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MISSION CODING IV

520 replies to this topic
[DMA]Blunted
  • [DMA]Blunted

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#121

Posted 18 April 2005 - 10:59 PM

I've been experiancing alot of lockups like the one exbiited in "I scream you scream"

happens when I've just blown a car up. I've never experianced these lockups in the beta v2 files so this must be something new.

Craig Kostelecky
  • Craig Kostelecky

    GTA:LC Team Leader

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#122

Posted 19 April 2005 - 03:57 AM

That lockup in 'I Scream, You Scream' is interesting. If you blow it up before you get to that area it works fine. I don't know (yet) what this issue is. But I get the same bug as you guys, so hopefully we can get it fixed soon.

You should still be able to pass that mission by killing the mob guys with a gun (or run them over).

[DMA]Blunted
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#123

Posted 19 April 2005 - 02:54 PM Edited by [DMA]Blunted, 19 April 2005 - 07:58 PM.

alright good to know there's a workaround, indeed I played the game awhile after reading your post and was able to use guns to kill the mobster's, I assume running them over would have worked as well.

existy
  • existy

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#124

Posted 21 April 2005 - 11:40 PM

I installed it and LC doesn't work anymore... It just goes to the loading screen and goes black when I start a new game or load.

[DMA]Blunted
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#125

Posted 22 April 2005 - 02:09 AM

existy copy a fresh install of GTA VC to a new folder named GTALC then copy and paste the beta v3 files over it, then download spaceeinstein's audio update v6 and folow the instructions and it'll work. and please for the love of god tell me you used the GTALC launcher before posting here

Kurropt Antagonist
  • Kurropt Antagonist

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#126

Posted 22 April 2005 - 01:42 PM

QUOTE (Craig Kostelecky)
'The Exchange' is coming along nicely. I'm just getting a few (seemingly random) lockups. Hopefully we'll be able to track down all of the bugs and get it released.

Are the lockups happening when something involved with this mission explodes? Because that's what's happening to me. I use the rocket launcher... lockup. I use the missiles on the Hunter... lockup. Outside of this mission, both work fine with no lockups.

existy
  • existy

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#127

Posted 22 April 2005 - 01:47 PM

QUOTE ([DMA]Blunted @ Apr 22 2005, 02:09)
existy copy a fresh install of GTA VC to a new folder named GTALC then copy and paste the beta v3 files over it, then download spaceeinstein's audio update v6 and folow the instructions and it'll work. and please for the love of god tell me you used the GTALC launcher before posting here

I have beta 2, link me to beta 3 please wow.gif

[DMA]Blunted
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#128

Posted 22 April 2005 - 03:00 PM

I shouldn't have to guy, current status of the mod thread. but you don't want to play it, it's for testing purposes and it's buggy right now beta 2 is far more bug free since it was tested longer.

Craig Kostelecky
  • Craig Kostelecky

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#129

Posted 22 April 2005 - 07:28 PM

QUOTE (Kurropt_Antagonist @ Apr 22 2005, 08:42)
QUOTE (Craig Kostelecky)
'The Exchange' is coming along nicely. I'm just getting a few (seemingly random) lockups. Hopefully we'll be able to track down all of the bugs and get it released.

Are the lockups happening when something involved with this mission explodes? Because that's what's happening to me. I use the rocket launcher... lockup. I use the missiles on the Hunter... lockup. Outside of this mission, both work fine with no lockups.

The bugs I reported about 'The Exchange' were all fixed (at least I thought they were). I haven't played that mission in quite some time, but I'll take a look at it when I get a chance.

{DBC}Lance
  • {DBC}Lance

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#130

Posted 22 April 2005 - 08:17 PM

i also reported one bug which occured during that mission, you can see the full bug report, in the pinned topic about bugs etc. smile.gif

existy
  • existy

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#131

Posted 22 April 2005 - 08:46 PM

I did all the stuff you told me to do except download the mission pack. I went to play and it crashes at the loading screen.

