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Thread: Script Mods : Development \ Tests \ Releases
  

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  1. #191  
    Verizo's Avatar
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    Quote Originally Posted by JDMAlex View Post
    been gon for a bit .. look at all the new stuff.. looks cool.
    Welcome back =)
    Hail EvilB, JDMAlex and nativesith
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  2. #192  
    Verizo's Avatar
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    Quote Originally Posted by Dickens Cider View Post
    So.... I've managed to make a car with neon lights underneath it... anybody have a clue why nobody but me can see it in game? It looks awesome, but it's basically useless if nobody else can enjoy it =(
    i assume you use DRAW_LIGHT_WITH_RANGE ?

    Yes that only works for yourself and not on others screens
    Hail EvilB, JDMAlex and nativesith
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  3. #193  
    fantaseb is offline Deluxe
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    Quote Originally Posted by Verizo View Post
    i assume you use DRAW_LIGHT_WITH_RANGE ?

    Yes that only works for yourself and not on others screens
    In ScoToolBox it would be this,

    CallNative ATTACH_OBJECT_TO_CAR]
    Push //Add Hex of the light next to the airport helicopters.
    Var3
    PushD //Define what key etc

    That would be it, but you need to fix it up and add everything which needs doing in SCT.
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  4. #194  
    fantaseb is offline Deluxe
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    Quote Originally Posted by Verizo View Post
    i assume you use DRAW_LIGHT_WITH_RANGE ?

    Yes that only works for yourself and not on others screens
    In ScoToolBox it would be this,

    CallNative ATTACH_OBJECT_TO_CAR]
    Push //Add Hex of the light next to the airport helicopters.
    Var3
    PushD //Define what key etc

    That would be it, but you need to fix it up and add everything which needs doing in SCT.
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  5. #195  
    keeshanjohay is offline Member
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    Quote Originally Posted by blueplanet View Post
    BLUE SCRIPT 1.0

    scripts

    "Brucies Garage Shop Mod 1.1";
    "Trainer ";
    "Open Garages";
    "XYZH Coords Example";
    "Visit Brucie's Shop";
    "Visit Algonquin Baseball Park";
    "Visit The Airport";
    "Visit playboiX' safehouse";
    "Visit Top of Rotterdam Tower"; [slip N slide mod required]


    Feature/fixes

    Added new location spawner
    transparent mod-manager menu
    latest brucie garage shop mod
    disabled friend/sins characters (they froze gameplay for me, has anyone compiled JDMAlex's latest trainer src code?)
    fixed wanted/not wanted button layout



    Feedback/Bug reports welcome
    Trainerbuttons.txt and sco's added in the pack:

    http://www.mediafire.com/?dgf9v2yrrp6m1s8

    Credits to JDMAlex, three-socks & evil B for source codes


    New trainer button layout:
    Can you tell me how to add this exacly to my game? I got openiv so i know i bit of it just tell me where to put the files thanks!
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  6. #196  
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    Quote Originally Posted by keeshanjohay View Post
    Can you tell me how to add this exacly to my game? I got openiv so i know i bit of it just tell me where to put the files thanks!
    Script.img location
    USBHDD/GAMES/BL#SXXXX/PS3_GAME/USRDIR/common/data/cdimages/script.img

    American.gxt location (shows modmanager in phone)
    open your common.rpf and replace your american.gxt located in the "text" folder with the one provied.
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  7. #197  
    keeshanjohay is offline Member
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    Quote Originally Posted by blueplanet View Post
    Script.img location
    USBHDD/GAMES/BL#SXXXX/PS3_GAME/USRDIR/common/data/cdimages/script.img

    American.gxt location (shows modmanager in phone)
    open your common.rpf and replace your american.gxt located in the "text" folder with the one provied.
    Sorry but i dont see the American.gxt on the rar of BLUE SCRIPT 1.0
    blueplanet likes this.
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  8. #198  
    EvilB's Avatar
    EvilB is offline Bringin' that funky flava
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    Quote Originally Posted by keeshanjohay View Post
    Sorry but i dont see the American.gxt on the rar of BLUE SCRIPT 1.0
    it probably added to the common.rpf if included but here american.gxt
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    Quote Originally Posted by keeshanjohay View Post
    Sorry but i dont see the American.gxt on the rar of BLUE SCRIPT 1.0
    I may have added the american.gxt to the rar later
    link updated
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  10. #200  
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    HuN
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    i previously made my first steps into coding script and posted my 1st test codes in tutorial topic , but now i feel that my script examples should be posted here for they are more fittted for " developement , test , release " section .

    i based everything i did on JDMAlex previoulsy established sources ... btw i would like to thanks him and everybody who shared infos and made efforts to make all this possible.

