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GOURANGA! Forums > Editing > General > GTA2 Scripting Help
Post 1 | New
Razor
  • Joined: Jun '08
  • Posts: 13
Hello i Need Script to Gang zaibatsu zone  (Zone: X2 Y150 Z2  to X31 Y188 Z2).  Whos can make it to me? ;]
Post 2 | New
Delfi
Programmer

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  • Joined: Feb '03
  • Posts: 850
use SET_GANG_INFO.

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mathpudding.com
Post 3 | New
Razor
  • Joined: Jun '08
  • Posts: 13
and... i dont know what next ;] where paste location of gang etc! It will be multiplayer map and i dont need respects bar etc. i only need "paste" gang to this area ;]

P.S My english is weak ;]
Post 4 | New
Delfi
Programmer

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  • Joined: Feb '03
  • Posts: 850
i don't think you can have gangs in multiplayer maps, also this requires scripting knowledge.

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mathpudding.com
Post 5 | New
Razor
  • Joined: Jun '08
  • Posts: 13
But i was played on map which gangs.
Post 6 | New
Delfi
Programmer

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  • Joined: Feb '03
  • Posts: 850
it takes proper scripting to dp that, you need to learn gta2 scripting.

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mathpudding.com
Post 7 | New
Razor
  • Joined: Jun '08
  • Posts: 13
hmm... i just want paste one gang u can give me  a scripts or tutorial?
Post 8 | New
Razor
  • Joined: Jun '08
  • Posts: 13
i found :

MAP_ZONE City01 = ( 1000 , 350 , 200 , 0 , 1000 , 100 , 100 , 100 , 700 , 0 , 450 ) < u can explain me which number mean what
City01: Mean name of zone or name of gang or what?
Post 9 | New
Sektor
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  • Joined: Feb '03
  • Posts: 301
Capture the Van multiplayer map by Lantyz has gangs but it doesn't include the .mis files.  I will ask him for them.  I never really tried to do it myself although I did add a second player to Industrial (bil.mis) and that has gangs.

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Stealing cars is the easy part
Post 10 | New
Razor
  • Joined: Jun '08
  • Posts: 13
thx
i have more questions ;]

1. How I can make moving tiles? Not only animation but moving ped cars etc ;] (moves tape where we sells cars)
2. How i can make "ho..er". If I will be close and horn she get into my car and i will lose 5$ per sec when my cash will over she will get out ;] - No profits
3. How i can named province in my map (easy tutorial plesae)
4. How i can make  something like that: When car will be destroyed the new car (the same like destroed) will respawn on the same place ;]
5. How i can make Big  inscription on start of my map "RACE ON" and add sound for
6. How i can add inscription with head (like mission) on start of my map (like beenar)


I have more questions but now i don`t remember.

P.S Sorry my gramar is weak :>
Post 11 | New
Delfi
Programmer

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  • Joined: Feb '03
  • Posts: 850
you can do all that if you want to learn to script it yourself.

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mathpudding.com
Post 12 | New
Razor
  • Joined: Jun '08
  • Posts: 13
i`m learning now

it my script:

//plajerzy

PLAYER_PED player1 = ( 165.5 , 216.5 , 2.0 ) 7 90 //naukowiec   //zminione dane
PLAYER_PED player2 = ( 165.5 , 217.5 , 2.0 ) 10 180 //rusek   //zminione dane
PLAYER_PED player3 = (12.5, 243.5, 3.0) 13 180 //yakuza
PLAYER_PED player4 = (13.5, 243.5, 3.0) 11 180 //loony
//bugi
PARKED_CAR_DATA player1_car = (10.5, 242.5, 3.0) 35 180 BUG
PARKED_CAR_DATA player2_car = (11.5, 242.5, 3.0) 28 180 BUG
PARKED_CAR_DATA player3_car = (12.5, 242.5, 3.0) 14 180 BUG
PARKED_CAR_DATA player4_car = (13.5, 242.5, 3.0) 20 180 BUG

PARKED_CAR_DATA c1 = ( 164.5 , 216.5 , 2.0 ) 1 90 WBTWIN  // zmienione dane
PARKED_CAR_DATA c2 = ( 164.5 , 217.5 , 2.0 ) 18 180 WBTWIN// zmienione dane
PARKED_CAR_DATA c3 = (12.5, 249.5, 3.0) 19 180 BUG
PARKED_CAR_DATA c4 = (13.5, 249.5, 3.0) 23 180 BUG
PARKED_CAR_DATA c5 = (10.5, 250.5, 3.0) 24 180 BUG
PARKED_CAR_DATA c6 = (11.5, 250.5, 3.0) 26 180 BUG
PARKED_CAR_DATA c7 = (12.5, 250.5, 3.0) 32 180 BUG
PARKED_CAR_DATA c8 = (13.5, 250.5, 3.0) 20 180 BUG

