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[REL | Beta] Snake Spawn V1

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Viper187
  • Viper187

    Crazy Snake

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  • Joined: 17 Oct 2002

#1

Posted 17 June 2005 - 04:05 PM Edited by Viper187, 26 June 2005 - 10:12 PM.

Snake Spawn V1 for GTA:SA
~by Viper187

I threw this together yesterday and it's working pretty good so far. If anyone has key combo suggestions, etc. let me know.

CODE

004F: create_thread ££SNAKESPAWN00


:SNAKESPAWN00
0001: wait  0 ms
00D6: if  1
8241:   NOT   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ££SNAKESPAWN00
00D6: if  1
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN01
00D6: if  1
00E1:   key_pressed  0  14;; jump
00E1:   key_pressed  0  9;; group back
004D: jump_if_false ££SNAKESPAWN03
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN01
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN02
03C0: @0 = actor $PLAYER_ACTOR car
0441: $SNAKE_CSID = car @0 model
00D6: if  1
00E1:   key_pressed  0  14;; brake/reverse
00E1:   key_pressed  0  16;; gas
004D: jump_if_false ££SNAKESPAWN02
03F0:  1
0341:  1
03E4:  0
0348:  0
045A:  25.0 25.0 "NUMBER" $SNAKE_CSID
00D6: if  0
00E1:   key_pressed  0  7;; next weapon
004D: jump_if_false ££SNAKESPAWN01B
0008: $SNAKE_CSID +=  1;; integer values
00D6: if  0
0018:   $SNAKE_CSID >  611;; integer values
004D: jump_if_false ££SNAKESPAWN01B
0004: $SNAKE_CSID =  400;; integer values

:SNAKESPAWN01B
00D6: if  0
00E1:   key_pressed  0  5;; previous weapon
004D: jump_if_false ££SNAKESPAWN01C
000C: $SNAKE_CSID -=  1;; integer values
00D6: if  0
001A:    400 > $SNAKE_CSID;; integer values
004D: jump_if_false ££SNAKESPAWN01C
0004: $SNAKE_CSID =  611;; integer values

:SNAKESPAWN01C
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type $SNAKE_CSID
004D: jump_if_false ££SNAKESPAWN00
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN01D
03C0: @0 = actor $PLAYER_ACTOR car
00AA: store_car @0 position_to @1 @2 @3
0174: @4 = car @0 z_angle
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  @1 @2  @3
0002: jump ££SNAKESPAWN01E

:SNAKESPAWN01D
00A0: store_actor $PLAYER_ACTOR position_to @1 @2 @3
0172: @4 = actor $PLAYER_ACTOR z_angle

:SNAKESPAWN01E
00D6: if  21
0018:   $SNAKE_CSID >  611;; integer values
001A:    400 > $SNAKE_CSID;; integer values
004D: jump_if_false ££SNAKESPAWN01F
0004: $SNAKE_CSID =  400;; integer values

:SNAKESPAWN01F
0247: request_model  $SNAKE_CSID
038B: load_requested_models
00D6: if  0
0248:   model  $SNAKE_CSID available
004D: jump_if_false ££SNAKESPAWN00
00A6: destroy_car $SNAKECAR
00A5: $SNAKECAR = create_car  $SNAKE_CSID at @1 @2 @3
0175: set_car $SNAKECAR z_angle_to @4
036A: put_actor $PLAYER_ACTOR in_car $SNAKECAR
0249: release_model  $SNAKE_CSID
0001: wait  100 ms

