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GTA San Andreas Cars

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GTA V Cars

GTA V-ar Grotti Cheetah Retrò


Autor: Automan
Datum: 13.01.2020
Downloads: 11444 | Statistiken
Dateigröße: 4.439 MB

Bewertung:
10.00 bei 14 Bewertungen

-Variation, inspired by Ferrari P5 ('68), Alfa Romeo 33.2 ('69).
-Add. Cheetah type for replace.
-Tool/tutorial add vehicles: http://misterix.forumfree.it/?t=75121054
-Reflections & plate in GTA-V style. -Personal editable plate:
All GTA-V plate, with #7 bumpers font & #17 plates; alpha platea for remove plate.
-Scale 110%. -Polygons base 33,206.
-1 extra tuning. Nothing livery. 2nd color interior.
-Damaged parts: Only Doors, Boot and Rear Bumper.
-Light LOD. Flat Shadow. Adapted Collision. All data strings.
-IVF211+ASI12 version.
-Android version; without environment reflections & extra for 3D > 3MB.
Texture installation:
With TXDf*ck import in txd.txt file all texture with 'Uncompressed with alpha'.
-SA-MP/MTA no testing. Tested in ENB30+CLEO43.
-Open source, files unlocked: only credits required for use it.

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21 Kommentare bisher
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Leinad
"Vic"
Vic
Comments: 0
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13.01.2020, 18:39

shok I was looking this car a few year ago!!!

10/10


Automan
"Vic"
Vic
Comments: 0
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14.01.2020, 08:59

 Quote: Leinad

shok I was looking this car a few year ago!!!

10/10

My Ferrari P7, now GTA-V style! biggrin


cacahuete
"Vic"
Vic
Comments: 0
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14.01.2020, 18:27

Can you convert to SA the North Yankton cars?


Automan
"Vic"
Vic
Comments: 0
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15.01.2020, 07:50

 Quote: cacahuete

Can you convert to SA the North Yankton cars?

I don't see the usefulness of these snowy vehicles in gtaSA... hunter


cacahuete
"Vic"
Vic
Comments: 0
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15.01.2020, 18:00

@Automanbut in the winter mods if, of course if you want if not then do not do it


16.01.2020, 09:49

@Automan I have a question, does the insurgent, half-track and other vehicles have functional turrets??? I ask because I have a project with the Alexander Blade Vehicles Special Abilities Editor v1.1 mod, I also have a cleo script for machine guns or cannons for the turrets of those vehicles, I already did it with the HVY APC even with crosshair, if you give me your permission I could publish the mod giving the respective credits to all the creators of the mods that I will editbiggrincraydash


Automan
"Vic"
Vic
Comments: 0
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16.01.2020, 12:04

 Quote: cacahuete

@Automanbut in the winter mods if, of course if you want if not then do not do it

So, if someone needs for winter mods, it's not a general conversion, and now I don't have time to make custom mods. biggrin

 Quote: Automan is the best

@Automan I have a question, does the insurgent, half-track and other vehicles have functional turrets??? I ask because I have a project with the Alexander Blade Vehicles Special Abilities Editor v1.1 mod, I also have a cleo script for machine guns or cannons for the turrets of those vehicles, I already did it with the HVY APC even with crosshair, if you give me your permission I could publish the mod giving the respective credits to all the creators of the mods that I will editbiggrincraydash

As I always specify in my mods, permission is not required, as long as there are credits. good
The turret does not rotate, in my scripts, it could therefore be anything... Laugh


16.01.2020, 12:19

@Automan
I will see if they rotate, I have seen that in other conversions they rotate if you replace the swatvan and with the special ability so script you can give the functionality to the turret and rotate it as in the swatvan and the rhino to any other vehicle but I don't know about dff files. tried with the Weaponized Tampa and the turret does not work using the script but with the HVY APC it doesdash


Automan
"Vic"
Vic
Comments: 0
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17.01.2020, 16:32

 Quote: Automan is the best

@Automan
I will see if they rotate, I have seen that in other conversions they rotate if you replace the swatvan and with the special ability so script you can give the functionality to the turret and rotate it as in the swatvan and the rhino to any other vehicle but I don't know about dff files. tried with the Weaponized Tampa and the turret does not work using the script but with the HVY APC it doesdash

Yes, the turret can also rotate, if the model foresees it, but the script is in motionless fire... smile


