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[REL|CODE]SA Various

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Statico
  • Statico

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#1

Posted 21 June 2005 - 09:18 PM Edited by Statico, 22 June 2005 - 04:02 PM.

SA Various by Static
SA Various is mine first SCM mod biggrin.gif
Features:
QUOTE (Readme)
The infamous FlyMod first designed by Namanax for MTA, ported over to SA Single player
Infinate health
Infinate armor
Infinate car health (only affects the car you are driving)
Some full stats
Steed mod - never fall off bike
Anti-jack

Credits:
Flymod - Namanax & JeReMiZ (Converted by Static)
SteedMod - Help from [TTH]Prince
Everything else - Static

Download Link: http://static.elite-...s/SAVarious.zip

upsetting_pear
  • upsetting_pear

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#2

Posted 21 June 2005 - 09:39 PM

Where can I download this?

Statico
  • Statico

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#3

Posted 21 June 2005 - 09:49 PM

lol i do that every time i make a post releasing something.
Post updated, thx btw lol.gif

chevyastro
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#4

Posted 21 June 2005 - 11:56 PM

Sweet Mod, Thanks

[Elite]
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#5

Posted 22 June 2005 - 04:59 AM

Thanks for the nice release static ill bust out with the steed add on in the skate park ..


Marklund
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#6

Posted 22 June 2005 - 11:38 AM

Awsome, thanks alot. I wont use it when I'll be stunting, but maybe when Im playing for fun. =]
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waneman
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#7

Posted 23 June 2005 - 12:17 AM

Static,

I posted to the MTAvcSux.NeT forum. Thanks for your quick reply. Per your request, I will post this here.

As I said before, your mod is great. I've been having so much fun riding bikes and motorcycles at high speeds. As you state in your documentation, a new game must be started for this mod to work. This isn't too big a deal except for the strange issue I keep having.

At the beginning of the game in the "Tagging up turf" level, We go with Sweet to do some tagging. After the second tag, we drive to the Ballas territory. At this point. a cut scene has Sweet dropping us off. This is where the game goes nuts. Basically CJ gets out to go tagging and immediately gets back in Sweet's car. The game remains in "cut scene" mode and CJ can't be moved.

When I replace my backup SMC the level goes fine. So my question to you,
Could the code be made available or a patch made that would simply alter the main.scm giving them the "Stay on Bike" ability without changing any other lines?

I'm sure this is a strange request since you have gone to so much trouble making such a good all-inclusive scm, but truth be told, I really only want the "Stay on Bike" ability.

Thank you again for such great work.

Waneman

Statico
  • Statico

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#8

Posted 26 June 2005 - 10:36 AM Edited by Statico, 28 June 2005 - 05:35 PM.

The reason for him getting back in the car is because the mod checks if you pressed Exit Car when it finds you no longer in a car. So when he gets out on the cutscene, you have not pressed Exit Car, and therefore assumes you fell out/were jacked.
Anyway, reason for posting is I have decided to release the source. Do with it what you will, just give credit wink.gif
Source credit remains with the authors mentioned in the compiled release.
Requesting topic title to have [REL|CODE] prefix please smile.gif

_____________________________

QUOTE
:StaticMod
0001: wait 20 ms
0110: clear_player $PLAYER_CHAR wanted_level
035F: set_actor $PLAYER_ACTOR armour_to  100
0223: set_actor $PLAYER_ACTOR health_to  1000
00D6: if  0
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££StaticMod
03C0: $PlayersCar = actor $PLAYER_ACTOR car
0224: set_car $PlayersCar health_to  1000
0002: jump ££StaticMod

:Namafly
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false ££Namafly
00D6: if 0
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££Namafly
03C0: $Fly = actor $PLAYER_ACTOR car
0174: $Flyang = car $Fly z_angle
0002: jump ££Flychecks1

:Flychecks1
00D6: if 2
00E1: key_pressed 0 11
00E1: key_pressed 0 19
004D: jump_if_false ££Flychecks2
0002: jump ££Left

:Flychecks2
00D6: if 2
00E1: key_pressed 0 10
00E1: key_pressed 0 19
004D: jump_if_false ££Namafly
0002: jump ££Right

:Left
000D: $Flyang -= 5
0175: set_car $Fly z_angle_to $Flyang
0002: jump ££Namafly

:Right
0009: $Flyang += 5
0175: set_car $Fly z_angle_to $Flyang
0002: jump ££Namafly

:Namaspeed
0001: wait 0 ms
00D6: if 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false ££Namaspeed
00D6: if 0
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££Namaspeed
03C0: $Speed = actor $PLAYER_ACTOR car
02E3: $mycarspeed = car  $speed speed
0174: $Sangle = car $Speed z_angle
03C0: $PlayersCar = actor $PLAYER_ACTOR car
00AA: store_car $PlayersCar position_to $Spdx $Spdy $Spdz
0174: $Flyang = car $Speed z_angle
0007: $Spzfwd = 150.00
0007: $Spzrvs = -100.00
0007: $Spdbrk = 0.00
0002: jump ££Speedchecks1

:Speedchecks1
00D6: if 2
00E1: key_pressed 0 16
00E1: key_pressed 0 19
004D: jump_if_false ££Speedchecks2
0002: jump ££Namanos

:Speedchecks2
00D6: if 2
00E1: key_pressed 0 19
004D: jump_if_false ££Speedchecks3
00E1: key_pressed 0 17
004D: jump_if_false ££Speedchecks3
0002: jump ££Namaspaz

