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SA - Back to reality

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tomworld10
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#301

Posted 24 November 2005 - 12:18 PM

Hi, cool it works !!!!!!!!!!!!!!!!!!!

but i don't understand if you've made any change or not, because it seems it was working from all times as i said.....

If you change anything to the main.scm please post it here, just before and after parts, so i can see what the hell is going on, thanks in advance.

If you haven't change anything to the main just let me laugh again, it was actually fun anyway to waste bandwith and server's memory saying bullcrap about mobiles, it was verry entertaining, thanks.

Have fun

Neko Raven
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#302

Posted 03 December 2005 - 01:12 PM Edited by Neko Raven, 03 December 2005 - 01:24 PM.

Hello...
I was adapting the Back to Reality mod, and find out that the code that adds lock/unlock doors from inside a car makes the game crash at the first mission for Cesar... Is there anything wrong with the following code? It was all taken from the main file. It is different from the code at page 3 of this topic, but I guess this one is much newer, and editing it like the page 3 code could make it worse...

:MAPINIT_1
03A4: name_thread 'MAPINIT'
0004: $1397 = 1 ;; integer values
004F: create_thread ££TRACE_1
004F: create_thread ££BSCHOO_1
004F: create_thread ££BIKES_1
004F: create_thread ££PSCH_1
004F: create_thread ££MAPINIT_203 <- Many of this threads doesn't belong to the locker code...
004F: create_thread ££MAPINIT_209
004F: create_thread ££MAPINIT_264
004F: create_thread ££MAPINIT_281
004F: create_thread ££MAPINIT_310
004F: create_thread ££MAPINIT_618
004F: create_thread ££MAPINIT_740
004F: create_thread ££MAPINIT_785
004F: create_thread ££MAPINIT_178
004F: create_thread ££MAPINIT_142
0004: $11030.75 = 0 ;; integer values
004E: end_thread


:MAPINIT_209
0001: wait 0 ms
03A4: name_thread "DLOCK"
0006: $11020.75 = 1 ;; integer values

:MAPINIT_212
0001: wait 0 ms
00D6: if 0
0038: $ON_MISSION == 0 ;; integer values
004D: jump_if_false ££MAPINIT_212
00D6: if 1
00E1: key_pressed 0 18
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££MAPINIT_212
0001: wait 1500 ms
00D6: if 1
00E1: key_pressed 0 18
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££MAPINIT_212
0002: jump ££MAPINIT_226

:MAPINIT_226
0001: wait 0 ms
00D6: if 0
0019: $11020.75 > 0 ;; integer values
004D: jump_if_false ££MAPINIT_257
00D6: if 1
847A: NOT $PLAYER_ACTOR
84AB: NOT $PLAYER_ACTOR
004D: jump_if_false ££MAPINIT_212
00D6: if 6
8137: NOT car $11026.75 id == #QUAD
8137: NOT car $11026.75 id == #BMX
8137: NOT car $11026.75 id == #MTBIKE
8137: NOT car $11026.75 id == #BIKE
8137: NOT car $11026.75 id == #BANDITO
8137: NOT car $11026.75 id == #TRACTOR
8137: NOT car $11026.75 id == #TROPIC
004D: jump_if_false ££MAPINIT_212
00D6: if 5
8137: NOT car $11026.75 id == #SWEEPER
8137: NOT car $11026.75 id == #LAUNCH
8137: NOT car $11026.75 id == #BFINJECT
8137: NOT car $11026.75 id == #FORKLIFT
8137: NOT car $11026.75 id == #KART
8137: NOT car $11026.75 id == #CADDY
004D: jump_if_false ££MAPINIT_212
03E5: text_box 'DLOCK'
020A: set_car $11026.75 door_status_to 2
0006: $11020.75 = 0 ;; integer values
0001: wait 1000 ms
03E6: remove_text_box
0002: jump ££MAPINIT_212

:MAPINIT_257
0001: wait 0 ms
020A: set_car $11026.75 door_status_to 1
0006: $11020.75 = 1 ;; integer values
03E5: text_box 'DUNLOCK'
0001: wait 1000 ms
03E6: remove_text_box
0002: jump ££MAPINIT_212

:MAPINIT_264
0001: wait 0 ms
00D6: if 0
0038: $ON_MISSION == 0 ;; integer values
004D: jump_if_false ££MAPINIT_264
00D6: if 1
0256: player $PLAYER_CHAR defined
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££MAPINIT_264
03C0: $11026.75 = actor $PLAYER_ACTOR car

:MAPINIT_273
0001: wait 0 ms
00D6: if 0
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££MAPINIT_273
0006: $11020.75 = 1 ;; integer values
0006: $11019.75 = 0 ;; integer values
01C3: remove_references_to_car $11026.75 ;; Like turning a car into any random car
0002: jump ££MAPINIT_264

bajajahehehe
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#303

Posted 10 December 2005 - 04:47 AM Edited by bajajahehehe, 11 December 2005 - 06:10 AM.

