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Hi,
Thanks for the fast reply. I've tried it but it doesn't seem to have effect.
By the way, the different approach I mentioned earlier was something along these lines:
{$CLEO}
0A95: enable_thread_saving
:VGLNTE
0001: wait 300 ms
0AAA: 0@ = thread 'COPCAR' pointer
00D6: if
0019: 0@ > 0
004D: jump_if_false @VGLNTE_4
:VGLNTE_1
0247: load_model #BRASSKNUCKLE
:VGLNTE_2
0001: wait 300 ms
00D6: if and
0256: player $PLAYER_CHAR defined
0248: model #BRASSKNUCKLE available
004D: jump_if_false @VGLNTE_2
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
08E5: get_actor_in_sphere 1@ 2@ 3@ radius 50.0 handle_as 4@ //tried with versionB as well
00D6: if
056D: actor 4@ defined
004D: jump_if_false @VGLNTE_4
089F: get_actor 4@ pedtype_to 5@
0470: 6@ = actor 4@ current_weapon
00D6: if and
0039: 5@ == 24
8491: not actor 4@ has_weapon 1
8118: not actor 4@ dead
004D: jump_if_false @VGLNTE_3
02A9: set_actor 4@ immune_to_nonplayer 0
081A: set_actor 4@ weapon_skill_to 2
01B2: give_actor 4@ weapon 1 ammo 9999
0249: release_model #BRASSKNUCKLE
00D6: if
82D8: not actor 4@ current_weapon == 6@
004D: jump_if_false @VGLNTE_3
01B9: set_actor 4@ armed_weapon_to 6@
:VGLNTE_3
0001: wait 0 ms
01C2: remove_references_to_actor 4@
:VGLNTE_4
0002: jump @VGLNTEIn theory, I thought it should work. But not only it didn't work, as it caused some weird glitches in surrounding traffic. 
Hi,
I've been working on a few custom scripts for GTA SA, and I was wondering how mission hooks work. I've seen the OTB hook example, but my coding skills are very limited so I'm kind of clueless.
Basically, I wanted to hook the Vigilante sub-mission and change the 2nd parameter of 02A9 (all lines) to make the criminals vulnerable to npc actors and peds, assuming it is possible at all.
I've tried a different approach by making a custom script using intercepting opcodes, but to no avail.
Any help would be appreciated.
-Krailer
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