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tomworld10
  • tomworld10

    Mark Chump

  • Members
  • Joined: 29 Jun 2005

#331

Posted 11 April 2006 - 09:08 AM Edited by tomworld10, 12 April 2006 - 12:37 AM.

Hi,

@gtavicegtasanfan: I don't know what you are talking about but I suppose it's the drive-in you can't compile. And because I've got telepathic abilities (I be glad not to use them, if you tell me what program you are using) I'm sure you trying to compile it with BW Mission Builder, which just can't work.

You have to use Sanny Builder 2.9f, to get it just clic here : http://www.freewebs.com/sannybuilder/



@[]LSPD[]: Probably not.



Have fun


Later that day
-----------------------------------------------------------------------------------------------

I won't be double posting, so i'm recycle this message to put some grease on it !!!!



Never noticed the nice and big kitchens you get when buying propeties ???
Never running low on life points and looking for something to bring them back up at home without having to save th game ???


Well know you can cook yourself some nice meals !!!!!!!!

user posted imageuser posted imageuser posted image


And because I know the game is Grand Theft Auto, not The Sims you don't cook at all, it's more like you eat a snack from the frige or the cupdoard and that it. There isn't any cooking, tidying, or dishwashing just a little snack between two game of "they crawled from uranus"...


Enough for the talking let's get to the coding

You need Sanny builder 2.9 (the link is at the top of the message)

1. create the thread :
CODE
004F: create_thread @COOKING

If you don't know where to put it try to find a lot of : "004F: create_thread ..." then put it with them

2. Paste this srcipt in the main part right before ----mission 0 :
CODE
:COOKING
0001: wait 1000 ms
00D6: if
 010A: player $PLAYER_CHAR money > 2
004D: jump_if_false @COOKING
00D6: if OR
 00FF: actor $PLAYER_ACTOR 1 2498.0 -1711.0 1015.0 radius 0.9 0.9 1.0
 00FF: actor $PLAYER_ACTOR 1 2373.0 -1135.0 1050.0 radius 0.9 0.9 1.0
 00FF: actor $PLAYER_ACTOR 1 2368.0 -1058.0 1050.0 radius 0.9 0.9 1.0
 00FF: actor $PLAYER_ACTOR 1 2277.0 -1135.0 1050.0 radius 0.9 0.9 1.0
 00FF: actor $PLAYER_ACTOR 1 2313.0 -1008.0 1050.0 radius 0.9 0.9 1.0
 00FF: actor $PLAYER_ACTOR 1 2314.0 -1211.0 1049.0 radius 0.9 0.9 1.0
 00FF: actor $PLAYER_ACTOR 1 2184.0 -1207.0 1050.0 radius 1.9 0.9 1.0
004D: jump_if_false @COOKING_10
0002: jump @COOKING_20

:COOKING_10
0001: wait 0 ms
00D6: if OR
  00FF: actor $PLAYER_ACTOR 1 2248.0 -1207.0 1050.0 radius 0.9 0.9 1.0
  00FF: actor $PLAYER_ACTOR 1 1276.0 -813.0 1086.0 radius 0.9 0.9 1.0
  00FF: actor $PLAYER_ACTOR 1 1261.0 -796.0 1084.0 radius 0.9 0.9 1.0
  00FF: actor $PLAYER_ACTOR 1 2337.0 -1068.0 1049.0 radius 0.9 0.9 1.0
004D: jump_if_false @COOKING

:COOKING_20
04ED: load_animation "VENDING"
00D6: if
 04EE: animation "VENDING" loaded
004D: jump_if_false @COOKING_10
0226: $3396 = actor $PLAYER_ACTOR health
0008: $3396 += 70 // integer values
0223: set_actor $PLAYER_ACTOR health_to $3396
0A1A: unknown_action_sequence $PLAYER_ACTOR "VEND_EAT1_P" "VENDING" 4.0 0 0 0 0 -1
0623: add 40 to_stat 245
0109: player $PLAYER_CHAR money += -3
04EF: release_animation "VENDING"
0002: jump @COOKING


Sorry for the grease everywhere but CJ isn't used to cooking is starting to learn....

Have fun

!nfern0
  • !nfern0

    Player Hater

  • Members
  • Joined: 16 Apr 2006

#332

Posted 16 April 2006 - 06:17 PM

hi there..i'm new here,so have a question..first of all,i've got to say that,i liked a lot this petrol mod,so thank u cns tounge2.gif

here is my problem..i need a %100 savegame "COMPATİBLE WİTH THİS MOD" or somethin'..cuz i cannot use the Verland Airstrip..i need it's garage to put some buses into it cool.gif i went to buy there,but nope,it says u cannot buy here now cry.gif i thought that,this mod opens all assets including the airstirp..in fact,yes,all houses are open but garage at SF,and airstrip in LV cannot be bought..

what should i do,i can't understand scripting,but if you show me how to do "AND İF İT İS EASY TO DO İNDEED biggrin.gif " i can change some lines in main.scm,if necessary..waiting for your help..later,homies cool.gif

gtavicegtasanfan
  • gtavicegtasanfan

    JGordonisone

  • Members
  • Joined: 11 Dec 2005

#333

Posted 16 April 2006 - 09:49 PM

Here try this trainer it has a button for 100% Completion and other buttons like all tags and all horseshoes and bike skill...etc

Here's the link and click download now hope you like it cool.gif

http://www.gtamods.d...file=GTAsaDT_V3

!nfern0
  • !nfern0

    Player Hater

  • Members
  • Joined: 16 Apr 2006

#334

Posted 17 April 2006 - 11:44 AM

QUOTE (gtavicegtasanfan @ Apr 16 2006, 21:49)
Here try this trainer it has a button for 100% Completion and other buttons like all tags and all horseshoes and bike skill...etc

Here's the link and click download now hope you like it cool.gif

http://www.gtamods.d...file=GTAsaDT_V3

thanx for this trainer inlove.gif

another question which i forgot to ask you,whether i can reduce the petrol's fare..it's a bit salty sigh.gif

tomworld10
  • tomworld10

    Mark Chump

  • Members
  • Joined: 29 Jun 2005

#335

Posted 18 April 2006 - 11:47 AM Edited by tomworld10, 18 April 2006 - 12:19 PM.

Hi,

Never been annoyed being in a shop where you can't buy anything ?
I've been entering Zero's RC Shop, so after buying, and beating competition, I thought I could make some RC toys !!!!!

Zero's RC Shop for Grand Theft Auto San Andreas.
With all RC toys available to buy : RC Baron, RC Tiger, RC Goblin, RC Raider, and RC Bandit (they're pretty expensive but the owner of the shop needs money tounge.gif )

user posted image
-"Hello sir, how are you today, have a look to those wonderfull toys.
We got this nice shooting Red Baron if you like bullet spitters"

user posted image
-"FFFFing expensive for toys"
-"There not toys !!! They're just smaller as my boss'd say."
-"I know, I've been told too."

user posted image
-"Ahhhh, got myself a nice playground !!!!"

user posted image
"I got to take care of this expensive thing, lets take it back to the van."

user posted image
"I might request Zero some fireweapons on this nice Tiger later."


Ok, I supposed you guessed to buy them you get in Zero's RC Shop (bring some cash !!!).
Then go to the toy you want and press "Sprint" to buy it.
To end playing with the toy you'll have to come back safely to back of the van (like shown on the screenies). Then the van will always be there until you destroy either the van or the toy. Once the toy or the van is destroyed you'll have to buy a new toy. By pressing "vehicle fire" you'll be using self destruction, except for the baron with which you have to press both "NO" and "vehicle fire". But using self-destruction you'll have to, of course, buy a new toy !!!


Proceed as it's written in my last message: here
Or the one before : there
More explanations at bottom too.

First :
CODE
004F: create_thread @ZVANS
004F: create_thread @ZRCPLAY
004F: create_thread @MYZSHOP_10



Then :
CODE
:ZVANS
0001: wait 0 ms
0007: [email protected] = -2264.8 // floating-point values
0007: [email protected] = 35.2 // floating-point values
0007: [email protected] = 0.0 // floating-point values

:ZVANS_10
0001: wait 0 ms
00D6: if AND
 80FF: not actor $PLAYER_ACTOR 0 -2241.0 128.0 35.2 radius 3.0 3.0 3.0
 00FE: actor $PLAYER_ACTOR 0 -2263.5 148.0 35.2 radius 150.0 200.0 80.0
004D: jump_if_false @ZVANS_10
0004: $sog1 = 0 // integer values

:ZVANS_100
0001: wait 0 ms
00D6: if
 0038: $sog2($sog1,6i) == 1 // integer values
004D: jump_if_false @ZVANS_1000
00D6: if
 0038: $sog1 == 0 // integer values
004D: jump_if_false @ZVANS_200
0006: [email protected] = 465 // integer values
0085: [email protected] = [email protected] // integer values and handles
0007: [email protected] = 149.0 // floating-point values
0007: [email protected] = 1.45 // floating-point values
0007: [email protected] = 0.0 // floating-point values
0002: jump @ZVANS_800

