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Thread: K3R3D0RS script's
  

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  1. #1 K3R3D0RS script's 
    keredor's Avatar
    keredor is offline Developer
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    The v2 Menu
    Ok so I have decided to release an update to my menu. I have It done and now don't see the point in keeping all to myself.

    To be totally honest there are not a lot of new things in here, but the menu is greatly improved on the previous release.

    I would also like to add that I am not holding back on this one, and all mods that previously were not included, will be in this version.

    CONTROLS:
    LS + R1 = Open menu

    CIRCLE = Close menu

    L1 & R1 = Page selection

    DPAD_UP & DOWN = Menu scrolling





    Here is a full list of everything in the menu



    Some helpful suggestions for when you are using the menu



    Download:
    K3R3DOR-V.2.sco




    liquid44------------Advice along the way
    Zorg93---------Advice along the way
    muskelprotze-------first release of chat thingy
    TheProducer------Recording
    JDMALEX (menu base)
    [jumper -----Analog fly Mod
    And sorry if i forgot anyone else!
    SPECIAL THANKS
    Miss Guppy---------For all the testing of the menu
    Last edited by keredor; 02-05-2013 at 07:57 AM. Reason: added controls for menu
    JDMAlex, nativesith, HuN and 3 others like this.
    Reply With Quote  

  2. #2 K3R3D0RS script's 
    keredor's Avatar
    keredor is offline Developer
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    Transformer mod

    Ok so I was thinking that we could possibly make fun cars something more.

    What I have a "attempted" to do here is kinda bring them to life a bit.

    The car you are using will transform every second rotation.
    The cars I car created are really for test purposes.
    Each car has its own set of flames that also work on the car rotation. EG. If you are in car1-flame1 will attach, car2 - flame2 and so on.


    Controls:
    Dpad_down = Transform

    Dpad_right = Flames

    When I was writing this I tried to make it as easy a possible for people to add their own cars or add extra cars to the rotation. Anyhow:


    A BIG THANK YOU TO THE PRODUCER FOR THE COOL VID!!



    Ok so here is the code for the mod you will be compiling the first block of code titled Transformer.c
    This is the Transformer
    Code:
    #include <natives.h>
    #include <common.h>
    #include <strings.h>
    #include <types.h>
    #include <consts.h>
    #include "Settings.c"
    
    
    int model, mycar, carmodel, col1, col2, flame, flame2;
    int carobj, carobj1, carobj2, carobj3, carobj4, carobj5,
    carobj6, carobj7, carobj8, carobj9, carobj10, carobj11,
    carobj12, carobj13, carobj14, carobj15, carobj16,
    carobj17, carobj18, carobj19, carobj20;
    float x1, y1, z1;
    int exist = 0, car_select = 0;
    
    
    void attach_1(void)
    {
        if(!IS_BIG_VEHICLE(mycar))
          {
                CREATE_OBJECT(0x5BE14B23, x1, y1, z1, &carobj1, 1);
                ATTACH_OBJECT_TO_CAR(carobj1, mycar,0.0f,0, 5.7750, -0.8555, 0, 0, 0);
                SET_OBJECT_LIGHTS(carobj1, true);
                SET_OBJECT_VISIBLE(carobj1, true);
                SET_OBJECT_INVINCIBLE(carobj1, 1);
                WAIT(150);
                CREATE_OBJECT(0x5BE14B23, x1, y1, z1, &carobj2, 1);
                ATTACH_OBJECT_TO_CAR(carobj2, mycar,0.0f,-1.9358, 5.8347, -0.8750, 0, 0, 0);
                SET_OBJECT_LIGHTS(carobj2, true);
                SET_OBJECT_VISIBLE(carobj2, true);
                SET_OBJECT_INVINCIBLE(carobj2, 1);
                WAIT(150);
                CREATE_OBJECT(0x5BE14B23, x1, y1, z1, &carobj3, 1);
                ATTACH_OBJECT_TO_CAR(carobj3, mycar,0.0f,0, 5.8125, 0.1012, 0, 0, 0);
                SET_OBJECT_LIGHTS(carobj3, true);
                SET_OBJECT_VISIBLE(carobj3, true);
                SET_OBJECT_INVINCIBLE(carobj3, 1);
                WAIT(150);
                CREATE_OBJECT(0x5BE14B23, x1, y1, z1, &carobj4, 1);
                ATTACH_OBJECT_TO_CAR(carobj4, mycar,0.0f,1.9945, 5.6548, -0.8495, 0, 0, 0);
                SET_OBJECT_LIGHTS(carobj4, true);
                SET_OBJECT_VISIBLE(carobj4, true);
                SET_OBJECT_INVINCIBLE(carobj4, 1);
                WAIT(150);
                CREATE_OBJECT(0x5BE14B23, x1, y1, z1, &carobj5, 1);
                ATTACH_OBJECT_TO_CAR(carobj5, mycar,0.0f,0, 0.7618, -0.6955, 0, 0, 0);
                SET_OBJECT_LIGHTS(carobj5, true);
                SET_OBJECT_VISIBLE(carobj5, true);
                SET_OBJECT_INVINCIBLE(carobj5, 1);
                WAIT(150);
                CREATE_OBJECT(0x5BE14B23, x1, y1, z1, &carobj6, 1);
                ATTACH_OBJECT_TO_CAR(carobj6, mycar,0.0f,-1.8670, 0.7485, -0.7490, 0, 0, 0);
                SET_OBJECT_LIGHTS(carobj6, true);
                SET_OBJECT_VISIBLE(carobj6, true);
                SET_OBJECT_INVINCIBLE(carobj6, 1);
                WAIT(150);
                CREATE_OBJECT(0x5BE14B23, x1, y1, z1, &carobj7, 1);
                ATTACH_OBJECT_TO_CAR(carobj7, mycar,0.0f,1.9422, 0.8580, -0.7795, 0, 0, 0);
                SET_OBJECT_LIGHTS(carobj7, true);
                SET_OBJECT_VISIBLE(carobj7, true);
                SET_OBJECT_INVINCIBLE(carobj7, 1);
                WAIT(150);
                CREATE_OBJECT(0x5BE14B23, x1, y1, z1, &carobj8, 1);
                ATTACH_OBJECT_TO_CAR(carobj8, mycar,0.0f,0, 5.4290, 1.000, 0, 0, 0);
                SET_OBJECT_LIGHTS(carobj8, true);
                SET_OBJECT_VISIBLE(carobj8, true);
                SET_OBJECT_INVINCIBLE(carobj8, 1);
                WAIT(150);
                CREATE_OBJECT(0x5BE14B23, x1, y1, z1, &carobj9, 1);
                ATTACH_OBJECT_TO_CAR(carobj9, mycar,0.0f,0, 9.2247, 0.4030, -0.3482, 0, 0);
                SET_OBJECT_LIGHTS(carobj9, true);
                SET_OBJECT_VISIBLE(carobj9, true);
                SET_OBJECT_INVINCIBLE(carobj9, 1);
                WAIT(150);
                CREATE_OBJECT(0x5BE14B23, x1, y1, z1, &carobj10, 1);
                ATTACH_OBJECT_TO_CAR(carobj10, mycar,0.0f,0, 9.5140, 2.2812, 0.5085, 0, 0);
                SET_OBJECT_LIGHTS(carobj10, true);
                SET_OBJECT_VISIBLE(carobj10, true);
                SET_OBJECT_INVINCIBLE(carobj10, 1);
          }
    }
    