PARKED_CAR_DATA c11 = (10.5, 249.5, 7.0) 2 180 BUG
PARKED_CAR_DATA c12 = (11.5, 249.5, 7.0) 3 180 BUG
PARKED_CAR_DATA c13 = (12.5, 249.5, 7.0) 4 180 BUG
PARKED_CAR_DATA c14 = (13.5, 249.5, 7.0) 5 180 BUG
PARKED_CAR_DATA c15 = (10.5, 250.5, 7.0) 6 180 BUG
PARKED_CAR_DATA c16 = (11.5, 250.5, 7.0) 8 180 BUG
PARKED_CAR_DATA c17 = (12.5, 250.5, 7.0) 9 180 BUG
PARKED_CAR_DATA c18 = (13.5, 250.5, 7.0) 10 180 BUG
//auta sting(zapomnia&#322;em nazwy)
PARKED_CAR_DATA player_car2 = (74.3, 195.9, 3.0) 35 180 WBTWIN
PARKED_CAR_DATA player1_car3 = (73.3, 195.9, 3.0) 28 180 WBTWIN
PARKED_CAR_DATA player1_car4 = (72.3, 195.9, 3.0) 14 180 WBTWIN
PARKED_CAR_DATA player1_car5 = (71.3, 195.9, 3.0) 20 180 WBTWIN

PARKED_CAR_DATA player_car7 = (74.5, 187.5, 3.0) 34 0 WBTWIN
PARKED_CAR_DATA player_car8 = (75.5, 187.5, 3.0) 1 0 WBTWIN
PARKED_CAR_DATA player_car9 = (76.5, 187.5, 3.0) 19 0 WBTWIN
PARKED_CAR_DATA player_car10 = (77.5, 187.5, 3.0) 18 0 WBTWIN
PARKED_CAR_DATA player_car11 = (78.5, 187.5, 3.0) 27 0 WBTWIN
PARKED_CAR_DATA player_car12 = (79.5, 187.5, 3.0) 32 0 WBTWIN
//eo auta
// parked cars ;]
PARKED_CAR_DATA pickup01 = (175.3, 239.9, 2.0) 27 15 PICKUP
GIVE_CAR_ALARM (pickup01)
PARKED_CAR_DATA Roudster = (49.5, 75.5, 2.0) 27 0 T2000GT  
GIVE_CAR_ALARM (Roudster)
PARKED_CAR_DATA ztype = (14.5, 183.5, 4.0) 1 315 VTYPE  
GIVE_CAR_ALARM (ztype)
//belki przy 2 autach
OBJ_DATA b1  = ( 83.5 , 197.5 , 6.0 ) 45 BOLLARD
OBJ_DATA b2  = ( 84.5 , 197.5 , 6.0 ) 0 BOLLARD
OBJ_DATA b3  = ( 85.5 , 197.5 , 6.0 ) 0 BOLLARD
OBJ_DATA b4  = ( 86.5 , 197.5 , 6.0 ) 0 BOLLARD


OBJ_DATA b5  = ( 83.1 , 198.5 , 6.0 ) 90 BOLLARD
OBJ_DATA b6  = ( 83.1 , 199.5 , 6.0 ) 90 BOLLARD
OBJ_DATA b7  = ( 83.1 , 200.5 , 6.0 ) 90 BOLLARD
OBJ_DATA b8  = ( 83.1 , 201.5 , 6.0 ) 90 BOLLARD
OBJ_DATA b9  = ( 83.1 , 202.5 , 6.0 ) 90 BOLLARD
// eob

// olej rednecks
OBJ_DATA ojel01 = ( 177.5 , 217.5 , 2.0 ) 7 OIL
OBJ_DATA ojel02 = ( 177.3 , 217.9 , 2.0 ) 40 OIL
OBJ_DATA ojel03 = ( 181.0 , 231.9 , 2.0 ) 60 OIL
OBJ_DATA ojel04 = ( 184.5 , 236.9 , 2.0 ) 12 OIL
OBJ_DATA ojel05 = ( 175.5 , 242.5 , 2.0 ) 34 OIL
OBJ_DATA ojel06 = ( 191.5 , 237.5 , 2.0 ) 147 OIL
OBJ_DATA ojel07 = ( 184.9 , 236.3 , 2.0 ) 129 OIL
OBJ_DATA ojel08 = ( 184.5 , 236.5 , 2.0 ) 99 OIL
OBJ_DATA ojel09 = ( 184.2 , 236.7 , 2.0 ) 10 OIL
//eo olej rednecks



