Guys, I'm losing weight with you. For so many years of the existence of the game, such a script and such questions have been made for the first time. Do you think it's so easy to make a scale model with a script? These are not scripts for you to revive...
The script will be appreciated by those who are not indifferent to scale models in principle, well, maybe even those who understand scripting.
To fit the scale model of transport.
and then calculate the coordinates for the actors
You can also make the transport models change, and not always have the same model. And the ped models too. In general, diversify the script.
But in general it is normal.
even more interesting is this
In principle, it is possible to remove the seller, but why?
If someone will make them ride, I will give a standing ovation.