    void attach_2(void)
    {
        if(!IS_BIG_VEHICLE(mycar))
          {
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj1, 1);
                ATTACH_OBJECT_TO_CAR(carobj1, mycar,0.0f,-3.4613, 1.4358, 1, 1.0495, 0, 0);
                SET_OBJECT_LIGHTS(carobj1, true);
                SET_OBJECT_VISIBLE(carobj1, true);
                SET_OBJECT_INVINCIBLE(carobj1, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj2, 1);
                ATTACH_OBJECT_TO_CAR(carobj2, mycar,0.0f,-3.4410, 3.6632, 1.1748, 0.9790, 0, -3.1238);
                SET_OBJECT_LIGHTS(carobj2, true);
                SET_OBJECT_VISIBLE(carobj2, true);
                SET_OBJECT_INVINCIBLE(carobj2, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj3, 1);
                ATTACH_OBJECT_TO_CAR(carobj3, mycar,0.0f,-1.7037, 2.2157, 2.9797, 0, 0, -1.6675);
                SET_OBJECT_LIGHTS(carobj3, true);
                SET_OBJECT_VISIBLE(carobj3, true);
                SET_OBJECT_INVINCIBLE(carobj3, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj4, 1);
                ATTACH_OBJECT_TO_CAR(carobj4, mycar,0.0f,3.4623, 1.4358, 1, 1.0480, 0, 0);
                SET_OBJECT_LIGHTS(carobj4, true);
                SET_OBJECT_VISIBLE(carobj4, true);
                SET_OBJECT_INVINCIBLE(carobj4, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj5, 1);
                ATTACH_OBJECT_TO_CAR(carobj5, mycar,0.0f,3.5278, 3.6667, 1.1365, 1.1017, 0, -3.1428);
                SET_OBJECT_LIGHTS(carobj5, true);
                SET_OBJECT_VISIBLE(carobj5, true);
                SET_OBJECT_INVINCIBLE(carobj5, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj6, 1);
                ATTACH_OBJECT_TO_CAR(carobj6, mycar,0.0f,1.8142, 2.0058, 2.8830, 0, 0, 1.6030);
                SET_OBJECT_LIGHTS(carobj6, true);
                SET_OBJECT_VISIBLE(carobj6, true);
                SET_OBJECT_INVINCIBLE(carobj6, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj7, 1);
                ATTACH_OBJECT_TO_CAR(carobj7, mycar,0.0f,0.7285, 1.8670, 6.5860, 1.5772, 0, -1.5360);
                SET_OBJECT_LIGHTS(carobj7, true);
                SET_OBJECT_VISIBLE(carobj7, true);
                SET_OBJECT_INVINCIBLE(carobj7, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj8, 1);
                ATTACH_OBJECT_TO_CAR(carobj8, mycar,0.0f,0.5375, 1.9390, 11.6710, 1.5995, 0, -1.5525);
                SET_OBJECT_LIGHTS(carobj8, true);
                SET_OBJECT_VISIBLE(carobj8, true);
                SET_OBJECT_INVINCIBLE(carobj8, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj9, 1);
                ATTACH_OBJECT_TO_CAR(carobj9, mycar,0.0f,-0.2227, 1.9647, 13.0983, 0, 0, -1.5465);
                SET_OBJECT_LIGHTS(carobj9, true);
                SET_OBJECT_VISIBLE(carobj9, true);
                SET_OBJECT_INVINCIBLE(carobj9, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj10, 1);
                ATTACH_OBJECT_TO_CAR(carobj10, mycar,0.0f,4.8013, 2.350, 13.5150, 0.0640, 0, 1.5347);
                SET_OBJECT_LIGHTS(carobj10, true);
                SET_OBJECT_VISIBLE(carobj10, true);
                SET_OBJECT_INVINCIBLE(carobj10, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj11, 1);
                ATTACH_OBJECT_TO_CAR(carobj11, mycar,0.0f,-5.3373, 2.2923, 13.3237, 0, 0, 1.5907);
                SET_OBJECT_LIGHTS(carobj11, true);
                SET_OBJECT_VISIBLE(carobj11, true);
                SET_OBJECT_INVINCIBLE(carobj11, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj12, 1);
                ATTACH_OBJECT_TO_CAR(carobj12, mycar,0.0f,0.5238, 1.9380, 16.7957, 1.5667, 0, -1.4560);
                SET_OBJECT_LIGHTS(carobj12, true);
                SET_OBJECT_VISIBLE(carobj12, true);
                SET_OBJECT_INVINCIBLE(carobj12, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj13, 1);
                ATTACH_OBJECT_TO_CAR(carobj13, mycar,0.0f,-6.9320, 5.2320, 13.1317, -0.3375, 0, 0);
                WAIT(100);
                SET_OBJECT_LIGHTS(carobj13, true);
                SET_OBJECT_VISIBLE(carobj13, true);
                SET_OBJECT_INVINCIBLE(carobj13, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj14, 1);
                ATTACH_OBJECT_TO_CAR(carobj14, mycar,0.0f,6.6435, 5.4212, 12.4480, -0.3660, 0, 0);
                SET_OBJECT_LIGHTS(carobj14, true);
                SET_OBJECT_VISIBLE(carobj14, true);
                SET_OBJECT_INVINCIBLE(carobj14, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj15, 1);
                ATTACH_OBJECT_TO_CAR(carobj15, mycar,0.0f,0, 3.6790, 17.1083, 0.7373, 0, 0);
                SET_OBJECT_LIGHTS(carobj15, true);
                SET_OBJECT_VISIBLE(carobj15, true);
                SET_OBJECT_INVINCIBLE(carobj15, 1);
                WAIT(150);
                CREATE_OBJECT(0x81FF9763, x1, y1, z1, &carobj16, 1);
                ATTACH_OBJECT_TO_CAR(carobj16, mycar,0.0f,0, 4.1128, 21.3829, 0.8308, 0, 0);
                SET_OBJECT_LIGHTS(carobj16, true);
                SET_OBJECT_VISIBLE(carobj16, true);
                SET_OBJECT_INVINCIBLE(carobj16, 1);
          }
    }
    void attach_3(void)
                 {
                CREATE_OBJECT(0xA869946F, x1, y1, z1, &carobj1, 1);
                ATTACH_OBJECT_TO_CAR(carobj1, mycar,0.0f,0, -2.0075, 0.0330, -5.5730,0,  -3.1678);
                SET_OBJECT_LIGHTS(carobj1, true);
                SET_OBJECT_VISIBLE(carobj1, true);
                SET_OBJECT_INVINCIBLE(carobj1, 1);
                WAIT(150);
                CREATE_OBJECT(0xA869946F, x1, y1, z1, &carobj2, 1);
                ATTACH_OBJECT_TO_CAR(carobj2, mycar,0.0f,0.8953, -0.6780, -0.0737, -0.3345, -0.0402, 1.5550);
                SET_OBJECT_LIGHTS(carobj2, true);
                SET_OBJECT_VISIBLE(carobj2, true);
                SET_OBJECT_INVINCIBLE(carobj2, 1);
                WAIT(150);
                CREATE_OBJECT(0xA869946F, x1, y1, z1, &carobj3, 1);
                ATTACH_OBJECT_TO_CAR(carobj3, mycar,0.0f,0.0,1.0648,0.2490,1.0330,0,0);
                SET_OBJECT_LIGHTS(carobj3, true);
                SET_OBJECT_VISIBLE(carobj3, true);
                SET_OBJECT_INVINCIBLE(carobj3, 1);
                WAIT(150);
                CREATE_OBJECT(0xA869946F, x1, y1, z1, &carobj4, 1);
                ATTACH_OBJECT_TO_CAR(carobj4, mycar,0.0f,-0.9307,-0.7060,-0.1050,-0.3576,-0.0457,-1.5498);
                SET_OBJECT_LIGHTS(carobj4, true);
                SET_OBJECT_VISIBLE(carobj4, true);
                SET_OBJECT_INVINCIBLE(carobj4, 1);
                WAIT(150);
                CREATE_OBJECT(0xA869946F, x1, y1, z1, &carobj5, 1);
                ATTACH_OBJECT_TO_CAR(carobj5, mycar,0.0f,0,-2.1307,0.2587,1.1350,0,0);
                SET_OBJECT_LIGHTS(carobj5, true);
                SET_OBJECT_VISIBLE(carobj5, true);
                SET_OBJECT_INVINCIBLE(carobj5, 1);
                WAIT(150);
                CREATE_OBJECT(0xA869946F, x1, y1, z1, &carobj6, 1);
                ATTACH_OBJECT_TO_CAR(carobj6, mycar,0.0f,0.1012,-0.4600,-0.2075,-1.4143,0,-1.5577);
                SET_OBJECT_LIGHTS(carobj6, true);
                SET_OBJECT_VISIBLE(carobj6, true);
                SET_OBJECT_INVINCIBLE(carobj6, 1);
                WAIT(150);
                CREATE_OBJECT(0xA869946F, x1, y1, z1, &carobj7, 1);
                ATTACH_OBJECT_TO_CAR(carobj7, mycar,0.0f,0.0820,0.4248,-0.3757,-1.5287,0,-1.5608);
                SET_OBJECT_LIGHTS(carobj7, true);
                SET_OBJECT_VISIBLE(carobj7, true);
                SET_OBJECT_INVINCIBLE(carobj7, 1);
                WAIT(150);
                CREATE_OBJECT(0xA869946F, x1, y1, z1, &carobj8, 1);
                ATTACH_OBJECT_TO_CAR(carobj8, mycar,0.0f,-0.0455,-0.4715,-0.3452,1.5545,0,-1.5565);
                SET_OBJECT_LIGHTS(carobj8, true);
                SET_OBJECT_VISIBLE(carobj8, true);
                SET_OBJECT_INVINCIBLE(carobj8, 1);
                WAIT(150);
                CREATE_OBJECT(0xA869946F, x1, y1, z1, &carobj9, 1);
                ATTACH_OBJECT_TO_CAR(carobj9, mycar,0.0f,-0.0510,0.4243,-0.3585,1.5380,0,-1.5730);
                SET_OBJECT_LIGHTS(carobj9, true);
                SET_OBJECT_VISIBLE(carobj9, true);
                SET_OBJECT_INVINCIBLE(carobj9, 1);
                WAIT(150);
                CREATE_OBJECT(0x579384A4, x1, y1, z1, &carobj10, 1);
                ATTACH_OBJECT_TO_CAR(carobj10, mycar,0.0f,-0.4945,2.0450,0.3650,0,0,-1.5777);
                SET_OBJECT_LIGHTS(carobj10, true);
                SET_OBJECT_VISIBLE(carobj10, true);
                SET_OBJECT_INVINCIBLE(carobj10, 1);
                WAIT(150);
                CREATE_OBJECT(0x579384A4, x1, y1, z1, &carobj11, 1);
                ATTACH_OBJECT_TO_CAR(carobj11, mycar,0.0f,0.3747,2.0273,0.3525,0,0,-1.5777);
                SET_OBJECT_LIGHTS(carobj11, true);
                SET_OBJECT_VISIBLE(carobj11, true);
                SET_OBJECT_INVINCIBLE(carobj11, 1);
                SET_CAR_VISIBLE(mycar, true);
                SET_CHAR_VISIBLE(GetPlayerPed(), true);
                 }
    