SAVED_COUNTER true = 1
SAVED_COUNTER false = 0












COUNTER regenerating_characters = 1

LEVELSTART
//BOTY

// redneki

// 1-10 koki
// 10-16 flame

//1
CHAR_DATA bigbossdude2 = ( 178.5 , 219.5 , 3.0 ) 5 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude2 , molotov)
SET_CHAR_THREAT_SEARCH ( bigbossdude2 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude2 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude2 , GUARD_SPOT )
//2
CHAR_DATA bigbossdude3 = ( 183.5 , 216.5 , 3.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude3 , molotov)
SET_CHAR_THREAT_SEARCH ( bigbossdude3 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude3 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude3 , GUARD_SPOT )
//3
CHAR_DATA bigbossdude4 = ( 190.5 , 220.5 , 3.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude4 , molotov)
SET_CHAR_THREAT_SEARCH ( bigbossdude4 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude4 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude4 , GUARD_SPOT )
//4
CHAR_DATA bigbossdude5 = ( 178.5 , 227.5 , 3.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude5 , molotov)
SET_CHAR_THREAT_SEARCH ( bigbossdude5 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude5 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude5 , GUARD_SPOT )
//5
CHAR_DATA bigbossdude6 = ( 184.5 , 232.5 , 3.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude6 , molotov)
SET_CHAR_THREAT_SEARCH ( bigbossdude6 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude6 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude6 , GUARD_SPOT )
//6
CHAR_DATA bigbossdude7 = ( 177.5 , 235.5 , 3.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude7 , molotov)
SET_CHAR_THREAT_SEARCH ( bigbossdude7 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude7 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude7 , GUARD_SPOT )
//7
CHAR_DATA bigbossdude8 = ( 192.5 , 233.5 , 3.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude8 , molotov)
SET_CHAR_THREAT_SEARCH ( bigbossdude8 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude8 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude8 , GUARD_SPOT )
//8
CHAR_DATA bigbossdude9 = ( 189.5 , 239.5 , 3.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude9 , molotov)
SET_CHAR_THREAT_SEARCH ( bigbossdude9 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude9 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude9 , GUARD_SPOT )
//9
CHAR_DATA bigbossdude1 = ( 194.5 , 241.5 , 3.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude1 , molotov)
SET_CHAR_THREAT_SEARCH ( bigbossdude1 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude1 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude1 , GUARD_SPOT )
//10
CHAR_DATA bigbossdude10 = ( 179.5 , 240.5 , 3.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude10 , molotov)
SET_CHAR_THREAT_SEARCH ( bigbossdude10 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude10 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude10 , GUARD_SPOT )
//11
CHAR_DATA bigbossdude11 = ( 185.0 , 238.0 , 2.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude11 , flame_thrower)
SET_CHAR_THREAT_SEARCH ( bigbossdude11 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude11 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude11 , GUARD_SPOT )
//12
CHAR_DATA bigbossdude12 = ( 187.5 , 234.5 , 2.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude12 , flame_thrower)
SET_CHAR_THREAT_SEARCH ( bigbossdude12 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude12 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude12 , GUARD_SPOT )
//13
CHAR_DATA bigbossdude13 = ( 194.5 , 238.5 , 2.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude13 , flame_thrower)
SET_CHAR_THREAT_SEARCH ( bigbossdude13 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude13 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude13 , GUARD_SPOT )
//14
CHAR_DATA bigbossdude14 = ( 185.5 , 241.5 , 2.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude14 , flame_thrower)
SET_CHAR_THREAT_SEARCH ( bigbossdude14 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude14 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude14 , GUARD_SPOT )
//15
CHAR_DATA bigbossdude15 = ( 170.5 , 241.5 , 2.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude15 , flame_thrower)
SET_CHAR_THREAT_SEARCH ( bigbossdude15 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude15 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude15 , GUARD_SPOT )
//16
CHAR_DATA bigbossdude16 = ( 173.5 , 244.5 , 2.0 ) 6 7 ANY_GANG_MEMBER
GIVE_WEAPON (bigbossdude16 , flame_thrower)
SET_CHAR_THREAT_SEARCH ( bigbossdude16 , AREA_PLAYER_ONLY )
SET_CHAR_THREAT_REACTION ( bigbossdude16 , REACT_AS_NORMAL  )
SET_CHAR_OBJECTIVE ( bigbossdude16 , GUARD_SPOT )
//koniec redneków