:Speedchecks3
00D6: if 2
00E1: key_pressed 0 19
00E1: key_pressed 0 14
004D: jump_if_false ££Speedchecks4
0002: jump ££Namabrake

:Speedchecks4
00D6: if 2
00E1: key_pressed 0 19
00E1: key_pressed 0 6
004D: jump_if_false ££Namaspeed
0002: jump ££Namaup

:Namanos
0007: $SpdSet = 100.00
04BA: set_car $Speed speed_instantly $SpdSet
0001: wait 100 ms
0002: jump ££Namaspeed

:Namaspaz
04BA: set_car $Speed speed_instantly $Spzfwd
0001: wait 4 ms
04BA: set_car $Speed speed_instantly $Spzrvs
0001: wait 4 ms
04BA: set_car $Speed speed_instantly $Spdbrk
0001: wait 4 ms
0002: jump ££Namaspeed

:Namabrake
04BA: set_car $Speed speed_instantly $Spdbrk
0002: jump ££Namaspeed

:Namaup
0009: $Spdz += 1.00
00A1: put_actor $PLAYER_ACTOR at  $Spdx $Spdy $Spdz
0175: set_car $Speed z_angle_to $Sangle
04BA: set_car $Speed speed_instantly $mycarspeed
0002: jump ££Namaspeed

:STEEDMOD
0001: wait 0 ms
00D6: if  0
0256: player $PLAYER_CHAR defined
004D: jump_if_false ££STEEDMOD
00D6: if  0
80DF:  NOT  actor $PLAYER_ACTOR driving
004D: jump_if_false ££Driving
0002: jump ££STEEDMOD

:Driving
03C0: $PlayersCar = actor $PLAYER_ACTOR car
0001: wait 0 ms
00D6: if  0
0256: player $PLAYER_CHAR defined
004D: jump_if_false ££Driving
00D6: if  0
00DF:  actor $PLAYER_ACTOR driving
004D: jump_if_false ££FALLOF
00D6: if  0
80E1:  NOT  key_pressed  0  15
004D: jump_if_false ££LEFTCAR
0002: jump ££Driving

:LEFTCAR
0001: wait 2000 ms
0002: jump ££STEEDMOD

:FALLOF
036A: put_actor $PLAYER_ACTOR in_car $PlayersCar
0002: jump ££Driving


Also, find ":MAIN_1" just under the defines, and find the stats editing. Put this in underneath it, and delete any stats that this replaces.
QUOTE
062A: change_stat  165 (energy) to  1000.0  ; float
062A: change_stat  23 (muscle) to  1000.0  ; float
062A: change_stat  21 (fat) to  200.0  ; float
062A: change_stat  223 (driving_Skill) to  1000.0  ; float
062A: change_stat  229 (bike_Skill) to  1000.0  ; float
062A: change_stat  160 (flying_skill) to  1000  ; float
062A: change_stat  230 (cycling_skill) to  1000  ; float 
062A: change_stat  69 (gun) to  1000.0  ; float
062A: change_stat  70 (gun) to  1000.0  ; float
062A: change_stat  71 (gun) to  1000.0  ; float
062A: change_stat  72 (gun) to  1000.0  ; float
062A: change_stat  73 (gun) to  1000.0  ; float
062A: change_stat  74 (gun) to  1000.0  ; float
062A: change_stat  75 (gun) to  1000.0  ; float
062A: change_stat  76 (gun) to  1000.0  ; float
062A: change_stat  78 (gun) to  1000.0  ; float
062A: change_stat  79 (gun) to  1000.0  ; float


Then for the create_thread's. Find them with Edit > Find. Add these somwhere with them:

QUOTE
004F: create_thread ££STEEDMOD
004F: create_thread ££Namaspeed
004F: create_thread ££Namafly
004F: create_thread ££StaticMod


_________________________________

What each part of the code does is fairly self explainatory. The labels have been given names which should point to what they do. If you know what you are doing with SCM then obviously modding this is easy. If you are unsure as to what to do with it, either ask me, or someone who knows a lot about this kinda stuff. Like I say I've not been into SCM in the past.

Static

Nipa
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#9

Posted 26 June 2005 - 10:42 AM

There's a glitch! Go to San Ferrio, and enter the contest. Don't do anything, wait till the time almost runs out, and use the flymod and get in the air.... When you get kicked out, you get the car + it's invisible and no it's not like the cars are invisible cheat.... this is fully invisible.. it's funny when that happened!

Nipa tounge.gif

da g-man
  • da g-man

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#10

Posted 26 June 2005 - 06:28 PM

hey Statico, can you add some of vipers mods in this to round it off. it would be nice!

waneman
  • waneman

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#11

Posted 26 June 2005 - 06:41 PM

Static,

Thank you for the source. I can't wait to try a few things.

Waneman

Craigybabes
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#12

Posted 17 July 2005 - 12:43 PM

Many thanks for the code Statico. I removed the Steedmod & AntiJack and recompiled because I thought this was why Smoke's bike explodes on the 'Just Business' mission. Imagine my surprise when I get on the bike....and KABOOM!!!

Frankly, it's got me flumoxed - so I've incremented Smoke's mission count +=2 after completing 'Wrong Side of the Tracks' (also OG Loc's +=1 cos the 'Life's a Beach' dance crashes when initialising).

Now to track down Smoke's Icon_Marker & sphere so I can remove it from the radar....interested to see if any other missions are adversly affected. I'm no hard-core modder but I like a challenge; have you any thoughts on what the culprit might be?

Also, is there any way to implement the Steedmod alone without the game script shoving you back in the vehicle and messing up lots of other missions...




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