    void flames(void)
    {
       if((car_select==1)  && (exist==1))
            {
              if(IS_BUTTON_JUST_PRESSED(0, DPAD_RIGHT))
                {
                  if(DOES_OBJECT_EXIST(flame))
                      {
                         DELETE_OBJECT(&flame);
                         print("Flames off");
                      }
                else
                      {
                        CREATE_OBJECT(0xF3C45209, x1, y1, z1, &flame, 1);
                        ATTACH_OBJECT_TO_CAR(flame, mycar,0.0f,-16.4135, -20.7073, -40.7367, -0.6760, 0, 0);
                        SET_OBJECT_LIGHTS(flame, true);
                        SET_OBJECT_VISIBLE(flame, true);
                        SET_OBJECT_INVINCIBLE(flame, 1);
                         print("Flames on");
                      }
                }
            }
    else if((car_select==2)  && (exist==1))
            {
              if(IS_BUTTON_JUST_PRESSED(0, DPAD_RIGHT))
                {
                  if(DOES_OBJECT_EXIST(flame))
                      {
                         DELETE_OBJECT(&flame);
                         DELETE_OBJECT(&flame2);
                         print("Flames off");
                      }
                else
                      {
                         CREATE_OBJECT(0xF3C45209, x1, y1, z1, &flame, 1);
                         ATTACH_OBJECT_TO_CAR(flame, mycar,0.0f,-9.7433, 12.5817, -40.1047, 0, 0, 0);
                         SET_OBJECT_LIGHTS(flame, true);
                         SET_OBJECT_VISIBLE(flame, true);
                         SET_OBJECT_INVINCIBLE(flame, 1);
                         //
                         CREATE_OBJECT(0xF3C45209, x1, y1, z1, &flame2, 1);
                         ATTACH_OBJECT_TO_CAR(flame2, mycar,0.0f,-22.7293, 11.5803, -40.2067, 0, 0, 0);
                         SET_OBJECT_LIGHTS(flame2, true);
                         SET_OBJECT_VISIBLE(flame2, true);
                         SET_OBJECT_INVINCIBLE(flame2, 1);
                         print("Flames on");
                      }
                }
            }
    else if((car_select==0)  && (exist==1))
            {
              if(IS_BUTTON_JUST_PRESSED(0, DPAD_RIGHT))
                {
                  if(DOES_OBJECT_EXIST(flame))
                      {
                         DELETE_OBJECT(&flame);
                         print("Flames off");
                      }
                else
                      {
                         CREATE_OBJECT(0xF3C45209, x1, y1, z1, &flame, 1);
                         ATTACH_OBJECT_TO_CAR(flame, mycar,0.0f,-8.5890, 0, -30.9310, 0, 0, 0);
                         SET_OBJECT_LIGHTS(flame, true);
                         SET_OBJECT_VISIBLE(flame, true);
                         SET_OBJECT_INVINCIBLE(flame, 1);
                         print("Flames on");
                      }
                }
            }
    }
    