Has anyone fixed the crash problem on the beach mission for this? Or the no-phonecall after house party problem? Just asking.

Zarg
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#304

Posted 14 December 2005 - 08:02 PM

take a look here, please
http://www.gtaforums...howtopic=225426

xspudx
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#305

Posted 27 December 2005 - 03:12 AM

How do I get rid of the petrol mod in this mod, thats the only one I don't want.

bajajahehehe
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#306

Posted 30 December 2005 - 05:51 AM

Can someone please make a tool or trainer or something to make a phone call after "house party"

Katun
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#307

Posted 02 January 2006 - 10:59 AM

Where R U cns? I want to update your mod lol.gif

antares
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#308

Posted 06 January 2006 - 11:09 AM

just update it katun, instead of being idle
btw have you send email to cns?

minimorri
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#309

Posted 09 January 2006 - 04:59 PM

have these mods been released seperately. and wer can i get them.

Jrae
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#310

Posted 22 January 2006 - 07:25 PM Edited by Jrae, 23 January 2006 - 08:35 AM.

can someone please tell me what to isert and were in the .GXT file because i have other mods which use this file.

P.S. The mod looks great. biggrin.gif

tomworld10
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#311

Posted 23 January 2006 - 09:22 AM Edited by tomworld10, 23 January 2006 - 09:41 AM.

Hi

@Jrae : I can't tell what and where you have to add things to the gxt file because i can't remember but I can tell you how to find them.

First install B2R mod completly scm and gxt files (BACKUP YOUR FILES !!!!!!!!!) and ingame note somewhere all the text you need and them simply find them with the find tool of your gxt editor in the B2R gxt file.
Note, copy, write on paper or set it in stone.... colgate.gif everything about it (the entry name and the value and in which table it's in -MAIN;AMBULAE;...- ) and then report them to your gxt file and should be working, seems to be right for me.
Hope you understood well what i think i've meant, and you see how you'll do it.

Just because I'm curious which mod have you added to it ?

Have fun

Jrae
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#312

Posted 23 January 2006 - 05:01 PM

first, thank you for replying
second, i instaled it and it works (very cool) + i got GXT editor
third, "ingame note somewhere all the text you need" need for what and when does it apear

n00b mod v2.0 (just for the car spawner & the in game teleporter) plus i have manualy changed some car names

P.S. sorry for being a pest

Jrae
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#313

Posted 23 January 2006 - 07:28 PM Edited by Jrae, 23 January 2006 - 07:37 PM.

sorry for the double post

tomworld10
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#314

Posted 24 January 2006 - 05:44 PM

Hi,
Well then it means that I havn't understood what you've asked.

And relooking and rereading your posts I still don't understand what you looking for or needing or wanting.

I thought you wanted to add the B2R text to another mod's text or vice-versa.
It's seems that i was right as I'm still watching your messages


QUOTE
third, "ingame note somewhere all the text you need" need for what and when does it apear

If you want to add the B2R text to another mod you have to know WHAT text it is like "you have no money to buy petrol" or "your tank is full", or "locked", "unlocked", like the text you get ingame that doesn't come from the original game, they're the text you needed....

Well answering questions whithout knowing the question is really annoying and actually pissing me off, tell me what the hell you want and thenmaybe someone can answer it.

I doin't want to read your minds keep your dirty thought for yourself and try to communicate properly with human beings. It seems you don't even understand what you're talking about then why are you talking. I might be have a bad day but wtf
QUOTE
need for what and when does it apear
: then i ask WHY wasting bandwith, space disc, people nerves !!!!!!!!!!! angry.gif

Having NOT fun

Grantus
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#315

Posted 06 February 2006 - 04:27 PM

QUOTE (gta_matt @ Jun 30 2005, 19:26)
I'll third it biggrin.gif

Ill fourth it


cool.gif

BMWPower
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#316

Posted 08 February 2006 - 09:08 PM Edited by BMWPower, 08 February 2006 - 09:13 PM.

