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#15 July 11, 2012, 10:50:51 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
and you have a script for vito put the same clothes from the bath in prision?

#16 July 12, 2012, 12:02:29 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Great job.


 




How exactly did you manage to increase the file size to 200 ko?


 




Are you using a different .sds?

#17 July 12, 2012, 04:44:16 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Scaletta93







QuoteDelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{function(l_1_0)return game.game:ChangePlayerModel("vitvez")end})end,{l_1_0},100,1,false)

 


 



<hr class="bbcode_rule" />



 




else a small script for the garage with people


 









<div></div>

 







QuoteV=game.entitywrapper

DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{




function(l_1_0)




las1=V:GetEntityByName("lassiter1")las2=V:GetEntityByName("lassiter2")




wfe08=V:GetEntityByName("wfe_enemac08")wfe08:Activate()




wfe08:SetPos(Math:newVector(747.5,317,-12.2))




wfe09=V:GetEntityByName("wfe_enemac09")wfe09:Activate()




wfe09:SetPos(Math:newVector(746.2,315.2,-12.2))wfe09:SetDir(Math:newVector(0,1,0))




wfe10=V:GetEntityByName("wfe_enemac10")wfe10:Activate()




wfe10:SetPos(Math:newVector(741,310.7,-12.2))wfe10:GetInOutCar(las2,1,false,true)




wfe11=V:GetEntityByName("wfe_enemac11")wfe11:Activate()




wfe11:SetPos(Math:newVector(752.3,318.2,-12.2))wfe11:SetDir(Math:newVector(0,-1,0))




DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{




function(l_1_0)return wfe08:AnimPlay("sc_service_motor_stat",false)end,




function(l_2_0)return wfe08:AnimPlay("sc_service_motor_stat",false)end,




function(l_3_0)return wfe08:AnimPlay("sc_service_motor_look",false)end,




function(l_4_0)return wfe08:AnimPlay("sc_service_motor_mount_in",false)end,




function(l_5_0)return wfe08:AnimPlay("sc_service_motor_mount_loop",false)end,




function(l_6_0)return wfe08:AnimPlay("sc_service_motor_mount_loop",false)end,




function(l_7_0)return wfe08:AnimPlay("sc_service_motor_mount_loop",false)end,




function(l_8_0)return wfe08:AnimPlay("sc_service_motor_stat",false)end,




function(l_9_0)return wfe08:AnimPlay("sc_service_motor_mount_loop",false)end,




function(l_10_0)return wfe08:AnimPlay("sc_service_motor_mount_loop",false)end,




function(l_11_0)return wfe08:AnimPlay("sc_service_motor_mount_loop",false)end,




function(l_12_0)return wfe08:AnimPlay("sc_service_motor_mount_out",false)end,




function(l_13_0)return las1:CloseHood()end,




function(l_14_0)return wfe08:GetInOutCar(las1,1,false,true)end})end,{l_1_0},500,1,false)




DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{




function(l_1_0)return wfe09:AnimPlay("sc_wheel_in",false)end,




function(l_2_0)return wfe09:AnimPlay("sc_wheel_mount_in",false)end,




function(l_3_0)return wfe09:AnimPlay("sc_wheel_mount_loop",false)end,




function(l_4_0)return wfe09:AnimPlay("sc_wheel_mount_loop",false)end,




function(l_5_0)return wfe09:AnimPlay("sc_wheel_mount_loop",false)end,




function(l_6_0)return wfe09:AnimPlay("sc_wheel_mount_out",false)end,




function(l_7_0)return wfe09:AnimPlay("sc_wheel_out",false)end,




function(l_8_0)return wfe09:AnimPlay("sc_wheel_in",false)end,




function(l_9_0)return wfe09:AnimPlay("sc_wheel_mount_in",false)end,




function(l_10_0)return wfe09:AnimPlay("sc_wheel_mount_loop",false)end,




function(l_11_0)return wfe09:AnimPlay("sc_wheel_mount_loop",false)end,




function(l_12_0)return wfe09:AnimPlay("sc_wheel_mount_loop",false)end,




function(l_13_0)return wfe09:AnimPlay("sc_wheel_mount_out",false)end,




function(l_14_0)return wfe09:AnimPlay("sc_wheel_out", false)end,




function(l_15_0)return wfe09:GetInOutCar(las1,2,false,true)end})end,{l_1_0},500,1,false)




DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{




function(l_1_0)return wfe11:AnimPlay("sc_man_smoke_in",false)end,




function(l_2_0)return wfe11:AnimPlay("sc_man_smoke_stat_b",false)end,




function(l_3_0)return wfe11:AnimPlay("sc_man_smoke_stat_c",false)end,




function(l_4_0)return wfe11:AnimPlay("sc_man_smoke_stat_d",false)end,




function(l_5_0)return wfe11:AnimPlay("sc_man_smoke_stat_b",false)end,




function(l_6_0)return wfe11:AnimPlay("sc_man_smoke_stat_c",false)end,




function(l_7_0)return wfe11:AnimPlay("sc_man_smoke_stat_d",false)end,




function(l_8_0)return wfe11:AnimPlay("sc_man_smoke_out",false)end,




function(l_9_0)return wfe11:GetInOutCar(las2,2,false,true)end})end,{l_1_0},500,1,false)




end})end,{l_1_0},100,1,false)



#18 July 12, 2012, 10:31:50 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
How to execute that script without getting a wanted status ?

#19 July 12, 2012, 11:27:52 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Cole Phelps




Police made only for me




in the script which I have suggested here




No police and wanted status




1 script - the animation of the explosion




2 script - the animation of people


 




in your FR JA v3.0




Police completely disappears in city when visiting a garage

#20 July 12, 2012, 11:49:42 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Thanks for info  <img src="/wp-content/uploads/invision_emoticons/wink.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/wink@2x.png 2x" width="20" height="20">

#21 July 12, 2012, 02:00:55 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Nice zahaar
.




E-Key for the shower is : M99_VB12_T_valve4




and for toilet : M99_VB12_T_toilet1




change the coordinates is easy, but arrive to use them I don't know yet and even if possible.







Quotegame.entitywrapper:GetEntityByName("M99_VB12_T_toilet1"):SetPos(Math:newVector(-1299.3792724609, 991.17083740234,-17.333889007568))






 




[hr:2fppev8e][/hr:2fppev8e]


 




Yes Tommy
I use another file, another "missionscript" I deleted the contents and I handed the file of the FR in it.




also we still have our entity E-Key, for script size much greater.


 




for JA, it is easy to use because the old name is TEST  SCENE so it is accessible from the menu.


 




for M2, zahaar
put me on the road without knowing. I use "test_case.sds".


 




But I can not do the test for FR JA and FR M2, I will as soon as possible provide the basis for FR M2.





- New Menu.




- Summer/Winter.




- Bus & Tram simulation.




- how to change name of entity E-Key. only for "wp0101, wp0102, wp0201, wp0202".




- Real open Door.




after you have 300 KB
 to do what you want.


 




and I will also give you a file "StreamMapa.bin" modified to activate almost any area.





I just finished the modification of "M2DLC_Joes_Adventures_sm.bin" for FR JA.




 




PS for Tommy
you saw that orangpelupa
it's registered here

#22 July 12, 2012, 03:14:00 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
eXistenZ34




I could not find the correct commands at explosion




for ventilation and suspended ceiling


 




game.entitywrapper:GetEntityByName("LGL_padlo00"):  GetPartByName???  SetPartEnergy???




game.entitywrapper:GetEntityByName("LGL_ventilace00"):  GetPartByName???  SetPartEnergy???




game.entitywrapper:GetEntityByName("LGL_ventilace_2nd00"):  GetPartByName???  SetPartEnergy???


 




do you know?

#23 July 12, 2012, 03:50:51 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
nice find eXistenZ, but Grrr I was using the test file for my cab lol.