    void which_car_attach(void)
    {
          if(car_select==0)
          {
              attach_1();
              car_select++;
          }
    else if(car_select==1)
          {
              attach_2();
              car_select++;
          }
    else if(car_select==2)
          {
              attach_3();
              car_select = 0;
          }
    }
    
    void car_grabber(void)
    {
      if (IS_CHAR_IN_ANY_CAR(GetPlayerPed()))
        {
           GET_CAR_CHAR_IS_USING(GetPlayerPed(), &mycar);
           GET_CAR_MODEL(mycar, &model);
           GET_CAR_COLOURS(mycar, &col1, &col2);
           SET_CAR_VISIBLE(mycar, false);
           SET_CHAR_VISIBLE(GetPlayerPed(), false);
    	   GET_CHAR_COORDINATES(GetPlayerPed(), &x1, &y1, &z1);
    	   which_car_attach();
        }
        else
        {
           GET_CHAR_COORDINATES(GetPlayerPed(), &x1, &y1, &z1);
           REQUEST_MODEL(MODEL_TURISMO);
    	   while(!HAS_MODEL_LOADED(MODEL_TURISMO)) WAIT(0);
    	   CREATE_CAR(MODEL_TURISMO, x1, y1, z1, &mycar, true);
    	   MARK_MODEL_AS_NO_LONGER_NEEDED(mycar);
    	   WARP_CHAR_INTO_CAR(GetPlayerPed(), mycar);
    	   GET_CAR_CHAR_IS_USING(GetPlayerPed(), &mycar);
           GET_CAR_MODEL(mycar, &model);
           SET_CAR_VISIBLE(mycar, false);
           SET_CHAR_VISIBLE(GetPlayerPed(), false);
           which_car_attach();
        }
    }
    
