- This topic has 36 replies, 14 voices, and was last updated 13 years, 3 months ago by .
New on my work
and you have a script for vito put the same clothes from the bath in prision?
Great job.
How exactly did you manage to increase the file size to 200 ko?
Are you using a different .sds?
Scaletta93
DelayBuffer: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)
else a small script for the garage with people
V=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)
How to execute that script without getting a wanted status ?
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
Thanks for info
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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.
game.entitywrapper:GetEntityByName(“M99_VB12_T_toilet1”):SetPos(Math:newVector(-1299.3792724609, 991.17083740234,-17.333889007568))
[img]//i46.tinypic.com/15hpb8.jpg&key=5626555d30e1d631e8bc0efbe6016ceb1a986812cccd06333ea8211acbc148cd[/img]
[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
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?
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
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
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
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 possibilit̮̩ de regler la taille d’un buffer dans mafia2
au cas ou
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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
Active textures
%u kB occupied by %u VB(s)
VB(%s): %.1f kB
Active vertex buffers
%u kB occupied by %u IB(s)
IB(%s): %.1f kB
Active index buffers
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
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.
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
game.entitywrapper:GetEntityByName(“JF_safe_door00”):Open(game.game:GetActivePlayer():GetPos(),true)
zahaar
look here
Ok for safe
[img]//i49.tinypic.com/e8sj7k.jpg&key=c8f1977496097503c28935de0019abd5eda2613210e1e5c812b9ab50c57616d9[/img]
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.
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