![]() * better traffic configuration is now less repetitive and sometimes you can see garbage trucks cranes delivery trucks between other service vehicles on the streets and not only on the docks similar configuration to gta v and trucks can be seen at the docks and in the factories outside the city and the last one now the bus and the coach are more frequent and appear in almost all areas * some peds have been modified (fix the bug that they look dark and improve textures) * the structures with graffiti were replaced by insanity structures * like those in LS and SF the ventures have their own peds * all gangs have not 3 or 5 but 12 members in total and individually (no 3 gang cartels) * some added trailers (utility van trailer and farm trailer) * UPS boxville has been replaced by the commercial version of gta V TIME::SET_CLOCK_TIME(t.tm_hour, t.tm_min, t.A version 2 that as the image says is correct and add things to the old mod ![]() PLAYER::SET_PLAYER_WEAPON_DAMAGE_MODIFIER(player, 999999) VEHICLE::SET_VEHICLE_FORWARD_SPEED(veh, 0.0) If (featureVehSpeedBoost & bPlayerExists & PED::IS_PED_IN_ANY_VEHICLE(playerPed, 0))ĭWORD model = ENTITY::GET_ENTITY_MODEL(veh) įloat speed = ENTITY::GET_ENTITY_SPEED(veh) PED::SET_PED_CONFIG_FLAG(playerPed, PED_FLAG_CAN_FLY_THRU_WINDSCREEN, FALSE) ![]() If (PED::GET_PED_CONFIG_FLAG(playerPed, PED_FLAG_CAN_FLY_THRU_WINDSCREEN, TRUE)) PED::SET_PED_CONFIG_FLAG(playerPed, PED_FLAG_CAN_FLY_THRU_WINDSCREEN, TRUE) VEHICLE::SET_VEHICLE_HAS_STRONG_AXLES(veh, TRUE) Ĭonst int PED_FLAG_CAN_FLY_THRU_WINDSCREEN = 32 VEHICLE::SET_VEHICLE_WHEELS_CAN_BREAK(veh, FALSE) VEHICLE::SET_VEHICLE_TYRES_CAN_BURST(veh, FALSE) VEHICLE::SET_VEHICLE_HAS_STRONG_AXLES(veh, FALSE) įeatureVehInvincibleWheelsUpdated = false VEHICLE::SET_VEHICLE_WHEELS_CAN_BREAK(veh, TRUE) VEHICLE::SET_VEHICLE_TYRES_CAN_BURST(veh, TRUE) If (bPlayerExists & !featureVehInvincibleWheels & PED::IS_PED_IN_ANY_VEHICLE(playerPed, 0)) player's vehicle invincible wheels, usefull with custom handling VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(veh, 0) VEHICLE::SET_VEHICLE_WHEELS_CAN_BREAK(veh, 0) VEHICLE::SET_VEHICLE_TYRES_CAN_BURST(veh, 0) If (bPlayerExists & PED::IS_PED_IN_ANY_VEHICLE(playerPed, 0))ĮNTITY::SET_ENTITY_INVINCIBLE(veh, TRUE) ĮNTITY::SET_ENTITY_PROOFS(veh, 1, 1, 1, 1, 1, 1, 1, 1) VEHICLE::SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED(veh, 1) VEHICLE::SET_VEHICLE_WHEELS_CAN_BREAK(veh, 1) VEHICLE::SET_VEHICLE_TYRES_CAN_BURST(veh, 1) Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(playerPed) ĮNTITY::SET_ENTITY_INVINCIBLE(veh, FALSE) ĮNTITY::SET_ENTITY_PROOFS(veh, 0, 0, 0, 0, 0, 0, 0, 0) If (bPlayerExists & !featureVehInvincible & PED::IS_PED_IN_ANY_VEHICLE(playerPed, 0)) WEAPON::SET_AMMO_IN_CLIP(playerPed, cur, maxAmmo) ![]() If (b) *b = IsKeyDown(VK_NUMPAD0) || trainer_switch_pressed() || IsKeyDown(VK_BACK) ĪUDIO::PLAY_SOUND_FRONTEND(-1, "NAV_UP_DOWN", "HUD_FRONTEND_DEFAULT_SOUNDSET", 0) Void get_button_state(bool *a, bool *b, bool *up, bool *down, bool *l, bool *r) UI::_DRAW_TEXT(textLeftScaled, (((lineTopScaled + 0.00278f) + lineHeightScaled) - 0.005f)) UI::_ADD_TEXT_COMPONENT_STRING((LPSTR)caption.c_str()) UI::SET_TEXT_COLOUR(text_col, text_col, text_col, text_col) this is how it's done in original scripts GRAPHICS::GET_SCREEN_RESOLUTION(&screen_w, &screen_h) įloat lineWidthScaled = lineWidth / (float)screen_w // line widthįloat lineTopScaled = lineTop / (float)screen_h // line top offsetįloat textLeftScaled = textLeft / (float)screen_w // text left offsetįloat lineHeightScaled = lineHeight / (float)screen_h // line heightįloat lineLeftScaled = lineLeft / (float)screen_w Void draw_menu_line(std::string caption, float lineWidth, float lineHeight, float lineTop, float lineLeft, float textLeft, bool active, bool title, bool rescaleText = true) Void draw_rect(float A_0, float A_1, float A_2, float A_3, int A_4, int A_5, int A_6, int A_7)
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |