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    Is there anyway that you can extract the decimal values of the modifications you do using the script??

    lets say per example... a freemod character... it should have a decimal identification by default, and your script change it... if i wanted to create a certain script using a code to create a mission and use a character with a certain modification i would need a diferent decimal or hesh number so that the script could load that ped model with the exact look i wanted...

    So, i ask, is it there any way to change a ped model apearence, and then get the exact hexadecimal number of that apearence? that would be very interesting... it would allow scripters to get modified characters into missions and things like that

    14 Oktober, 2016
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    Hello can someone please explain this doubt i have... i have seen some script codes, in several languages that per example there is a kind of "hash"? numbers in front of ped models... per example "hipster_girl_4" and then there is an hash... i wonder if the hash is meant to tell the game what textures that girl ped model is using... right?? if i per example use a skin mod to custumize a free mod ped type and then if i want to add that model with the textures i custumized, i need a certain hash to load it.. right?? i am wrong about this?

    14 Oktober, 2016
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    @MicroSonic this is a ped model... but its a class that is not used anywhere... its a freemod class, basicly this class features pretty much most of the other skins avaliable in the entire game, you have multiple types of faces that you can combine, incluiding clothing, glasses, everything related to characters... this doesnt change nothing in the game database, this is simply a preset runned on a script that uses the Native.UI of GTA... its not a conversion or a change in the DB

    13 Oktober, 2016
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    I tryed to make the character look like Tom "Cruise" in the Mission Impossible 2 movie... anyway, this is only a preset, people are free to re-modelate the shape of the face in order to find a mod close look to it...

    13 Oktober, 2016