Luke
  • Luke

    suckmyrocket

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#132

Posted 22 April 2005 - 09:20 PM

QUOTE (existy @ Apr 22 2005, 20:46)
I did all the stuff you told me to do except download the mission pack. I went to play and it crashes at the loading screen.

FAQ
Help Topic

It's probobly an audio issue, I'll tell you that much. This isn't the place to report crashes on load though.

WHAT!?
  • WHAT!?

    A. f*ck

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#133

Posted 23 April 2005 - 06:32 PM

I don't know if you have already established this, but I don't belive the lockups that happen in "I Scream You Scream" are a result of the code for that mission. If I blow up a vehicle anywhere around the Portland Docks my game locks up. Doesn't seem to matter if I am actually doing a mission or not.

[DMA]Blunted
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#134

Posted 23 April 2005 - 07:21 PM

I don't really think it has to do with the mission so much as it has to do with certain explosion's. I've had the lockup occur pretty randomly when blowing up vehicles with various weapons, it's just the one in i scream you scream is repeatable.

WHAT!?
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    A. f*ck

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#135

Posted 23 April 2005 - 07:40 PM

CODE
Exception at address: 0x004630EE
Last opcode executed: 0100 is_actor_near_point_3d_in_car
In thread:            toni2

Registers -----------------------------------------------------
EAX: 0x00000000 EBX: 0x007E3F30 ECX: 0x00000001 EDX: 0x00000000
ESI: 0x00000100 EDI: 0x00000100 EBP: 0x007E3F30 ESP: 0x0012FCB0
EFLAGS: 10000001001000110