18.01.2020, 10:00

@Automan I have a cleo script that is not motionless firebiggrin


18.01.2020, 10:04

@Automan is the best it is a script that someone made for the INSURGENT if it replaces the SWATVAN in Sanny Builder just need to change the vehicle id to which I want to have That machinegun mod and then set a working turret from Rhino ability, Why from Rhino?? because if a Swatvan it will also throw watergood


18.01.2020, 10:08

; [VEHICLE SPECIAL ABILITIES EDITOR]
; [ALPHA RELEASE]
; http://Alexander.SannyBuilder.com
; (C) Alexander 2007-2008
;

[MAIN]
CheckExeVersion=1
BUCKETs=1
CISTERNs=1
PACKERs=1
TRUCK_HOOKs=1
TRACTOR_HOOKs=1
ADV_HYDRALICs=2
WATER_JETs=2
TURRETs_1=2
TURRETs_2=1
UP/DOWN_LIGHTS=1
TRAILER_HOOKs=4

[BUCKETs] ; Dozer
486

[CISTERNs] ; Cement
524

[PACKERs] ; Packer
443

[TRUCK_HOOKs] ; Truck
525

[TRACTOR_HOOKs] ; Tracktor
531

[ADV_HYDRALICs] ; Bandito , HotKnife
434
568

[WATER_JETs] ; FireTruck , SwatVan
407
601

[TURRETs_1] ; Turret mooving like Rhino and SwatVan have
432
601

[TURRETs_2] ; Turret mooving like FireTruck has
407

[UP/DOWN_LIGHTS] ; ZR 350
477

[TRAILER_HOOKs] ; Linerun , RDTrain , petrol etc (def values)
403
514
515
591

This is the config of the ASI SCRIPT made by Alexander Blade with this you can make turret to be functional you just need to set the number of vehicles with the ability and write down the ID of the vehiclebiggrin


18.01.2020, 10:18

This is the cleo script you just need to change vehicle Id 601 to the Id o the vehicle you want to have a moving machinegungood

