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About ToonSkull

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  • Birthday 03/15/1994

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  1. It does a solid obstacle check when he is in his run animation. So if you hold ALT (walk) as you move toward a wall it won't do the KO animation. But even if he does get hit, he just stands right back up so at that point you could jump the wall. Also since fences are not walls it does not react on them or objects such as cars. The solid check runs between 10 and 50 cm from the front of his body and could be adjusted. You should have no trouble running along walls or on top of them, just at them.
  2. {$VERSION 3.1.0027} {$CLEO .cs} {CJ runs at any wall and smacks it, down he falls on his... well a bit more real than just jogging in place. Not as perfect as I would like it, CJ does tend to get a bit stuck after smacking into a wall. But you can still jump walls. It doesn't do any damage just another reality concept. Special thanks to nabnabnabn -> Thanks to all those who helped in that thread. 1.7.2011 Vincent "ToonSkull" Black Binary file will be posted here soon.} thread 'kowall' :kowall_11 wait 0 if Player.Defined($PLAYER_CHAR) jf @kowall_11 04ED: load_animation "PED" :kowall_38 wait 0 if 04EE: animation "PED" loaded jf @kowall_38 //Makes sure we don't bump into stuff inside, only outside. :kowall_60 wait 0 077E: get_active_interior_to 7@ if and 7@ == 0 Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER" jf @kowall_60 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.1 0.0 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 if 86BD: not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 0 actor 0 object 0 particle 0 jf @kowall_60 0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_FACE" IFP_file "PED" 8.0 loop 0 0 0 0 time -1 // versionA :kowall_242 wait 0 if not Actor.Animation($PLAYER_ACTOR) == "KO_SHOT_FACE" jf @kowall_242 0605: actor $PLAYER_ACTOR perform_animation_sequence "GETUP" IFP_file "PED" 6.0 loop 0 0 0 0 time -1 // versionA :kowall_308 wait 0 if not Actor.Animation($PLAYER_ACTOR) == "GETUP" jf @kowall_308 jump @kowall_60
  3. Huck, you are one sick puppy, I am of course talking about the soundtrack on your video. The car is uber cool, I assume you used Z-Modeler? I work in the Blender 3D more than anything else. I have a plugin to load GTA stuff but I don't know how it works or maybe I should say I can't work it very well. Ok I looked at yours you can go look at mine. I just uploaded a new mission menu CLEO script on this forum and mirrored here. Sorry I haven't been around since I am enjoying my Summer.
  4. SAAT GUI This will edit all the sounds in your GTA SA. It is a bit slow since it has to extract the sound then recompile it. Also the sound files are very touchy on size so take care when using it.
  5. You will need to purchase an Action Replay they run about $40 to $30 at most stores or you can buy them online. Then you enter the code to unlock it. Otherwise you really need a PC version and a PC to do mods.
  6. My brother says "no". You have to edit the dff's hierarchy table to reflect the name as well. Just swapping the files out won't work. If you know how to use a HEX editor open the dff of your car in that and look for the name only nothing else in ASCII (ex: banshee not bansheebody64G) you will find 2 occurrences change them to rhino. If all goes well it will work or crash. MAKE BACKUPS!
  7. If you used Vista, it keeps copies inside the C:\users\... folder. Personally I run Linux with WINE for GTA SA. I don't know about Windows 7 yet. I have read it is always best to install to the desktop or some personal folder that you can control and not where Windows wants it to be located. Sorry I don't have the exact location for you, but you should find it under protected files I think?