// THREAD "hj"
0001258B: jf                                       @00012599
00012599: if                                       0
0001259D:   opcode_04A8                            $var0008
000125A2: jf                                       @000125B0
000125B0: if                                       0
000125B4:   is_player_driving                      $var0008
000125B9: jf                                       @00012BAD
00012BAD: jump                                     @00012540
00012540: wait                                     0
// THREAD "usj"
00016901: if                                       0
00016905:   NOT is_defined                         $var0008
0001690A: jf                                       @00016918
00016918: if                                       0
0001691C:   NOT is_player_driving                  $var0008
00016921: jf                                       @0001692F
00016928: jump                                     @000168FD
000168FD: wait                                     0
// THREAD "camera"
00011F9F: if                                       0
00011FA3:   is_defined                             $var0008
00011FA8: jf                                       @00012431
00011FAF: if                                       0
00011FB3:   egi                                    $var0024, 2
00011FBA: jf                                       @00012431
00012431: jump                                     @00011F9B
00011F9B: wait                                     70
// THREAD "warper"
00011782: if                                       0
00011786:   is_defined                             $var0008
0001178B: jf                                       @0001177E
00011792: if                                       0
00011796:   is_player_in_cube                      $var0008, 3.5423, -1120.8929, 29.9814, 7.5423, -1116.8929, 33.9814, 0
000117BB: jf                                       @000117E7
000117E7: if                                       0
000117EB:   is_player_in_cube                      $var0008, -245.8360, -1550.6680, 32.3154, -241.8360, -1546.6680, 36.3154, 0
00011810: jf                                       @0001183C
0001183C: if                                       0
00011840:   is_player_in_cube                      $var0008, 12.5165, -1112.3330, 80.9526, 16.5165, -1108.3330, 84.9526, 0
00011865: jf                                       @00011891
00011891: if                                       0
00011895:   is_player_in_cube                      $var0008, -255.5830, -1537.7240, 77.3354, -251.5830, -1533.7240, 81.3354, 0
000118BA: jf                                       @0001177E
0001177E: wait                                     50
// THREAD "i_save"
00010C3F: if                                       0
00010C43:   is_defined                             $var0008
00010C48: jf                                       @00010F3A
00010C4F: if                                       0
00010C53:   egi                                    $var0024, 1
00010C5A: jf                                       @00010F1C
00010C61: if                                       0
00010C65:   egi                                    $var08A0, 0
00010C6C: jf                                       @00010C9C
00010C9C: if                                       0
00010CA0:   is_player_in_zone                      $var0008, "REDLIGH"
00010CAD: jf                                       @00010F15
00010F15: jump                                     @00010F3A
00010F3A: jump                                     @00010C3A
00010C3A: wait                                     250
// THREAD "c_save"
00010F50: if                                       0
00010F54:   is_defined                             $var0008
00010F59: jf                                       @0001131D
00010F60: if                                       0
00010F64:   egi                                    $var0024, 2
00010F6B: jf                                       @000112FF
000112FF: if                                       0
00011303:   egi                                    $var08A4, 1
0001130A: jf                                       @0001131D
0001131D: jump                                     @00010F4B
00010F4B: wait                                     250
// THREAD "s_save"
00011333: if                                       0
00011337:   is_defined                             $var0008
0001133C: jf                                       @000115D4
00011343: if                                       0
00011347:   egi                                    $var0024, 3
0001134E: jf                                       @000115B6
000115B6: if                                       0
000115BA:   egi                                    $var08A8, 1
000115C1: jf                                       @000115D4
000115D4: jump                                     @0001132E
0001132E: wait                                     250
// THREAD "wast_h"
00018959: if                                       0
0001895D:   is_defined                             $var0008
00018962: jf                                       @00018955
00018969: if                                       2
0001896D:   is_player_in_zone                      $var0008, "S_VIEW"
0001897A:   egi                                    $var04E4, 0
00018981:   egi                                    $var0028, 1
00018988: jf                                       @00018955
00018955: wait                                     0
// THREAD "bust_h"
000189D2: if                                       0
000189D6:   is_defined                             $var0008
000189DB: jf                                       @000189CE
000189E2: if                                       2
000189E6:   is_player_in_zone                      $var0008, "S_VIEW"
000189F3:   egi                                    $var04E4, 0
000189FA:   egi                                    $var0034, 1
00018A01: jf                                       @000189CE
000189CE: wait                                     0
// THREAD "i_ammu"
00022298: if                                       0
0002229C:   is_defined                             $var0008
000222A1: jf                                       @000226EA
000222A8: if                                       0
000222AC:   is_player_in_zone                      $var0008, "LITTLEI"
000222B9: jf                                       @000226A1
000226A1: if                                       0
000226A5:   egi                                    $var0C64, 1
000226AC: jf                                       @000226EA
000226EA: jump                                     @00022294
00022294: wait                                     70
// THREAD "c_ammu"
00022D61: if                                       0
00022D65:   is_defined                             $var0008
00022D6A: jf                                       @000231AF
00022D71: if                                       0
00022D75:   is_player_in_zone                      $var0008, "COM_EAS"
00022D82: jf                                       @0002316A
0002316A: if                                       0
0002316E:   egi                                    $var0C68, 1
00023175: jf                                       @000231AF
000231AF: jump                                     @00022D5D
00022D5D: wait                                     70
// THREAD "c_carp"
0001809B: if                                       0
0001809F:   is_defined                             $var0008
000180A4: jf                                       @00018758
000180AB: if                                       0
000180AF:   egi                                    $var0024, 2
000180B6: jf                                       @0001866C
0001866C: if                                       0
00018670:   gtgi                                   $var0C50, 0
00018677: jf                                       @00018758
00018758: jump                                     @00018096
00018096: wait                                     250
// THREAD "mea_1"
00018A4C: if                                       0
00018A50:   egi                                    $var0774, 1
00018A57: jf                                       @00018A65
00018A65: if                                       0
00018A69:   egi                                    $var04E4, 0
00018A70: jf                                       @00018AB0
00018AB0: disable_phone                            $var0838
00018AB5: if                                       0
00018AB9:   is_defined                             $var0008
00018ABE: jf                                       @00018BE7
00018AC5: if                                       0
00018AC9:   is_player_near_point_3d_on_foot_still  $var0008, 889.5600, -840.2500, 21.0000, 1.0000, 1.0000, 2.0000, 0
00018AEE: jf                                       @00018BE7
00018BE7: jump                                     @00018A47
00018A47: wait                                     $var0668
// THREAD "noname"
0001A9FE: if                                       0
0001AA02:   NOT is_defined                         $var0008
0001AA07: jf                                       @0001AA15
0001AA15: jump                                     @0001A9CA
0001A9CA: if                                       0
0001A9CE:   is_player_near_point_3d_on_foot        $var0008, 1120.6899, -187.2500, 61.5625, 1.0000, 1.0000, 2.0000, 0
0001A9F3: jf                                       @0001AA1C
0001A9FA: wait                                     0
0001AEDE: if                                       0
0001AEE2:   egi                                    $var06F4, 1
0001AEE9: jf                                       @0001AEF2
0001AEF2: if                                       0
0001AEF6:   is_defined                             $var0008
0001AEFB: jf                                       @0001B002
0001AF02: if                                       0
0001AF06:   is_player_near_point_3d_on_foot        $var0008, 188.6880, -639.0000, 22.0625, 1.0000, 4.5000, 2.0000, 0
0001AF2B: jf                                       @0001B002
0001B002: jump                                     @0001AED9
0001AED9: wait                                     $var0668
0001B4E2: if                                       21
0001B4E6:   egi                                    $var070C, 1
0001B4ED:   egi                                    $var0728, 1
0001B4F4: jf                                       @0001B4FD
0001B4FD: if                                       0
0001B501:   is_defined                             $var0008
0001B506: jf                                       @0001B60D
0001B50D: if                                       0
0001B511:   is_player_near_point_3d_on_foot        $var0008, 124.0620, -1413.0000, 32.0625, 1.5000, 1.5000, 2.0000, 0
0001B536: jf                                       @0001B60D
0001B60D: jump                                     @0001B4DD
0001B4DD: wait                                     $var0668
0001BAF4: if                                       0
0001BAF8:   egi                                    $var0744, 1
0001BAFF: jf                                       @0001BB08
0001BB08: if                                       0
0001BB0C:   is_defined                             $var0008
0001BB11: jf                                       @0001BC1F
0001BB18: if                                       0
0001BB1C:   is_player_near_point_3d_on_foot        $var0008, -296.7500, -725.3750, 28.7500, 1.1875, 1.1875, 2.0000, 0
0001BB41: jf                                       @0001BC1F
0001BC1F: jump                                     @0001BAF0
0001BAF0: wait                                     0
0001C232: if                                       0
0001C236:   egi                                    $var0724, 1
0001C23D: jf                                       @0001C246
0001C246: if                                       0
0001C24A:   is_defined                             $var0008
0001C24F: jf                                       @0001C356
0001C256: if                                       0
0001C25A:   is_player_near_point_3d_on_foot        $var0008, -248.2500, -1548.5601, 34.2500, 2.0000, 1.0000, 2.0000, 0
0001C27F: jf                                       @0001C356
0001C356: jump                                     @0001C22D
0001C22D: wait                                     $var0668
0001CA82: if                                       0
0001CA86:   egi                                    $var0764, 1
0001CA8D: jf                                       @0001CA96
0001CA96: if                                       0
0001CA9A:   is_defined                             $var0008
0001CA9F: jf                                       @0001CBA6
0001CAA6: if                                       0
0001CAAA:   is_player_near_point_3d_on_foot        $var0008, 32.2500, -328.0620, 25.5000, 1.0000, 1.0000, 2.0000, 0
0001CACF: jf                                       @0001CBA6
0001CBA6: jump                                     @0001CA7D
0001CA7D: wait                                     $var0668
0001CE12: if                                       0
0001CE16:   egi                                    $var07D8, 1
0001CE1D: jf                                       @0001CE26
0001CE26: if                                       0
0001CE2A:   is_defined                             $var0008
0001CE2F: jf                                       @0001CFCC
0001CE36: if                                       0
0001CE3A:   is_player_near_point_3d_on_foot        $var0008, -697.7500, 246.5000, 66.0000, 4.5000, 4.5000, 2.0000, 0
0001CE5F: jf                                       @0001CFCC
0001CFCC: jump                                     @0001CE0D
0001CE0D: wait                                     $var0668
0001E6AE: if                                       0
0001E6B2:   egi                                    $var0788, 1
0001E6B9: jf                                       @0001E6C7
0001E6C7: if                                       0
0001E6CB:   egi                                    $var04E4, 0
0001E6D2: jf                                       @0001E6E5
0001E6E5: disable_phone                            $var083C
0001E6EA: if                                       0
0001E6EE:   is_defined                             $var0008
0001E6F3: jf                                       @0001E7FB
0001E6FA: if                                       0
0001E6FE:   is_player_near_point_3d_on_foot_still  $var0008, 603.3750, -230.5000, 9.8750, 1.0000, 1.0000, 2.0000, 0
0001E723: jf                                       @0001E7FB
0001E7FB: jump                                     @0001E6A9
0001E6A9: wait                                     $var0668
0001E6AE: if                                       0
0001E6B2:   egi                                    $var0788, 1
0001E6B9: jf                                       @0001E6C7
0001E6C7: if                                       0
0001E6CB:   egi                                    $var04E4, 0
0001E6D2: jf                                       @0001E6E5
0001E6E5: disable_phone                            $var083C
0001E6EA: if                                       0
0001E6EE:   is_defined                             $var0008
0001E6F3: jf                                       @0001E7FB
0001E6FA: if                                       0
0001E6FE:   is_player_near_point_3d_on_foot_still  $var0008, 603.3750, -230.5000, 9.8750, 1.0000, 1.0000, 2.0000, 0
0001E723: jf                                       @0001E7FB
0001E7FB: jump                                     @0001E6A9
0001E6A9: wait                                     $var0668
// THREAD "frank2"
00037342: get_cutscenetime                         $var01F0
00037347: jump                                     @0003732B
0003732B: if                                       0
0003732F:   gtig                                   1726, $var01F0
00037337: jf                                       @0003734E
0003733E: wait                                     0
// THREAD "toni2"
00037556: is_actor_near_point_3d_in_car            "|", "", "", "", "", "", "", ""