{$CLEO}
0A95: enable_thread_saving
014B: 9@ = init_parked_car_generator 601 1 1 0 alarm 0 door_lock 0 1 40000 at -1968.4062 100.8711 27.6875 angle 90.0
014C: set_parked_car_generator 9@ cars_to_generate_to 1
while true
wait 0
if
player.Defined($player_char)
then
if
856E: not car 30@ defined
then
if
03CA: object 31@ exists
then
object.Destroy(31@)
end
if
Actor.DrivingVehicleType($PLAYER_ACTOR, 601)
then
30@ = Actor.CurrentCar($PLAYER_ACTOR)
end
else
if
83CA: not object 31@ exists
then
model.Load(362)
repeat
wait 0
until model.Available(362)
object.Create(31@ 362 0.0 0.0 -100.0)
model.Destroy(362)
0750: set_object 31@ visibility 0
if and
056E: car 30@ defined
03CA: object 31@ exists
then
0681: attach_object 31@ to_car 30@ with_offset -10.0 -10.0 -2.0 rotation 0.0 30.0 94.0
car.SetImmunities(30@ 1 1 1 1 1)
053F: set_car 30@ tires_vulnerability 0
end
else
if
056E: car 30@ defined
then
if
actor.InCar($PLAYER_ACTOR 30@)
then
if
0AB0: key_pressed 219 // [ button - lock doors
then
020A: set_car 30@ door_status_to 2
end
if
82BF: not car 30@ sunk
then
068D: get_camera_position_to 0@ 1@ 2@
068E: get_camera_target_point_to 3@ 4@ 5@
0174: 17@ = car 30@ Z_angle
//-----------------------------------------------------------????????? ???? ?? X
050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 3@ 4@ 5@
0087: 10@ = 5@ // (float)
0063: 10@ -= 2@ // (float)
0073: 10@ /= 6@ // (float) = sin
0087: 7@ = 10@ // (float)
0087: 8@ = 10@ // (float)
006B: 10@ *= 7@ // (float)
006B: 10@ *= 7@ // (float)
10@ /= 6.0 //ñòðåëÿåò âíèç èëè ââåðõ
005B: 8@ += 10@ // (float)
10@ *= 6.0 //ñòðåëÿåò âíèç èëè ââåðõ
006B: 10@ *= 7@ // (float)
006B: 10@ *= 7@ // (float)
10@ *= 0.075 //ñòðåëÿåò âíèç èëè ââåðõ
005B: 8@ += 10@ // (float)
10@ /= 0.075 //ñòðåëÿåò âíèç èëè ââåðõ
006B: 10@ *= 7@ // (float)
006B: 10@ *= 7@ // (float)
10@ *= 0.0446 //ñòðåëÿåò âíèç èëè ââåðõ
005B: 8@ += 10@ // (float) arcsinX = X + (X^3)/6 + (X^5)*3/40 + (X^7)*15/336
8@ *= -57.296 // íàïðàâëåíèå îãíÿ
8@ += 360.0
//-----------------------------------------------------------????????? ???? ?? Z
0063: 3@ -= 0@ // (float)
0063: 4@ -= 1@ // (float)
0604: get_Z_angle_for_point 3@ 4@ store_to 2@ // 1 ???????? - x2-x1 2 ???????? - y2-y1
//-----------------------------------------------------------????????? ???????? ?? ???? X ? Y
0063: 2@ -= 17@ // (float)
2@ += 180.0 // ????? ??????? ????? ????????????? ?????? ?? ??????? ?????
02F6: 3@ = cosine 2@ // (float) ?????
02F7: 4@ = sine 2@ // (float) ???????
3@ *= -0.1// òî÷êè êðó÷åíèÿ ïë
4@ *= 0.1
//-----------------------------------------------------------??????????? ???????
2@ -= 90.0 // 94 ÷òîáû áûë ðîâíà
4@ -= 1.0
if
8@ < 320.0
then
8@ = 320.0
end
if
8@ > 395.0
then
8@ = 395.0
end
if and
056E: car 30@ defined
03CA: object 31@ exists
then
0681: attach_object 31@ to_car 30@ with_offset 3@ 4@ 1.8 rotation -2.0 8@ 2@
if
0AB0: key_pressed 2 // ??? - ?????
then
0400: store_coords_to 11@ 12@ 13@ from_object 31@ with_offset 1.17 0.0 0.42
0400: store_coords_to 14@ 15@ 16@ from_object 31@ with_offset 1150.0 -100.0 550.0
06BC: create_M4_shoot_from 11@ 12@ 13@ target 14@ 15@ 16@ energy 1000
066E: create_particle "GUNFLASH" attached_to_object 31@ with_offset 1.17 0.0 0.42 rotation -2.866024961519 0 0.500000766025 flag 1 handle_as 18@
066E: create_particle "GUNSMOKE" attached_to_object 31@ with_offset 0.00 0.0 0.0 rotation -2.866024961519 0 10.500000766025 flag 1 handle_as 21@
09F1: play_audio_at_actor $PLAYER_ACTOR event 1157
064C: make_particle 18@ visible
064F: remove_references_to_particle 18@
064C: make_particle 21@ visible
064F: remove_references_to_particle 21@
end
end
end // not car sunk
else
020A: set_car 30@ door_status_to 0 // door unlock
if or
8202: not actor $PLAYER_ACTOR near_car 30@ radius 200.0 200.0 flag 0
02BF: car 30@ sunk
then
car.RemoveReferences(30@)
end
end // actor in car
end // car defined
end // object 31@ exists
end
end
end


18.01.2020, 10:25

This is the Cleo Script to make the Rhino or any other vehicle have a moving cannon like Rhino and also with a crosshair similar to the one of GTA V, this mod is made by Hayate Kankichi and it's a good imrpovement from Ryosuke's Rhino Cannon cleo mod biggrin

{$CLEO .cs}

//-------------MAIN---------------
thread 'VSTYLE'

:VSTYLE_11
32@ = 1500
wait 0
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #RHINO)
jf @VSTYLE_11
0@ = Actor.CurrentCar($PLAYER_ACTOR)
0A97: 4@ = car 0@ struct
4@ += 2380
0A97: 5@ = car 0@ struct
5@ += 2384
Model.Load(#GRENADE)
Model.Load(1551)
038B: load_requested_models
0390: load_txd_dictionary "PAISUN"
038F: load_texture "BBFJ" as 2 // Load dictionary with 0390 first