I'm with Driver Mod and i want to add this awesome mod to the scm.

1. Can somebody paste me the source of the one of the latest version..? cry.gif
PLEASEEE... cry.gif cookie.gif cryani.gif

2. Where i have to put the code. Above or under Mission 0 line? ... How exactly can i add this mod to the Driver??? suicidal.gif monocle.gif


PLEASE help me! cryani.gif cryani.gif cryani.gif

tomworld10
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#317

Posted 09 February 2006 - 08:03 PM

QUOTE
Hi,
I see that you understand the codding very well, and i want to ask you something.

I used the search tool, but i didn't find somebody with problem like mine. My question is about the cns reality mod. confused.gif
I want to make a scm wich include the Driver Mod v1.22 and i want the gas mod. I have a permission to edit the Driver mod. I'm using the Driver Mod (because i can't find the source of that version), i have only the source of a beta. sarcasm.gif
So i tried to add in the Driver mod the source of the gas mod wich is in 3rd page of the SA - Back to reality topic. I added the source but an error message appears when i'm trying to compile the scm. There is an error on line 19000:
user posted image


Than i opened the scm from the cns archive. I found the source (above Mission 0), added it to Driver mod, and i start new game, and there is no the reality mod and it's features. The game didn't crash, but there was no reality mod.


I found your post in Mission codding forum, whre you have osted the latest petrol code. I added it to the scm, and this error message appeared again (like in the picture above)... cryani.gif  cryani.gif  cryani.gif

I really want to do that, so please help me..... cryani.gif  cryani.gif  cryani.gif  suicidal.gif


Best rgds,
BMWPower! cool.gif



Hi,



@BMWPower : well if you read the error it tells you that it can't find the model BMX in the default.ide. That only means that the name from the .ide and the name used in main.scm are differents. Well you'll solve your problem simply by changing one of this.
If i actually remember well in the ide it's BMXBMX because a coma has been dropped in the process.The easiest is to change #BMX to #BMXBMX in the line you get trouble with. It should go fine, or maybe you'll have other one to change because cns seems to have changed his .ide. Hope you've followed me...

Have fun

BMWPower
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#318

Posted 10 February 2006 - 11:23 AM

10x man, 10x a lot, i'll test it! colgate.gif

BMWPower
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#319

Posted 10 February 2006 - 01:08 PM

It doesn't work again. I renamed it to #BMXBMX.. nothing. sad.gif
In my default.ide there is no any bmx, i have searched for it. In the vehicles.ide the id of the bmx is bmx. Everything in the ide's seems to be ok, i didn't modify these files.

Other ideas?
Is there a way to copy and paste the modified part drom the CNS's scm to the Driver mod and get it work? Because i did that but as i said, there is no effect. cryani.gif monocle.gif The game doesn't crash, but when i get to the car there is no petrol, i can't turn on/off the lights, and can't unlock / lock cars?

10x.

Y_Less
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#320

Posted 10 February 2006 - 01:15 PM

Don't double post, especially when your last post was merely hours ago. The mission builder gets it's object names from objects.dat, not the vehicles file (AFAIK), look for the name in there.

Raindancer
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#321

Posted 10 February 2006 - 01:30 PM

QUOTE (Y_Less @ Feb 10 2006, 14:15)
Don't double post, especially when your last post was merely hours ago. The mission builder gets it's object names from objects.dat, not the vehicles file (AFAIK), look for the name in there.

Just to add, please edit your last post in future. Thans biggrin.gif

BMWPower
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#322

Posted 10 February 2006 - 04:10 PM

Sorry for the post.
I've searched in object.dat for 'bmx', 'bmxbmx' but there were no results... sad.gif suicidal.gif cryani.gif

tomworld10
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#323

Posted 10 February 2006 - 09:31 PM

Hi,

Sorry BMWPower i told you wrong. What I was talking about was vehicle.ide, that's where you should have looked. Anyway this time I've looked in my and i havn't found anything that could get you into trouble, I looked in the original main.scm to see if #BMX is used and it is, So i actually don't understand why you getting this error. You should look in your file to see how it's done elsewhere.

But if you can't get it there is a very simple workaround change #BMX to -481 (BMX).


