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[REL | Beta] Vigilante Anywhere + Infinite Time

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Viper187
  • Viper187

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#1

Posted 19 June 2005 - 11:08 PM

I finally found those damn timers and got this setup. If you don't want infinite time, leave out the 2 timer lines (0004: $8222 = 900000) I'm not releasing a compiled SCM right now because I'm currently working with a heavily edited one. If anyone else wants to do a clean SCM and test it with this mod, feel free. Otherwise, it'll be part of my massive mod later, like I did for Vice City.

In non-vigilante vehicles and on foot, press Submission/Look Behind + Horn/Crouch to activate. Submission/Look Behind will deactivate from anywhere.

CODE

find:

:COPCAR_1936
00D6: if  1
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false £COPCAR_1984

replace with (or just add the 2 lines):

:COPCAR_1936
0004: $8222 =  900000 ;; integer values - timer
0002: jump £COPCAR_1984

find:

:COPCAR_2524
00D6: if  1
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false £COPCAR_2571

replace with (or just add the 2 lines):

:COPCAR_2524
0004: $8222 =  900000 ;; integer values - timer
0002: jump £COPCAR_2571

find:

:COPCAR_2571
0293: $13 = current_controls
00D6: if  21
056C:   actor $PLAYER_ACTOR driving_police_vehicle
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false £COPCAR_2607
03C0: @34 = actor $PLAYER_ACTOR car
053F: set_car @34 tires_vulnerable  0

REMOVE:

00D6: if  21
056C:   actor $PLAYER_ACTOR driving_police_vehicle
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false £COPCAR_2607
03C0: @34 = actor $PLAYER_ACTOR car
053F: set_car @34 tires_vulnerable  0


find:

:R3_2
0001: wait  70 ms
00D6: if  0
0038:   $ON_MISSION ==  0 ;; integer values
004D: jump_if_false ££R3_659
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ££R3_659
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££R3_648
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false ££R3_647
00D6: if  0
08B4: $390  1
004D: jump_if_false ££R3_20
0002: jump ££R3_660
0002: jump ££R3_647

replace with:

:R3_2
0001: wait  70 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $ON_MISSION ==  0 ;; integer values
004D: jump_if_false ££R3_659
00D6: if  27
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  416
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  407
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  609
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  537
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  538
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  575
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  420
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  438
004D: jump_if_false ££R3_2B
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££R3_648
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false ££R3_647
00D6: if  0
08B4: $390  1
004D: jump_if_false ££R3_20
0002: jump ££R3_660
0002: jump ££R3_647

:R3_2B
00D6: if  2
00E1:   key_pressed  0  18;; submission/look behind
00E1:   key_pressed  0  19;; horn/crouch
004D: jump_if_false ££R3_466
00BA: text_styled 'COP_M'  6000 ms  5
0417: start_mission  124  ; Originally: Vigilante sub-mission


Viper187
  • Viper187

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#2

Posted 21 June 2005 - 05:14 PM Edited by Viper187, 21 June 2005 - 05:21 PM.

Oh. If you want to be compatible with Barton's IF checker, use this for the R3 labels

CODE

:R3_2
0001: wait  70 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $ON_MISSION ==  0;; integer values
004D: jump_if_false ££R3_659
00D6: if  6
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  416
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  407
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  609
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  537
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  538
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  575
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  420
004D: jump_if_false ££R3_2B
00D6: if  2
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  438
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  425
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
004D: jump_if_false ££R3_2B
00D6: if  1
00E1:   key_pressed  0  18;; submission/look behind
00E1:   key_pressed  0  19;; horn/crouch
004D: jump_if_false ££R3_466
00BA: text_styled 'COP_M'  6000 ms  5
0417: start_mission  124 ; Originally: Vigilante sub-mission

:R3_2B
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ££R3_648
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false ££R3_647
00D6: if  0
08B4: $390  1
004D: jump_if_false ££R3_20
0002: jump ££R3_660
0002: jump ££R3_647

varkam
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#3

Posted 25 June 2005 - 04:52 AM

Lovely. I loved this mod for VC, and I know I'm gonna love it for SA. I'd try it out now if it weren't for work, but I'll look forward to it when I get home. Thanks a bundle man.

Just one question, what file do I need to look in to edit the code? Is it main.scm?