    void transform(void)
    {
       if(IS_BUTTON_JUST_PRESSED(0, DPAD_DOWN))
       {
         if(exist==0)
           {
             car_grabber();
             WAIT(1000);
             exist = 1;
           }
    else if((exist==1) && (IS_BUTTON_JUST_PRESSED(0, DPAD_DOWN)))
           {
            if(DOES_OBJECT_EXIST(carobj1))
            {
             if((IS_OBJECT_ATTACHED(carobj2))  ||  (IS_OBJECT_ATTACHED(carobj1)))
              {
               DETACH_OBJECT(carobj1, true);
               WAIT(50);
               DETACH_OBJECT(carobj2, true);
               WAIT(50);
               DETACH_OBJECT(carobj3, true);
               WAIT(50);
               DETACH_OBJECT(carobj4, true);
               WAIT(50);
               DETACH_OBJECT(carobj5, true);
               WAIT(50);
               DETACH_OBJECT(carobj6, true);
               WAIT(50);
               DETACH_OBJECT(carobj7, true);
               WAIT(50);
               DETACH_OBJECT(carobj8, true);
               WAIT(50);
               DETACH_OBJECT(carobj9, true);
               WAIT(50);
               DETACH_OBJECT(carobj10, true);
               WAIT(50);
               DETACH_OBJECT(carobj11, true);
               WAIT(50);
               DETACH_OBJECT(carobj12, true);
               WAIT(50);
               DETACH_OBJECT(carobj13, true);
               WAIT(50);
               DETACH_OBJECT(carobj14, true);
               WAIT(50);
               DETACH_OBJECT(carobj15, true);
               WAIT(50);
               DETACH_OBJECT(carobj16, true);
               WAIT(50);
               DETACH_OBJECT(carobj17, true);
               WAIT(50);
               DETACH_OBJECT(carobj18, true);
               WAIT(50);
               DETACH_OBJECT(carobj19, true);
               WAIT(50);
               DELETE_OBJECT(&carobj1);
               DELETE_OBJECT(&carobj2);
               DELETE_OBJECT(&carobj3);
               DELETE_OBJECT(&carobj4);
               DELETE_OBJECT(&carobj5);
               DELETE_OBJECT(&carobj6);
               DELETE_OBJECT(&carobj7);
               DELETE_OBJECT(&carobj8);
               DELETE_OBJECT(&carobj9);
               DELETE_OBJECT(&carobj10);
               DELETE_OBJECT(&carobj11);
               DELETE_OBJECT(&carobj12);
               DELETE_OBJECT(&carobj13);
               DELETE_OBJECT(&carobj14);
               DELETE_OBJECT(&carobj15);
               DELETE_OBJECT(&carobj16);
               DELETE_OBJECT(&carobj17);
               DELETE_OBJECT(&carobj18);
               DELETE_OBJECT(&carobj19);
               DELETE_OBJECT(&flame);
               DELETE_OBJECT(&flame2);
               SET_CAR_VISIBLE(mycar, true);
               SET_CHAR_VISIBLE(GetPlayerPed(), true);
               WAIT(1000);
               exist = 0;
              }
            }
           }
       }
    }
    
    void main(void)
    {
    	THIS_SCRIPT_IS_SAFE_FOR_NETWORK_GAME();
    	PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "~BLIP_90~ ~BLIP_83~ ~BLIP_27~ ~BLIP_83~ ~BLIP_53~ ~BLIP_52~ ~BLIP_27~", 5000, 1);
    
    	while(TRUE)
    	{
    
    		transform();
    		flames();
    		WAIT(0);
    
    	}
    }
    This is the settings
    Code:
    /****************************************************
    SCRIPT SETTINGS - Values and data that can be changed to
    suit your needs.
    *****************************************************/
    #define SUPER_SPEED_MULTIPLIER 10.0f
    ////#define NUMBER_OF_NETWORK_PLAYERS 16
    //#define DEBUG
    
    //############### Define Ps3 GamePad ################################//
    #define SELECT  0xD
    #define START  0xC
    #define X  0xE
    #define Y  0xF
    #define A  0x10
    #define B  0x11
    #define DPAD_UP  0x8
    #define DPAD_DOWN  0x9
    #define DPAD_LEFT  0xA
    #define DPAD_RIGHT  0xB
    #define L2  0x5
    #define R2  0x7
    #define L1  0x4
    #define R1  0x6
    #define STICK_L  0x12
    #define STICK_R  0x13
    //############### Define Ps3 GamePad ################################//

    What to just use a .sco version?
    transformer.sco


    Special thanks to Jumper for the funny car builder & string customizing

    Thanks for Testing to:
    The Producer
    Nativesith
    Last edited by keredor; 02-04-2013 at 02:49 PM.
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  3. #3 K3R3D0RS script's 
    keredor's Avatar
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    Ok so I am fully aware that skylift / towtruck mods have been done before. I'm pretty sure this is the first of its kind to be released to the public. This will only work on online players!! There is no menu needed to attach cars. Just simply drive up to the car you want to attach and press the attach/detach button.




    CONTROLS

    Skylift == RS

    Towtruck == LS

    simples^^

    How to use:

    If you are in a car, drive up to a players car and press LS to attach, then press LS again to detach.

    If you are in a helicopter, fly above a players car and press RS to attach, then press RS again to detach.

    Before car is attached:
    dsc00780.jpg


    After car is attached:

    dsc00781.jpg

    Note to spawn the Towtruck, press RS while you are not in a vehicle, and LS for the Skylift..