QUOTE
Is there a way to copy and paste the modified part drom the CNS's scm to the Driver mod and get it work


About copy and paste i'm not sure i can't remeber but i think if you select right clic and the left clic "copy", Then clic right again in the file you want to add it, clic left on "paste", it should go right.

About getting it to work, I don't know, maybe make him sign a contract and give him, a salary, a desk, a chair, a pen and then if he doesn't go on stirke you'd got it to work.


Have fun

BMWPower
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#324

Posted 12 February 2006 - 10:16 AM

Now i didn't get error. I changed it to -481, and it works. colgate.gif
But when i get in the car as i said in the PM, there is no petrol mod. I can't get in the car like passenger. cryani.gif

Well, if you have 5 min take a look in my scm if i missed to add something, but i don't know. Please if you can check it. blush.gif

http://users.cjb.net...1234/script.rar

10x again for the help!

Fobolous
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#325

Posted 14 February 2006 - 09:10 AM Edited by Fobolous, 14 February 2006 - 10:27 AM.

Is there a way to make your gang member enter the car while you are in the passenger's seat?.. I find it a lot of fun if you could be a gunman while police chase you =)... Let say you recruited 3 gang members if you press enter a vehicle all of them will follow you... if you press passenger seat one of them will automatically becoming the driver!!! That would make it so fun and more realistic than just your gang member standing there while you sit in the passenger's seat.

Edit: Hopefully a helpful hint for Hot Coffee 2.1
You'd probably have to edit txd and dff. of these files

copgrl1 TXD and DFF
copgrl2 TXD and DFF
crogrl1 TXD and DFF
gangrl1 TXD and DFF
gangrl2 TXD and DFF
gungrl1 TXD and DFF
gungrl2 TXD and DFF
nurgrl1 TXD and DFF
nurgrl2 TXD and DFF
sex.ifp

Note: GTA: Second edition doesn't have these files and if you want hot coffee you'd need these files and 1.0 hoodlum.exe




BMWPower
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#326

Posted 16 February 2006 - 12:34 PM

QUOTE (BMWPower @ Feb 12 2006, 12:16)
Now i didn't get error. I changed it to -481, and it works. colgate.gif
But when i get in the car as i said in the PM, there is no petrol mod. I can't get in the car like passenger. cryani.gif

Well, if you have 5 min take a look in my scm if i missed to add something, but i don't know. Please if you can check it. blush.gif

http://users.cjb.net...1234/script.rar

10x again for the help!

Pls, help me, i'm sorry for the double post, but i really want that.
If you can't find where i'm wrong, please look at the Driver mod main.scm - http://rapidshare.de...d_1.22.zip.html

and help me to find the driver mod source. cry.gif cryani.gif

10x

Torbin
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#327

Posted 16 March 2006 - 02:29 PM

Hey, if cnc or anyone who knows where the code is in his latest reality mod is for the passenger codes, could you post the code? I'm having quite a bit of trouble finding it.

cnc made an awesome mod, but I'm only interested in the passenger parts (riding and shooting) and don't really want the petro or hot coffee mods.

tomworld10
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#328

Posted 10 April 2006 - 03:50 AM Edited by tomworld10, 24 April 2006 - 11:40 AM.

[UPDATED]: I've stopped being lazy and put some more coordinates into it, so there is more than 1 drive-in for each fast food company. Now there is 4 for Pizza satck, 6 for cluckin bells, and 7 burger drive-in!!!!

[UPDATED again]: I've find what have been looking for ages so now NO NEED for the big ugly trick, he's been tricked out!!! now it's all nice coding tounge.gif cool.gif




Hi,

the B2R topic was getting a bit dusty those time...
lets take the dust out and post some B2R tools.

As I know people been looking for it, a nice and complete (no, you'll have to add a few more position because I've only done 1 of each)

DRIVE-IN


user posted image
user posted image
user posted image

with meals names, vendor voices, puke, shopping sounds, and fat (exept for salad!!)

I'll explain how to add it to an original (or pretty close to) main.scm (don't forget to watch for the main part limit, look in the compiling report)

Sorry the code is for Sanny Builder 2.9f soif you don't have it, you'll have to get it (there: http://www.freewebs.com/sannybuilder/).