  8. You can place a flamethrower on ANY car. Here is a CLEO script that checks to see if you are driving a vehicle and you can use the "+" key on the numpad to activate the flame. {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'FLAME_CAR' //Checks to see if the player is defined and driving any vehicle (might need restrictions) :FLAME_CAR_19 wait 0 if and Actor.Driving($PLAYER_ACTOR) Player.Defined($PLAYER_CHAR) jf @FLAME_CAR_19 //Get the player's car as 0@ and add an invisible man with a flamethrower on it. :FLAME_CAR_44 03C0: 0@ = actor $PLAYER_ACTOR car Model.Load(#FLAME) Model.Load(#MALE01) 038B: load_requested_models 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 0.0 5@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) 01B2: give_actor 5@ weapon 37 ammo 99999 // Load the weapon model before using this 01B9: set_actor 5@ armed_weapon_to 37 Actor.WeaponAccuracy(5@) = 100 //If you remove this line you will see the invisible man. 0337: set_actor 5@ visibility 0 Actor.SetImmunities(5@, 1, 1, 1, 1, 1) //Set the current vehicle to FIRE PROOF Car.SetImmunities(0@, 0, 1, 0, 0, 0) 02A9: set_actor 5@ immune_to_nonplayer 1 0619: enable_actor 5@ collision_detection 0 06A7: put_actor 5@ into_turret_on_car 0@ at_car_offset 0.0 2.0 0.0 position 2 shooting_angle 0.0 0.0 with_weapon 37 Model.Destroy(#FLAME) Model.Destroy(#MALE01) //Wait for a keypress of 107 "+" on the numpad or LMB Fire :FLAME_CAR_239 wait 0 if Actor.InCar($PLAYER_ACTOR, 0@) jf @FLAME_CAR_357 if not Actor.Dead(5@) jf @FLAME_CAR_379 if or 00E1: player 0 pressed_key 17 0AB0: key_pressed 107 jf @FLAME_CAR_239 //Need to add some target control here so far just fires forwards. 017B: set_actor 5@ weapon 37 ammo_to 99999 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 100.0 0.0 0668: AS_actor 5@ rotate_and_shoot_at 1@ 2@ 3@ 100 ms jump @FLAME_CAR_239 //Player left car make it normal. :FLAME_CAR_357 Actor.DestroyInstantly(5@) Car.RemoveReferences(0@) wait 1000 jump @FLAME_CAR_19 //Invisible man dead? REALLY! Wow, how did you manage that? :FLAME_CAR_379 Actor.DestroyInstantly(5@) Car.RemoveReferences(0@) jump @FLAME_CAR_44 I don't know if this works with ALL vehicles somewhat untested. Have fun you funny arsonist you! EDIT: I made some changes lowered my invisible man to make the flames seem to come from the grill. Added LMB keypress. I tested a BMX that is funny riding a BMX shooting flames. Also since you are not holding the weapon the cops don't blame you.
  9. Here is a shorty; {$VERSION 3.1.0027} {$CLEO .cs} //Coded by Vincent Black //June 6th, 2010 //-------------MAIN--------------- thread 'FINDTAGS' //Loop here until the player pressed "T" :FIND_TAGS_1 wait 0 if 0AB0: key_pressed 0x54 jf @FIND_TAGS_1 //Get player position and nearest TAG 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 07A6: get_nearest_tag_location_near_point 1@ 2@ 3@ store_to 8@ 9@ 0@ //Create a marker on TAG 018A: 4@ = create_checkpoint_at 8@ 9@ 0@ Marker.SetColor(4@,1) //Wait 15 seconds clear the marker and restart the loop :FIND_TAGS_2 wait 15000 Marker.Disable(4@) jump @FIND_TAGS_1 Issues include; sprayed tags are not eliminated from search and only the nearest tag is shown.
  10. OK you can now download all three here. There are some things you might want to know. Real traffic has 2 versions the one titled "real traffic alt" will NOT lock the car doors. Install only 1 of these 2 mods. This mod was pretty glitch filled and while I fixed most of them there are some minor issues. Like alternate version vehicles might change in appearance upon approach. I have ran the mod without crashing the program for sometime now. Hippiecommunist on GTAforums original code worked to some degree and I thank him for laying the foundation. Real Cops watches for you to get any stars. It scans the area around you for police. Then is holds them, you will hear the police report and be notified that there is a witness. If you kill the Witness within 30 seconds the star won't show up. However stars go into effect right away is the witness is a cop. Real Cop Cars watches for 3 things to occur. You must be wanted, driving a vehicle, and speeding over 25 KPH. Then 2 special made police vehicles spawn right behind you. They have but one motivating factor. KILL the player. They will continue to pursue your vehicle until it is riddled with bullets. Note: if you jump from your vehicle they chase the vehicle. You can do whatever you like with these mods. I have included notes on how each section is supposed to work. HAVE FUN! Vincent Black
  12. Something is causing the traffic mod to crash near the tunnel by the airport. I can't figure it out yet. I am tired of the cops assisting other gang members when they shouldn't be taking sides. Other than that, I am trying to get the cop cars to stay on your tail and not drive like a bunch of dorks. EDIT: Ok I figured it out there are single passenger fork trucks over there.