^ Result of trying to start a mission for Salvatore "Cutting the Grass"

It could just be a fluke, but I don't have time to try it again.

[DMA]Blunted
  • [DMA]Blunted

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#136

Posted 23 April 2005 - 08:18 PM

it's a fluke, I've completed cutting the grass using the newest scm.

WHAT!?
  • WHAT!?

    A. f*ck

  • The Precinct
  • Joined: 23 Aug 2002
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#137

Posted 23 April 2005 - 11:04 PM

Odd.

I just tried it three more times, and everytime the result is the same. It happens when the bartender I am supposed to follow is about to get into the cab. Its no big deal.. I mean beyond the explosion glitch its the only problem I have had so far. I havn't had a chance to play all of the new missions yet.

Kurropt Antagonist
  • Kurropt Antagonist

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#138

Posted 25 April 2005 - 02:21 PM

During 'Sayanora Salvatore', if I blow up the three vehicles at the club, I'll get a similiar crash like What?! gets when Salvatore goes to enter the car.

{DBC}Lance
  • {DBC}Lance

    Most Wanted

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#139

Posted 25 April 2005 - 05:24 PM

yeah i already reported a similar crash (also for sayonara salvatore) wink.gif

Craig Kostelecky
  • Craig Kostelecky

    GTA:LC Team Leader

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#140

Posted 01 May 2005 - 07:50 PM

Last night I finished converting the remaining missions. So now all of the code is rewritten for Vice City's engine. There are still several missions that are not finished though. Some I need to have a few opcodes enabled, and some I just need to test. But Bomb Da Base plays perfectly right now. There's only a few mapping issues with that mission. I'll get around to testing the new Asuka missions either tonight or very soon.

[DMA]Blunted
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#141

Posted 01 May 2005 - 09:48 PM

good to hear craig.

