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Stripped Main.scm

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mvi
  • mvi

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#1

Posted 22 May 2005 - 04:46 PM

Does anyone know where I can get bartons stripped down main.scm file, I've looked on his sites and the links don't work. Thanks.

mvi
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#2

Posted 23 May 2005 - 11:30 AM

Sorry but I need this, so bump

random_download
  • random_download

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#3

Posted 23 May 2005 - 01:07 PM

Barton's Mission Builder comes with the stripped down script in a separate folder. I think he took his tools down however, so unless you already have MB it may be hard to get. I think that if you download GTA: MA and compile and empty scm the file it creates contains the stipped script anyway.

PatrickW
  • PatrickW

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#4

Posted 24 May 2005 - 01:32 AM

With google you should be able to find a download location for "MissionBuilder", as it is available from various downloadsites around the globe.

mvi
  • mvi

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#5

Posted 24 May 2005 - 08:49 AM

I looked in my mission builder 0.22 and it didn't have it. Anyway I've got a copy thanks to Timmy now.

spaceeinstein
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#6

Posted 25 May 2005 - 08:44 PM

Ask Craig for the latest mission builder. He uploaded it somewhere.

jan_SI
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#7

Posted 10 June 2005 - 04:29 PM

Mission Bulider 1.5

here it is.

eestlane
  • eestlane

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#8

Posted 12 June 2005 - 05:21 PM Edited by eestlane, 12 June 2005 - 05:34 PM.

Hi, could anyone make stripped main.scm for GTA: San Andreas? I tried to change stripped main.scm made for Vice City. But it still crashed after a text "Ganton" at the corner of the screen, which appeared after loading.
BTW anyone know what 574 means in here:

:Sixth_Segment
0002: jump ££MAIN_1
DEFINE UNKNOWN_SIXTH_SEGMENT
DEFINE UNKNOWN3 574

eestlane
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#9

Posted 13 June 2005 - 09:21 AM

Anyone?

trx
  • trx

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#10

Posted 13 June 2005 - 06:27 PM

CODE

DEFINE VERSION SA 0.33

0002: jump ££Second_Segment
DEFINE MEMORY  100  ; Equals Mission Builder type global variable range $2 to $10939 ;40145

:Second_Segment
0002: jump ££Third_Segment
DEFINE OBJECTS  0

:Third_Segment
0002: jump ££Fourth_Segment
DEFINE MISSIONS  0

:Fourth_Segment
0002: jump ££Fifth_Segment
DEFINE EXTERNAL_SCRIPTS  0

:Fifth_Segment
0002: jump ££Sixth_Segment
DEFINE UNKNOWN_FIFTH_SEGMENT
DEFINE UNKNOWN1  0

:Sixth_Segment
0002: jump ££MAIN_1
DEFINE UNKNOWN_SIXTH_SEGMENT
DEFINE UNKNOWN3  2146

;-------------MAIN---------------


:MAIN_1
03A4: name_thread 'MAIN'
016A: fade  0 ()  0 ms
01F0: set_max_wanted_level_to  0
0111: set_wasted_busted_check_to  0 (disabled)
00C0: set_current_time  8  0
04E4: unknown_refresh_game_renderer_at  2488.562 -1666.864
03CB: set_camera  2488.562 -1666.864  13.3757
0053: $PLAYER_CHAR = create_player  0 at  2488.562 -1666.864  12.8757
087B: set_player $PLAYER_CHAR clothes "VEST" "VEST"  0
087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2
087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3
087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1
070D: $PLAYER_CHAR
0793: (unknown)
016C: restart if wasted at  2488.562 -1666.864  12.8757 angle  137.0 unknown  0
016A: fade  1 ()  500 ms
0001: wait  1000 ms


:LOOP
0001: wait  1000 ms
0002: jump ££LOOP


smile.gif

eestlane
  • eestlane

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#11

Posted 13 June 2005 - 08:12 PM Edited by eestlane, 13 June 2005 - 08:27 PM.

THANK YOU VERY MUCH trx, cheez I'm so happy.
I will try it out as soon as possible, when I will have more time,

aad
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#12

Posted 18 June 2005 - 09:42 AM

I already tried it but my pc lagged as hell when loading up this script it doesnt lag that much if i start up the original script.

Knife
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#13

Posted 18 June 2005 - 10:58 AM

Here is a different one from Steve M:

CODE
DEFINE VERSION SA 0.33

0002: jump ££Second_Segment
DEFINE MEMORY  43800; Equals Mission Builder type global variable range $2 to $10949

:Second_Segment
0002: jump ££Third_Segment
DEFINE OBJECTS  1
DEFINE OBJECT MOO                 ; This is an unused object. You can put anything here.