//pit stop
OBJ_DATA pitb1  = ( 224.5 , 244.5 , 3.0 ) 45 BOLLARD
OBJ_DATA pitb2  = ( 224.1 , 245.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb3  = ( 224.1 , 246.5 , 3.0 ) 90 BOLLARD

OBJ_DATA pitb4  = ( 222.5 , 244.5 , 3.0 ) 135 BOLLARD
OBJ_DATA pitb5 = ( 222.9 , 245.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb6  = ( 222.9 , 246.5 , 3.0 ) 90 BOLLARD

OBJ_DATA pitb11  = ( 222.9 , 243.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb12 = ( 222.9 , 242.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb13  = ( 222.9 , 241.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb14 = ( 222.9 , 240.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb15  = ( 222.9 , 239.5 , 3.0 ) 90 BOLLARD

OBJ_DATA pitb16  = ( 224.1 , 243.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb17 = ( 224.1 , 242.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb18  = ( 224.1 , 241.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb19 = ( 224.1 , 240.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb10  = ( 224.1 , 239.5 , 3.0 ) 90 BOLLARD

OBJ_DATA pitb21  = ( 222.1 , 243.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb22 = ( 222.1 , 242.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb23  = ( 222.1 , 241.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb24 = ( 222.1 , 240.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb25  = ( 222.1 , 239.5 , 3.0 ) 90 BOLLARD

OBJ_DATA pitb26  = ( 224.9 , 243.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb27 = ( 224.9 , 242.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb28  = ( 224.9 , 241.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb29 = ( 224.9 , 240.5 , 3.0 ) 90 BOLLARD
OBJ_DATA pitb20  = ( 224.9 , 239.5 , 3.0 ) 90 BOLLARD


OBJ_DATA paintshop = ( 223.5 , 241.5 , 3.0 ) 0 car_shop 28
//eo pitt stop
//dzwieki
SOUND wodospad01 = ( 230.5 , 234.5 , 2.0 ) WATERFALL PLAY_FOREVER
SOUND brdl01 = ( 8.5 , 228.5 , 3.0 ) STRIP_CLUB PLAY_FOREVER
SOUND brdl02 = ( 71.5 , 191.5 , 3.0 ) STRIP_CLUB PLAY_FOREVER
//eo dzwieki
//kibice!

//1-testowy!
CHAR_DATA kibic001 = ( 8.5 , 230.5 , 3.0 ) 4 7 GUARD
SET_CHAR_THREAT_REACTION ( kibic001 , NO_REACTION )
GIVE_WEAPON (kibic001 , pistol)
SET_CHAR_OBJECTIVE ( kibic001 , GUARD_AREA )
SOUND scream01 = ( 8.5 , 230.5 , 3.0 ) FAN_NOISE PLAY_FOREVER

//2
CHAR_DATA kibic002 = ( 7.5 , 219.5 , 6.0 ) 10 045 GUARD
SET_CHAR_THREAT_REACTION ( kibic002 , NO_REACTION )
SET_CHAR_OBJECTIVE ( kibic002 , GUARD_AREA )
SOUND fan02 = ( 10.5 , 219.5 , 3.0 ) FAN_NOISE PLAY_FOREVER
//3
CHAR_DATA kibic003 = ( 160.5 , 221.5 , 2.5 ) 7 180 GUARD
SET_CHAR_THREAT_REACTION ( kibic003 , NO_REACTION )
SET_CHAR_OBJECTIVE ( kibic003 , GUARD_AREA )
SOUND fan03 = ( 160.5 , 221.5 , 2.5 ) FAN_NOISE PLAY_FOREVER
//4
CHAR_DATA kibic004 = ( 161.5 , 221.5 , 2.5 ) 7 180 GUARD
SET_CHAR_THREAT_REACTION ( kibic004 , NO_REACTION )
SET_CHAR_OBJECTIVE ( kibic004 , GUARD_AREA )
//5
CHAR_DATA kibic005 = ( 162.5 , 221.5 , 2.5 ) 7 180 GUARD
SET_CHAR_THREAT_REACTION ( kibic005 , NO_REACTION )
SET_CHAR_OBJECTIVE ( kibic005 , GUARD_AREA )
//6
CHAR_DATA kibic006 = ( 163.5 , 221.5 , 2.5 ) 7 180 GUARD
SET_CHAR_THREAT_REACTION ( kibic006 , NO_REACTION )
SET_CHAR_OBJECTIVE ( kibic006 , GUARD_AREA )


//of kibice
LEVELEND



I wanna learn scripting ;]
I wann know how i can do it ;]
it is one big problem - my english is low ;/
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