Viper187
  • Viper187

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#4

Posted 25 June 2005 - 06:36 AM

QUOTE (varkam @ Jun 25 2005, 04:52)
Lovely. I loved this mod for VC, and I know I'm gonna love it for SA. I'd try it out now if it weren't for work, but I'll look forward to it when I get home. Thanks a bundle man.

Just one question, what file do I need to look in to edit the code? Is it main.scm?

yeah, main.scm.

varkam
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#5

Posted 25 June 2005 - 10:20 PM

I'm having some trouble. I'm using Barton's SA Mission builder to edit the code. I'm following your instructions, but I was able to get it working once, but I couldn't end the vigilante missions. Also, now that I'm going back and trying to recompile it, I keep getting the error Label not found: BBCHAL_1. Any ideas on what I'm doing wrong, or if I should be using a different program? Thanks

soraflair
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#6

Posted 26 June 2005 - 09:05 PM

Hey I wan't to make something like this but for the taxi,Police,Ambulance and all outher things BUt i don't know how all I want to do is remove the timer how do I do that. And I am not talkingabout that 27 trainer eather.

Viper187
  • Viper187

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#7

Posted 27 June 2005 - 11:44 PM

QUOTE (soraflair @ Jun 26 2005, 21:05)
Hey I wan't to make something like this but for the taxi,Police,Ambulance and all outher things BUt i don't know how all I want to do is remove the timer how do I do that. And I am not talkingabout that 27 trainer eather.

Already done. http://www.gtaforums...howtopic=199906

varkam
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#8

Posted 28 June 2005 - 05:10 AM

I can get it working...sort of. I can still only activate it from police cars, and I can't deactivate it anywhere. Also, the timer runs down when I'm in a cop car, but not in a non-vigilante vehicle. Any ideas on what I'm doing wrong?

varkam
  • varkam

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#9

Posted 28 June 2005 - 06:25 AM

Oh, and btw, completing the vigilante missions no longer gives an increase to body armor w/ that code. But who knows, I've been having other problems with it as well (since I'm damn sure no coder)

Viper187
  • Viper187

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#10

Posted 28 June 2005 - 06:33 AM Edited by Viper187, 28 June 2005 - 06:37 AM.

QUOTE (varkam @ Jun 28 2005, 05:10)
I can get it working...sort of. I can still only activate it from police cars, and I can't deactivate it anywhere. Also, the timer runs down when I'm in a cop car, but not in a non-vigilante vehicle.  Any ideas on what I'm doing wrong?

Odd. You've tried pressing Horn AND Sub-Mission button together, right? It works for me. Did you notice if anything at all happene at level 12? I thought the text appeared and all when I did it. I didn't look to see if my armor went up.


varkam
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#11

Posted 28 June 2005 - 08:06 PM

I tried pressing them both together, yes. After completing level 12, the mission complete jingle plays, but no message appears, body armor doesn't increase; it just goes right on with the next level.

Viper187
  • Viper187

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#12

Posted 28 June 2005 - 10:11 PM

QUOTE (varkam @ Jun 28 2005, 20:06)
I tried pressing them both together, yes. After completing level 12, the mission complete jingle plays, but no message appears, body armor doesn't increase; it just goes right on with the next level.

That's odd. It worked for me.

bojack
  • bojack

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#13

Posted 11 July 2005 - 12:23 AM Edited by bojack, 12 July 2005 - 04:12 AM.

QUOTE (varkam @ Jun 25 2005, 22:20)
...Also, now that I'm going back and trying to recompile it, I keep getting the error Label not found: BBCHAL_1. Any ideas on what I'm doing wrong, or if I should be using a different program? Thanks

I'm getting the same problem. Is there any way to fix that?

EDIT: n/m, fixed it. Thanks for the code Viper187, works great.

zac8241
  • zac8241

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#14

Posted 02 August 2005 - 05:38 AM

anyone know how to use this with a stripped main.scm?

CKY_86
  • CKY_86

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#15

Posted 01 September 2005 - 06:36 PM

does anyone have this in an scm file please?

malach
  • malach

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#16

Posted 12 January 2009 - 05:29 PM Edited by malach, 12 January 2009 - 05:36 PM.

i need a scm file too.

can someone who knows sannybuilder, put this code into main.scm and upload?

Andrew
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#17

Posted 12 January 2009 - 06:29 PM

malach, I think you take the prize of the longest bump! Crikey.

Locked before the spam.




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