:ZVANS_200
00D6: if
 0038: $sog1 == 1 // integer values
004D: jump_if_false @ZVANS_300
0007: [email protected] = 145.0 // floating-point values
0006: [email protected] = 564 // integer values
0085: [email protected] = [email protected] // integer values and handles
0007: [email protected] = 1.21 // floating-point values
0007: [email protected] = 0.0 // floating-point values
0002: jump @ZVANS_800

:ZVANS_300
00D6: if
 0038: $sog1 == 2 // integer values
004D: jump_if_false @ZVANS_400
0006: [email protected] = 501 // integer values
0085: [email protected] = [email protected] // integer values and handles
0007: [email protected] = 141.0 // floating-point values
0007: [email protected] = 1.45 // floating-point values
0007: [email protected] = 0.0 // floating-point values
0002: jump @ZVANS_800

:ZVANS_400
00D6: if
 0038: $sog1 == 3 // integer values
004D: jump_if_false @ZVANS_500
0006: [email protected] = 594 // integer values
0085: [email protected] = [email protected] // integer values and handles
0007: [email protected] = 137.0 // floating-point values
0007: [email protected] = 1.195 // floating-point values
0007: [email protected] = 0.0 // floating-point values
0002: jump @ZVANS_800

:ZVANS_500
00D6: if
 0038: $sog1 == 4 // integer values
004D: jump_if_false @ZVANS_600
0007: [email protected] = 133.0 // floating-point values
0006: [email protected] = 464 // integer values
0085: [email protected] = [email protected] // integer values and handles
0007: [email protected] = 1.405 // floating-point values
0007: [email protected] = 15.0 // floating-point values
0002: jump @ZVANS_800
                               
:ZVANS_600
00D6: if
 0038: $sog1 == 5 // integer values
004D: jump_if_false @ZVANS_100
0007: [email protected] = 129.0 // floating-point values
0006: [email protected] = 441 // integer values
0085: [email protected] = [email protected] // integer values and handles
0007: [email protected] = 1.235 // floating-point values
0007: [email protected] = 0.0 // floating-point values
0002: jump @ZVANS_800

:ZVANS_800
0001: wait 0 ms
0247: request_model #TOPFUN
0247: request_model [email protected]
00D6: if AND
 0248: model [email protected] available
 0248: model #TOPFUN available
004D: jump_if_false @ZVANS_800

:ZVANS_900
0395: clear_area 1 at [email protected] [email protected] [email protected] range 3.5
00A5: $sog5($sog1,6i) = create_car #TOPFUN at [email protected] [email protected] [email protected]
0175: set_car $sog5($sog1,6i) z_angle_to 270.0
00A5: $sog8($sog1,6i) = create_car [email protected] at 0.0 0.0 0.0
0683: attach_car $sog8($sog1,6i) to_car $sog5($sog1,6i) at_offset 0.0 -1.2 [email protected] rotation [email protected] 0.0 0.0  
0004: $sog9($sog1,6i) = 0 // integer values

:ZVANS_1000
00D6: if
 8038: NOT $sog1 == 5 // integer values
004D: jump_if_false @ZVANS_1100
0008: $sog1 += 1 // integer values
0002: jump @ZVANS_100

:ZVANS_1100
0004: $sog1 = 0 // integer values

:ZVANS_1110
0001: wait 0 ms
00D6: if
 0038: $sog2($sog1,6i) == 1 // integer values
004D: jump_if_false @ZVANS_1120
00D6: if
 0119: car $sog5($sog1,6i) wrecked
004D: jump_if_false @ZVANS_1120
0004: $sog2($sog1,6i) = 0 // integer values
0004: $sog9($sog1,6i) = 1 // integer values

:ZVANS_1120
00D6: if
 8038: not $sog1 == 5 // integer values
004D: jump_if_false @ZVANS_1140
0008: $sog1 += 1 // integer values
0002: jump @ZVANS_1110

:ZVANS_1140
0001: wait 0 ms
00D6: if OR
 00FF: actor $PLAYER_ACTOR 0 -2241.0 128.0 35.2 radius 3.0 3.0 3.0
 80FE: not actor $PLAYER_ACTOR 0 -2263.5 148.0 35.2 radius 150.0 200.0 80.0
004D: jump_if_false @ZVANS_1100
0004: $sog1 = 0 // integer values

:ZVANS_1200
0001: wait 0 ms
00D6: if OR
 0038: $sog2($sog1,6i) == 1 // integer values
 0038: $sog9($sog1,6i) == 1 // integer values
004D: jump_if_false @ZVANS_1300
00A6: destroy_car $sog5($sog1,6i)
00A6: destroy_car $sog8($sog1,6i)
00D6: if OR
 0248: model [email protected] available
 0248: model #TOPFUN available
004D: jump_if_false @ZVANS_1300
0249: release_model #TOPFUN
0249: release_model [email protected]

:ZVANS_1300
00D6: if
 8038: NOT $sog1 == 5 // integer values
004D: jump_if_false @ZVANS_10
0008: $sog1 += 1 // integer values
0002: jump @ZVANS_1200

:ZRCPLAY
0001: wait 0 ms
0007: [email protected] = -2276.0 // floating-point values
0007: [email protected] = 151.0 // floating-point values
0007: [email protected] = 35.3 // floating-point values
0004: $sog7 = 0 // integer values

:ZRCPLAY_10
0001: wait 200 ms
00D6: if
 00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @ZRCPLAY_10

:ZRCPLAY_100
0001: wait 200 ms
00D6: if
 0038: $sog2($sog7,6i) == 1 // integer values
004D: jump_if_false @ZRCPLAY_200
00D6: if
 80DB: NOT actor $PLAYER_ACTOR in_car $sog5($sog7,6i)
004D: jump_if_false @ZRCPLAY_300

:ZRCPLAY_200
0001: wait 0 ms
00D6: if
 8038: NOT $sog7 == 5 // integer values
004D: jump_if_false @ZRCPLAY
0008: $sog7 += 1 // integer values
0002: jump @ZRCPLAY_100

:ZRCPLAY_300
01B4: set_player $PLAYER_CHAR frozen_state 0

:ZRCPLAY_400
0001: wait 0 ms
00D6: if
 0038: $sog7 == 0 // integer values
004D: jump_if_false @ZRCPLAY_500
0006: [email protected] = 465 // integer values
0085: [email protected] = [email protected] // integer values and handles
0002: jump @ZRCPLAY_1000

:ZRCPLAY_500
00D6: if
 0038: $sog7 == 1 // integer values
004D: jump_if_false @ZRCPLAY_600
0006: [email protected] = 564 // integer values
0085: [email protected] = [email protected] // integer values and handles
0002: jump @ZRCPLAY_1000

:ZRCPLAY_600
00D6: if
 0038: $sog7 == 2 // integer values
004D: jump_if_false @ZRCPLAY_700
0006: [email protected] = 501 // integer values
0085: [email protected] = [email protected] // integer values and handles
0002: jump @ZRCPLAY_1000

:ZRCPLAY_700
00D6: if
 0038: $sog7 == 3 // integer values
004D: jump_if_false @ZRCPLAY_800
0006: [email protected] = 594 // integer values
0085: [email protected] = [email protected] // integer values and handles
0002: jump @ZRCPLAY_1000

:ZRCPLAY_800
00D6: if
 0038: $sog7 == 4 // integer values
004D: jump_if_false @ZRCPLAY_900
0006: [email protected] = 464 // integer values
0085: [email protected] = [email protected] // integer values and handles
0002: jump @ZRCPLAY_1000
                               
:ZRCPLAY_900
00D6: if
 0038: $sog7 == 5 // integer values
004D: jump_if_false @ZRCPLAY_800
0006: [email protected] = 441 // integer values
0085: [email protected] = [email protected] // integer values and handles

:ZRCPLAY_1000
0001: wait 0 ms
0247: request_model [email protected]
00D6: if
 0248: model [email protected] available
004D: jump_if_false @ZRCPLAY_1000

:ZRCPLAY_1100
0001: wait 5000 ms  
0657: car $sog5($sog7,6i) open_component 4
0657: car $sog5($sog7,6i) open_component 5
0519: lock_vehicle $sog5($sog7,6i) in_current_position 1
046E: put_player $PLAYER_CHAR in_RC_mode_at [email protected] [email protected] [email protected] angle 40.09 RC_model [email protected]
0484: [email protected] = player $PLAYER_CHAR rc_car
0158: camera_on_vehicle [email protected] 18 2
0175: set_car [email protected] z_angle_to 0.0
01B4: set_player $PLAYER_CHAR frozen_state 1
0407: create_coordinate [email protected] [email protected] [email protected] from_car $sog5($sog7,6i) offset 0.0 -3.0 -0.2
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1
04D6: enable_rc_car_detonation 1 // or opcode 048Ah
048A: enable_rc_car_detonation 1 // or opcode 04D6h
00D6: if
 0039: [email protected] == 464 // integer values
004D: jump_if_false @ZRCPLAY_1200
04D6: enable_rc_car_detonation 0 // or opcode 048Ah
048A: enable_rc_car_detonation 0 // or opcode 04D6h
032A: unknown 1

