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MISSION CODING IV

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Y_Less
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#271

Posted 11 March 2006 - 03:58 PM Edited by Y_Less, 11 March 2006 - 04:00 PM.

QUOTE (Craig Kostelecky @ Mar 10 2006, 20:06)
The opcode 3F8 needs to be reenabled for it to work. And Hammer said several times that he didn't think it could be done.

Here's what is supposed to happen. The body cast is thrown from the ambulance. It's meant to be bulletproof and fire proof. So to damage it, you should either run it over with a car repeatedly, or try and blow it up. Only exploding it will work at this point.

[color=#12bd72]I assume you can physically get on top of the thing with your car (as in can drive over):

0366/db

Is used in conjunction with other codes in the cone-crazy missions to detect if the car has hit the cone.

Also, it works for shooting it with the 9mm as well (only the 9mm though), but that can be corrected

Edit: It can be corrected due to the fact that at any one point you can only be driving OR firing a 9mm, you can't do both at once.

Sorry, I would code it myself but as you know I'm down atm so I'm just trying to help as much as I can.

ThunderPower
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#272

Posted 21 April 2006 - 12:19 PM

I think you should know there is something wrong with The Exchange. The two mavericks spawn, but they are both unlocked. (One should be locked and a new one, unlocked should spawn for Catalina) You can easily just get into the Maverick, bail out, and push it off the dam. I think you should fix that.

Konstantinos
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#273

Posted 21 April 2006 - 05:52 PM Edited by Konstantinos, 21 April 2006 - 05:56 PM.

QUOTE (ThunderPower @ Apr 21 2006, 14:19)
I think you should know there is something wrong with The Exchange. The two mavericks spawn, but they are both unlocked. (One should be locked and a new one, unlocked should spawn for Catalina) You can easily just get into the Maverick, bail out, and push it off the dam. I think you should fix that.

You gotta be kidding me. I reported this, and we even had a discussion over it in the Bugs, glitches and incompletes topic. Just *what* were you thinking, posting it here and making it sound like YOU found it? FYI, Craig read my original post and said it will be fixed. I thank you, you may f*ck off now.

Craig Kostelecky
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#274

Posted 21 April 2006 - 07:34 PM

I don't think you needed to take offense to his post Konstantinos. He most likely didn't see your initial post. Plus it's not a problem to hear about the same bug twice. And finally since it's been a while since the last major update, we're going to get a lot of out-of-date bug reports.

If you have a problem with that particular poster from other parts of the forum, I'd appreciate it if it wasn't brought here. You've been an awesome help for this mod, and replies like that don't seem like the posts we've seen from you in the past.

Konstantinos
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#275

Posted 21 April 2006 - 08:45 PM Edited by Craig Kostelecky, 22 April 2006 - 04:47 AM.

QUOTE (Craig Kostelecky @ Apr 21 2006, 21:34)
...
He most likely didn't see your initial post.
...

He did. He even commented on it right there - that's what I meant by "we even had a discussion over it." So it's definitely a misdemeanor on his part. It just made me a bit mad.
But you're right, of course. I'm sorry for that post... and this one, too tounge.gif I promise to stay clear of offtopicness in the future.

All is forgiven

ThunderPower
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#276

Posted 22 April 2006 - 08:06 PM

Oh..sorry. I didn't know it was already that widespread, and, uh, I should read the red text in your sig more.

Konstantinos
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#277

Posted 22 April 2006 - 09:05 PM Edited by Konstantinos, 22 April 2006 - 09:23 PM.

No probs. I should've gone easy on that asterisk word, too. blush.gif
But in the future, if you feel the need to repeat something you know someone else found before, you should give him some credit. So it won't look like you're claiming authorship.[/offtopic]

And now to something completely different... Craig, I'd like to know how exactly will the planned spawning of VC weapons as a 100% reward look. Have you given any thought to the idea of a new DebugVariable to enable them from the start? I think this could be in the official release, and then there won't be a need for my tiny VC weps mod. Of course, you are free to use my code (if it's any use to you). Right now I got spawning at hideouts, 7 weps at each, which IMO is pretty neat and could work for the official version...

Ben
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#278

Posted 23 April 2006 - 02:00 AM

I can't speak for Craig, but I like the sound of using your mod. I'll have to check it out in-game at some stage though wink.gif .