:SNAKESPAWN02
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN03
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  5;; look left
004D: jump_if_false ££SNAKESPAWN02B
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID1 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN02B
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  7;; look right
004D: jump_if_false ££SNAKESPAWN02C
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID2 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN02C
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  9;; prev radio station
004D: jump_if_false ££SNAKESPAWN02D
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID3 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN02D
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  8;; next radio station
004D: jump_if_false ££SNAKESPAWN00
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID4 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN03
00D6: if  1
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN00
00D6: if  2
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  5;; prev weapon
80E1:   NOT   key_pressed  0  6;; aim
004D: jump_if_false ££SNAKESPAWN03B
0084: $SNAKE_CSID = $QSPAWNID1;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03B
00D6: if  2
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  7;; next weapon
80E1:   NOT   key_pressed  0  6;; aim
004D: jump_if_false ££SNAKESPAWN03C
0084: $SNAKE_CSID = $QSPAWNID2;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03C
00D6: if  1
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  8;; group forward
004D: jump_if_false ££SNAKESPAWN03D
0084: $SNAKE_CSID = $QSPAWNID3;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03D
00D6: if  1
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  9;; group back
004D: jump_if_false ££SNAKESPAWN00
0084: $SNAKE_CSID = $QSPAWNID4;; integer values and handles
0002: jump ££SNAKESPAWN01D


buttons:

(on foot)
Jump + Group Back = spawn car (last spawned or default) and put player in it
Action + Previous Weapon = Quick Car Spawn Slot 1
Action + Next Weapon = Quick Car Spawn Slot 2
Action + Group Back = Quick Car Spawn Slot 3
Action + Group Forward = Quick Car Spawn Slot 4

(in car)
Gas + Brake/Reverse + Look Left = Previous Vehicle
Gas + Brake/Reverse + Look Right = Next Vehicle
Weapon 2 + Handbrake + Look Left = Set Car as Quick Spawn Slot 1
Weapon 2 + Handbrake + Look Right = Set Car as Quick Spawn Slot 2
Weapon 2 + Handbrake + Previous Radio = Set Car as Quick Spawn Slot 3
Weapon 2 + Handbrake + Next Radio = Set Car as Quick Spawn Slot 4

AHX
  • AHX

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#2

Posted 17 June 2005 - 08:01 PM

what do you do with this to make it work?

GTA3Freak-2001
  • GTA3Freak-2001

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#3

Posted 18 June 2005 - 01:58 AM

Its code that needs to be put into the main.scm.

Anychance of doing this for the people not able too?

kimd
  • kimd

    Street Racer

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#4

Posted 18 June 2005 - 09:18 AM

I can't do this.
Can please post to download the modded main.scm and cookie.gif for you

MRGREAPER
  • MRGREAPER

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#5

Posted 18 June 2005 - 10:42 AM Edited by MRGREAPER, 18 June 2005 - 12:51 PM.

do i just paste this to the bottom of the main scm?


tried it but cant compile missing label

perkin
  • perkin

    Techdog

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#6

Posted 18 June 2005 - 10:42 PM Edited by perkin, 18 June 2005 - 10:45 PM.

There are two parts,

CODE
004F: create_thread ££SNAKESPAWN00


u put it under the main initialization(thread), it's where most "create_thread"s located in the beginning of your scm, this acts like a call function when the game starts.

then the second part, you can put them right above mission one start, use ctrl + f and search for ----------, press F3 one or two times until u reach there. Then just complile and it will work. P.S. : **** THANKS FOR SUCH A GREAT MOD.

CODE
:SNAKESPAWN00
0001: wait  0 ms
00D6: if  4
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
00E1:   key_pressed  0  4;; action button
00E1:   key_pressed  0  6;; aim button
00E1:   key_pressed  0  14;; aim button
004D: jump_if_false ££SNAKESPAWN02
00D6: if  21
0018:   $SNAKE_CSID >  611;; integer values
001A:    400 > $SNAKE_CSID;; integer values
004D: jump_if_false ££SNAKESPAWN00B
0004: $SNAKE_CSID =  400;; integer values

:SNAKESPAWN00B
0001: wait  0 ms
0247: request_model  $SNAKE_CSID
038B: load_requested_models
00D6: if  0
8248:   NOT   model  $SNAKE_CSID available
004D: jump_if_false ££SNAKESPAWN00C
0001: wait  0 ms
0002: jump ££SNAKESPAWN00B

:SNAKESPAWN00C
00A6: destroy_car $SNAKECAR
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  5.0  -1.0
00A5: $SNAKECAR = create_car  $SNAKE_CSID at @1 @2 @3
0249: release_model  $SNAKE_CSID