:ZRCPLAY_1200
0001: wait 0 ms                                          
00D6: if
 80E1: NOT key_pressed 0 10
004D: jump_if_false @ZRCPLAY_1300
00D6: if
 81B0: NOT car [email protected] stopped 1 [email protected] [email protected] [email protected] radius 1.3 1.3 1.5
004D: jump_if_false @ZRCPLAY_1500
00D6: if
 8119: NOT car [email protected] wrecked
004D: jump_if_false @ZRCPLAY_1400
0002: jump @ZRCPLAY_1200

:ZRCPLAY_1300
00D6: if
 0039: [email protected] == 464 // integer values
004D: jump_if_false @ZRCPLAY_1200
04D6: enable_rc_car_detonation 1 // or opcode 048Ah
048A: enable_rc_car_detonation 1 // or opcode 04D6h
0002: jump @ZRCPLAY_1200

:ZRCPLAY_1400
0004: $sog2($sog7,6i) = 0 // integer values

:ZRCPLAY_1500
01B4: set_player $PLAYER_CHAR frozen_state 0
04DB: exit_rc_mode // on foot version
0001: wait 5000 ms
05CD: AS_actor $PLAYER_ACTOR exit_car $sog5($sog7,6i)
0508: $sog5($sog7,6i)
00D6: if
 0038: $sog2($sog7,6i) == 0 // integer values
004D: jump_if_false @ZRCPLAY_1600
020A: set_car $sog5($sog7,6i) door_status_to 4  

:ZRCPLAY_1600
0001: wait 0 ms
00D6: if
 80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false @ZRCPLAY_1600
01B4: set_player $PLAYER_CHAR frozen_state 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0

:ZRCPLAY_1700
0001: wait 500 ms
00D6: if
 8248: NOT model [email protected] available
004D: jump_if_false @ZRCPLAY_10
0249: release_model [email protected]
0002: jump @ZRCPLAY_10

:MYZSHOP_10
0001: wait 0 ms
00D6: if
 00FE: actor $PLAYER_ACTOR 0 -2238.0 128.0 1035.2 radius 150.0 150.0 15.0
004D: jump_if_false @MYZSHOP_10
0004: $sog3 = 0 // integer values

:MYZSHOP_100
0001: wait 0 ms
00D6: if
 0038: $sog2($sog3,6i) == 0 // integer values
004D: jump_if_false @MYZSHOP_1000
00D6: if
 0038: $sog3 == 0 // integer values
004D: jump_if_false @MYZSHOP_200
0006: [email protected] = 465 // integer values                                  
0085: [email protected] = [email protected] // integer values and handles
0007: [email protected] = -2238.9 // floating-point values
0007: [email protected] = 128.6 // floating-point values
0007: [email protected] = 1036.0 // floating-point values
0007: [email protected] = 0.0 // floating-point values
0006: [email protected] = 13000 // integer values
0002: jump @MYZSHOP_800

:MYZSHOP_200
00D6: if
 0038: $sog3 == 1 // integer values
004D: jump_if_false @MYZSHOP_300
0006: [email protected] = 564 // integer values
0085: [email protected] = [email protected] // integer values and handles
0007: [email protected] = -2231.8 // floating-point values
0007: [email protected] = 127.8 // floating-point values
0007: [email protected] = 1035.6 // floating-point values
0007: [email protected] = 90.0 // floating-point values
0006: [email protected] = 7000 // integer values
0002: jump @MYZSHOP_800

:MYZSHOP_300
00D6: if
 0038: $sog3 == 2 // integer values
004D: jump_if_false @MYZSHOP_400
0006: [email protected] = 501 // integer values
0085: [email protected] = [email protected] // integer values and handles
0007: [email protected] = -2240.7 // floating-point values
0007: [email protected] = 134.3 // floating-point values
0007: [email protected] = 1036.2 // floating-point values
0007: [email protected] = 180.0 // floating-point values
0006: [email protected] = 10000 // integer values
0002: jump @MYZSHOP_800

:MYZSHOP_400
00D6: if
 0038: $sog3 == 3 // integer values
004D: jump_if_false @MYZSHOP_500
0006: [email protected] = 594 // integer values
0085: [email protected] = [email protected] // integer values and handles
0007: [email protected] = -2223.6 // floating-point values
0007: [email protected] = 136.9 // floating-point values
0007: [email protected] = 1035.0 // floating-point values
0007: [email protected] = 90.0 // floating-point values
0006: [email protected] = 1000 // integer values
0002: jump @MYZSHOP_800

:MYZSHOP_500
00D6: if
 0038: $sog3 == 4 // integer values
004D: jump_if_false @MYZSHOP_600
0006: [email protected] = 464 // integer values
0085: [email protected] = [email protected] // integer values and handles
0007: [email protected] = -2235.5 // floating-point values
0007: [email protected] = 129.4 // floating-point values
0007: [email protected] = 1036.2 // floating-point values
0007: [email protected] = 90.0 // floating-point values
0006: [email protected] = 16000 // integer values
0002: jump @MYZSHOP_800
                               
:MYZSHOP_600
00D6: if
 0038: $sog3 == 5 // integer values
004D: jump_if_false @MYZSHOP_100
0006: [email protected] = 441 // integer values
0085: [email protected] = [email protected] // integer values and handles
0007: [email protected] = -2233.8 // floating-point values
0007: [email protected] = 137.8 // floating-point values
0007: [email protected] = 1036.2 // floating-point values
0007: [email protected] = 90.0 // floating-point values
0006: [email protected] = 5000 // integer values
0002: jump @MYZSHOP_800

:MYZSHOP_800
0001: wait 0 ms
0247: request_model [email protected]
00D6: if AND
 0248: model [email protected] available
004D: jump_if_false @MYZSHOP_800
00A5: $sog4($sog3,6i) = create_car [email protected] at [email protected] [email protected] [email protected]
0175: set_car $sog4($sog3,6i) z_angle_to [email protected]
008A: $sog6($sog3,6i) = [email protected] // integer values and handles
0840: link_car $sog4($sog3,6i) to_interior 6
0001: wait 500 ms
0519: lock_vehicle $sog4($sog3,6i) in_current_position 1  

:MYZSHOP_1000
00D6: if
 8038: NOT $sog3 == 5 // integer values
004D: jump_if_false @MYZSHOP_1100
0008: $sog3 += 1 // integer values
0002: jump @MYZSHOP_100
                                                                             
:MYZSHOP_1100
0004: $sog3 = 0 // integer values

:MYZSHOP_1150
0001: wait 0 ms
00D6: if
 00FE: actor $PLAYER_ACTOR 0 -2238.0 128.0 1035.2 radius 150.0 150.0 15.0
004D: jump_if_false @MYZSHOP_1300
00D6: if
 0038: $sog2($sog3,6i) == 0 // integer values
004D: jump_if_false @MYZSHOP_1120
00D6: if
 0202: actor $PLAYER_ACTOR near_car $sog4($sog3,6i) radius 1.0 1.0 unknown 1
004D: jump_if_false @MYZSHOP_1120
0002: jump @MYZSHOP_1200

:MYZSHOP_1120
00D6: if
 8038: NOT $sog3 == 5 // integer values
004D: jump_if_false @MYZSHOP_1100
0008: $sog3 += 1 // integer values
0002: jump @MYZSHOP_1150

:MYZSHOP_1200
0001: wait 0 ms
008B: [email protected] = $sog6($sog3,6i) // integer values and handles
01E5: text_1number_highpriority 'PLA_18' [email protected] 2000 ms 1   // $~1~
00D6: if
 0202: actor $PLAYER_ACTOR near_car $sog4($sog3,6i) radius 1.0 1.0 unknown 1
004D: jump_if_false @MYZSHOP_1100
00D6: if
 00E1: key_pressed 0 16
004D: jump_if_false @MYZSHOP_1200
010B: [email protected] = player $PLAYER_CHAR money
00D6: if
 002F: [email protected] >= $sog6($sog3,6i) // integer values
004D: jump_if_false @MYZSHOP_1550

:MYZSHOP_1250                                            
0012: [email protected] *= -1 // integer values
0109: player $PLAYER_CHAR money +=  [email protected]
0001: wait  0 ms
0004: $sog2($sog3,6i) = 1 // integer values
01B4: set_player $PLAYER_CHAR frozen_state 0
0001: wait 1000 ms
016A: fade 0 500 ms
0001: wait 500 ms
00A6: destroy_car $sog4($sog3,6i)
0860: link_actor $PLAYER_ACTOR to_interior 0
00A1: put_actor $PLAYER_ACTOR at -2270.0 136.0 35.4
04BB: select_interior 0 // select render area
0001: wait 4500 ms
01B4: set_player $PLAYER_CHAR frozen_state 1
0001: wait 500 ms
036A: put_actor $PLAYER_ACTOR in_car $sog5($sog3,6i)
0001: wait 500 ms
016A: fade 1 500 ms

:MYZSHOP_1300
0001: wait 0 ms
00D6: if
 80FE: NOT actor $PLAYER_ACTOR 0 -2238.0 128.0 1035.2 radius 150.0 150.0 15.0
004D: jump_if_false @MYZSHOP_1100

:MYZSHOP_1400
0001: wait 0 ms
00D6: if
 0038: $sog2($sog3,6i) == 0 // integer values
004D: jump_if_false @MYZSHOP_1500
00A6: destroy_car $sog4($sog3,6i)

:MYZSHOP_1500
00D6: if
 8038: NOT $sog3 == 5 // integer values
004D: jump_if_false @MYZSHOP_10
0008: $sog3 += 1 // integer values
0002: jump @MYZSHOP_1400

:MYZSHOP_1550
00BC: text_highpriority 'IE07' 2000 ms 1  // ~r~You don't have enough cash!
0001: wait 1500 ms
0002: jump @MYZSHOP_1100



It is verry verry long but it's a nice code that should work verry verry well.