Craig Kostelecky
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#279

Posted 23 April 2006 - 03:11 AM

I'm still open to ideas about the VC weapons at 100%. And I think a debug variable is a must.

Ben
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#280

Posted 23 April 2006 - 03:27 AM

There's some basic stuff in the poll results (link in the checklist, which can be found in the download topic wink.gif !).

Just had a browse through here - I think pretty much everything's up-to-date because Craig and Alex have been looking after it nicely icon14.gif . The first post needs to be tweaked a little though smile.gif .

Anyway, I found a few links to posts/pages throughout the topic which may be useful:

spaceeinstein
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#281

Posted 04 July 2006 - 05:04 PM

Some updates to the scm_vice.ini.
Some updates to the vicescm.ini.

Craig Kostelecky
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#282

Posted 04 July 2006 - 09:49 PM

Thanks again space. You rock! cookie.gif

Mark Pagliaro
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#283

Posted 17 July 2006 - 11:33 PM Edited by Mark Pagliaro, 17 July 2006 - 11:35 PM.

Intro Vehicles:

It has occured to me perhaps this has been said before but since I have been gone for so long It may be hard to find. I recall VC's intro Having vehicles in it aswell like The admiral at the airport. The thing is this admiral was higher detailed then the regular admiral and had no windows because it was a different model in the gta3.img so perhaps we can not use vehicle dffs in the intro scene but only other models. I'm sure this has been mentioned before but if not kudos. Perhaps one of the coders should try say the banshee scene with this admiral.

I currently can not run LC on the computer I am using as its specs are to low I hae to wait for my other comp to get repaired.

Ben
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#284

Posted 18 July 2006 - 12:29 AM

I've been "heavily" into the project (not necessarily in the development side initially, but keeping track of everything) for a bit over a year now, and I don't recall a suggestion like this having ever been put forward. Sounds great though, especially if it works smile.gif .

ModelingMan
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#285

Posted 22 July 2006 - 04:47 PM

It looks like it will be simple to put crane functionality back into VC. There are only 4 functions and 6 opcode handlers missing, these should be rather simple to recreate, I'll get them done as soon as possible.

If there's anything else to do with the SCM that needs done, let me know.

Craig Kostelecky
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#286

Posted 22 July 2006 - 08:05 PM

Excellent. icon14.gif

These are the comments I have at the top of the scm right now.
CODE
;; Opcodes to enable

;; Med/Low priority: 0149: (crusher) 03F8: (bodycast)
;; Cessna/chopper opcodes (0358, 0359, 035a, 033a, 033b, 033c, 03b2, 03b5, 03b3, 03b4)
;; Very low priority: 0135: (door_status) 0356: (explosion_type) 043A: 043B: (foam animation)


The cessan/chopper opcodes are done now through the scm, but it would be better for a few reasons if the asi could do it.

The only other one I can think of that isn't on that list is the chase opcode used in mission 19 (0354).

Y_Less
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#287

Posted 22 July 2006 - 09:13 PM

I have written a new crane script which is in the latest version but if you can readd the OpCodes it will be much more realistic. One other thing to consider for the SCM, I don't know if this has been solved yet, but a reliable and easy way to stop all the cars on the lift bridge at the right point, it could be done through alot of SCM code but this isn't too easy, and just using properties meants they may try turn round or run the bridge which is not good.

Craig Kostelecky
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#288

Posted 22 July 2006 - 11:25 PM

The SSV is also one of the (many) things on his to-do list. I hope we don't overwork him.

ModelingMan
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#289

Posted 25 July 2006 - 08:07 PM Edited by ModelingMan, 25 July 2006 - 08:30 PM.

The crane functions and opcode handlers have now been added into IIItoVC, all that's needed now is to test them out. I already tested my crane activation function with GTAIII and it worked perfect, so since that works the others probably will too.

