Viewing 15 posts - 16 through 30 (of 37 total)

New on my work

36 replies
13 years, 7 months ago
#13656

and you have a script for vito put the same clothes from the bath in prision?

13 years, 7 months ago
#13659

Great job.

 

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

 

Are you using a different .sds?

13 years, 7 months ago
#13661

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)

13 years, 7 months ago
#13669

How to execute that script without getting a wanted status ?

13 years, 7 months ago
#13671

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

13 years, 7 months ago
#13672

Thanks for info <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/wink@2x.png 2x” width=”20″ height=”20″>

13 years, 7 months ago
#13673

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

13 years, 7 months ago
#13678

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?

13 years, 7 months ago
#13679

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

 

 

13 years, 7 months ago
#13681

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

13 years, 7 months ago
#13683

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 <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/smile@2x.png 2x” width=”20″ height=”20″>

 

 

 

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

 

 

13 years, 7 months ago
#13786

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.

13 years, 7 months ago
#13789

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)

13 years, 6 months ago
#13994

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.

Viewing 15 posts - 16 through 30 (of 37 total)
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