If you are new to coding it looks hard but it's not. Read my older posts I always try to explain so anyone can do it. The main.scm is an articulated file with main part (before "---mission 0"), then missions (between "---mission 0" and "-----External script 0"), and finally the external scripts (from "-----External script 0" to the end of file). And what we do here is add a script to the main part.

The readme of BW Mission Builder, or Sanny builder (today's file is for Sanny Builder, link is in my last message, get it) is verry verry verry usefull, it will explain better than me how the main.scm is articulated (main part, missions, external scripts).

As you might know there is limits with the main.scm look in pinned topic gta3/vc/sa limits. Here we are looking at the main size limit because we are adding code to the main part (everything that's before ----mission 0 ).So you'll have to watch the compiling report to know if the main size is over or under the limit.

As on an original main.scm this mod wouldn't be fun straight away (but will with cheats), I'd advice you to get an opened up mod (look at gta garage or in the mission mod showroom topic), there are trainers that could help you too (sorry no links, I don't know them, don't ask me, ask google), but just cheat code "aezakmi" could do the trick. Mission Master Mod V2 (mission mod showroom topic)could be very usefull here as you'll get plenty of room in the main part (before -------mission 0 ) and everything opened from the start.

Hope it's not too complicated for you.

I don't know if annyone keep up with the things I do here, but I'll be glad to know if someone did.


Have fun people

!nfern0
  • !nfern0

    Player Hater

  • Members
  • Joined: 16 Apr 2006

#336

Posted 21 April 2006 - 03:55 PM

should i ask again? i can't buy the airstrip,what should i do?

tomworld10
  • tomworld10

    Mark Chump

  • Members
  • Joined: 29 Jun 2005

#337

Posted 22 April 2006 - 01:39 AM

Hi,

QUOTE
should i ask again? i can't buy the airstrip,what should i do?


@!nfren0 : NO DON'T ASK AGAIN !!!!!
First because you've been answered before (maybe it wasn't the answer you needed but we can't know about it if you don't say it).

You can't buy the airstrip, well what you should do is just GO AWAY....

I'm sorry being such an asshole but, there is plenty of mods (even one I've partitially made) and tutorials that does, or explain how to do it yourself (as i'm not your mum I won't give you links that have been given plenty of times), what you want, if it's just a matter of putting buses in a hangar (where is the fun ???, actually I don't want to know keep it to yourself), well changing mod for 15 minutes won't kill you.

As I said you can do it yourself (and actually don't really need tutorial if you can use your brains enough) and because sometimes I'm a stupid nice guy, I'll help you now. So you'll have to change the property from unavailable to available, look how are available properties and change the unavailable property to an available one. It doesn't get harder than that. Look for open up mod and topic, search the web you'll get more help than here, everything is written IN THIS FORUM, so ther isn't any reason you cannot do it.

I've helped you a lot there, I won't be helping you more here particullary if you still use this tone like as if we should do it for you and you don't have to do any effort. It's your problem not my, so be nicer next time if you want it to be solve.


Please do not reply execpt to say thanks. You've been taken over my anger for everyone but you've been arrogant too much back there.


Have fun or don't

!nfern0
  • !nfern0

    Player Hater

  • Members
  • Joined: 16 Apr 2006

#338

Posted 22 April 2006 - 02:31 PM

man,i think u could be some kind eh? angry.gif

i know how to use my brain,and also know that i can find lots of mods in the web.but i meant that,whether i can use both of petrol mod and any all-opened-up mod?i can find any opened-up mod in the net,man!

anyway,thanx for everythin!

Y_Less
  • Y_Less

    629

  • Members
  • Joined: 14 Mar 2004

#339

Posted 22 April 2006 - 06:51 PM

If you can't find an opened up mod then there is something wrong, there are loads about. Just search this forum or GTAG.

!nfern0
  • !nfern0

    Player Hater

  • Members
  • Joined: 16 Apr 2006

#340

Posted 23 April 2006 - 07:17 AM

QUOTE (Y_Less @ Apr 22 2006, 18:51)
If you can't find an opened up mod then there is something wrong, there are loads about. Just search this forum or GTAG.

no,man..i can find it anyway..whatever,nevermind.. confused.gif

tomworld10
  • tomworld10

    Mark Chump

  • Members
  • Joined: 29 Jun 2005

#341

Posted 24 April 2006 - 12:42 PM Edited by tomworld10, 21 July 2006 - 01:54 PM.

@!nferno : actally you just want the hangar to open, well look for :
CODE
02B9: deactivate_garage 'DHANGAR'

and
CODE
0299: activate_garage 'DHANGAR'

delete them both compile and have fun.

Any cars in will be save if you do even if you can't save at this place.

---------------------------------------------------------------------------------------


Hi,
it's me again ("No truly???")

I'm coming with some serious sh*t today (well i wanted to do it for a while now it's all done),

TAILOR-MADE MOTORBIKES DEALER for Grand Theft Auto San Andreas.

"Otto Autos in San Fierro now sells bikes, and you can mod them before buying!!! Come and check our prices we got the BF-400 on sale!!!!!"
user posted image
"You got yourself a nice 2 wheel power now, sir"

Notice on the bottom picture how the exhaust are different. There is three different exhaust, two different spoiler (fairing) for each of the three bikes, and the BF-400 and the FCR-900 can have no fairing at all (the NRG-500 don't really look like a bike without... confused.gif ). And you can choose two colors, even if the BF-400 has one color anyway.

As you've probably noticed on the pictures the vendor isn't the same everytime it changes randomly throught 16 different.

There is only one place in all San Andreas but it's pretty easy to get there by diffenrent transportation modes, car, bike, boat, (small) plane....


The code:

Look up in my other messages if you don't know how to proceed.

fisrt create thread :
CODE
004F: create_thread @BIKEDEALER_5680


Then the code itself :

CODE
:BIKEDEALER_5680
03A4: name_thread 'BIKDEAL'
0004: $NRGPRIC = 15000 // integer values
0004: $BF4PRIC = 9000 // integer values
0004: $FCRPRIC = 12000 // integer values
0004: $ZERPRIC = 200 // integer values
0004: $EX1PRIC = 1000 // integer values
0004: $EX2PRIC = 1500 // integer values
0004: $EX3PRIC = 2000 // integer values
0004: $XSPPRIC = 2000 // integer values
0004: $ASPPRIC = 3000 // integer values
0004: $PA1PRIC = 150 // integer values
0006: [email protected] = 0 // integer values
0006: [email protected] = 0 // integer values
0006: [email protected] = 0 // integer values
0006: [email protected] = 0 // integer values

:BIKEDEALER_5788
0001: wait 0 ms
00D6: if
 00FE: actor $PLAYER_ACTOR 0 -1663.0 1208.0 7.0 radius 40.0 40.0 25.0
004D: jump_if_false @BIKEDEALER_5788
0209: [email protected] = random_int 0 15
0871: init_jump_table [email protected] total_jumps 16 0 @BIKEDEALER_6305 jumps 0 @BIKEDEALER_5977 1 @BIKEDEALER_5998 2 @BIKEDEALER_6019 3 @BIKEDEALER_6041 4 @BIKEDEALER_6063 5 @BIKEDEALER_6085 6 @BIKEDEALER_6107
0872: jump_table_jumps 7 @BIKEDEALER_6129 8 @BIKEDEALER_6151 9 @BIKEDEALER_6173 10 @BIKEDEALER_6195 11 @BIKEDEALER_6217 12 @BIKEDEALER_6239 13 @BIKEDEALER_6261 15 @BIKEDEALER_6283 -1 @BIKEDEALER_5788

:BIKEDEALER_5977
0006: [email protected] = 91 // integer values
0006: [email protected] = 5 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_5998
0006: [email protected] = 17 // integer values
0006: [email protected] = 4 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6019
0006: [email protected] = 141 // integer values
0006: [email protected] = 5 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6041
0006: [email protected] = 140 // integer values
0006: [email protected] = 5 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6063
0006: [email protected] = 263 // integer values
0006: [email protected] = 5 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6085
0006: [email protected] = 150 // integer values
0006: [email protected] = 5 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6107
0006: [email protected] = 169 // integer values
0006: [email protected] = 5 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6129
0006: [email protected] = 147 // integer values
0006: [email protected] = 5 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6151
0006: [email protected] = 216 // integer values
0006: [email protected] = 4 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6173
0006: [email protected] = 186 // integer values
0006: [email protected] = 5 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6195
0006: [email protected] = 228 // integer values
0006: [email protected] = 4 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6217
0006: [email protected] = 219 // integer values
0006: [email protected] = 5 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6239
0006: [email protected] = 57 // integer values
0006: [email protected] = 4 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6261
0006: [email protected] = 233 // integer values
0006: [email protected] = 5 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6283
0006: [email protected] = 164 // integer values
0006: [email protected] = 4 // integer values
0002: jump @BIKEDEALER_6305