:SNAKESPAWN01
0001: wait  100 ms
00D6: if  1
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN00
00D6: if  0
00E1:   key_pressed  0  7;; next weapon
004D: jump_if_false ££SNAKESPAWN01B
0008: $SNAKE_CSID +=  1;; integer values
00D6: if  0
0018:   $SNAKE_CSID >  611;; integer values
004D: jump_if_false ££SNAKESPAWN00B
0004: $SNAKE_CSID =  400;; integer values
0002: jump ££SNAKESPAWN00B

:SNAKESPAWN01B
00D6: if  0
00E1:   key_pressed  0  5;; previous weapon
004D: jump_if_false ££SNAKESPAWN01C
000C: $SNAKE_CSID -=  1;; integer values
00D6: if  0
001A:    400 > $SNAKE_CSID;; integer values
004D: jump_if_false ££SNAKESPAWN00B
0004: $SNAKE_CSID =  611;; integer values
0002: jump ££SNAKESPAWN00B

:SNAKESPAWN01C
00D6: if  0
00E1:   key_pressed  0  15;; enter/exit
004D: jump_if_false ££SNAKESPAWN01

:SNAKESPAWN01D
0247: request_model  $SNAKE_CSID
038B: load_requested_models
00D6: if  0
8248:   NOT   model  $SNAKE_CSID available
004D: jump_if_false ££SNAKESPAWN01E
0001: wait  0 ms
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN01E
00A0: store_actor $PLAYER_ACTOR position_to @1 @2 @3
0172: @4 = actor $PLAYER_ACTOR z_angle
00A6: destroy_car $SNAKECAR
00A5: $SNAKECAR = create_car  $SNAKE_CSID at @1 @2 @3
0175: set_car $SNAKECAR z_angle_to @4
036A: put_actor $PLAYER_ACTOR in_car $SNAKECAR
0249: release_model  $SNAKE_CSID
0002: jump ££SNAKESPAWN00

:SNAKESPAWN02
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN03
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  5;; look left
004D: jump_if_false ££SNAKESPAWN02B
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID1 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN02B
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  7;; look right
004D: jump_if_false ££SNAKESPAWN02C
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID2 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN02C
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  18;; horn
004D: jump_if_false ££SNAKESPAWN00
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID3 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN03
00D6: if  1
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN00
00D6: if  1
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  5;; prev weapon
004D: jump_if_false ££SNAKESPAWN03B
0084: $SNAKE_CSID = $QSPAWNID1;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03B
00D6: if  1
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  7;; next weapon
004D: jump_if_false ££SNAKESPAWN03C
0084: $SNAKE_CSID = $QSPAWNID2;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03C
00D6: if  1
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  18;; crouch
004D: jump_if_false ££SNAKESPAWN00
0084: $SNAKE_CSID = $QSPAWNID3;; integer values and handles
0002: jump ££SNAKESPAWN01D

gta_matt
  • gta_matt

    Bond...James Bond

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#7

Posted 19 June 2005 - 02:59 AM

where exactly do I put the first part?I tried what you said but my game crashes when I hit the buttons to make the list or whatever appear.Please please please be more specific.

Viper187
  • Viper187

    Crazy Snake

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  • Joined: 17 Oct 2002

#8

Posted 19 June 2005 - 05:33 AM

Not sure why it'd crash, but if any experienced mod writers are trying this, let me know how it works. I intend to work on an update, and possibly a weapon select one after I complete the game. I wanna do a ton of editing before I play through to try for 100% and max criminal rating. I also have a pretty nifty NOS setup written. I want to tweak it more before releasing though. Tough figuring out which vehicles use which buttons to do special things. Anyone know of a complete list of vehicles with special controls?

I'm using Barton's editor for all this, btw.

ZAZ
  • ZAZ

    Kernlochbohrer

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#9

Posted 19 June 2005 - 09:54 PM

QUOTE (Viper187 @ Jun 19 2005, 05:33)
Not sure why it'd crash, but if any experienced mod writers are trying this, let me know how it works.
I'm using Barton's editor for all this, btw.