    Download:
    PS3-skylift.sco
    Virus scan:
    https://www.virustotal.com/file/e8f....is/1353422549/
    Last edited by keredor; 02-04-2013 at 02:52 PM.
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  4. #4  
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    ****
    Last edited by keredor; 02-04-2013 at 02:50 PM.
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  5. #5 {Release} Online player Skylift & towtruck mod 
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    Bodyguards in cars


    Ok this has peds thats will spawn in the same model of car that you are in, and follow you around. Also super speed peds on foot.

    If anyone can improve it that would be cool to see.


    MAIN:
    Code:
    #include <natives.h>
    #include <common.h>
    #include <strings.h>
    #include <types.h>
    #include <consts.h>
    
    #include "settings.c"
    #include "functions.c"
    
    float line1=0.76000000;
    float line2=0.79000000;
    float line3=0.82000000;
    float line4=0.85000000;
    float x1, y1, z1;
    Ped carped, footped, delped;
    Vehicle pedcar, mycar;
    Object lights;
    int carmake, myspeed, pednet, object1, menuon = 0;
    bool Exist=0, weapswap=0 , curweap=0;
    Group mygroup;
    
    
    void Display(float LinePosition, char *Title) // For Displaying
    {
    set_up_draw(6, 0.40000000, 0.30000000, 242, 30, 242, 255 ); //Pink
    draw_text("STRING", 0.50, LinePosition, Title);
    }
    
    void neons(void)
    {
        REQUEST_MODEL(0xD20167BE);
              while (!HAS_MODEL_LOADED(0xD20167BE)) WAIT(0);
                    CREATE_OBJECT(0xD20167BE, 0.0f, 0.0f, 0.0f, &lights, 1);
    WAIT(1);
    ATTACH_OBJECT_TO_CAR(lights,carmake,0.0f,0.0,0,0,-80,0,0.0);
    SET_OBJECT_LIGHTS(lights, true);
    SET_OBJECT_VISIBLE(lights, true);
    SET_OBJECT_INVINCIBLE(lights, 1);
    CREATE_OBJECT(0xD20167BE, 0.0f, 0.0f, 0.0f, &lights, 1);
                WAIT(1);
    ATTACH_OBJECT_TO_CAR(lights,carmake,0.0f,0.0,0,0,-80,0,0.0);
    SET_OBJECT_LIGHTS(lights, true);
    SET_OBJECT_VISIBLE(lights, true);
    SET_OBJECT_INVINCIBLE(lights, 1);
    CREATE_OBJECT(0xD20167BE, 0.0f, 0.0f, 0.0f, &lights, 1);
                WAIT(1);
    ATTACH_OBJECT_TO_CAR(lights,carmake,0.0f,0.0,0,0,-80,0,0.0);
    SET_OBJECT_LIGHTS(lights, true);
    SET_OBJECT_VISIBLE(lights, true);
    SET_OBJECT_INVINCIBLE(lights, 1);
    CREATE_OBJECT(0xD20167BE, 0.0f, 0.0f, 0.0f, &lights, 1);
                WAIT(1);
    ATTACH_OBJECT_TO_CAR(lights,carmake,0.0f,0.0,0,0,-80,0,0.0);
    SET_OBJECT_VISIBLE(lights, true);
    SET_OBJECT_INVINCIBLE(lights, 1);
    SET_OBJECT_VISIBLE(lights, true);
    CREATE_OBJECT(0xD20167BE, 0.0f, 0.0f, 0.0f, &lights, 1);
                WAIT(1);
    ATTACH_OBJECT_TO_CAR(lights,carmake,0.0f,0.0,0,0,-80,0,0.0);
    SET_OBJECT_VISIBLE(lights, true);
    SET_OBJECT_INVINCIBLE(lights, 1);
    SET_OBJECT_VISIBLE(lights, true);
    }
    
    
    void findme(void)
        {
        GET_CHAR_COORDINATES(GetPlayerPed(), &x1, &y1, &z1);
        GET_CAR_CHAR_IS_USING(GetPlayerPed(), &mycar);
        GET_CAR_MODEL(mycar, &carmake);
        }
    
    void CreateGroup(void)
    {
    if(Exist==0)
    {
    GET_PLAYER_GROUP(GetPlayerIndex(), &mygroup);
    if(!DOES_GROUP_EXIST(mygroup))
    {
    CREATE_GROUP(0, mygroup, true);
    SET_GROUP_LEADER(mygroup, GetPlayerPed());
    SET_GROUP_SEPARATION_RANGE(mygroup, 9999.9);
            SET_PLAYER_GROUP_TO_FOLLOW_ALWAYS(GetPlayerPed(),1);
            SET_GROUP_FOLLOW_STATUS(mygroup,1);
            SET_GROUP_FORMATION(mygroup,3);
            SET_GROUP_FORMATION_SPACING(mygroup, 5);
    Exist=1;
    }
    }
    }
    
    void carprefs(void)
    {
        //LOCK_CAR_DOORS(carmake,4);
        SET_CAR_ENGINE_ON(carmake, true, false);
        SET_CAR_CAN_BE_DAMAGED(carmake, false);
        SET_CAR_CAN_BE_VISIBLY_DAMAGED(carmake, false);
        SET_CAN_BURST_CAR_TYRES(carmake, false);
        SET_CAR_ALWAYS_CREATE_SKIDS(carmake, true);
        SET_CAR_STAY_IN_SLOW_LANE(carmake, false);
        neons();
    