    heres what i done so far :
    Code:
    // add in GeneralInput.c 
    
    
    /****************************************************
    Random Player Component Variations (DPAD_DOWN + TRIANGLE)
    *****************************************************/
    void InputPlayerComponents(void)
    {
    	if( IsKeyPressed(DPAD_DOWN,TRIANGLE) )
    		{
    			SET_CHAR_RANDOM_COMPONENT_VARIATION(GetPlayerPed());
    			Print("Player Random Component variation");
    		}
    		
    }
    
    
    /****************************************************
    toggle Everyone Ignore Player (DPAD_DOWN + SQUARE)
    *****************************************************/
    boolean EveryIgnoreInt = 0;
    void InputEveryoneIgnore(void)
    {
    	if( IsKeyPressed(DPAD_DOWN,SQUARE) )
    	{
    		if(EveryIgnoreInt == 0)
    		{
    			EveryIgnoreInt = 1;
    			SET_EVERYONE_IGNORE_PLAYER(GetPlayerIndex(), TRUE);
    			Print("Everyone Ignore Player ON");
    		}
    		else if(EveryIgnoreInt == 1)
    		{
    			EveryIgnoreInt = 0;
    			SET_EVERYONE_IGNORE_PLAYER(GetPlayerIndex(), FALSE);
    			Print("Everyone Ignore Player OFF");
    		}
    	}
    }
    
    
    /****************************************************
    toggle Player Invisible To AI (DPAD_DOWN + X)
    *****************************************************/
    boolean InvisibleToAiInt = 0;
    void InputInvisibleToAI(void)
    {
    	if( IsKeyPressed(DPAD_DOWN,X) ) 
    	{
    		if(InvisibleToAiInt == 0)
    		{
    			InvisibleToAiInt = 1;
    			SET_PLAYER_INVISIBLE_TO_AI(TRUE);	
    			Print("Invisible To AI ON");
    		}
    		else if(InvisibleToAiInt == 1)
    		{
    			InvisibleToAiInt = 0;
    			SET_PLAYER_INVISIBLE_TO_AI(FALSE);
    			Print("Invisible To AI OFF");
    		}
    	}
    }
    
    
    /****************************************************
    toggle Give / Remove Helmet To Player (DPAD_DOWN + CIRCLE)
    *****************************************************/
    boolean HelmetInt = 0;
     void InputGiveHelmetToPlayer(void)
    {
    	if( IsKeyPressed(DPAD_DOWN,CIRCLE) )
    	{
    		if(HelmetInt == 0)
    		{
    			HelmetInt = 1;
    			//ENABLE_PED_HELMET(GetPlayerPed(), TRUE);
    			GIVE_PED_HELMET_WITH_OPTS(GetPlayerPed(), TRUE);
    			Print("Player Helmet ON");
    		}
    		else if(HelmetInt == 1)
    		{
    			HelmetInt = 0;
    			REMOVE_PLAYER_HELMET(GetPlayerIndex(), TRUE);
    			Print("Player Helmet OFF");
    		}
    	}			
    }
    
    
    /****************************************************
    toggle Player Wont Fly Through Windscreen (DPAD_DOWN + L1)
    *****************************************************/
    boolean WindscreenInt = 0;
    void InputWindscreen(void)
    {
    	if( IsKeyPressed(DPAD_DOWN,L1) )
    	{
    		if(WindscreenInt == 0)
    		{
    			WindscreenInt = 1;
    			SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(GetPlayerPed(), FALSE);
    			Print("Player Wont Fly Through Windscreen ON");
    		}
    		else if(WindscreenInt == 1)
    		{
    			WindscreenInt = 0;
    			SET_CHAR_WILL_FLY_THROUGH_WINDSCREEN(GetPlayerPed(), TRUE);
    			Print("Player Wont Fly Through Windscreen OFF");
    		}
    	}
    }
    
    
    /****************************************************
    toggle Player is Everything proof (DPAD_DOWN + L2)
    *****************************************************/
    boolean NikoProofsInt = 0;
    void InputPlayerProofs(void)
    {
    	if( IsKeyPressed(DPAD_DOWN,L2) )
    	{
    		if(NikoProofsInt == 0)
    		{
    			NikoProofsInt = 1;
    			SET_CHAR_PROOFS(GetPlayerPed(), TRUE, TRUE, TRUE, TRUE, TRUE);
    			Print("Player Is Everything Proof ON");
    		}
    		else if(NikoProofsInt == 1)
    		{
    			NikoProofsInt = 0;
    			SET_CHAR_PROOFS(GetPlayerPed(), FALSE, FALSE, FALSE, FALSE, FALSE);
    			Print("Player Is Everything Proof OFF");
    		}
    	}
    }
    