I have no experience in SA and the new MissionBuilder,
but dont you need the if player_char_defined -command at the
beginning of the thread like in VC scripts ?
CODE
:SNAKESPAWN00
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ��SNAKESPAWN00
00D6: if  4
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
00E1:   key_pressed  0  4;; action button
00E1:   key_pressed  0  6;; aim button
00E1:   key_pressed  0  14;; aim button
....
..

Viper187
  • Viper187

    Crazy Snake

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  • Joined: 17 Oct 2002

#10

Posted 19 June 2005 - 11:24 PM

QUOTE (ZAZ @ Jun 19 2005, 21:54)
QUOTE (Viper187 @ Jun 19 2005, 05:33)
Not sure why it'd crash, but if any experienced mod writers are trying this, let me know how it works.
I'm using Barton's editor for all this, btw.

I have no experience in SA and the new MissionBuilder,
but dont you need the if player_char_defined -command at the
beginning of the thread like in VC scripts ?
CODE
:SNAKESPAWN00
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ��SNAKESPAWN00
00D6: if  4
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
00E1:   key_pressed  0  4;; action button
00E1:   key_pressed  0  6;; aim button
00E1:   key_pressed  0  14;; aim button
....
..

Well, it worked for me without it. On VC, you almost always used $PLAYER_CHAR. Seeing as you don't use $PLAYER_CHAR on here, I don't see why it would be required. All the ops are with $PLAYER_ACTOR.

BTW, If you press the keys for a quick spawn before a vehicle has been set, it crashes... change the following to fix:

CODE

:SNAKESPAWN03
00D6: if  1
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN00
00D6: if  1
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  5;; prev weapon
004D: jump_if_false ££SNAKESPAWN03B
0084: $SNAKE_CSID = $QSPAWNID1;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03B
00D6: if  1
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  7;; next weapon
004D: jump_if_false ££SNAKESPAWN03C
0084: $SNAKE_CSID = $QSPAWNID2;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03C
00D6: if  1
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  18;; crouch
004D: jump_if_false ££SNAKESPAWN00
0084: $SNAKE_CSID = $QSPAWNID3;; integer values and handles


to

CODE

:SNAKESPAWN03
00D6: if  1
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN00
00D6: if  3
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  5;; prev weapon
001A:    612 > $QSPAWNID1 ;; integer values
0018:   $QSPAWNID1 >  359 ;; integer values
004D: jump_if_false ££SNAKESPAWN03B
0084: $SNAKE_CSID = $QSPAWNID1 ;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03B
00D6: if  3
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  7;; next weapon
001A:    612 > $QSPAWNID2 ;; integer values
0018:   $QSPAWNID2 >  359 ;; integer values
004D: jump_if_false ££SNAKESPAWN03C
0084: $SNAKE_CSID = $QSPAWNID2 ;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03C
00D6: if  3
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  18;; crouch
001A:    612 > $QSPAWNID3 ;; integer values
0018:   $QSPAWNID3 >  359 ;; integer values
004D: jump_if_false ££SNAKESPAWN00
0084: $SNAKE_CSID = $QSPAWNID3 ;; integer values and handles
0002: jump ££SNAKESPAWN01D

Viper187
  • Viper187

    Crazy Snake

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  • Joined: 17 Oct 2002

#11

Posted 23 June 2005 - 03:11 PM

Here's a better version. This works in or out of a car and scrolls cars with you in them. It also shows the vehicle ID on the screen. This is also how I realized you could use the RC cars and trailers like normal vehicles. LOL

Keys are different with this one...

on foot:
Jump + Run = spawn car (last spawned or default) and put player in it
Action + Previous Weapon = Quick Car Spawn Slot 1
Action + Next Weapon = Quick Car Spawn Slot 2
Action + Group Back = Quick Car Spawn Slot 3
Action + Group Forward = Quick Car Spawn Slot 4

all vehicles:
Gas + Brake/Reverse + Look Left = Previous Vehicle
Gas + Brake/Reverse + Look Right = Next Vehicle
Weapon 2 + Handbrake + Look Left = Set Car as Quick Spawn Slot 1
Weapon 2 + Handbrake + Look Right = Set Car as Quick Spawn Slot 2
Weapon 2 + Handbrake + Previous Radio = Set Car as Quick Spawn Slot 3
Weapon 2 + Handbrake + Next Radio = Set Car as Quick Spawn Slot 4