    }
    
    void pedprefs(void)
    {
        SET_GROUP_MEMBER(mygroup, carped);
        SET_GROUP_CHAR_DUCKS_WHEN_AIMED_AT(carped, false);
    SET_CHAR_NEVER_LEAVES_GROUP(carped, true);
    SET_CHAR_ACCURACY(carped, 100);
    SET_CHAR_CAN_BE_SHOT_IN_VEHICLE(carped, false);
    SET_CHAR_WILL_DO_DRIVEBYS(carped, true);
    SET_CHAR_WILL_MOVE_WHEN_INJURED(carped, true);
    SET_CHAR_WILL_USE_COVER(carped, false);
        SET_CHAR_BULLETPROOF_VEST(carped, true);
    SET_CHAR_PROVIDE_COVERING_FIRE(carped, true);
    SET_CHAR_WILL_USE_CARS_IN_COMBAT(carped, true);
    SET_CHAR_WILL_LEAVE_CAR_IN_COMBAT(carped, false);
    SET_PED_DONT_DO_EVASIVE_DIVES(carped, true);
    UpdateWeaponOfPed(carped, WEAPON_M4);
    SET_PED_DIES_WHEN_INJURED(carped, false);
    SET_PED_IS_BLIND_RAGING(carped, true);
    SET_CHAR_RELATIONSHIP_GROUP(carped, RELATIONSHIP_GROUP_PLAYER);
    SET_CHAR_RELATIONSHIP(carped, RELATIONSHIP_RESPECT, RELATIONSHIP_GROUP_PLAYER);
    SET_CHAR_MOVE_ANIM_SPEED_MULTIPLIER(carped, 15);
    SET_CHAR_CANT_BE_DRAGGED_OUT(carped, true);
    SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(carped, false);
    SET_PED_PATH_MAY_USE_CLIMBOVERS(carped, true);
    SET_PED_PATH_MAY_USE_LADDERS(carped, true);
    SET_PED_PATH_MAY_DROP_FROM_HEIGHT(carped, true);
    SET_PED_DIES_WHEN_INJURED(carped, false);
    SET_CHAR_CAN_SMASH_GLASS(carped, true);
    GIVE_PED_HELMET(carped);
    
    }
    
    
    void createpeds(void)
        {
        findme();
        CreateGroup();
            REQUEST_MODEL(carmake);
            while (!HAS_MODEL_LOADED(carmake)) WAIT(0);
            CREATE_CAR(carmake, x1+10.0f, y1+15.0f, z1, &carmake, 1);
              REQUEST_MODEL(MODEL_M_M_FATCOP_01);
              while (!HAS_MODEL_LOADED(MODEL_M_M_FATCOP_01)) WAIT(0);
              CREATE_CHAR_INSIDE_CAR(carmake, 16, MODEL_M_M_FATCOP_01, &carped);
            carprefs();
            pedprefs();
            TASK_CAR_MISSION(carped, carmake, mycar, 2, 160, 2, 15, 10);
        SET_CHAR_WILL_LEAVE_CAR_IN_COMBAT(carped, false);
        SET_CHAR_CAN_BE_SHOT_IN_VEHICLE(carped, false);
            SET_CHAR_KEEP_TASK(carped, true);
            UpdateWeaponOfPed(carped, WEAPON_MP5);
              MARK_MODEL_AS_NO_LONGER_NEEDED(carmake);
              MARK_MODEL_AS_NO_LONGER_NEEDED(carped);
            {
                print("New member IN A CAR added to your gang");
            }
        }
    
    
    void footpeds(void)
    {
        GET_CHAR_COORDINATES(GetPlayerPed(), &x1, &y1, &z1);
        CreateGroup();
          REQUEST_MODEL(MODEL_IG_BRUCIE);
          while (!HAS_MODEL_LOADED(MODEL_IG_BRUCIE)) WAIT(0);
          CREATE_CHAR(16, MODEL_IG_BRUCIE, x1, y1+4.0f, z1, &carped, true);
        pedprefs();
        SET_CHAR_INVINCIBLE(carped, 1);
        UpdateWeaponOfPed(carped, WEAPON_M4);
        MARK_MODEL_AS_NO_LONGER_NEEDED(carped);
        {
            print("New member ON FOOT added to your gang");
        }
    }
    
    void pedspawner(void)
    {
      if (menuon==1);
            {
    Display(line1,"UP - Change ped weapon");
    Display(line2,"DOWN - Hippo bodyguards");
    Display(line3,"LEFT - Spawn peds on foot");
    Display(line4,"RIGHT - Spawn peds in cars");
    }
    if(IS_BUTTON_JUST_PRESSED(0, DPAD_RIGHT))
          {
            if (IS_CHAR_IN_ANY_CAR(GetPlayerPed()))
                {
                  createpeds();
                }
          else
                {
                  print("You need to be in a vehicle");
                }
          }
    if(IS_BUTTON_JUST_PRESSED(0, DPAD_LEFT))
          {
            if (IS_CHAR_IN_ANY_CAR(GetPlayerPed()))
                {
                  print("You need to be on foot");
                }
          else
                {
                    footpeds();
                }
          }
    
    if(IS_BUTTON_JUST_PRESSED(0, DPAD_DOWN))
        {
          if(DOES_CHAR_EXIST(carped))
          {
              DELETE_CHAR(&carped);
              DELETE_CAR(&carmake);
              print("Peds have been deleted");
          }
          else
              {
                  uint pednet;
              GET_CHAR_COORDINATES(GetPlayerPed(), &x1, &y1, &z1);
              GET_CLOSEST_CHAR(x1, y1, z1, 300, 0, 70, &delped);
              if(DOES_CHAR_EXIST(delped))
                  {
                  GET_NETWORK_ID_FROM_PED(delped,&pednet);
                  while(!REQUEST_CONTROL_OF_NETWORK_ID(pednet))
                  {
                      WAIT(0);
                      DELETE_CHAR(&delped);
                  }
    