 




by car blinker it is "les clignotant pour les voitures"




now for greenfield switches and valve are as follow:


 




/scripts/missions/99_Vito_house_B12/Vito_house_B12/M99_VB12_Water.lua


 




<div class="ipsSpoiler_header">



LuaQ




ScriptShop/Water




toilet




valve




switches




Init




Destroy




IAA




IAB




IAK




toilet




InteractiveToilet




New




name




M99_VB12_S_toilet1




energy




particle




M99_VB12_P_toilet1




model




valve




InteractiveValve




M99_VB12_P_valve1




sound




M99_VB12_S_valve1_2




M99_VB12_S_valve1_3




M99_VB12_P_valve2




M99_VB12_S_valve2_2




M99_VB12_S_valve2_3




M99_VB12_P_valve3a




M99_VB12_P_valve3b




M99_VB12_S_valve3_2




M99_VB12_S_valve3_3




M99_VB12_P_valve4




M99_VB12_S_valve4_2




M99_VB12_S_valve4_3




switches




InteractiveSwitch




M99_VB12_T_toilet1




textID




object




M99_VB12_T_valve1




M99_VB12_S_valve1_1




M99_VB12_T_valve2




M99_VB12_S_valve2_1




M99_VB12_T_valve3




M99_VB12_S_valve3_1




M99_VB12_T_valve4




M99_VB12_S_valve4_1




ipairs




toilet




Destroy




valve




switches


 




</div>

 

#24 July 12, 2012, 04:03:02 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
I don't know zahaar



 




ocram
fichier de JA ou de M2, mais si c'est de JA d̮̩sol̮̩ mais entre etre bloqu̮̩ avec 16.4Ko et avoir 200Ko pour le script mon choix est vite fait

#25 July 12, 2012, 04:32:30 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Entierement d'accord avec toi, surtout qu'avec la taille du buffer allou̮̩ au fichier test, si j'arrive a faire marcher la ligne verte de navigation, il sera facile de l'implementer.




surtout qu'en plus il y a  peut etre une possibilitÃÆé de regler la taille d'un buffer dans mafia2




au cas ou  <img src="/wp-content/uploads/invision_emoticons/smile.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/smile@2x.png 2x" width="20" height="20">


 


 




<div class="ipsSpoiler_header">



 




C_IndexBuffer




nbuffers




buffersize




I_Buffer




C_SDSBuffer




C_SDSBufferPool




C_SDSBufferPool




I_SDSResource




I_SDSLoadingContext




FrameBuffer




%u kB occupied by %u texture(s)




Tex(%s): %ux%u, %s, %.1f kB



<hr class="bbcode_rule" />
Active textures
<hr class="bbcode_rule" />





%u kB occupied by %u VB(s)




VB(%s): %.1f kB



<hr class="bbcode_rule" />
Active vertex buffers
<hr class="bbcode_rule" />





%u kB occupied by %u IB(s)




IB(%s): %.1f kB



<hr class="bbcode_rule" />
Active index buffers
<hr class="bbcode_rule" />





Total memory: %d, buffer count:%u




"%s": vram:%u









%c%c%c%c




%s - Buffer v%d




- Have Message




- Buffer Full




ExtractionBufferSize




qhull error (qh_memsetup): insufficient memory




qhull error (qh_memsetup): largest mem size %d is >= buffer size %d or initial buffer size %d




%7d bytes per memory buffer (initially %d bytes)




SolverBufferLength


 




</div>

 

#26 July 14, 2012, 01:21:06 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
The increased file sizes sounds like it can open up some great new features for the Free Ride mod! I already enjoy the new Joe's Adventure version a lot and I hope to see even more great things!


 




I have a odd bug though about JA FR 3.0... In winter the Jefferson Futura for some reason wants to be the Delizia Grandeamerica while in summer it corrects itself... No idea why I didn't mention this in the actual 3.0 topic itself though.

#27 July 14, 2012, 06:00:10 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
I removed the buttons




shower Joe's 40th M99_JF_T_waterSwitch4




shower Joe's 50th M99_JF_T_waterSwitch5




shower Greenfield M99_VB12_T_valve4




it does not help




my button ("wp....") does not appear


 




have you seen in an apartment, Joe 40's opens safe







Quotegame.entitywrapper:GetEntityByName("JF_safe_door00"):Open(game.game:GetActivePlayer():GetPos(),true)

#28 July 14, 2012, 05:51:09 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
zahaar
look here




http]


 




Ok for safe





#29 July 19, 2012, 10:30:26 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Great. I'm looking forward to play this. Could you also add empire arms 18th floor and full vila vinci beacuse I have it in fr ja 3.0 but there's no garden and I can't get into the villa.