:BIKEDEALER_6305
0001: wait 0 ms
0247: request_model [email protected]
0247: request_model #BMYBOUN
0247: request_model #WMYBOUN
0247: request_model #DESERT_EAGLE
0247: request_model #MP5LNG
038B: load_requested_models
00D6: if and
 0248: model [email protected] available
 0248: model #BMYBOUN available
 0248: model #WMYBOUN available
 0248: model #DESERT_EAGLE available
 0248: model #MP5LNG available
004D: jump_if_false @BIKEDEALER_6305
00D6: if
 04A4: (unknown) [email protected] 164
004D: jump_if_false @BIKEDEALER_6445
009A: [email protected] = create_actor [email protected] [email protected] at -1664.0 1206.0 7.0
009A: [email protected] = create_actor 4 #BMYBOUN at -1663.0 1204.0 7.0
0002: jump @BIKEDEALER_6521

:BIKEDEALER_6445
009A: [email protected] = create_actor 4 #WMYBOUN at -1667.0 1204.0 7.0
009A: [email protected] = create_actor 4 #BMYBOUN at -1663.0 1204.0 7.0  
009A: [email protected] = create_actor [email protected] [email protected] at -1664.0 1206.0 7.0

:BIKEDEALER_6521
0001: wait 0 ms
00D6: if or
 04A4: (unknown) [email protected] 1
 02E0: actor $PLAYER_ACTOR aggressive
 0457: player $PLAYER_CHAR aiming_at_actor [email protected]
 0457: player $PLAYER_CHAR aiming_at_actor [email protected]
 031D: actor [email protected] hit_by_weapon 57
 031D: actor [email protected] hit_by_weapon 57
 0118: actor [email protected] dead
004D: jump_if_false @BIKEDEALER_6671
0001: wait 100 ms
081A: actor [email protected] weapon_skill 2
081A: actor [email protected] weapon_skill 2
01B2: give_actor [email protected] weapon 29 ammo 900 // Load the weapon model before using this
01B2: give_actor [email protected] weapon 29 ammo 900 // Load the weapon model before using this
02E2: set_actor [email protected] weapon_accuracy_to 80
02E2: set_actor [email protected] weapon_accuracy_to 80
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
0006: [email protected] = 1 // integer values
00D6: if
 84A4: not (unknown) [email protected] 1
004D: jump_if_false @BIKEDEALER_6786

:BIKEDEALER_6671
00D6: if
 84A4: not (unknown) [email protected] 164
004D: jump_if_false @BIKEDEALER_6786
00D6: if or
 04A4: (unknown) [email protected] 1
 02E0: actor $PLAYER_ACTOR aggressive
 0457: player $PLAYER_CHAR aiming_at_actor [email protected]
 031D: actor [email protected] hit_by_weapon 57
 0118: actor [email protected] dead
004D: jump_if_false @BIKEDEALER_6786
0001: wait 500 ms
081A: actor [email protected] weapon_skill 2
01B2: give_actor [email protected] weapon 24 ammo 300 // Load the weapon model before using this
02E2: set_actor [email protected] weapon_accuracy_to 80
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
0006: [email protected] = 1 // integer values
0006: [email protected] = 1 // integer values
0002: jump @BIKEDEALER_6521

:BIKEDEALER_6786
00D6: if
 84A4: not (unknown) [email protected] 1
004D: jump_if_false @BIKEDEALER_6907
00D6: if
 00FE: actor $PLAYER_ACTOR 0 -1663.0 1208.0 7.0 radius 150.0 150.0 25.0
004D: jump_if_false @BIKEDEALER_7056
00D6: if
 00FF: actor $PLAYER_ACTOR 1 -1664.2 1207.7 7.15 radius 0.9 0.9 1.0
004D: jump_if_false @BIKEDEALER_6521
0002: jump @BIKEDEALER_7153

:BIKEDEALER_6907
0001: wait 0 ms
00D6: if or
 00F2: actor [email protected] near_actor $PLAYER_ACTOR radius 90.0 90.0 0
 00F2: actor [email protected] near_actor $PLAYER_ACTOR radius 90.0 90.0 0
004D: jump_if_false @BIKEDEALER_7056
00D6: if or
 8118: not actor [email protected] dead
 8118: not actor [email protected] dead
004D: jump_if_false @BIKEDEALER_7056
00D6: if
 84A4: not (unknown) [email protected] 164
004D: jump_if_false @BIKEDEALER_6907
00D6: if
 00F2: actor [email protected] near_actor $PLAYER_ACTOR radius 90.0 90.0 0
004D: jump_if_false @BIKEDEALER_7056
00D6: if
 8118: not actor [email protected] dead
004D: jump_if_false @BIKEDEALER_7056
0002: jump @BIKEDEALER_6907

:BIKEDEALER_7056
0001: wait 0 ms
01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian
00D6: if
 84A4: not (unknown) [email protected] 164
004D: jump_if_false @BIKEDEALER_7094
01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

:BIKEDEALER_7094
0001: wait 0 ms
00D6: if
 00FE: actor $PLAYER_ACTOR 0 -1663.0 1208.0 7.0 radius 150.0 150.0 60.0
004D: jump_if_false @BIKEDEALER_11000
0002: jump @BIKEDEALER_7094

:BIKEDEALER_7153
0001: wait 0 ms
00D6: if
 84A4: not (unknown) [email protected] 164
004D: jump_if_false @BIKEDEALER_7206
0639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected]
0639: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR
01B4: set_player $PLAYER_CHAR frozen_state 0
0002: jump @BIKEDEALER_7229

:BIKEDEALER_7206
0639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected]
0639: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR
01B4: set_player $PLAYER_CHAR frozen_state 0

:BIKEDEALER_7229
0001: wait 0 ms
00D6: if
 84A4: not (unknown) [email protected] 0
004D: jump_if_false @BIKEDEALER_7337
00D6: if
 84A4: not (unknown) [email protected] 1
004D: jump_if_false @BIKEDEALER_7431
00D6: if
 84A4: not (unknown) [email protected] 2
004D: jump_if_false @BIKEDEALER_7518
00D6: if
 84A4: not (unknown) [email protected] 3
004D: jump_if_false @BIKEDEALER_7605
00D6: if
 84A4: not (unknown) [email protected] 4
004D: jump_if_false @BIKEDEALER_7605
0006: [email protected] = 0 // integer values
0002: jump @BIKEDEALER_7229

:BIKEDEALER_7337
0006: [email protected] = 0 // integer values
05A9: s$BKDTITLE = 'IE09' // 8-byte strings  // Imports
05A9: s$BDKRO1 = 'BF400' // 8-byte strings  // BF-400
05A9: s$BDKRO2 = 'FCR900' // 8-byte strings  // FCR-900
05A9: s$BDKRO3 = 'NRG500' // 8-byte strings  // NRG-500
0084: $BKDPRIC0 = $BF4PRIC // integer values and handles
0084: $BKDPRIC1 = $FCRPRIC // integer values and handles
0084: $BKDPRIC2 = $NRGPRIC // integer values and handles
0002: jump @BIKEDEALER_7692

:BIKEDEALER_7431
05A9: s$BKDTITLE = 'CARM5' // 8-byte strings  // Exhausts
05A9: s$BDKRO1 = 'BMBME' // 8-byte strings  // Medium Exhaust
05A9: s$BDKRO2 = 'BMBLE' // 8-byte strings  // Large Exhaust
05A9: s$BDKRO3 = 'BMBTE' // 8-byte strings  // Twin Exhaust
0084: $BKDPRIC0 = $EX1PRIC // integer values and handles
0084: $BKDPRIC1 = $EX2PRIC // integer values and handles
0084: $BKDPRIC2 = $EX3PRIC // integer values and handles
0002: jump @BIKEDEALER_7692

:BIKEDEALER_7518
05A9: s$BKDTITLE = 'CARM2' // 8-byte strings  // Spoilers
05A9: s$BDKRO1 = 'LG_44' // 8-byte strings  // Zero
05A9: s$BDKRO2 = 'URACUB' // 8-byte strings  // X-Flow Spoiler
05A9: s$BDKRO3 = 'FLSAS' // 8-byte strings  // Alien Spoiler
0084: $BKDPRIC0 = $ZERPRIC // integer values and handles
0084: $BKDPRIC1 = $XSPPRIC // integer values and handles
0084: $BKDPRIC2 = $ASPPRIC // integer values and handles
0002: jump @BIKEDEALER_7692

