AguiaX2
AguiaX2
Scripter CLEO - Intermediário
Scripter CLEO - Intermediário
Mensagens : 653
Reputação : 38
Desde : 19/08/2015
Idade : 18
Localização : Em algum lugar do brasil
Link : https://www.youtube.com/watch?v=lMB18XPgEWA
Ter 03 Maio 2016, 14:56
Shark-O-Matic Gun v1.1


O que esse mod faz?? Esse mod faz que quando atire em alguém um tubarão aparece e devora a pessoa que você deu o tiro  :)  


Controles

Para Ativar digite SHARK
Para fazer o tubarão aparece, apenas de um tiro em alguma pessoa


Fotos

Shark-O-Matic Gun X1nlmo  

Shark-O-Matic Gun 2dkztlk

Shark-O-Matic Gun 2n22tma

Video:





Downloads

Download

Download (English)


Mais uma Coisa !
Eu deixei um Source para quem quiser ver ( info: Pode ter alguns erros pois não sou bom em cleo  :) )


Agradecimento Especial para o Junior_djjr por me dar uma ajuda  :)  
Espero que Gostem  :)


Última edição por AguiaX2 em Qui 05 Maio 2016, 00:24, editado 4 vez(es)

______________________________
Shark-O-Matic Gun 2cfb98j

Shark-O-Matic Gun 2uruk8x
Junior_Djjr
Junior_Djjr
Scripter CLEO - Avançado
Scripter CLEO - Avançado
Título : Censurando since 2011
Mensagens : 22701
Reputação : 727
Desde : 03/05/2012
Idade : 25
Localização : Ibitinga - SP
Link : www.MixMods.com.br
http://MixMods.com.br
Ter 03 Maio 2016, 15:15
Q loco mano, igual aquele do GTA IV/V

______________________________
BMS agora em nova plataforma:
Forum.MixMods.com.br
Junior_Djjr
Junior_Djjr
Scripter CLEO - Avançado
Scripter CLEO - Avançado
Título : Censurando since 2011
Mensagens : 22701
Reputação : 727
Desde : 03/05/2012
Idade : 25
Localização : Ibitinga - SP
Link : www.MixMods.com.br
http://MixMods.com.br
Ter 03 Maio 2016, 15:26
Código:
    0470: Wp = actor PlayerA current_weapon
    if and  
    82D8: not  actor PlayerA current_weapon == 0
    82D8: not  actor PlayerA current_weapon == 1
    82D8: not  actor PlayerA current_weapon == 2
    82D8: not  actor PlayerA current_weapon == 3
    82D8: not  actor PlayerA current_weapon == 4
    82D8: not  actor PlayerA current_weapon == 5
    82D8: not  actor PlayerA current_weapon == 6
    02D8:   actor PlayerA current_weapon == Wp
????
Código:
0470: Wp = actor PlayerA current_weapon
(...)
02D8:   actor PlayerA current_weapon == Wp
Ham?

Tbm não entendi pq checar uma por uma, pq não soh fazer isso?
Código:
if Wp > 6

Código:
031D:   actor ped hit_by_weapon Wp
Ué, e se outra pessoa na qual tem a msm arma q vc atirar no ped?
Vc devia ter checado se foi o CJ q atirou nele
Código:
051A:  actor 1@ damaged_by_actor $PLAYER_ACTOR

Código:
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -7.3 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -7.2 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -7.1 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -7.0 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.9 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.8 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.7 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.6 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.5 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.4 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.3 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.2 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.1 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.0 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.9 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.8 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.7 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.6 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.5 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.4 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.3 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.2 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.1 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.0 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.9 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.8 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.7 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.6 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.5 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.4 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.3 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.2 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.1 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.0 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.9 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.8 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.7 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.6 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.5 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.4 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.3 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.2 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.1 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.0 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.9 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.8 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.7 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.6 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.5 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.4 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.3 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.2 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.1 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.0 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -1.9 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -1.8 rotation 100.0 0.0 0.0
=
Código:
25@ = -7.3
repeat
    wait 0
    if 056D:   actor ped defined
    jf break                                                                                  
    069B: attach_object obj to_actor ped with_offset 0.0 0.0 25@ rotation 100.0 0.0 0.0
    007F: 25@ -= frame_delta_time * 1.0 //coloque a velocidade q vc quer no 1.0
until 25@ < -1.8
Terá movimento mais suave, menos linhas de código, corrigirá o crash de quando o ped sumia do mapa e eh adaptado para funcionar na msm velocidade de movimento em qualquer FPS enquanto antes, quanto mais FPS tinha mais rápido ele ia e vice versa

O erro mais grave q vc faz eh não checar se o ped ainda está disponível depois de um wait, pois se ele sumiu do mapa o jogo irá crashar. Msm coisa para carros etc, um erro muito comum, eh oq mais dah crash nos mods

Eu gosto de fazer isso:
Código:
:ProcessAndCheck
wait 0
if 056D:   actor ped defined
return
Beleza, daí eh soh:
Código:
25@ = -7.3
repeat
    if gosub @ProcessAndCheck
    jf break                                                                                  
    069B: attach_object obj to_actor ped with_offset 0.0 0.0 25@ rotation 100.0 0.0 0.0
    007F: 25@ -= frame_delta_time * 1.0
until 25@ < -1.8
Ou seja, substituir todos os wait 0 por este gosub com um if, e assim caso falso vc manda o script para algum tipo de desativação etc, tipo, caso falso, manda o script parar tudo oq está fazendo, descarregar as coisas e voltar pro início de tudo pois esse ped jah se foi, tipo isso