Kurropt Antagonist
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#142

Posted 02 May 2005 - 01:37 PM

That's awesome news, Craig.

Can't wait to test out all the missions.

cookie.gif

KoLSPD2
  • KoLSPD2

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#143

Posted 02 May 2005 - 11:57 PM

This same crash happens if you use BIGBANG on the M-16 rampage on Staunton Island (destroying vehicles). I noticed this awhile back, and I have a feeling it's back. My theory it's to avoid cheating in earlier releases, but it's just interfering with newer releases.

I have a bad feeling about the separate island theory. It's doing more harm than good, from my point of view.

[DMA]Blunted
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#144

Posted 03 May 2005 - 02:23 AM

Kol yeah it's pretty much explosions that cause it, but it only seems to happen when it's an explosion in concert with a vehicle being exploded, as all the dbgview info I could gather on them stops in the process of damaging the individual elements of the vehicle in question

spaceeinstein
  • spaceeinstein

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#145

Posted 03 May 2005 - 02:27 AM

I went on a rampage from Portland to SSV hideouts on foot and blew up many cars with no game crashing. Is it possiblw that y'all do that? Or is it just me?

Craig Kostelecky
  • Craig Kostelecky

    GTA:LC Team Leader

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#146

Posted 03 May 2005 - 03:19 AM

QUOTE (KoLSPD2 @ May 2 2005, 18:57)
I have a bad feeling about the separate island theory. It's doing more harm than good, from my point of view.

Hammer and I have come to the same conclusion, so we're going back to a single island with no loading screens.

Kurropt Antagonist
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#147

Posted 03 May 2005 - 02:41 PM

QUOTE (spaceeinstein @ May 2 2005, 21:27)
I went on a rampage from Portland to SSV hideouts on foot and blew up many cars with no game crashing. Is it possiblw that y'all do that? Or is it just me?

The ONLY time the game crashes for me when vehicles are destroyed is during "The Exchange"...

'Sweet' Johnson
  • 'Sweet' Johnson

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#148

Posted 07 May 2005 - 05:22 PM

Using the latest SCM, the game crashes after loading is complete, and gives me this message:
Exception at address: 0x00652AA0

Registers -----------------------------------------------------
EAX: 0xFFFFFFFF EBX: 0x00000000 ECX: 0xFFFFFFFF EDX: 0x00000000
ESI: 0x007D7C38 EDI: 0x007D7C38 EBP: 0x000000FF ESP: 0x0012FBF8
EFLAGS: 10000001001000110

What is the solution?

InfernalCatfish
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#149

Posted 07 May 2005 - 11:51 PM

Just installed the new SCM and the cols it came with, and now when I start a new game, after the progress bar gets halfway done, it crashes to the desktop and gives me this error:

Exception at address: 0x00661707

Registers -----------------------------------------------------
EAX: 0x00000052 EBX: 0x00789C94 ECX: 0x00000001 EDX: 0x02E7C7F8
ESI: 0x02E7C7F4 EDI: 0x0012FD04 EBP: 0x00000000 ESP: 0x0012FCAC
EFLAGS: 10000001000000010

Y_Less
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#150

Posted 08 May 2005 - 01:09 PM

I am looking into converting all the cranes from GTA III, but the OpCodes for them are just a long string of numbers:

CODE
0368: create_ev_crane  1570.25 -675.375  1565.688 -686.5  1576.75 -706.5625  1639.875 -696.6875  26.0  0.0  


A am assuming the numbers are:

x1 y1 x2 y2 x3 y3 x4 y4 z a

This would seem to define two 2d areas (x1 y1 x2 y2 and x3 y3 x4 y4) a z co-ordinate and a target angle. If x1 y1 x2 y2 is the area you have to be in to trigger the crane, what is the 2nd area for? Or have I got the whole thing wrong?

Basically, does anyone know what all the numbers in this (and 02FB which is practically the same) represent? It will be hard to create an exact copy if I don't know what it does.

Mirrored in Mission Coding




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