So now find :
CODE
004F: create_thread @PSAVE1  
004F: create_thread @FLOW  
004F: create_thread @HELP  
004F: create_thread @COLLS  
004F: create_thread @CRANES  
004F: create_thread @BUY_PRO  
004F: create_thread @VALET_L  
004F: create_thread @ADPLANE  
004F: create_thread @TRAINSL  
004F: create_thread @IMPND_L  
004F: create_thread @OPENUP  
004F: create_thread @TRI


and add right after:
CODE
004F: create_thread @DRIVTHRU_1


No need for that no more (read top of message)
then find :
CODE
:INTRO_369
0006: [email protected] = 0 // integer values
0006: [email protected] = 1 // integer values
05AA: [email protected] = 'LOAD_02' // 8-byte strings
0006: [email protected] = 0 // integer values


and add right after:
CODE
0001: wait 3500 ms                    //this is for letting time for the big ugly trick



finally, get one line after this:
CODE
:MAIN_5808
0002: jump @MAIN_4075


and add all that:
Updated code on last edit
CODE


:DRIVTHRU_1
0001: wait 0 ms
03A4: name_thread 'DRIVTRU'

:DRIVTHRU_2
0001: wait 0 ms
00D6: if and
 0256: player $PLAYER_CHAR defined
 03EE: player $PLAYER_CHAR controllable
004D: jump_if_false @DRIVTHRU_2
05A9: s$SALAD = 'PIZHEAL' // 8-byte strings

:DRIVTHRU_10
0001: wait 1000 ms
00D6: if
 00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @DRIVTHRU_10
00D6: if or
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 2408.0 -1488.0 23.6 radius 7.0 7.0 4.0 sphere 1  //put after this line the new cluckin' bells
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 2375.0 -1909.0 14.0 radius 7.0 7.0 4.0 sphere 1
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car -2164.0 -2458.0 30.0 radius 7.0 7.0 4.0 sphere 1
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car -2665.0 -267.0 4.0 radius 7.0 7.0 4.0 sphere 1
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car -1217.0 1841.0 42.0 radius 7.0 7.0 4.0 sphere 1
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 190.0 1169.0 15.0 radius 7.0 7.0 4.0 sphere 1
004D: jump_if_false @DRIVTHRU_12
0002: jump @DRIVTHRU_24

:DRIVTHRU_12
00D6: if or
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 2097.0 -1796.0 13.0 radius 7.0 7.0 4.0 sphere 1  //put after this line the new pizza stacks
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 1364.0 262.0 19.0 radius 7.0 7.0 4.0 sphere 1
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 1355.0 244.0 19.0 radius 7.0 7.0 4.0 sphere 1
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 2369.0 2538.0 11.0 radius 7.0 7.0 4.0 sphere 1
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car -1719.0 1366.0 7.0 radius 7.0 7.0 4.0 sphere 1
004D: jump_if_false @DRIVTHRU_14
0002: jump @DRIVTHRU_20

:DRIVTHRU_14
00D6: if or
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 798.0 -1628.0 13.6 radius 7.0 7.0 4.0 sphere 1  //put after this line the new burger shots
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 1165.0 2086.0 11.0 radius 7.0 7.0 4.0 sphere 1
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 1859.0 2081.0 11.0 radius 7.0 7.0 4.0 sphere 1
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 2486.0 2021.0 11.0 radius 7.0 7.0 4.0 sphere 1
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 1211.0 -894.0 43.0 radius 7.0 7.0 4.0 sphere 1
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car -2348.0 -154.0 35.0 radius 7.0 7.0 4.0 sphere 1
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car -2341.0 1024.0 51.0 radius 7.0 7.0 4.0 sphere 1
004D: jump_if_false @DRIVTHRU_10
0002: jump @DRIVTHRU_26

:DRIVTHRU_20
05A9: s$ALKID = 'PIZLOW' // 8-byte strings
05A9: s$ALMED = 'PIZMED' // 8-byte strings
05A9: s$ALBIG = 'PIZHIG' // 8-byte strings
0004: $2415 = 155 // integer values
0002: jump @DRIVTHRU_27

:DRIVTHRU_24
05A9: s$ALKID = 'CLULOW' // 8-byte strings
05A9: s$ALMED = 'CLUMED' // 8-byte strings
05A9: s$ALBIG = 'CLUHIG' // 8-byte strings
0004: $2415 = 167 // integer values
0002: jump @DRIVTHRU_27

:DRIVTHRU_26
05A9: s$ALKID = 'BURLOW' // 8-byte strings
05A9: s$ALMED = 'BURMED' // 8-byte strings
05A9: s$ALBIG = 'BURHIG' // 8-byte strings
0004: $2415 = 205 // integer values