:BIKEDEALER_7605
05A9: s$BKDTITLE = 'CARM1' // 8-byte strings  // Colors
05A9: s$BDKRO1 = 'PLA_20' // 8-byte strings  // BUY
05A9: s$BDKRO2 = 'CARCOL1' // 8-byte strings  // Car Color 1
05A9: s$BDKRO3 = 'CARCOL2' // 8-byte strings  // Car Color 2
0084: $BKDPRIC0 = [email protected] // integer values and handles
0084: $BKDPRIC1 = $PA1PRIC // integer values and handles
0084: $BKDPRIC2 = $PA1PRIC // integer values and handles
0002: jump @BIKEDEALER_7692

:BIKEDEALER_7692
08D4: $BKDPANEL = create_panel_with_title s$BKDTITLE position 29.0 45.0 width 160.0 columns 2 interactive 1 background 1 alignment 0
00D6: if and
 04A4: (unknown) [email protected] 522
 04A4: (unknown) [email protected] 2
004D: jump_if_false @BIKEDEALER_8043
08DB: set_panel $BKDPANEL column 0 header 'DUMMY' data 'DUMMY' s$BDKRO2 s$BDKRO3 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
08DB: set_panel $BKDPANEL column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
08D9: set_panel $BKDPANEL row 0 enable 0
08EE: set_panel $BKDPANEL column 1 row 1 text_1number 'DOLLAR' $BKDPRIC1  // $~1~
08EE: set_panel $BKDPANEL column 1 row 2 text_1number 'DOLLAR' $BKDPRIC2  // $~1~
0002: jump @BIKEDEALER_8336

:BIKEDEALER_8043
08DB: set_panel $BKDPANEL column 0 header 'DUMMY' data s$BDKRO1 s$BDKRO2 s$BDKRO3 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
08DB: set_panel $BKDPANEL column 1 header 'COST' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
08EE: set_panel $BKDPANEL column 1 row 0 text_1number 'DOLLAR' $BKDPRIC0  // $~1~
08EE: set_panel $BKDPANEL column 1 row 1 text_1number 'DOLLAR' $BKDPRIC1  // $~1~
08EE: set_panel $BKDPANEL column 1 row 2 text_1number 'DOLLAR' $BKDPRIC2  // $~1~

:BIKEDEALER_8336
0001: wait 0 ms
00D6: if
 80E1: not key_pressed 0 15
004D: jump_if_false @BIKEDEALER_8974
00D6: if
 00E1: key_pressed 0 16
004D: jump_if_false @BIKEDEALER_8336

:BIKEDEALER_8374
0001: wait 0 ms
00D6: if
 80E1: not key_pressed 0 16
004D: jump_if_false @BIKEDEALER_8374
08D7: $BKDACRO = panel $BKDPANEL active_row
08DA: remove_panel $BKDPANEL
00D6: if
 84A4: not (unknown) $BKDACRO 0
004D: jump_if_false @BIKEDEALER_8469
00D6: if
 84A4: not (unknown) $BKDACRO 1
004D: jump_if_false @BIKEDEALER_8628
00D6: if
 84A4: not (unknown) $BKDACRO 2
004D: jump_if_false @BIKEDEALER_8801
0002: jump @BIKEDEALER_7229

:BIKEDEALER_8469
0084: [email protected] = $BKDPRIC0 // integer values and handles
005A: [email protected] += [email protected] // integer values
00D6: if
 84A4: not (unknown) [email protected] 0
004D: jump_if_false @BIKEDEALER_8564
00D6: if
 84A4: not (unknown) [email protected] 1
004D: jump_if_false @BIKEDEALER_8586
00D6: if
 84A4: not (unknown) [email protected] 2
004D: jump_if_false @BIKEDEALER_8607
00D6: if
 84A4: not (unknown) [email protected] 3
004D: jump_if_false @BIKEDEALER_9492
0002: jump @BIKEDEALER_7229

:BIKEDEALER_8564
0006: [email protected] = 581 // integer values
000A: [email protected] += 1 // integer values
0002: jump @BIKEDEALER_7229

:BIKEDEALER_8586
0006: [email protected] = 0 // integer values
000A: [email protected] += 1 // integer values
0002: jump @BIKEDEALER_7229

:BIKEDEALER_8607
0006: [email protected] = -1 // integer values
000A: [email protected] += 1 // integer values
0002: jump @BIKEDEALER_9056

:BIKEDEALER_8628
0084: [email protected] = $BKDPRIC1 // integer values and handles
005A: [email protected] += [email protected] // integer values
00D6: if
 84A4: not (unknown) [email protected] 0
004D: jump_if_false @BIKEDEALER_8723
00D6: if
 84A4: not (unknown) [email protected] 1
004D: jump_if_false @BIKEDEALER_8745
00D6: if
 84A4: not (unknown) [email protected] 2
004D: jump_if_false @BIKEDEALER_8766
00D6: if
 84A4: not (unknown) [email protected] 3
004D: jump_if_false @BIKEDEALER_8787
0002: jump @BIKEDEALER_7229

:BIKEDEALER_8723
0006: [email protected] = 521 // integer values
000A: [email protected] += 1 // integer values
0002: jump @BIKEDEALER_7229

:BIKEDEALER_8745
0006: [email protected] = 1 // integer values
000A: [email protected] += 1 // integer values
0002: jump @BIKEDEALER_7229

:BIKEDEALER_8766
0006: [email protected] = 3 // integer values
000A: [email protected] += 1 // integer values
0002: jump @BIKEDEALER_9056

:BIKEDEALER_8787
0006: [email protected] = 1 // integer values
0002: jump @BIKEDEALER_9182

:BIKEDEALER_8801
0084: [email protected] = $BKDPRIC2 // integer values and handles
005A: [email protected] += [email protected] // integer values
00D6: if
 84A4: not (unknown) [email protected] 0
004D: jump_if_false @BIKEDEALER_8896
00D6: if
 84A4: not (unknown) [email protected] 1
004D: jump_if_false @BIKEDEALER_8918
00D6: if
 84A4: not (unknown) [email protected] 2
004D: jump_if_false @BIKEDEALER_8939
00D6: if
 84A4: not (unknown) [email protected] 3
004D: jump_if_false @BIKEDEALER_8960
0002: jump @BIKEDEALER_7229

:BIKEDEALER_8896
0006: [email protected] = 522 // integer values
000A: [email protected] += 1 // integer values
0002: jump @BIKEDEALER_7229

:BIKEDEALER_8918
0006: [email protected] = 2 // integer values
000A: [email protected] += 1 // integer values
0002: jump @BIKEDEALER_7229

:BIKEDEALER_8939
0006: [email protected] = 4 // integer values
000A: [email protected] += 1 // integer values
0002: jump @BIKEDEALER_9056

:BIKEDEALER_8960
0006: [email protected] = 2 // integer values
0002: jump @BIKEDEALER_9182

:BIKEDEALER_8974
0001: wait 500 ms
08DA: remove_panel $BKDPANEL
00D6: if
 8029: not [email protected] >= 2 // integer values
004D: jump_if_false @BIKEDEALER_9422
000A: [email protected] += -1 // integer values
0063: [email protected] -= [email protected] // floating-point values
00D6: if
 8029: not [email protected] >= 0 // integer values
004D: jump_if_false @BIKEDEALER_7229
01B4: set_player $PLAYER_CHAR frozen_state 1
02EB: restore_camera_with_jumpcut
0001: wait 6000 ms
0002: jump @BIKEDEALER_6521

:BIKEDEALER_9056
0001: wait 0 ms
0247: request_model [email protected]
00D6: if
 0248: model [email protected] available
004D: jump_if_false @BIKEDEALER_9056
0506: vehicle_model [email protected] set_next_variation [email protected] [email protected]
00A5: [email protected] = create_car [email protected] at -1668.3 1207.0 6.85
0229: set_car [email protected] color_to 0 0
015F: set_camera_position -1663.0 1208.0 9.0 0.0 0.0 0.0
0160: point_camera -1668.9 1206.5 7.0 1
00AB: put_car [email protected] at -1668.3 1208.2 5.8
0002: jump @BIKEDEALER_7229

:BIKEDEALER_9182
0964: (unknown) 'CARM1' 29.0 45.0 25.7 8 1 1 1 $10426  // Colors
03F3: get_car [email protected] color [email protected] [email protected]

:BIKEDEALER_9230
0001: wait 0 ms
00D6: if
 80E1: not key_pressed 0 15
004D: jump_if_false @BIKEDEALER_9559
08D7: $BKDACR1 = panel $10426 active_row
0A22: (unknown) $10426 [email protected] [email protected] $BKDACR1
00D6: if
 00E1: key_pressed 0 16
004D: jump_if_false @BIKEDEALER_9230

:BIKEDEALER_9290
0001: wait 0 ms
00D6: if
 80E1: not key_pressed 0 16
004D: jump_if_false @BIKEDEALER_9290
00D6: if
 04A4: (unknown) [email protected] 1
004D: jump_if_false @BIKEDEALER_9355
00D6: if
 84A4: not (unknown) [email protected] $BKDACR1
004D: jump_if_false @BIKEDEALER_9399
0002: jump @BIKEDEALER_9453