Quem sabe até fazer um script extra onde vc aperta uma tecla e apaga todos os peds no mapa, acho q seria interessante para testar se seus mods estão adaptados a um ped sumir do mapa

______________________________
BMS agora em nova plataforma:
Forum.MixMods.com.br
AguiaX2
AguiaX2
Scripter CLEO - Intermediário
Scripter CLEO - Intermediário
Mensagens : 653
Reputação : 38
Desde : 19/08/2015
Idade : 18
Localização : Em algum lugar do brasil
Link : https://www.youtube.com/watch?v=lMB18XPgEWA
Ter 03 Maio 2016, 16:21
@Junior_Djjr escreveu:
Código:
    0470: Wp = actor PlayerA current_weapon
    if and  
    82D8: not  actor PlayerA current_weapon == 0
    82D8: not  actor PlayerA current_weapon == 1
    82D8: not  actor PlayerA current_weapon == 2
    82D8: not  actor PlayerA current_weapon == 3
    82D8: not  actor PlayerA current_weapon == 4
    82D8: not  actor PlayerA current_weapon == 5
    82D8: not  actor PlayerA current_weapon == 6
    02D8:   actor PlayerA current_weapon == Wp
????
Código:
0470: Wp = actor PlayerA current_weapon
(...)
02D8:   actor PlayerA current_weapon == Wp
Ham?

Tbm não entendi pq checar uma por uma, pq não soh fazer isso?
Código:
if Wp > 6

Código:
031D:   actor ped hit_by_weapon Wp
Ué, e se outra pessoa na qual tem a msm arma q vc atirar no ped?
Vc devia ter checado se foi o CJ q atirou nele
Código:
051A:   actor 1@ damaged_by_actor $PLAYER_ACTOR

Código:
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -7.3 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -7.2 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -7.1 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -7.0 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.9 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.8 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.7 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.6 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.5 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.4 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.3 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.2 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.1 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -6.0 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.9 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.8 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.7 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.6 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.5 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.4 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.3 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.2 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.1 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -5.0 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.9 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.8 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.7 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.6 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.5 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.4 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.3 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.2 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.1 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -4.0 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.9 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.8 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.7 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.6 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.5 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.4 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.3 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.2 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.1 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -3.0 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.9 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.8 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.7 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.6 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.5 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.4 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.3 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.2 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.1 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -2.0 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -1.9 rotation 100.0 0.0 0.0
wait 0
069B: attach_object obj to_actor ped with_offset 0.0 0.0 -1.8 rotation 100.0 0.0 0.0
=
Código:
25@ = -7.3
repeat
    wait 0
    if 056D:   actor ped defined
    jf break                                                                                  
    069B: attach_object obj to_actor ped with_offset 0.0 0.0 25@ rotation 100.0 0.0 0.0
    007F: 25@ -= frame_delta_time * 1.0 //coloque a velocidade q vc quer no 1.0
until 25@ < -1.8
Terá movimento mais suave, menos linhas de código, corrigirá o crash de quando o ped sumia do mapa e eh adaptado para funcionar na msm velocidade de movimento em qualquer FPS enquanto antes, quanto mais FPS tinha mais rápido ele ia e vice versa

O erro mais grave q vc faz eh não checar se o ped ainda está disponível depois de um wait, pois se ele sumiu do mapa o jogo irá crashar. Msm coisa para carros etc, um erro muito comum, eh oq mais dah crash nos mods

Eu gosto de fazer isso:
Código:
:ProcessAndCheck
wait 0
if 056D:   actor ped defined
return
Beleza, daí eh soh:
Código:
25@ = -7.3
repeat
    if gosub @ProcessAndCheck
    jf break                                                                                  
    069B: attach_object obj to_actor ped with_offset 0.0 0.0 25@ rotation 100.0 0.0 0.0
    007F: 25@ -= frame_delta_time * 1.0
until 25@ < -1.8
Ou seja, substituir todos os wait 0 por este gosub com um if, e assim caso falso vc manda o script para algum tipo de desativação etc, tipo, caso falso, manda o script parar tudo oq está fazendo, descarregar as coisas e voltar pro início de tudo pois esse ped jah se foi, tipo isso

Quem sabe até fazer um script extra onde vc aperta uma tecla e apaga todos os peds no mapa, acho q seria interessante para testar se seus mods estão adaptados a um ped sumir do mapa
Vlw pelas dicas :)

______________________________
Shark-O-Matic Gun 2cfb98j

Shark-O-Matic Gun 2uruk8x
avatar
Izuna
Moderador
Moderador
Mensagens : 3944
Reputação : 59
Desde : 03/06/2012
Qui 05 Maio 2016, 18:07
@Junior_Djjr escreveu:Q loco mano, igual aquele do GTA IV/V
É DO SAINTS ROW
REEEEEEEEEEEEEEEEEEEEEEEEE
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