GTA 6
GTA 5
Red Dead Redemption 2
GTA San Andreas
GTA San Andreas: DE
Red Dead Online
Manhunt 2
Manhunt
Bully
GTA Online
GTA 4
GTA Vice City
GTA Vice City: DE
GTA 3
GTA 3: DE
GTA CTW
GTA VC Stories
GTA LC Stories
GTA 2
GTA 1
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could fix the author's name? this mod was created by my friend named "LINK/2012" and not "Link"
and yes, the mod is in perfect working, I was a beta tester of him
and yes, the mod is in perfect working, I was a beta tester of him
at the start of your script, every millisecond you did load the model of the bat, while the mod is not activated, will be loading the model of bat without stopping every millisecond! and, this script you do not create any bat, then it need not even be in the script
and also... do not use global variables ($) ok? subscribe to other variables and so does the game crash any time
and also... do not use global variables ($) ok? subscribe to other variables and so does the game crash any time
in scripts:
don't use globals variables ($)
don't use variable 32@ and 33@ (is timers and not normal variables, the valor is count by the time of cleo)
use key_pressed to check for one key
release the models loaded
release the anims loaded
release the audiostreams loaded
when you destroy the object, you don't need remove references of her
don't use "wait 0"'s without the need (off the loops)
model.destroy is used to release the dff model and not destroy the object
don't need use jumps to labels of below
u don't need to use thread_name if you don't used the "end_custom_thread_named"
use the conditions more "rare" before
Model.Available is a condition (used with "if" and don't need to use if you used the 038B:)
continue with their great ideas for mods
don't use globals variables ($)
don't use variable 32@ and 33@ (is timers and not normal variables, the valor is count by the time of cleo)
use key_pressed to check for one key
release the models loaded
release the anims loaded
release the audiostreams loaded
when you destroy the object, you don't need remove references of her
don't use "wait 0"'s without the need (off the loops)
model.destroy is used to release the dff model and not destroy the object
don't need use jumps to labels of below
u don't need to use thread_name if you don't used the "end_custom_thread_named"
use the conditions more "rare" before
Model.Available is a condition (used with "if" and don't need to use if you used the 038B:)
continue with their great ideas for mods
good script, but has a fail in end:
Model.Destroy(1@)
Model.Destroy(2@)
Model.Destroy(10@)
Model.Destroy(11@)
correct:
car.RemoveReferences(1@)
car.RemoveReferences(2@)
actor.RemoveReferences(10@)
actor.RemoveReferences(11@)
Model.Destroy(1@)
Model.Destroy(2@)
Model.Destroy(10@)
Model.Destroy(11@)
correct:
car.RemoveReferences(1@)
car.RemoveReferences(2@)
actor.RemoveReferences(10@)
actor.RemoveReferences(11@)
niiiiiiiice mod man!
study a little more about conditions and variables to improve the script, mainly conditions, and never use global variables ($) ok?
study a little more about conditions and variables to improve the script, mainly conditions, and never use global variables ($) ok?
Цитата: EmiKiller
1999... Молодец! Если это твой год рождения, то для своих лет очень даже хорошо!
my friend (LINK/2012) created a compiler/decompiler of cleo with 14 years old
this mod is not make by Ryosuke839??
http://hotmist.ddo.jp/cleomod/planter/index.html
http://hotmist.ddo.jp/cleomod/planter/index.html
who published here could have translated it, anyone has the total permition to translate it, just open the .FXT file with Notepad and translate