:BIKEDEALER_9355
00D6: if
 04A4: (unknown) [email protected] 2
004D: jump_if_false @BIKEDEALER_9422
00D6: if
 84A4: not (unknown) [email protected] $BKDACR1
004D: jump_if_false @BIKEDEALER_9399
0002: jump @BIKEDEALER_9453

:BIKEDEALER_9399
00BC: text_highpriority 'COLORNO' 3000 ms 1  // ~s~Your vehicle is already this color.
0002: jump @BIKEDEALER_9230

:BIKEDEALER_9422
0001: wait 0 ms
00A6: destroy_car [email protected]
02EB: restore_camera_with_jumpcut
000A: [email protected] += -1 // integer values
0063: [email protected] -= [email protected] // floating-point values
0002: jump @BIKEDEALER_7229

:BIKEDEALER_9453
097A: (unknown) -1668.3 1207.0 7.0 1134
08DA: remove_panel $10426
0006: [email protected] = 3 // integer values
0002: jump @BIKEDEALER_7229

:BIKEDEALER_9492
0001: wait 0 ms
0084: [email protected] = $BKDPRIC0 // integer values and handles
010B: $2754 = player $PLAYER_CHAR money
00D6: if
 0029: $2754 >= $BKDPRIC0 // integer values
004D: jump_if_false @BIKEDEALER_10000
0012: [email protected] *= -1 // integer values
0109: player $PLAYER_CHAR money += [email protected]
01C3: remove_references_to_car [email protected] // Like turning a car into any random car
01B4: set_player $PLAYER_CHAR frozen_state 1
02EB: restore_camera_with_jumpcut
0001: wait 6000 ms
0006: [email protected] = 0 // integer values
0006: [email protected] = 0 // integer values
0002: jump @BIKEDEALER_6521

:BIKEDEALER_9559
08DA: remove_panel $10426
0006: [email protected] = 3 // integer values
0229: set_car [email protected] color_to [email protected] [email protected]
0063: [email protected] -= [email protected] // floating-point values
0002: jump @BIKEDEALER_7229

:BIKEDEALER_10000
00BC: text_highpriority 'IE07' 2000 ms 1  // ~r~You don't have enough cash!
0001: wait 1500 ms
0002: jump @BIKEDEALER_7229

:BIKEDEALER_11000
0001: wait 0 ms
0249: release_model [email protected]
0249: release_model [email protected]
0249: release_model #BMYBOUN
0249: release_model #WMYBOUN
0249: release_model #DESERT_EAGLE
0249: release_model #MP5LNG
0002: jump @BIKEDEALER_5680



Sorry for the lenght again but it's not much byte consumming actually so if you use a pretty much filled main.scm you should still be right, what the main imit anyway.

By the way I've updated (again) the drive-thru code, it's even nicer now!!!!


Ride funny

Y_Less
  • Y_Less

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#342

Posted 25 April 2006 - 10:51 PM

Brilliant work as usual! Keep it up mate.

BMWPower
  • BMWPower

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#343

Posted 27 April 2006 - 08:34 PM

@tomworld10
Ok, but i have a problem. I'm using Sanny Builder and i opened original SAB2R scm and when i add your Drive-In mod and compile it the main size is 202934 b. and the max main size is 200000 b. and the game crashes when i start new game. cryani.gif

MChanna03
  • MChanna03

    ---CarTel 4 LiFe---

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#344

Posted 28 April 2006 - 06:25 AM

thats some crazy sh*t.. keep up the good work smile.gif

SeaNorris.
  • SeaNorris.

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#345

Posted 01 May 2006 - 12:00 AM

Does anyone have a main.scm with it all in?

tomworld10
  • tomworld10

    Mark Chump

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#346

Posted 01 May 2006 - 12:30 AM Edited by tomworld10, 01 May 2006 - 12:33 AM.

Hi,

Holly crap !!! I was starting to beleive that the whole gta network will be down forever !!!!

Just kidding, but was pretty scary...

Thanks mates for your support I'm grandly honoured.


@BMWPower and actually anyone else who get the same problem : Hum well you've point out the biggest problem, the main limit !!!!!

You got to have a workaround, and this will be to have a light main.scm either you don't really care of the mission just get a stripped main.scm so you'll get (almost) endless room, there is many of them around and there is one in the folder "\data\sa" wherever you've installed Sanny Builder.

Or you still want the missions (well while there isn't any missions available for B2R yet, at least original missions will bring some more fun into it), you'll have to find an main.scm that has been lighten in the main part. If I remember right there is a couple in GTA garage, but I'm not pretty sure, exect for one which is Mission Master Mod V2 (the V1 won't be usefull because it's already over the main limit -don't ask how come it works, but does...-). You can get it from GTA garage or in the Mod showroom>>Missions mods from here GTAforums. MMMV2 will let you heaps room because it's 165000 bytes long, and I know it for a good reason cool.gif !!!!!!!

Once you've choosen the base (lighten main.scm) you'll be using you'll have to bring back all B2R features (petrol, passenger, unlock, etc...) from the B2R main.scm to your base (lighten main.scm), don't forget to create the threads and put them as usual anywhere before mission 0 (and of course after ----MAIN----, and of course as well between two different threads like :ODDVEH and :R3, not in the middle of one of them) . Then add my things like drive-thru, pissing, bike dealer, Zero rc shop... to it as you do as usual (don't forget to create the threads !!!! - I do all the time and wonder why it doesn't work rolleyes.gif !!) compile and... (I'm sure you know what I'd say biggrin.gif )


MMMV2 should let you far enough room but I havn't try with all cns's B2R features, I'm trying to calulate, but well Sanny is better at maths than me...

I hope it's not too complicated and you understand me right. I realise it's not a small amount of work, but it's actually just a matter of copy and paste and you should be pretty happy once it's done.

I really like to know if you get it working right and if I didn't explain myself right please let know how well your doing.

@ everyone : I don't get much feedback, I'll be happy to know what you think, and if you actually get it working, or if you just don't understand anything I'm saying, and never got anything working.



People, don't ever loose the FUN biggrin.gif


[EDIT]: @SeaNorris : now you can do yours !!! xmas.gif

ceedj
  • ceedj

    PEDS Creator

  • Feroci
  • Joined: 21 May 2005
  • United-States

#347

Posted 01 May 2006 - 12:34 AM

Tom, I don't really put many mods in my game (which is odd, considering all the coding I do) but looking over your Bike Shop code, I have to say it's friggin' OUTSTANDING.

Very creative, and really nice work. Keep it up dood! smile.gif

SeaNorris.
  • SeaNorris.

  • BUSTED!
  • Joined: 18 Jun 2005

#348

Posted 01 May 2006 - 12:50 AM

Yeah I could, there is just one problem, how can I create a thread?

Thats the only part I dont understand.

tomworld10
  • tomworld10

    Mark Chump

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  • Joined: 29 Jun 2005

#349

Posted 01 May 2006 - 02:07 AM Edited by tomworld10, 09 May 2006 - 10:00 PM.

re

@ ceedj : thanks, I'm pretty proud of this one too, I kind of think the same as you do about it !!!! biggrin.gif , but thanks to you by the way it wouldn't as easy without your ped editor !!!! and this is another outsantding work, it was pleasant, fun and fast with your app, and it wouldn't be as cool without it !!!! Thanks to you dude tounge.gif !!!!!!! that's totally wrong sorry for saying bullsh*t....


@SeaNorris : well with thoses

CODE

004F: create_thread @BIKEDEALER_5680


I'm sorry you got to go back a few messages and read them. I try to explain everytime how doing it but it gets annoying saying everytime the same thing...

For cns's B2R features it's kind of the same but even simpler than how I do it there is one threads that create the others (when I decompile it) sanny call it MAPINIT, and then in the thread MAPINIT others threads are created :
CODE
004F: create_thread @TRACE  
004F: create_thread @BSCHOO  
004F: create_thread @BIKES  
004F: create_thread @PSCH  
004F: create_thread @NONAME_5  
004F: create_thread @DLOCK  
004F: create_thread @NONAME_6  
004F: create_thread @NONAME_7  
004F: create_thread @CARCRACK  
004F: create_thread @PETROL  
004F: create_thread @PETROLST  
004F: create_thread @PASSENGER  
004F: create_thread @PASSENGER_790  
004F: create_thread @PASSENGER_1140  
004F: create_thread @NONAME_4  
004F: create_thread @NONAME_3  

so you don't have to car about them as you'll paste MAPINIT in your new main.scm.

but as I'm looking on it I noticed that BSCHOO, PSCH, BIKES, and TRACE should really be there so watch if there not repeated (probably would crash the game) and watch that NONAME_X don't already exist neither.

Creating the thread will tell the engine to "activate" the script, start it and "jump" (" because it jumps but as well keep going where it was if you get what I'm trying to say) to it, if you don't the engine won't care about it at all, it will be disregarding the script/thread/code. My explanation is very approximative, but I'm not a coding expert, this is as good as I could get it.