:VSTYLE_114
wait 0
if and
Model.Available(#GRENADE)
Model.Available(1551)
jf @VSTYLE_114
0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset 0.0 0.0 1.1
2@ = Object.Create(1551, 7@, 8@, 9@)
3@ = Object.Create(1551, 7@, 8@, 9@)
0681: attach_object 2@ to_car 0@ with_offset 0.0 0.0 1.1 rotation 0.0 0.0 0.0
069A: attach_object 3@ to_object 2@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
Object.CollisionDetection(2@) = False
Object.SetImmunities(2@, 1, 1, 1, 1, 1)
Object.CollisionDetection(3@) = False
Object.SetImmunities(3@, 1, 1, 1, 1, 1)

:VSTYLE_322
wait 0
if
Actor.Driving($PLAYER_ACTOR)
jf @VSTYLE_3553
0A8C: write_memory 12045956 size 4 value 2147483647 virtual_protect 0
if
83CA: not object 1@ exists
0AA0: gosub_if_false @VSTYLE_1921
0A8D: 9@ = read_memory 4@ size 4 virtual_protect 0
0A8D: 7@ = read_memory 5@ size 4 virtual_protect 0
7@ *= 180.0
9@ *= 180.0
7@ /= 3.141593
9@ /= 3.141593
0681: attach_object 2@ to_car 0@ with_offset 0.0 0.0 1.1 rotation 0.0 0.0 9@
069A: attach_object 3@ to_object 2@ with_offset 0.0 0.0 0.0 rotation 7@ 0.0 0.0
068D: get_camera_position_to 16@ 17@ 18@
0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 0.0 5000.0 0.0
0063: 10@ -= 16@ // (float)
0063: 11@ -= 17@ // (float)
0063: 12@ -= 18@ // (float)
050A: 19@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
19@ /= 10.0
0073: 10@ /= 19@ // (float)
0073: 11@ /= 19@ // (float)
0073: 12@ /= 19@ // (float)
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 0.0 6.487 0.206
25@ = 0

:VSTYLE_673
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
if
86BD: not no_obstacles_between 16@ 17@ 18@ and 7@ 8@ 9@ solid 1 car 1 actor 1 object 0 particle 0
jf @VSTYLE_923
0063: 7@ -= 10@ // (float)
0063: 8@ -= 11@ // (float)
0063: 9@ -= 12@ // (float)
10@ *= 0.05
11@ *= 0.05
12@ *= 0.05
25@ = 0

:VSTYLE_799
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
if
86BD: not no_obstacles_between 16@ 17@ 18@ and 7@ 8@ 9@ solid 1 car 1 actor 1 object 0 particle 0
jf @VSTYLE_895
0063: 7@ -= 10@ // (float)
0063: 8@ -= 11@ // (float)
0063: 9@ -= 12@ // (float)
jump @VSTYLE_916

:VSTYLE_895
25@ += 1
25@ > 20
jf @VSTYLE_799

:VSTYLE_916
jump @VSTYLE_944

:VSTYLE_923
25@ += 1
25@ > 50
jf @VSTYLE_673

:VSTYLE_944
0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 0.0 6.487 0.206
050A: 19@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
19@ /= 850.0
006B: 19@ *= 19@ // (float)
19@ *= 4.0
0063: 9@ -= 19@ // (float)
068D: get_camera_position_to 16@ 17@ 18@
0063: 7@ -= 16@ // (float)
0063: 8@ -= 17@ // (float)
0063: 9@ -= 18@ // (float)
050A: 19@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 0.0 0.0 0.0
19@ /= 5.0
0073: 7@ /= 19@ // (float)
0073: 8@ /= 19@ // (float)
0073: 9@ /= 19@ // (float)
005B: 7@ += 16@ // (float)
005B: 8@ += 17@ // (float)
005B: 9@ += 18@ // (float)
068D: get_camera_position_to 16@ 17@ 18@
0063: 7@ -= 16@ // (float)
0063: 8@ -= 17@ // (float)
0063: 9@ -= 18@ // (float)
050A: 19@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 0.0 0.0 0.0
19@ /= 5.0
0073: 7@ /= 19@ // (float)
0073: 8@ /= 19@ // (float)
0073: 9@ /= 19@ // (float)
005B: 7@ += 16@ // (float)
005B: 8@ += 17@ // (float)
005B: 9@ += 18@ // (float)
038D: draw_texture 2 position 320.0 80.0 size 86.0 86.0 RGBA 255 255 255 255
wait 0
03F0: enable_text_draw 0
if
03CA: object 1@ exists
jf @VSTYLE_1350
059F: get_object 1@ velocity_in_direction 16@ 17@ 18@