                  }
              }
        }
    
    
    if((IS_BUTTON_JUST_PRESSED(0,DPAD_UP))  &&  (DOES_CHAR_EXIST(carped)))
    {
    if(weapswap==3)
      {
    weapswap=0;
    curweap=0;
              }
    else
      {
    weapswap++;
    curweap=0;
      }
    if((weapswap==0) && (curweap==0))
      {
    UpdateWeaponOfPed(carped, WEAPON_MOLOTOV);
    weapswap=1;
    curweap=1;
    print("Peds now have molotovs");
      }
    else if((weapswap==1) && (curweap==0))
      {
    UpdateWeaponOfPed(carped, WEAPON_ROCKET);
    weapswap=2;
    curweap=1;
    print("Peds now have rockets");
      }
    else if((weapswap==2) && (curweap==0))
      {
    UpdateWeaponOfPed(carped, WEAPON_GRENADE);
    weapswap=3;
    curweap=1;
    print("Peds now have grenades");
      }
            }
    }
    
    void menutoggle(void)
    {
        if((IS_BUTTON_PRESSED(0,STICK_R))  &&  (menuon == 0))
            {
                    menuon = 1;
                    pedspawner();
                }
    else if((IS_BUTTON_PRESSED(0,STICK_R))  &&  (menuon == 1))
                {
                    menuon = 0;
                }
    }
    
    
    
    
    void main(void)
    {
    THIS_SCRIPT_IS_SAFE_FOR_NETWORK_GAME();
    while (TRUE)
    {
    WAIT(0);
    menutoggle();
    
    }
    }
    FUNCTIONS:
    Code:
    void draw_title(float x, float y, float width, float height, uint r, uint g, uint b, uint a, char *val)
    {
    #ifdef PC
    if (!IS_FONT_LOADED(7))
    {
    LOAD_TEXT_FONT(7);
    }
    SET_TEXT_FONT(7);
    #else
    if (!IS_FONT_LOADED(6))
    {
    LOAD_TEXT_FONT(6);
    }
    SET_TEXT_FONT(6);
    #endif
    SET_TEXT_BACKGROUND(0);
    SET_TEXT_DROPSHADOW(0, 0, 0, 0, 255);
    SET_TEXT_EDGE(1, 0, 0, 0, 255);
    SET_TEXT_PROPORTIONAL(1);
    SET_TEXT_WRAP(0.0000, 1.0000);
    
    SET_TEXT_COLOUR(r, g, b, a);
    SET_TEXT_SCALE(width, height);
    SET_TEXT_JUSTIFY(0);
    SET_TEXT_CENTRE(1);
    SET_TEXT_RIGHT_JUSTIFY(0);
    DISPLAY_TEXT_WITH_LITERAL_STRING(x, y, "STRING", val);
    }
    
    void set_up_draw(int type, float width, float height, uint r, uint g, uint b, uint a)
    {
    
    SET_TEXT_FONT(0);
    
    SET_TEXT_BACKGROUND(0);
    SET_TEXT_DROPSHADOW(0, 0, 0, 0, 255);
    SET_TEXT_EDGE(1, 0, 0, 0, 255);
    
    if (type == 1)
    {
    SET_TEXT_BACKGROUND(1);
    }
    else if (type == 2)
    {
    SET_TEXT_DROPSHADOW(1, 0, 0, 0, 255);
    }
    else if (type == 3)
    {
    SET_TEXT_EDGE(1, 0, 0, 0, 255);
    }
    
    SET_TEXT_COLOUR(r, g, b, a);
    SET_TEXT_SCALE(width, height);
    SET_TEXT_PROPORTIONAL(1);
    
    SET_TEXT_JUSTIFY(0);
    SET_TEXT_CENTRE(0);
    SET_TEXT_RIGHT_JUSTIFY(0);
    
    }
    
    float draw_text(char *gxtName, float x, float y, char *val)
    {
    float result;
    result = GET_STRING_WIDTH_WITH_STRING(gxtName, val);
    DISPLAY_TEXT_WITH_LITERAL_STRING(x, y, gxtName, val);
    return result;
    }
    
    void draw_number(char *gxtName, float x, float y, int val)
    {
    DISPLAY_TEXT_WITH_NUMBER(x, y, gxtName, val);
    }
    
    void draw_float(char *gxtName, float x, float y, float val)
    {
    DISPLAY_TEXT_WITH_FLOAT(x, y, gxtName, val, 4);
    }
    SETTINGS:
    Code:
    /****************************************************
    SCRIPT SETTINGS - Values and data that can be changed to
    suit your needs.
    *****************************************************/
    #define SUPER_SPEED_MULTIPLIER 10.0f
    ////#define NUMBER_OF_NETWORK_PLAYERS 16
    //#define DEBUG
    
    //############### Define Ps3 GamePad ################################//
    #define SELECT  0xD
    #define START  0xC
    #define SQUARE  0xE
    #define TRIANGLE  0xF
    #define X  0x10
    #define CIRCLE  0x11
    #define DPAD_UP  0x8
    #define DPAD_DOWN  0x9
    #define DPAD_LEFT  0xA
    #define DPAD_RIGHT  0xB
    #define L2  0x5
    #define R2  0x7
    #define L1  0x4
    #define R1  0x6
    #define STICK_L  0x12
    #define STICK_R  0x13 
    //############### Define Ps3 GamePad ################################//
    Attached Thumbnails Attached Thumbnails dsc00780.jpg   dsc00781.jpg  
    Last edited by keredor; 02-04-2013 at 02:59 PM.
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  6. #6  
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    Looks bad ass keredor. I'm going to test this a little later and will report back about EFLC
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  7. #7  
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    Seen this one first hand :P

    Very nice Keredor.
    (Probs shoulda been posted in the "Mega script thread" though.)
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  8. #8  
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    Quote Originally Posted by cp619 View Post
    Looks bad ass keredor. I'm going to test this a little later and will report back about EFLC
    Thank you. would be glad to have it confirmed working for eflc.
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  9. #9  
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    Quote Originally Posted by Colt View Post
    Seen this one first hand :P

    Very nice Keredor.
    (Probs shoulda been posted in the "Mega script thread" though.)
    I probably would have but this isn't a map mod noob.lol jk. Any other thread I have not seen. link?
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    I believe it's this thread: http://psx-scene.com/forums/f276/meg...thread-108125/

    Will have confirmation for you in just a little bit. Doing data transfer right now. I love working from home
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