:DRIVTHRU_27
01B4: set_player $PLAYER_CHAR frozen_state 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
03C0: $2197 = actor $PLAYER_ACTOR car  
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0373: set_camera_directly_behind_player
0004: $2422 = 0 // integer values
0004: $2418 = 0 // integer values
0004: $684 = 0 // integer values
0004: $685 = 0 // integer values

:DRIVTHRU_28
0001: wait 0 ms
04C4: create_coordinate $10057 $10058 $10059 from_actor $PLAYER_ACTOR offset 4.0 0.0 0.0
0247: request_model $2415
038B: load_requested_models
00D6: if
 0248: model $2415 available
004D: jump_if_false @DRIVTHRU_28
009A: $10032 = create_actor 4 $2415 at $10057 $10058 $10059
0337: unknown_actor $10032 flag 0
0947: $10032 333 $2563 //BONJOUR

:DRIVTHRU_29
0004: $10042 = 1 // integer values

:DRIVTHRU_30
00D6: if
 0038: $10042 == 1 // integer values
004D: jump_if_false @DRIVTHRU_32
0084: $45 = $10061 // integer values and handles
0004: $10034 = 2 // integer values
05A9: s$10039 = s$ALKID // 8-byte strings
0002: jump @DRIVTHRU_45

:DRIVTHRU_32
00D6: if
 0038: $10042 == 2 // integer values
004D: jump_if_false @DRIVTHRU_34
0084: $45 = $10062 // integer values and handles
0004: $10034 = 5 // integer values
05A9: s$10039 = s$ALMED // 8-byte strings
0002: jump @DRIVTHRU_45

:DRIVTHRU_34
00D6: if
 0038: $10042 == 3 // integer values
004D: jump_if_false @DRIVTHRU_36
0084: $45 = $10063 // integer values and handles
0004: $10034 = 10 // integer values
05A9: s$10039 = s$ALBIG // 8-byte strings
0002: jump @DRIVTHRU_45

:DRIVTHRU_36
00D6: if
 0038: $10042 == 4 // integer values
004D: jump_if_false @DRIVTHRU_38
0084: $45 = $10064 // integer values and handles
0004: $10034 = 10 // integer values
05A9: s$10039 = s$SALAD // 8-byte strings
0002: jump @DRIVTHRU_45

:DRIVTHRU_38
00D6: if
 0038: $10042 == 5 // integer values
004D: jump_if_false @DRIVTHRU_40
0002: jump @DRIVTHRU_29

:DRIVTHRU_40
00D6: if
 0038: $10042 == 0 // integer values
004D: jump_if_false @DRIVTHRU_29
0004: $10042 = 4 // integer values
0002: jump @DRIVTHRU_30

:DRIVTHRU_45
0084: $2751 = $10034 // integer values and handles
05A9: s$2752 = s$10039 // 8-byte strings

:DRIVTHRU_46
00D6: if
 0038: $2422 == 1 // integer values
004D: jump_if_false @DRIVTHRU_47
08DA: remove_panel $2421
03E6: remove_text_box
0004: $2422 = 0 // integer values

:DRIVTHRU_47
00D6: if
 0038: $2418 == 1 // integer values
004D: jump_if_false @DRIVTHRU_50
08DA: remove_panel $2417
03E6: remove_text_box
0004: $2418 = 0 // integer values  

:DRIVTHRU_50
0512: permanent_text_box 'FOOD_H'  // Use ~k~~GO_LEFT~ or ~k~~GO_RIGHT~ to select a meal.~N~~k~~PED_SPRINT~ Buy~N~~k~~VEHICLE_ENTER_EXIT~ Quit
08D4: $2417 = create_panel_with_title 'FOODCHO' position 29.0 145.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
08D6: set_panel $2417 column 0 alignment 1
08DB: set_panel $2417 column 0 header 'MEAL' data s$2752 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
08D6: set_panel $2417 column 1 alignment 2
08DB: set_panel $2417 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
08EE: set_panel $2417 column 1 row 0 text_1number 'DOLLAR' $2751  // $~1~
09DB: set_panel $2417 column 0 width 140
09DB: set_panel $2417 column 1 width 46
0004: $2418 = 1 // integer values

:DRIVTHRU_60
0001: wait 200 ms
0494: get_joystick_data 0 $17 $18 $19 $20
00D6: if or
 001A: -100 > $17 // integer values
 00E1: key_pressed 0 10        
004D: jump_if_false @DRIVTHRU_70
0002: jump @DRIVTHRU_110