:Third_Segment
0002: jump ££Fourth_Segment
DEFINE MISSIONS  0

:Fourth_Segment
0002: jump ££Fifth_Segment
DEFINE EXTERNAL_SCRIPTS  0

:Fifth_Segment
0002: jump ££Sixth_Segment
DEFINE UNKNOWN_FIFTH_SEGMENT
DEFINE UNKNOWN1  0

:Sixth_Segment
0002: jump ££MAIN_1
DEFINE UNKNOWN_SIXTH_SEGMENT
DEFINE UNKNOWN3  574

;-------------MAIN---------------


:MAIN_1
03A4: name_thread 'MAIN'
016A: fade  0 ()  0 ms
042C: set_total_missions_to  0
030D: set_total_mission_points_to  0
01F0: set_max_wanted_level_to  6
0111: set_wasted_busted_check_to  0 (disabled)
00C0: set_current_time  10  0
04E4: unknown_refresh_game_renderer_at  2488.562 -1666.864
03CB: set_camera  2488.562 -1666.864  13.3757
062A: change_stat  165 (energy) to  800.0; float
062A: change_stat  23 (muscle) to  800.0; float
062A: change_stat  21 (fat) to  200.0; float
062A: change_stat  160 (driving skill) to  200.0; float
0629: change_stat  181 (islands unlocked) to  4; integer see statdisp.dat
0629: change_stat  68 () to  0; integer see statdisp.dat
0053: $PLAYER_CHAR = create_player #NULL at  2488.562 -1666.864  12.8757
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0373: set_camera_directly_behind_player
0173: set_actor $PLAYER_ACTOR z_angle_to  262.0  

01B6: set_weather  1
087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack"  0
087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2
087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3
087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1
070D: $PLAYER_CHAR
04BB: select_interior  0;; select render area
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01B7: release_weather  

016C: restart_if_wasted at  2488.562 -1666.864  12.8757 angle  0.0 unknown  0

09E2: $parked_car = parked_car_generator_w_numberplate #MONSTERB -1 -1  0 alarm  0 door_lock  0  0  10000 plate "_MYRIAD_" at 2490.0 -1670.0  14.0 angle  0.0
0A17: $parked_car  1
014C: set_parked_car_generator $parked_car cars_to_generate_to  101

014B: $parked_bike = init_parked_car_generator #BMX -1 -1  0 alarm  0 door_lock  0  0  10000 at  2480.0 -1665.0  14.0 angle  180.0
0A17: $parked_bike  1
014C: set_parked_car_generator $parked_bike cars_to_generate_to  101

014B: $parked_plane = init_parked_car_generator #HYDRA -1 -1  0 alarm  0 door_lock  0  0  10000 at 2490.0 -1660.864  14.0 angle  110.0
0A17: $parked_bike  1
014C: set_parked_car_generator $parked_plane cars_to_generate_to  101

0247: request_model #MONSTERB
0247: request_model #BMX
0247: request_model #HYDRA
:MAIN_2
0001: wait  0 ms
00D6: if  2
0248:   model #MONSTERB available
0248:   model #BMX available
0248:   model #HYDRA available
004D: jump_if_false ££MAIN_2
 
016A: fade  1 ()  1000 ms

0001: wait  100 ms
03E6: remove_text_box
 
:MAIN_3
0001: wait 2500 ms
0002: jump ££MAIN_3

trx
  • trx

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#14

Posted 18 June 2005 - 01:06 PM Edited by trx, 18 June 2005 - 02:47 PM.

QUOTE (aad @ Jun 18 2005, 09:42)
I already tried it but my pc lagged as hell when loading up this script it doesnt lag that much if i start up the original script.

Very strange, maybe it has to do with this part:
CODE
DEFINE VERSION SA 0.33

0002: jump ££Second_Segment
DEFINE MEMORY  100; Equals Mission Builder type global variable range $2 to $10939;40145

:Second_Segment
0002: jump ££Third_Segment
DEFINE OBJECTS  0

:Third_Segment
0002: jump ££Fourth_Segment
DEFINE MISSIONS  0

:Fourth_Segment
0002: jump ££Fifth_Segment
DEFINE EXTERNAL_SCRIPTS  0

:Fifth_Segment
0002: jump ££Sixth_Segment
DEFINE UNKNOWN_FIFTH_SEGMENT
DEFINE UNKNOWN1  0

:Sixth_Segment
0002: jump ££MAIN_1
DEFINE UNKNOWN_SIXTH_SEGMENT
DEFINE UNKNOWN3  2146


As I have absolutely no idea why its there and what I should do with them.
Someone finish the San Andreas Mission Assembler!! biggrin.gif

Y_Less
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#15

Posted 18 June 2005 - 06:38 PM

What is the unknown 6 value in the original script?

And no, if people knew what it was, it wouldn't be labeled as unknown!




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