CODE

:SNAKESPAWN00
0001: wait  0 ms
00D6: if  1
00E1:   key_pressed  0  14;; jump
00E1:   key_pressed  0  16;; run
004D: jump_if_false ££SNAKESPAWN02
00D6: if  21
0018:   $SNAKE_CSID >  611 ;; integer values
001A:    400 > $SNAKE_CSID ;; integer values
004D: jump_if_false ££SNAKESPAWN00B
0004: $SNAKE_CSID =  400 ;; integer values

:SNAKESPAWN00B
00D6: if  1
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN01
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN01
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN03
03F0:  1
0341:  1
03E4:  0
0348:  0
045A:  25.0 25.0 "NUMBER" $SNAKE_CSID
00D6: if  0
00E1:   key_pressed  0  7;; next weapon
004D: jump_if_false ££SNAKESPAWN01B
0008: $SNAKE_CSID +=  1 ;; integer values
00D6: if  0
0018:   $SNAKE_CSID >  611 ;; integer values
004D: jump_if_false ££SNAKESPAWN01B
0004: $SNAKE_CSID =  400 ;; integer values

:SNAKESPAWN01B
00D6: if  0
00E1:   key_pressed  0  5;; previous weapon
004D: jump_if_false ££SNAKESPAWN01C
000C: $SNAKE_CSID -=  1 ;; integer values
00D6: if  0
001A:    400 > $SNAKE_CSID ;; integer values
004D: jump_if_false ££SNAKESPAWN01C
0004: $SNAKE_CSID =  611 ;; integer values

:SNAKESPAWN01C
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type $SNAKE_CSID
004D: jump_if_false ££SNAKESPAWN00
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN01D
03C0: @0 = actor $PLAYER_ACTOR car
00AA: store_car @0 position_to @1 @2 @3
0174: @4 = car @0 z_angle
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  @1 @2  @3
0002: jump ££SNAKESPAWN01E

:SNAKESPAWN01D
00A0: store_actor $PLAYER_ACTOR position_to @1 @2 @3
0172: @4 = actor $PLAYER_ACTOR z_angle

:SNAKESPAWN01E
0247: request_model  $SNAKE_CSID
038B: load_requested_models
00D6: if  0
0248:   model  $SNAKE_CSID available
004D: jump_if_false ££SNAKESPAWN00
00A6: destroy_car $SNAKECAR
00A5: $SNAKECAR = create_car  $SNAKE_CSID at @1 @2 @3
0175: set_car $SNAKECAR z_angle_to @4
036A: put_actor $PLAYER_ACTOR in_car $SNAKECAR
0249: release_model  $SNAKE_CSID
0001: wait  100 ms

:SNAKESPAWN02
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN03
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  5;; look left
004D: jump_if_false ££SNAKESPAWN02B
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID1 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN02B
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  7;; look right
004D: jump_if_false ££SNAKESPAWN02C
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID2 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN02C
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  9;; prev radio station
004D: jump_if_false ££SNAKESPAWN02D
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID3 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN02D
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  8;; next radio station
004D: jump_if_false ££SNAKESPAWN00
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID4 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN03
00D6: if  1
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN00
00D6: if  4
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  5;; prev weapon
80E1:   NOT   key_pressed  0  6;; aim
001A:    612 > $QSPAWNID1 ;; integer values
0018:   $QSPAWNID1 >  359 ;; integer values
004D: jump_if_false ££SNAKESPAWN03B
0084: $SNAKE_CSID = $QSPAWNID1 ;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03B
00D6: if  4
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  7;; next weapon
80E1:   NOT   key_pressed  0  6;; aim
001A:    612 > $QSPAWNID2 ;; integer values
0018:   $QSPAWNID2 >  359 ;; integer values
004D: jump_if_false ££SNAKESPAWN03C
0084: $SNAKE_CSID = $QSPAWNID2 ;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03C
00D6: if  3
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  8;; group forward
001A:    612 > $QSPAWNID3 ;; integer values
0018:   $QSPAWNID3 >  359 ;; integer values
004D: jump_if_false ££SNAKESPAWN03D
0084: $SNAKE_CSID = $QSPAWNID3 ;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03D
00D6: if  3
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  9;; group back
001A:    612 > $QSPAWNID4 ;; integer values
0018:   $QSPAWNID4 >  359 ;; integer values
004D: jump_if_false ££SNAKESPAWN00
0084: $SNAKE_CSID = $QSPAWNID4 ;; integer values and handles
0002: jump ££SNAKESPAWN01D