    
    /****************************************************
    toggle more vehicles spawns (DPAD_DOWN + R1)
    *****************************************************/
    boolean CdensityInt = 0;
    void InputCdensity(void)
    {
    	if( IsKeyPressed(DPAD_DOWN,R1) )
    	{
    		if(CdensityInt == 0)
    		{
    			CdensityInt = 1;
    			SET_CAR_DENSITY_MULTIPLIER(2.0f);
    			Print("More Vehicles Spawns ON");
    		}
    		else if(CdensityInt == 1)
    		{
    			CdensityInt = 0;
    			SET_CAR_DENSITY_MULTIPLIER(1.0f);
    			Print("More Vehicles Spawns OFF");
    		}
    	}
    }
    
    
    /****************************************************
    toggle more Peds spawns (DPAD_DOWN + R2)
    *****************************************************/
    boolean PdensityInt = 0;
    void InputPdensity(void)
    {
    	if( IsKeyPressed(DPAD_DOWN,R2) )
    	{
    		if(PdensityInt == 0)
    		{
    			PdensityInt = 1;
    			SET_PED_DENSITY_MULTIPLIER(2.0f);
    			Print("More Peds Spawns ON");
    		}
    		else if(PdensityInt == 1)
    		{
    			PdensityInt = 0;
    			SET_PED_DENSITY_MULTIPLIER(1.0f);
    			Print("More Peds Spawns OFF");
    		}
    	}
    }
    
    /****************************************************
    toggle Player Cant Fall Off Bike (DPAD_DOWN + STICK_L)
    *****************************************************/
    boolean BikeFallInt = 0;
    void InputBikeFall(void)
    {
    	if( IsKeyPressed(DPAD_DOWN,STICK_L) )
    	{
    		if(BikeFallInt == 0)
    		{
    			BikeFallInt = 1;
    			SET_CHAR_CAN_BE_KNOCKED_OFF_BIKE(GetPlayerPed(), TRUE);
    			Print("Player Cant Fall Off Bikes ON");
    		}
    		else if(BikeFallInt == 1)
    		{
    			BikeFallInt = 0;
    			SET_CHAR_CAN_BE_KNOCKED_OFF_BIKE(GetPlayerPed(), FALSE);
    			Print("Player Cant Fall Off Bikes OFF");
    		}
    	}
    }
    
    
    // add each input below to already created " void GeneralInput(void) " section in JDMalex Source
    
    
    void GeneralInput(void)
    {
    	
    	InputPlayerComponents();
    	InputEveryoneIgnore();
    	InputInvisibleToAI();
    	InputGiveHelmetToPlayer();
    	InputWindscreen();
    	InputPlayerProofs();
    	InputCdensity();
    	InputPdensity();
    	InputBikeFall();
    	
    }
    i tested them myself :

    - InputPlayerComponents
    will change player components ( cloths , textures ) works well ! it even works with models from JDMAlex " Change Player model " mod.

    - InputEveryoneIgnore (toogle )
    everyone will ignore player , even cops .

    - InputInvisibleToAI ( toogle )
    needs more testing !! dosnt freeze game , but im not quite sure what AI is affected by this command .

    - InputGiveHelmetToPlayer ( toogle )
    will give and remove player helmet , work fine , but id like to add put/remove animations and add more helmet models ( thoses from multiplayer )

    - InputWindscreen ( toogle )
    works well , player wont fly through vehicle windscreen when you hit something solid at high speed.

    - InputPlayerProofs( toogle )
    works fine , however its effect kinda similar to " invincible " mod.
    proofs are : bullet-proof , fire-proof , explosion-proof , collision-proof , melee-proof

    - InputCdensity ( toogle )
    increase vehicle density , effect seems to take a moment to kick in , but i did get the feeling there was more cars around .
    edit : re-tested it , works .. since its a multiplier , effect will vary depending in what area you are in since it double already set ( default ) density

    - InputPdensity ( toogle )
    increase ped density , needs more testing , effect seems to take a moment to kick in , but i did get the feeling there was more peds around .
    edit : re-tested it , works .. since its a multiplier , effect will vary depending in what area you are in since it double already set ( default ) density .

    - InputBikeFall ( toogle )
    works well ! player wont fall off bikes.

    Note : i wont upload a compiled modscript file including my codes , but i will share my script examples gladly , anyone who can compile a script can use them if they want to .

    EDIT : fixed - InputBikeFall ( toogle ) ... seems native does opposite of what its named , works anyways.
    Last edited by HuN; 03-31-2012 at 01:59 PM.
    Three-Socks and blueplanet like this.
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