:DRIVTHRU_70
00D6: if or
 0018: $17 > 100 // integer values
 00E1: key_pressed 0 11      
004D: jump_if_false @DRIVTHRU_80
0002: jump @DRIVTHRU_100

:DRIVTHRU_80
00D6: if
 00E1: key_pressed 0 16
004D: jump_if_false @DRIVTHRU_90
0002: jump @DRIVTHRU_120

:DRIVTHRU_90
00D6: if
 00E1: key_pressed 0 15
004D: jump_if_false @DRIVTHRU_60
0002: jump @DRIVTHRU_140

:DRIVTHRU_100
0008: $10042 += 1 // integer values  
0002: jump @DRIVTHRU_30

:DRIVTHRU_110
000C: $10042 -= 1 // integer values  
0002: jump @DRIVTHRU_30

:DRIVTHRU_120
00D6: if
 0038: $2418 == 1 // integer values
004D: jump_if_false @DRIVTHRU_122
08DA: remove_panel $2417
03E6: remove_text_box
0004: $2418 = 0 // integer values  
0002: jump @DRIVTHRU_300

:DRIVTHRU_122
010B: $2754 = player $PLAYER_CHAR money
00D6: if
 002C: $2754 >= $10034 // integer values
004D: jump_if_false @DRIVTHRU_132
0653: $1485 = stat 21 // float
008B: $ONE = $10034 // integer values and handles
0010: $ONE *= 5 // integer values
0226: $10054 = actor $PLAYER_ACTOR health
0059: $10054 += $ONE // floating-point values    
008B: $TWO = $10034 // integer values and handles
0010: $TWO *= -1 // integer values
0623: $ONE add_to_stat 245
00D6: if
 0038: $10042 == 4 // integer values
004D: jump_if_false @DRIVTHRU_124
062A: change_stat 21 to $1485 // float  

:DRIVTHRU_124
0109: player $PLAYER_CHAR money += $TWO
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0223: set_actor $PLAYER_ACTOR health_to $10054
0008: $684 += 1 // integer values  
0947: $10032 323 $2563 //THANK YOU
097A: $69 $70 $71 1054
00D6: if
 8038: NOT $685 == 1 // integer values
004D: jump_if_false @DRIVTHRU_170
00D6: if
 0018: $684 > 10 // integer values
004D: jump_if_false @DRIVTHRU_60
0947: $10032 322 $2563 //NEXT
00BC: text_highpriority 'FOOD1' 5000 ms 1  // ~s~You cannot buy any more food at the moment, you will be unwell!
0004: $685 = 1 // integer values
0002: jump @DRIVTHRU_60

:DRIVTHRU_132
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0947: $10032 324 $10081  //GO AWAY
097A: $69 $70 $71 1055
00BC: text_highpriority 'SHOPNO' 2000 ms 1  // ~s~You don't have enough money to buy this item.
0002: jump @DRIVTHRU_60

:DRIVTHRU_140
00D6: if
 0038: $2422 == 1 // integer values
004D: jump_if_false @DRIVTHRU_150
08DA: remove_panel $2421
03E6: remove_text_box
0004: $2422 = 0 // integer values
0002: jump @DRIVTHRU_45

:DRIVTHRU_150
00D6: if
 0038: $2418 == 1 // integer values
004D: jump_if_false @DRIVTHRU_122
08DA: remove_panel $2417
03E6: remove_text_box
0004: $2418 = 0 // integer values  
0001: wait 500 ms
01B4: set_player $PLAYER_CHAR frozen_state 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
04C4: create_coordinate $73 $74 $75 from_actor $PLAYER_ACTOR offset 0.0 0.0 0.0
009B: destroy_actor_instantly $10032
0249: release_model $2415
01C3: remove_references_to_car $2197
0001: wait 15000 ms

:DRIVTHRU_160
0001: wait 0 ms
00D6: if
 80FE: NOT actor $PLAYER_ACTOR 0 $73 $74 $75 radius 15.0 15.0 10.0
004D: jump_if_false @DRIVTHRU_160
0002: jump @DRIVTHRU_10  

:DRIVTHRU_170
0001: wait 0 ms
08DA: remove_panel $2421
03E6: remove_text_box
0004: $2422 = 0 // integer values
05CD: AS_actor $PLAYER_ACTOR exit_car $2197