MRGREAPER
  • MRGREAPER

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#12

Posted 23 June 2005 - 03:36 PM Edited by MRGREAPER, 23 June 2005 - 04:06 PM.

i have tried using moded main.scm`s and they wont recompile

i tried my original main.scm and it crashed at load for save games and new games.
i reinstalled the game tried compiling this and (overconfidently added your f*ck school mod http://www.gtaforums...owtopic=198762) and it crashes on newgame and load game.i`m out of ideas i have no way of using this code and its driving me up the wall please u mentioned a mod with all ur modifications in it being released soon i look fwd to that with great zeal and appreciate the effort u put into this but i and i assume a lot of others cant master editing the files (i thought with what was posted above and what u posted on the f*ck schools mod it would be straight fwd but of course it aint sad.gif

if some one can take a look at my main.txt file and tell me where i`m going wrong i would greatly appreciate it (its a 992kb archive (rar) file i`ll gladly email to anyone willig to help me (or upload if anyone knows how))

i`m on my jnees begging for help here

****edit*******
just tried the new script that viper posted as i typed my last message and it still crashes

also the define memory setting telss me to increase it to 43817 which i do is this right? (i have tried it set to default 43800 and it still crashes)
*****edit nbr2********

the crash happens like this btw

load up gta
start new game
a loading screen apears
progress bar fills up
screen fades
CRASH sad.gif

i`m using BW`s SA Mission Builder v0.33 is this right?

Viper187
  • Viper187

    Crazy Snake

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  • Joined: 17 Oct 2002

#13

Posted 23 June 2005 - 05:29 PM Edited by Viper187, 23 June 2005 - 05:35 PM.

QUOTE (MRGREAPER @ Jun 23 2005, 15:36)
i have tried using moded main.scm`s and they wont recompile

i tried my original main.scm and it crashed at load for save games and new games.
i reinstalled the game tried compiling this and (overconfidently added your f*ck school mod http://www.gtaforums...owtopic=198762) and it crashes on newgame and load game.i`m out of ideas i have no way of using this code and its driving me up the wall please u mentioned a mod with all ur modifications in it being released soon i look fwd to that with great zeal and appreciate the effort u put into this but i and i assume a lot of others cant master editing the files (i thought with what was posted above and what u posted on the f*ck schools mod it would be straight fwd but of course it aint sad.gif

if some one can take a look at my main.txt file and tell me where i`m going wrong i would greatly appreciate it (its a 992kb archive (rar) file i`ll gladly email to anyone willig to help me (or upload if anyone knows how))

i`m on my jnees begging for help here

****edit*******
just tried the new script that viper posted as i typed my last message and it still crashes

also the define memory setting telss me to increase it to 43817 which i do is this right? (i have tried it set to default 43800 and it still crashes)
*****edit nbr2********

the crash happens like this btw

load up gta
start new game
a loading screen apears
progress bar fills up
screen fades
CRASH sad.gif

I`m using BW`s SA Mission Builder v0.33 is this right?