:VSTYLE_1350
if
150 > 32@
jf @VSTYLE_1423
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 0.0 6.487 0.206
09E5: create_flash_light_at 7@ 8@ 9@ RGB_mask 1024 768 256 radius 25.0

:VSTYLE_1423
if
32@ > 1500
jf @VSTYLE_322
if or
00E1: player 0 pressed_key 4
00E1: player 0 pressed_key 17
jf @VSTYLE_322
if
03CA: object 1@ exists
jf @VSTYLE_1486
Object.Destroy(1@)

:VSTYLE_1486
066D: 6@ = attach_particle "TANK_FIRE" to_object 3@ with_offset 0.0 6.487 0.206 type 1
064C: make_particle 6@ visible
097B: play_audio_at_object 3@ event 1159
0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset 0.0 0.0 0.0
1@ = Object.Create(1551, 7@, 8@, 9@)
Object.SetImmunities(1@, 1, 1, 1, 1, 1)
0906: set_object 1@ mass_to 1.0 // float
0908: set_object 1@ turn_mass_to 1000000.0 // float
069A: attach_object 1@ to_object 3@ with_offset 0.0 6.487 0.206 rotation -90.0 0.0 0.0
Object.CollisionDetection(1@) = True
0682: detach_object 1@ 0.0 0.0 0.0 collision_detection 0
04D9: object 1@ set_scripted_collision_check 1
08D2: object 1@ scale_model 1.5
0A98: 8@ = object 1@ struct
8@ += 152
0A8C: write_memory 8@ size 4 value 1.0 virtual_protect 0
0400: store_coords_to 7@ 8@ 9@ from_object 1@ with_offset 0.0 0.0 0.0
0400: store_coords_to 10@ 11@ 12@ from_object 1@ with_offset 0.0 0.0 850.0
0063: 10@ -= 7@ // (float)
0063: 11@ -= 8@ // (float)
0063: 12@ -= 9@ // (float)
06A2: get_car 0@ velocity_in_direction_XYZ 7@ 8@ 9@
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
005B: 9@ += 12@ // (float)
0400: store_coords_to 13@ 14@ 15@ from_object 3@ with_offset 0.0 6.487 0.206
059F: get_object 1@ velocity_in_direction 16@ 17@ 18@
Object.Throw(1@, 7@, 8@, 9@)
32@ = 0
jump @VSTYLE_322

:VSTYLE_1921
0400: store_coords_to 7@ 8@ 9@ from_object 1@ with_offset 0.0 0.0 0.0
if
84DA: not has_object 1@ collided
jf @VSTYLE_2020
050A: 19@ = distance_between_XYZ 13@ 14@ 15@ and_XYZ 7@ 8@ 9@
0063: 7@ -= 13@ // (float)
0063: 8@ -= 14@ // (float)
0063: 9@ -= 15@ // (float)
jump @VSTYLE_2226

:VSTYLE_2020
0A8D: 23@ = read_memory 12010644 size 4 virtual_protect 0
23@ += 4
0A8D: 23@ = read_memory 23@ size 4 virtual_protect 0
24@ = 0

:VSTYLE_2060
0A8D: 22@ = read_memory 23@ size 1 virtual_protect 0
23@ += 1
if and
22@ >= 0
128 > 22@
jf @VSTYLE_2150
005A: 22@ += 24@ // (int)
if and
803B: not 0@ == 22@ // (int)
not Car.Wrecked(22@)
0897: car 22@ collided_with_object 1@
jf @VSTYLE_2150
020B: explode_car 22@

:VSTYLE_2150
24@ += 256
24@ > 27904
jf @VSTYLE_2060
050A: 19@ = distance_between_XYZ 16@ 17@ 18@ and_XYZ 0.0 0.0 0.0
0087: 7@ = 16@ // (float)
0087: 8@ = 17@ // (float)
0087: 9@ = 18@ // (float)

:VSTYLE_2226
0073: 7@ /= 19@ // (float)
0073: 8@ /= 19@ // (float)
0073: 9@ /= 19@ // (float)
if
04E7: object 1@ in_water
jf @VSTYLE_2273
Object.Destroy(1@)
return

:VSTYLE_2273
20@ = 0.0
21@ = 4
if and
84DA: not has_object 1@ collided
06BD: no_obstacles_between 16@ 17@ 18@ and 13@ 14@ 15@ solid 1 car 1 actor 1 object 0 particle 0
jf @VSTYLE_2809