:DRIVTHRU_172
0001: wait 10 ms
00D6: if
 80DF: not actor $PLAYER_ACTOR driving
004D: jump_if_false @DRIVTHRU_172
04C4: create_coordinate $10049 $10050 $10051 from_actor $PLAYER_ACTOR offset 0.355 0.0 -0.048
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0005: $10052 = 0.0 // floating-point values
0004: $10046 = 0 // integer values

:DRIVTHRU_180
0812: unknown_action_sequence $PLAYER_ACTOR "EAT_VOMIT_P" "FOOD" 4.0 0 0 0 0 -1
064B: $10048 = create_particle "PUKE" at $10049 $10050 $10051 1

:DRIVTHRU_182
0001: wait 0 ms
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time
00D6: if
 0030: $10052 >= 0.52 // floating-point values
004D: jump_if_false @DRIVTHRU_182
0947: $PLAYER_ACTOR 353 $2563  
064C: make_particle $10048 visible
0008: $10046 += 1 // integer values

:DRIVTHRU_190
0001: wait 0 ms
0613: $10052 = actor $PLAYER_ACTOR animation "EAT_VOMIT_P" time
00D6: if
 0030: $10052 >= 0.99 // floating-point values
004D: jump_if_false @DRIVTHRU_190
00D6: if
 0018: $10046 > 1 // integer values
004D: jump_if_false @DRIVTHRU_180
01B4: set_player $PLAYER_CHAR frozen_state 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0
009B: destroy_actor_instantly $10032
0650: destroy_particle $10048
0249: release_model $2415
01C3: remove_references_to_car $2197
0001: wait 15000 ms
0002: jump @DRIVTHRU_160

:DRIVTHRU_300
08D4: $2421 = create_panel_with_title 'FOODCHO' position 29.0 25.0 width 93.0 columns 2 interactive 0 background 1 alignment 1  // Food
08D6: set_panel $2421 column 0 alignment 1
08DB: set_panel $2421 column 0 header 'MEAL' data 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
08D6: set_panel $2421 column 1 alignment 2
08DB: set_panel $2421 column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
08EE: set_panel $2421 column 1 row 0 text_1number 'DOLLAR' $10034  // $~1~
09DB: set_panel $2421 column 0 width 140
09DB: set_panel $2421 column 1 width 46
0004: $2422 = 1 // integer values
0002: jump @DRIVTHRU_122



read top of message
Well because i'm lazy i didn't get all the junk food shops positions. But you can easily do it yourself, with a little programm that give you your position on the map. Once you got the position of the new drive-in you want to add, duplicate this line :
CODE
0103: actor $PLAYER_ACTOR stopped_near_point_in_car 2408.0 -1488.0 23.6 radius 7.0 7.0 4.0 sphere 1  

and modify the duplicata by putting the new position instead of :
CODE
2408.0 -1488.0 23.6

and place the new line with it's peers either in, :DRIVTHRU_10 for cluckin, :DRIVTHRU_12 for pizza, :DRIVTHRU_14 for burger.
Because you can only put 7 or 6 condition you might have to do a new IF. To do that just add :
CODE
00D6: if or
 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 2408.0 -1488.0 23.6 radius 7.0 7.0 4.0 sphere 1  //put after this line the new cluckin' bells
004D: jump_if_false @DRIVTHRU_1X //change that X to 0, 2 or 4 either if its cluck, pizz, or burg
and fill this IF with the new positions.


Well you should be fine now, you've got yourself a nice drive-in !!!!
Now you won't worry if you'd get hungry while on R3 missions (taxi, firetruck, paramedic, vigilate, brown thunder, pimp).

It's normal that the first time you start it, it seems to be very slow, that because of the big ugly trick.

I'm sorry for the lenght but it's the same drive-in as R* would do.

Stay tuned for more B2R tools, and


HAVE FUN

gtavicegtasanfan
  • gtavicegtasanfan

    JGordonisone

  • Members
  • Joined: 11 Dec 2005

#329

Posted 11 April 2006 - 04:07 AM

u really need to fix this thread theres a lot of eroors it wont let me complie it rah.gif

[]LSPD[]
  • []LSPD[]

    Respect my authoritah

  • Members
  • Joined: 28 Nov 2005
  • Australia

#330

Posted 11 April 2006 - 04:42 AM

awsome mod....
will there be future releases??




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