Yeah, I use Barton's builder v0.33. The DEFINE MEMORY thing needs increased if it tells you to. I think I set mine to 45000 last time it bitched.
The create_thread line needs to go in MAIN where the other few are (look for 004F: create_thread ££R3_1)

and the code would go at the bottom of MAIN. right before:

;-------------Mission 0---------------
; Originally: Initial 1

MRGREAPER
  • MRGREAPER

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  • Joined: 10 Jun 2005

#14

Posted 23 June 2005 - 06:04 PM

thankyou it all works now (i placed it above mission 1 originaly as the post further up describes)

great mod was surprissed by the amount of vehcles though it leaves me with one question remaining the mission i renember from a the ps2 gave you a leverthon(i cant spell lol) with a magnet that u used to pick up a car any way to spawn that one? (they allow it to appear at the airfield (without magent after wards so it must be an air field mission))


amazing mod though and when i get back up to the driving school your other mod will help no end smile.gif

Viper187
  • Viper187

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  • Joined: 17 Oct 2002

#15

Posted 23 June 2005 - 09:40 PM

QUOTE (MRGREAPER @ Jun 23 2005, 18:04)
thankyou it all works now (i placed it above mission 1 originaly as the post further up describes)

great mod was surprissed by the amount of vehcles though it leaves me with one question remaining the mission i renember from a the ps2 gave you a leverthon(i cant spell lol) with a magnet that u used to pick up a car any way to spawn that one? (they allow it to appear at the airfield (without magent after wards so it must be an air field mission))


amazing mod though and when i get back up to the driving school your other mod will help no end smile.gif

I think it'd be pretty easy to do the magnet. It's an add-on to the chopper, not a seperate model. I had thought of it before but didn't get to it. I'll probably write it up late rtonight or tomorrow. I had tried to add Stingers (the tire popping things) to cars like that one mission, but they weren't working for some reason.

By the way, when you compile with Barton's builder and it tells you the size of the "First 4 segments", if that's bigger than 200,000 you can expect a crash. I posted about it in the editing forum.

demonj0e
  • demonj0e

    Sa Coder In Training

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  • Joined: 05 Apr 2005

#16

Posted 24 June 2005 - 06:45 AM

ok let me just double check this this code
CODE
004F: create_thread ££SNAKESPAWN00
goes after
CODE
004F: create_thread ££TRI_1
and before
CODE
00D7: create_thread_with_wasted_busted_check ££LITCAS_42
?


and the second part

CODE
:SNAKESPAWN00
0001: wait  0 ms
00D6: if  1
00E1:   key_pressed  0  14;; jump
00E1:   key_pressed  0  16;; run
004D: jump_if_false ££SNAKESPAWN02
00D6: if  21
0018:   $SNAKE_CSID >  611;; integer values
001A:    400 > $SNAKE_CSID;; integer values
004D: jump_if_false ££SNAKESPAWN00B
0004: $SNAKE_CSID =  400;; integer values

:SNAKESPAWN00B
00D6: if  1
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN01
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN01
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN03
03F0:  1
0341:  1
03E4:  0
0348:  0
045A:  25.0 25.0 "NUMBER" $SNAKE_CSID
00D6: if  0
00E1:   key_pressed  0  7;; next weapon
004D: jump_if_false ££SNAKESPAWN01B
0008: $SNAKE_CSID +=  1;; integer values
00D6: if  0
0018:   $SNAKE_CSID >  611;; integer values
004D: jump_if_false ££SNAKESPAWN01B
0004: $SNAKE_CSID =  400;; integer values

:SNAKESPAWN01B
00D6: if  0
00E1:   key_pressed  0  5;; previous weapon
004D: jump_if_false ££SNAKESPAWN01C
000C: $SNAKE_CSID -=  1;; integer values
00D6: if  0
001A:    400 > $SNAKE_CSID;; integer values
004D: jump_if_false ££SNAKESPAWN01C
0004: $SNAKE_CSID =  611;; integer values

:SNAKESPAWN01C
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type $SNAKE_CSID
004D: jump_if_false ££SNAKESPAWN00
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN01D
03C0: @0 = actor $PLAYER_ACTOR car
00AA: store_car @0 position_to @1 @2 @3
0174: @4 = car @0 z_angle
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  @1 @2  @3
0002: jump ££SNAKESPAWN01E