:VSTYLE_2336
0025: 19@ > 20@ // (float)
jf @VSTYLE_2802
005B: 13@ += 7@ // (float)
005B: 14@ += 8@ // (float)
005B: 15@ += 9@ // (float)
095C: create_smoke_at 13@ 14@ 15@ velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 0.5 size 0.1 last_factor 0.125
20@ += 1.0
21@ += 1
if
21@ == 5
jf @VSTYLE_2795
09E5: create_flash_light_at 13@ 14@ 15@ RGB_mask 1024 768 256 radius 25.0
21@ = 0
0A8D: 23@ = read_memory 12010644 size 4 virtual_protect 0
23@ += 4
0A8D: 23@ = read_memory 23@ size 4 virtual_protect 0
24@ = 0

:VSTYLE_2538
0A8D: 22@ = read_memory 23@ size 1 virtual_protect 0
23@ += 1
if and
22@ >= 0
128 > 22@
jf @VSTYLE_2772
005A: 22@ += 24@ // (int)
25@ = Car.Model(22@)
if or
0820: model 25@ heli
081F: model 25@ plane
081E: model 25@ boat
jf @VSTYLE_2772
if and
803B: not 0@ == 22@ // (int)
01AF: car 22@ sphere 0 in_sphere 13@ 14@ 15@ radius 7.5 7.5 7.5
jf @VSTYLE_2772
005B: 16@ += 7@ // (float)
005B: 17@ += 8@ // (float)
005B: 18@ += 9@ // (float)
097A: play_audio_at 16@ 17@ 18@ event 1159
020C: create_explosion_with_radius 0 at 16@ 17@ 18@
020C: create_explosion_with_radius 5 at 16@ 17@ 18@
020C: create_explosion_with_radius 8 at 16@ 17@ 18@
020C: create_explosion_with_radius 8 at 16@ 17@ 18@
Object.Destroy(1@)
return

:VSTYLE_2772
24@ += 256
24@ > 27904
jf @VSTYLE_2538

:VSTYLE_2795
jump @VSTYLE_2336

:VSTYLE_2802
jump @VSTYLE_3508

:VSTYLE_2809
0025: 19@ > 20@ // (float)
jf @VSTYLE_3508
0087: 16@ = 13@ // (float)
0087: 17@ = 14@ // (float)
0087: 18@ = 15@ // (float)
0063: 16@ -= 7@ // (float)
0063: 17@ -= 8@ // (float)
0063: 18@ -= 9@ // (float)
005B: 13@ += 7@ // (float)
005B: 14@ += 8@ // (float)
005B: 15@ += 9@ // (float)
if or
04DA: has_object 1@ collided
81AF: not car 0@ sphere 0 in_sphere 13@ 14@ 15@ radius 5.0 5.0 2.5
jf @VSTYLE_3081
if
86BD: not no_obstacles_between 16@ 17@ 18@ and 13@ 14@ 15@ solid 1 car 1 actor 1 object 0 particle 0
jf @VSTYLE_3081
005B: 16@ += 7@ // (float)
005B: 17@ += 8@ // (float)
005B: 18@ += 9@ // (float)
097A: play_audio_at 16@ 17@ 18@ event 1159
020C: create_explosion_with_radius 0 at 16@ 17@ 18@
020C: create_explosion_with_radius 5 at 16@ 17@ 18@
020C: create_explosion_with_radius 8 at 16@ 17@ 18@
020C: create_explosion_with_radius 8 at 16@ 17@ 18@
Object.Destroy(1@)
return

:VSTYLE_3081
095C: create_smoke_at 13@ 14@ 15@ velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 0.5 size 0.1 last_factor 0.125
20@ += 1.0
21@ += 1
if
21@ == 5
jf @VSTYLE_3501
09E5: create_flash_light_at 13@ 14@ 15@ RGB_mask 1024 768 256 radius 25.0
21@ = 0
0A8D: 23@ = read_memory 12010644 size 4 virtual_protect 0
23@ += 4
0A8D: 23@ = read_memory 23@ size 4 virtual_protect 0
24@ = 0