  13. This grabs the wanted level and stores it. Then it scans 30 meters (about 100 feet) around you for any cops or civilians (gangs don't narc). You will still hear a police report but no stars will post. At this point you should look for a red marker on your radar. That person is running for help. Then if you can kill them in 30 seconds you will still have no stars. If the witness is a cop the stars will apply right away and the mod waits for you to clear them. {$VERSION 3.1.0027} {$CLEO .cs} //This mod hooks the wanted level and checks for cops within 100 feet of the player. //Coded by Vincent Black aka ToonSkull //June 6th, 2010 //-------------MAIN--------------- thread 'RCOPCARS' //Load Wanted Level into variable 1@ :RCOPCARS_19 wait 0 1@ = Player.WantedLevel($PLAYER_CHAR) if 1@ > 0 jf @RCOPCARS_19 Player.ClearWantedLevel($PLAYER_CHAR) 10@ = 0 //Set a counter to zero in 10@ :RCOPCARS_61 wait 0 04C4: store_coords_to $4 $5 $6 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 08E5: get_actor_in_sphere $4 $5 $6 radius 30.0 handle_as 3@ if not 10@ >= 100 jf @RCOPCARS_19 10@ += 1 //Stop scanning after 100 loops assume no one saw anything. if 056D: actor 3@ defined jf @RCOPCARS_61 089F: get_actor 3@ pedtype_to 5@ if or 5@ == 4 5@ == 5 5@ == 6 jf @RCOPCARS_61 //We have a witness. //Set timer to zero. 32@ = 0 if not 5@ == 6 jf @RCOPCARS_241 //Witness Marker 12@ = Marker.CreateAboveActor(3@) 07E0: set_marker 12@ type_to 0 Marker.SetColor(12@, 0) :RCOPCARS_241 wait 0 if Actor.Dead(3@) jf @RCOPCARS_273 //Killed the Witness. Marker.Disable(12@) jump @RCOPCARS_19 :RCOPCARS_273 if or 32@ >= 30000 //30 seconds to kill the witness 5@ == 6 //Witness is a cop so timer don't matter. jf @RCOPCARS_241 //Reset Wanted Level stored in 1@ Player.WantedLevel($PLAYER_CHAR) = 1@ if not 5@ == 6 jf @RCOPCARS_307 Marker.Disable(12@) //Loop here until Wanted Level is cleared. :RCOPCARS_307 wait 0 1@ = Player.WantedLevel($PLAYER_CHAR) if 1@ == 0 jf @RCOPCARS_307 jump @RCOPCARS_19 Next this code is based on HippieCommunist's who is too busy with GTA IV to even talk to me. Some users don't care that all the modded cars have the doors locked. This version also has doors locked but if you read through my comments you can see how to swap it for car health. I set my distance to 60.0 meters because it felt right. I found setting it higher fewer cars get selected. While setting it lower makes for more accidents. I also made sure the passengers got placed back inside the vehicle. His mod the passengers disappear and only the drivers remain. {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'REALTRAFFIC' //Based on HippieCommunist version 2008 - 2010. //Re-coded by Vincent Black aka ToonSkull //June 5th, 2010 :REALTRAFFIC_19 wait 0 //Grab any vechicles near player 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 073E: get_car_in_sphere 1@ 2@ 3@ radius 60.0 model -1 handle_as 0@ //Car Info if 056E: car 0@ defined jf @REALTRAFFIC_19 //Driver Info 046C: 1@ = car 0@ driver if 056D: actor 1@ defined jf @REALTRAFFIC_19 if not Actor.DrivingPoliceVehicle(1@) jf @REALTRAFFIC_19 //This is a cool way to figure out which cars are modified. Just Lock the doors. //See notes if you don't like this option. //4@ = Car.Health(0@) 