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steve-m.com

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----- Русский -----

Если ваш сайт содержит большую коллекцию SCM/CLEO-скриптов (больше 16), напишите на мой e-mail, и я добавлю его в список. Приветствуются скрипты, которые не встречаются на других сайтах ... Спасибо. ))))


----- English -----

If your website has a big enough collection of SCM/CLEO scripts (more than 16) notify me by e-mail
, and I will add it to the list. The unique scripts are preferable ... Thank you. ))))
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Bc7 Mod Help

3 posters

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1Bc7 Mod Help Empty Bc7 Mod Help Fri Jul 03, 2009 8:23 am

_CJ360_

_CJ360_

K so this was a cleo released about a year ago or so and it seems to be dead. Hereis a link to it on gtaf. I wanted to fix the script so it doesn't spawn a nrg500. But I'm not sure what to fix. And your better off downloading it from the link cuz its too long to post!

2Bc7 Mod Help Empty Re: Bc7 Mod Help Fri Jul 03, 2009 9:27 am

gtasbigfoot

gtasbigfoot
Admin



Yes, it does not seem to be active. But I don't think that it's dead. BC7 only goes on the Dutch forum.

Well, if I understand you correct, you wanna replace #NRG500, with a vehicle of your choice, yeah? In the start of the script (line 31; should be) exist this line:


Code:

0004: $CARMODEL = 522


Change it to whatever ID you want, model list can be displayed by pressing '#' in Sanny Builder or in data\vehicles.ide. Grin Smile

Also one more note about #NRG500, after the line :COLOR_21925, there is also ID for #NRG500, change it if you want, but that is the car spawner part.

If you can't manage to change that line by yourself, I'll do it for you, and upload it, but since I didn't make it, I'm not sure I have the "right", so it's best to change the ID by yourself. The script uses many global variables.

http://gtamodding.com

3Bc7 Mod Help Empty Re: Bc7 Mod Help Fri Jul 03, 2009 9:42 am

_CJ360_

_CJ360_

Close I wanted to stop it all together so C doesn't do anything. Well actually it does it changes the color of what car your in with another script.

4Bc7 Mod Help Empty Re: Bc7 Mod Help Fri Jul 03, 2009 9:46 am

gtasbigfoot

gtasbigfoot
Admin



You want me to close this topic? Are you sure?
OK.

http://gtamodding.com

5Bc7 Mod Help Empty Re: Bc7 Mod Help Fri Jul 03, 2009 9:48 am

_CJ360_

_CJ360_

NO! I meant the spawning feature of the bike in the script

6Bc7 Mod Help Empty Re: Bc7 Mod Help Fri Jul 03, 2009 10:08 am

gtasbigfoot

gtasbigfoot
Admin



Oh, sorry, I did not understand, because a comma would have helped. Sorry, just that I'm at work, and did not read your post correctly.

Anyway, to disable that bike to go: COLOR_11373

and delete:


Code:

0247: load_model $CARMODEL
0172: $ACTOR_ANGLE = actor $PLAYER_ACTOR Z_angle
000D: $ACTOR_ANGLE -= 270.0
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.1

:COLOR_11425
0001: wait 0 ms
00D6: if
0248:  model $CARMODEL available
004D: jump_if_false @COLOR_11425
03E6: remove_text_box
0674: set_car_model $CARMODEL numberplate "BC7MOD"
00A5: $SPAWNCAR = create_car $CARMODEL at 0@ 1@ 2@
0175: set_car $SPAWNCAR Z_angle_to $ACTOR_ANGLE
020A: set_car $SPAWNCAR door_status_to 0
01C3: remove_references_to_car $SPAWNCAR // Like turning a car into any random car
0249: release_model $CARMODEL
01B4: set_player $PLAYER_CHAR can_move 1
04D7: set_actor $PLAYER_ACTOR locked 0
077E: get_active_interior_to $Active_Interior
0840: link_car $SPAWNCAR to_interior $Active_Interior
 


LEAVE the lines:


Code:

0002: jump @BC7_2244

Actually this is my first time that I played BC7 MOD, so I did not understand correctly, I tested and seen why you did not like this (feature).

http://gtamodding.com

7Bc7 Mod Help Empty Re: Bc7 Mod Help Mon Jul 06, 2009 12:42 am

_CJ360_

_CJ360_

thx but is there a way to keep the car spawns working to? Deleting that stops the other car spawns.

8Bc7 Mod Help Empty Re: Bc7 Mod Help Mon Jul 06, 2009 2:18 am

gtasbigfoot

gtasbigfoot
Admin



Yea, your right it does.
Well, it's easy again - go to label :BC7_845 and just delete the lines:


Code:

0001: wait 0 ms
00D6: if
0AB0:  key_pressed 32
0AB0:  key_pressed 67
004D: jump_if_false @BC7_879
0001: wait 0 ms
0002: jump @COLOR_11373


You can leave the label BC7_845 (it of course does nothing on its own, but some parts of the script are jumping to this label, so either leave it or replace the jumps which are jumping to this label to :BC7_879 the script will go on to :BC7_879 either way, anyway (it's right after the bike-spawn keypress key check)).

BC7 used the global $CARMODEL for both the spawner and the bike spawn, all you need to do is delete the key presses of the bike spawn - to stop it from spawning.

Hope you understand me Grin Smile.

http://gtamodding.com

9Bc7 Mod Help Empty Re: Bc7 Mod Help Tue Jul 07, 2009 5:38 am

_CJ360_

_CJ360_

Yea thx mon
edit doublecheck the else jump to 879: else_jump @BC7_879isn't needed right?

10Bc7 Mod Help Empty Re: Bc7 Mod Help Tue Jul 07, 2009 6:07 am

gtasbigfoot

gtasbigfoot
Admin



Your deleting all the selection of the code I posted, so yea for sure.

Delete all that I have posted from the script,

you should see after:


Code:

:BC7_845
:BC7_879


Other parts of the code are jumping to label 845, so leave that, but you can delete label 879 if you want, it's useless now.

So after it looks like:


Code:

:BC7_845
0001: wait 0 ms
00D6: if
0256:  player $PLAYER_CHAR defined
0AB0:  key_pressed 116
004D: jump_if_false @BC7_9
0001: wait 0 ms
0002: jump @BC7_1013


Very easy.

http://gtamodding.com

11Bc7 Mod Help Empty pengpeng Fri Aug 20, 2010 11:19 am

pengpeng



Legibility is usually measured through speed of reading, with comprehension scores used ed hardy kleidungto check for effectivenessed hardy schuhe (ie, not a rushed or carelessed hardy read).

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