:VSTYLE_3244
0A8D: 22@ = read_memory 23@ size 1 virtual_protect 0
23@ += 1
if and
22@ >= 0
128 > 22@
jf @VSTYLE_3478
005A: 22@ += 24@ // (int)
25@ = Car.Model(22@)
if or
0820: model 25@ heli
081F: model 25@ plane
081E: model 25@ boat
jf @VSTYLE_3478
if and
803B: not 0@ == 22@ // (int)
01AF: car 22@ sphere 0 in_sphere 13@ 14@ 15@ radius 7.5 7.5 7.5
jf @VSTYLE_3478
005B: 16@ += 7@ // (float)
005B: 17@ += 8@ // (float)
005B: 18@ += 9@ // (float)
097A: play_audio_at 16@ 17@ 18@ event 1159
020C: create_explosion_with_radius 0 at 16@ 17@ 18@
020C: create_explosion_with_radius 5 at 16@ 17@ 18@
020C: create_explosion_with_radius 8 at 16@ 17@ 18@
020C: create_explosion_with_radius 8 at 16@ 17@ 18@
Object.Destroy(1@)
return

:VSTYLE_3478
24@ += 256
24@ > 27904
jf @VSTYLE_3244

:VSTYLE_3501
jump @VSTYLE_2809

:VSTYLE_3508
0400: store_coords_to 13@ 14@ 15@ from_object 1@ with_offset 0.0 0.0 0.0
059F: get_object 1@ velocity_in_direction 16@ 17@ 18@
return

:VSTYLE_3553
0A8C: write_memory 12045956 size 4 value 0 virtual_protect 0
if
03CA: object 1@ exists
jf @VSTYLE_3587
Object.Destroy(1@)

:VSTYLE_3587
Object.Destroy(2@)
Object.Destroy(3@)
Model.Destroy(#GRENADE)
Model.Destroy(1551)
jump @VSTYLE_11
0509: 13@ = distance_between_XY 14@ 15@ and_XY 0.0 0.0
0073: 14@ /= 13@ // (float)
0073: 15@ /= 13@ // (float)
0509: 13@ = distance_between_XY 14@ 15@ and_XY 0.0 1.0
16@ = 0

:VSTYLE_3679
13@ /= 2.0
006B: 13@ *= 13@ // (float)
0087: 15@ = 13@ // (float)
13@ *= -1.0
13@ += 1.0
01FB: 13@ = square_root 13@
13@ *= -1.0
13@ += 1.0
006B: 13@ *= 13@ // (float)
005B: 13@ += 15@ // (float)
01FB: 13@ = square_root 13@
16@ += 1
16@ > 11
jf @VSTYLE_3679
13@ *= 4096.0
13@ /= 3.141529
13@ *= 180.0
if
14@ > 0.0
jf @VSTYLE_3869
13@ *= -1.0
13@ += 360.0

:VSTYLE_3869
return


Automan
"Vic"
Vic
Comments: 0
Profile
Message
18.01.2020, 10:55

@I am the best: The first one doesn't work for me; the other two I have to test them, long time ago, in a distant galaxy! biggrinbiggrinbiggrin


18.01.2020, 11:48

@Automan The First one is not a cleo is a .ASI SCRIPT and that is only the config biggrin

I downloaded from here:

https://www.gtaall.com/gta-san-andreas/programs/10788-vehicles-special-abilities-editor-v11.html


Automan
"Vic"
Vic
Comments: 0
Profile
Message
18.01.2020, 14:12

 Quote: Automan is the best

@Automan The First one is not a cleo is a .ASI SCRIPT and that is only the config biggrin

I downloaded from here:

https://www.gtaall.com/gta-san-andreas/programs/10788-vehicles-special-abilities-editor-v11.html

Yes, but to me no work! biggrin


29.01.2020, 03:19

@Automan remember the mod I told you I was working on???biggrin
I finished it and it's waiting for admin approvalbiggrin
I will give you the link Automan so you can test it, I just edited some mods and put all credits to its respective creatorsgood


Automan
"Vic"
Vic
Comments: 0
Profile
Message
29.01.2020, 11:37

 Quote: Automan is the best

@Automan remember the mod I told you I was working on???biggrin
I finished it and it's waiting for admin approvalbiggrin
I will give you the link Automan so you can test it, I just edited some mods and put all credits to its respective creatorsgood

Good! biggrin


Adel Mena
"Vic"
Vic
Comments: 0
Profile
Message
18.05.2020, 15:57

Dirol Dirol Dirol


Hazmi_Mods
"Vic"
Vic
Comments: 0
Profile
Message
14.06.2020, 03:34

Can i edit this one "again" ?