09B3: get_car 0@ door_status 4@ 089F: get_actor 1@ pedtype_to 3@ //No mods, bikes, Criminals, or Cops if and not 4@ >= 3 //Doors are locked = car is already modded - ALT is "4@ == 1000" not 3@ == 6 //Is a Cop not 3@ == 20 //Is a Criminal 847A: not actor 1@ driving_bike jf @REALTRAFFIC_19 03F3: get_car 0@ primary_color_to 11@ secondary_color_to 12@ 5@ = Car.Model(0@) 6@ = Car.Angle(0@) 02E3: 7@ = car 0@ speed //Get the driver 0665: get_actor 1@ model_to 2@ 0407: store_coords_to 8@ 9@ 10@ from_car 0@ with_offset 0.0 0.0 0.0 Actor.RemoveReferences(1@) //Car Capacity Check 13@ = 0 14@ = 0 15@ = 0 01EA: 22@ = car 0@ max_passengers //Two Door Check if 22@ == 3 jf @REALTRAFFIC_404 //Four Door Check Rear Seats //Rear Seat passenger if 8431: not car 0@ passenger_seat_free 2 jf @REALTRAFFIC_355 0432: 16@ = get_actor_handle_from_car 0@ passenger_seat 2 0665: get_actor 16@ model_to 13@ 089F: get_actor 16@ pedtype_to 19@ Actor.RemoveReferences(16@) //Rear Seat passenger :REALTRAFFIC_355 if 8431: not car 0@ passenger_seat_free 1 jf @REALTRAFFIC_404 0432: 17@ = get_actor_handle_from_car 0@ passenger_seat 1 0665: get_actor 17@ model_to 14@ 089F: get_actor 17@ pedtype_to 20@ Actor.RemoveReferences(17@) //Front Seat Passenger :REALTRAFFIC_404 if 8431: not car 0@ passenger_seat_free 0 jf @REALTRAFFIC_453 0432: 18@ = get_actor_handle_from_car 0@ passenger_seat 0 0665: get_actor 18@ model_to 15@ 089F: get_actor 18@ pedtype_to 21@ Actor.RemoveReferences(18@) :REALTRAFFIC_453 Car.Destroy(0@) 0@ = Car.Create(5@, 8@, 9@, 10@) Car.Angle(0@) = 6@ //This line was used for testing it turns the cars black //Not all the cars turn black as I approach them so it still needs tweaking. //0229: set_car 0@ primary_color_to 0 secondary_color_to 0 0229: set_car 0@ primary_color_to 11@ secondary_color_to 12@ 0129: 1@ = create_actor_pedtype 3@ model 2@ in_car 0@ driverseat //Place passengers (if any) if not 13@ == 0 jf @REALTRAFFIC_559 01C8: 16@ = create_actor_pedtype 19@ model 13@ in_car 0@ passenger_seat 2 0526: set_actor 16@ stay_in_car 1 Model.Destroy(13@) Actor.RemoveReferences(16@) :REALTRAFFIC_559 if not 14@ == 0 jf @REALTRAFFIC_610 01C8: 17@ = create_actor_pedtype 20@ model 14@ in_car 0@ passenger_seat 1 0526: set_actor 17@ stay_in_car 1 Model.Destroy(14@) Actor.RemoveReferences(17@) :REALTRAFFIC_610 if not 15@ == 0 jf @REALTRAFFIC_661 01C8: 18@ = create_actor_pedtype 21@ model 15@ in_car 0@ passenger_seat 0 0526: set_actor 18@ stay_in_car 1 Model.Destroy(15@) Actor.RemoveReferences(18@) //Set behaviors :REALTRAFFIC_661 Car.SetSpeedInstantly(0@, 7@) Car.SetToNormalDriver(0@) Car.SetDriverBehaviour(0@, FollowRoad) 00AE: set_car 0@ traffic_behaviour_to 1 //Lock the doors - some players don't like this option so it could be //written to use Car.Health(0@) and just add 1 point so car health is not normal. //4@ += 1 //Car.Health(0@) = 4@ Car.DoorStatus(0@) = 3 04E0: car 0@ abandon_path_radius 0 Model.Destroy(5@) Model.Destroy(2@) Actor.RemoveReferences(1@) Car.RemoveReferences(0@) jump @REALTRAFFIC_19 My third mod is REAL police car chases and I am still working on it. Once I am done I will upload all 3 in a zip file to the downloads section.
  14. Thanks a lot guys, I will see you later. Have fun!
  15. insert present here