:SNAKESPAWN01D
00A0: store_actor $PLAYER_ACTOR position_to @1 @2 @3
0172: @4 = actor $PLAYER_ACTOR z_angle

:SNAKESPAWN01E
0247: request_model  $SNAKE_CSID
038B: load_requested_models
00D6: if  0
0248:   model  $SNAKE_CSID available
004D: jump_if_false ££SNAKESPAWN00
00A6: destroy_car $SNAKECAR
00A5: $SNAKECAR = create_car  $SNAKE_CSID at @1 @2 @3
0175: set_car $SNAKECAR z_angle_to @4
036A: put_actor $PLAYER_ACTOR in_car $SNAKECAR
0249: release_model  $SNAKE_CSID
0001: wait  100 ms

:SNAKESPAWN02
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN03
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  5;; look left
004D: jump_if_false ££SNAKESPAWN02B
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID1 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN02B
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  7;; look right
004D: jump_if_false ££SNAKESPAWN02C
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID2 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN02C
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  9;; prev radio station
004D: jump_if_false ££SNAKESPAWN02D
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID3 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN02D
00D6: if  2
00E1:   key_pressed  0  4;; weapon2
00E1:   key_pressed  0  6;; handbrake
00E1:   key_pressed  0  8;; next radio station
004D: jump_if_false ££SNAKESPAWN00
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID4 = car @0 model
0002: jump ££SNAKESPAWN00

:SNAKESPAWN03
00D6: if  1
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false ££SNAKESPAWN00
00D6: if  4
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  5;; prev weapon
80E1:   NOT   key_pressed  0  6;; aim
001A:    612 > $QSPAWNID1;; integer values
0018:   $QSPAWNID1 >  359;; integer values
004D: jump_if_false ££SNAKESPAWN03B
0084: $SNAKE_CSID = $QSPAWNID1;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03B
00D6: if  4
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  7;; next weapon
80E1:   NOT   key_pressed  0  6;; aim
001A:    612 > $QSPAWNID2;; integer values
0018:   $QSPAWNID2 >  359;; integer values
004D: jump_if_false ££SNAKESPAWN03C
0084: $SNAKE_CSID = $QSPAWNID2;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03C
00D6: if  3
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  8;; group forward
001A:    612 > $QSPAWNID3;; integer values
0018:   $QSPAWNID3 >  359;; integer values
004D: jump_if_false ££SNAKESPAWN03D
0084: $SNAKE_CSID = $QSPAWNID3;; integer values and handles
0002: jump ££SNAKESPAWN01D

:SNAKESPAWN03D
00D6: if  3
00E1:   key_pressed  0  4;; action
00E1:   key_pressed  0  9;; group back
001A:    612 > $QSPAWNID4;; integer values
0018:   $QSPAWNID4 >  359;; integer values
004D: jump_if_false ££SNAKESPAWN00
0084: $SNAKE_CSID = $QSPAWNID4;; integer values and handles
0002: jump ££SNAKESPAWN01D


goes before

CODE
;-------------Mission 0---------------
; Originally: Initial 1


or
CODE
;-------------Mission 1---------------
; Originally: Initial 2

Viper187
  • Viper187

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#17

Posted 24 June 2005 - 07:49 PM

Yeah. The create_thread line gets added with the other ones in that area. The huge block of code goes before:

CODE

;-------------Mission 0---------------
; Originally: Initial 1


RainingAcid
  • RainingAcid

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#18

Posted 25 June 2005 - 12:28 PM

What is this about not able to find LABEL0195A0

Viper187
  • Viper187

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#19

Posted 26 June 2005 - 09:01 PM

New version, slighlty changed buttons (see original post). I updated this to clean up the code and prevent conflicts with certain buttons and other mods I'm working on. It also remembers what car you were in last and start there when you spawn from foot or in car. It used to revert to the previous ID.


Roald
  • Roald

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  • Joined: 30 Nov 2004

#20

Posted 27 June 2005 - 01:37 PM

What do I use to open main.scm? :mellow:




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