QUOTE
;; Opcodes to enable

;; Med/Low priority: 0149: (crusher) 03F8: (bodycast)
;; Cessna/chopper opcodes (0358, 0359, 035a, 033a, 033b, 033c, 03b2, 03b5, 03b3, 03b4)
;; Very low priority: 0135: (door_status) 0356: (explosion_type) 043A: 043B: (foam animation)

0135: Added to IIItoVC.
0149: Need to wait until I test crane code.
0356: Not looked at in detail, but from what I can see it's possible.
03F8: Not sure what this is for, can't find the equivilent in VC.
043A: Don't see the point in this opcode, there's no reference to the variable it writes to.
043B: Again haven't looked at it in detail, might be possible.
Cessna/chopper: Around 8 functions and all those opcode handlers need to be rewrote, not sure if it's simple or not.

EDIT:
Forgot to mention that 01EE, 01EF, 02FB, 0368, 03A0 and 03EC are all added into IIItoVC.

Craig Kostelecky
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#290

Posted 25 July 2006 - 10:37 PM

Have I told you lately how awesome you are? inlove.gif

The foam animation opcodes are used in the cutscene at the end of Bomb Da Base. It simulates the waves as the boat sinks. Right now our boat just goes under. Although I'm not sure if anybody ever noticed that.

The bodycast opcode basically gives health to an object - in this case the bodycast. When you run it over with your car, the health goes down a bit. In fact the code might just detect if you're driving over the object. I'll have to look into that code a little deeper when I have access to my scm files.

Y_Less
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#291

Posted 25 July 2006 - 11:17 PM

If it's just so it can be run over 0366 might do the trick. I can't remember exactly how it's just but it's used both for the targets in ammunation and the cones in cone crazy, but if MM can add all these codes back in then go him, it's better than trying to find ways round (although somehow doesn't seem as interesting, but meh).

Great work MM.

Darlyn
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#292

Posted 18 December 2006 - 07:12 AM

Here's another idea:

I'm itching for someone to make a Timetwister mod for LC (Demarest, hope your reading this)... I really can't stand the first few missions. Anyway, isn't the point of this mod to explore LC using VC's engine? Why not open up the whole game?

Craig Kostelecky
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#293

Posted 18 December 2006 - 05:56 PM

Try playing the game in debug mode. Then it's a lot more like TimeTwister. Check the FAQ for instructions of how to enable that mode.

Konstantinos
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#294

Posted 30 January 2007 - 11:24 PM

This is a tiny thing, but I've changed the spawn coordinates for Head radio chopper. You couldn't take off without grinding your rear rotor against the antenna, and sometimes the whole chopper would lean to one side.
CODE
014B: $CAR62 = init_parked_car_generator #VCNMAV -1 -1 0 alarm 0 door_lock 0 0 10000 at 670.00 -65.56 26.0 angle 90.0

Ben, should I put up a compiled SCM (to spare you 20 seconds of work) smile.gif ?

Ben
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#295

Posted 31 January 2007 - 05:48 AM

Twould be much appreciated, if you'd be so kind smile.gif . Thanks muchly.

I struggled to even put aside the time yesterday and today to get on and find out the latest here at GTAF, so I wouldn't be counting on me having the time to change and compile the SCM wink.gif .

Konstantinos
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#296

Posted 31 January 2007 - 11:38 AM

QUOTE (Ben @ Jan 31 2007, 06:48)
Twould be much appreciated, if you'd be so kind smile.gif . Thanks muchly.

I struggled to even put aside the time yesterday and today to get on and find out the latest here at GTAF, so I wouldn't be counting on me having the time to change and compile the SCM wink.gif .

Download. Probably slow, but 639 kB should be bearable.

Ben
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#297

Posted 01 February 2007 - 07:06 AM

Ta, got it. And it was nice and quick - 25KB/s (the fastest I can get is around 26/27 KB/s) icon14.gif .

space_einstein
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#298

Posted 07 February 2007 - 02:33 AM Edited by Ben, 07 February 2007 - 02:43 AM.

SCM Update
Paparazzi Purge glitch fixed
Crusher works more efficiently during the two missions that uses it (second part of 3-11b)
Uzi Rider problem fixed (3-12)
Catalina's helicopter problems fixed (3-18)
3-16 was like that in GTA3
3-22b happens in GTA3, too

EDIT by Ben - Thanks a bunch, checklist updated smile.gif .

Konstantinos
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#299

Posted 07 February 2007 - 11:21 AM

And here is the Police info fix. Modified from the above, naturally, so this is the latest SCM version.

space_einstein
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#300

Posted 10 February 2007 - 02:57 PM

I request an update to the front page of this topic.




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