I think creating threads is much easier than using discreet modeling software, or Oleg's beautiful tool biggrin.gif , I'm sure you'll get it working. colgate.gif


Have sweet time people

BMWPower
  • BMWPower

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#350

Posted 01 May 2006 - 08:19 AM Edited by BMWPower, 01 May 2006 - 08:22 AM.

@tomworld10

10x very much for the answer, i want to ask you:

Is it possible with MMMV2 to complete normally the game, i mean to get the missions from Sweet, ryder ...... not only from the list with missions.

The second question is can i delete some features from B2R mod, like:
-Hot Coffee mod
-give'n'take mod (author MrTi)
-hydra now has emergency evacuation system***


and to get much space, and how much space can expect if i delete them and how to delete them?


Greetz smile.gif

altman
  • altman

    Artur Rox

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#351

Posted 01 May 2006 - 09:10 AM

@tomworld10
Great work, this scripts are amazing! cookie.gif cookie.gif cookie.gif but I need notice that main limit is not 200 kb, really it's less that 202 kb.
Also the problem that too much great scripts and not enough space in main thread. The better is the create optimized main.scm with more space in main thread. I didn't mean kill some SA features, but optimize existent code, also hospital and police cutscenes after busted/wasted is useless and can be deleted too. I can help you with that.

tomworld10
  • tomworld10

    Mark Chump

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#352

Posted 01 May 2006 - 01:40 PM

Hi,

@BMWPower : Of course you can finish noramlly the game (well at least it should, havn't tested thought, but there is no reasons why you wouldn't), you just have to accomplish all the missions (well actually not all, some ain't needed to get 100%) at least once ans the jobs and all...

QUOTE
i mean to get the missions from Sweet, ryder ...... not only from the list with missions.

I don't understand what you trying to say. But in the list you get all the missions so the ones from Ryder and Sweet are in the list like the others. It'll be the same as usual but you won't have to get to Sweet's or Ryder's house to start the mission.


QUOTE
The second question is can i delete some features from B2R mod, like:
-Hot Coffee mod
-give'n'take mod (author MrTi)
-hydra now has emergency evacuation system***


First you can delete anything you want if you delete right !!! I mean if it's done properly.

About Hot Coffee I have absolutly no idea how, never even try it (I should to see one day but it's not much exiting for me), but Hot Coffee doesn't take longer than 2 or 3 bytes so should bother you much. Or you want to take out GF_SEX (the sex script, I think) in the main.scm but I think it's kind of an advance job because it's linked to the GF_DATE script. Forget that I've checked, GF_SEX is an external script so shouldn't bother you at all !!!

As I said you can delete anything if you do it well, well mean you took off all the script and the creating thread line, those mods shouldn't be linked to anything so it should be easy taking them off. On my file ejector seat is NONAME_9 and Give'n'Take NONAME_15.

But I don't get why you want to delete from B2R and you don't add to MMV2, because delete is the same as adding (but the other way around).

I'm sure you'll get it right anyway you do !!!


@altman : About the main limit I've seen 204kb file working and 201kb not working, so I wouldn't do such categorical statements. But I've always seen file under 200kb working, so I would trust pretty well that limit of 200kb.

About space in the main thread, have you read a few last post back ???
I've spend time explaining how to get around so I don't understand why you're still asking...

About optimizing, well do it because I havn't much idea doing it, yes point does it but I can't get anything I want working with point (if you don't know point decompiler, try it you might like it more than me).
QUOTE
hospital and police cutscenes

First there not cutscenes, and second I thought cns already taken them of from last version to fit the give'n'take mod, so it get impossible to delete something that doesn't exist anymore.

QUOTE
I can help you with that.

Well go on !!! Show us your skills !!!! Do anything you want related to the topic and post it here you might help other people that as the same problem as you. Use the little piece of freedom that's been given you, and rememeber the only real limit is you !!!!!!!



Girlz'n boyz, have fun

BMWPower
  • BMWPower

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#353

Posted 01 May 2006 - 02:42 PM

I mean when i have to complete a Ryder mission, can i go to Ryder's house and get the mission or i have to select the mission from the list.


Ok, so i'll add B2R mod to MMMV2, but pls when you have some time tell me exactly what i have to do, where to place threads and others, because i'm not good at scm editing.


10x!

Greetz, BMWPower! colgate.gif

tomworld10
  • tomworld10

    Mark Chump

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#354

Posted 01 May 2006 - 10:57 PM Edited by tomworld10, 17 May 2006 - 08:32 AM.

[UPDATED] : bugs fixed
[And UPDATED] again, sources added because of the unability to uncompile, for modding purposes



Hi again

Well realising the amount of work it was and, the thought of it would be faster for me to do it myself than explaining every little thing you'd got to do, made me doing it for you guys.

It's labour day to day so I thought I could get some work done !!!
I thought it would be faster but I had to update some of my old code, and I had weird compiling trouble.

So here it is B2R+MMV2, source is now included in this zip file
source only (text file for Mission builder, because of the unability of decompiling the file, I'm sorry it's not my fault...) : source
The source file might be sightly different from the compiled file, I'm sorry I've messed up a bit, but it's not much bothering.

There is a second version for those who don't want to use/don't have the B2R gxt file (text files), so you can keep the original yourlanguage.gxt, and now it's international you don't have to have it in english (Maybe it might not mean much in different language but I'm sure you'll understand) : B2R+MMV2noGXT
source is now included in this zip file
source only (text file for Mission builder, because of the unability of decompiling the file, I'm sorry it's not my fault...) : source
The source file might be sightly different from the compiled file, I'm sorry I've messed up a bit, but it's not much bothering.

Sorry no readme but it isn't a real release anyway.

There is all cns features from B2R. I've added the CJ need to piss (with updated script, look here too), Switch off fire on cars, Drive-in, Cooking, Zero RC shop, Taylor made bike dealer shop.

If you don't know what a feature does, go back to the message (clic on the feature name) where I've sent the script, or first message of the topic for cns's features.

This is using Mission Master Mod V2, the second version of awesome mod from PatrickW you can find a topic about it here

You'll find screenies in the originals messages.


Well guys that was a lot of work for labour day (It's holiday for us here in my country). Sorry for the delay, I thought I would do it faster.

Well now I'm pretty tired. And I havn't much more else to say.

For info the main thread size is 184kb, so there is still some room left !!!!!


Have fun


PS: @BMWPower: Well with MMV2 you can't start the mission by going to the job giver house (there ryder) you can only start missions by selecting throught the list, you won't get phonecalls neither (look in MMMV2 topic for more information).

BMWPower
  • BMWPower

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#355

Posted 02 May 2006 - 02:17 PM

Nice, i tried it, but it has some bugs sad.gif

When i put my car in the garage, i saved my game, then i get in again in the car and the game crashed. sad.gif

tomworld10
  • tomworld10

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#356

Posted 02 May 2006 - 04:23 PM Edited by tomworld10, 02 May 2006 - 05:06 PM.

Hi,

Thank you BMWPower for fast beta testing, but I'm sorry because I've absolutly no idea why it crashes, so I don't know how much time it will take to fix it.

[Edited message, taken off wrong statement]
Sorry I was totally wrong just a lack of knowlage from me. I'm sorry for going crazy like that just drove me nuts...
I'm sorry again for that.

Well now hum I'll get to find what's wrong, even if I've still got no idea...

Have fun I do now

BMWPower
  • BMWPower

    SiX-In-Line Rulz!

  • Members
  • Joined: 06 Nov 2004

#357

Posted 02 May 2006 - 04:58 PM Edited by BMWPower, 02 May 2006 - 08:13 PM.

@tomworld10
10x for the answer, i'll take a look, when i have more free time.
And is there the same bug with the original B2R mod?

P.S. I like very much the Drive-In, and cooking mod, i'll go to SF to test the Bike dealer mod colgate.gif










EDIT:

I downloaded original SAB2R, saved my game, then i get in the car again, the game didn't crashes smile.gif

I had roblem with the Ryder's pickup too, but now it's okay, so i don't know where is the mistake, but anyway, hope this help you, maybe the error is when you added the B2R into MMMV2, i don't know





Greetz, BMWPower

drykilllogic
  • drykilllogic

    Player Hater

  • Members
  • Joined: 05 May 2006

#358

Posted 05 May 2006 - 02:58 AM Edited by drykilllogic, 06 May 2006 - 12:42 AM.

Where can I get the B2R mod without the MMMV2 mod? I don't like MMMV2 one bit....
Btw The link on the 1st page doesn't work confused.gif


Nevermind - found it lol.gif

tomworld10
  • tomworld10

    Mark Chump

  • Members
  • Joined: 29 Jun 2005

#359

Posted 07 May 2006 - 01:00 PM Edited by tomworld10, 08 May 2006 - 09:22 PM.

Hi,

@drykillogic : I'm happy you found it somewhere else, but maybe cns is just having internet provider trouble, maybe it'll be back on later. Can you tell me where did you found it, because I'm actualy surprised it's hosted somewhere else, thanks.

@everyone else : thank for beta testing, my bad... confused.gif the bug was from me, the Drive after fire (I've change the name of the script again...) code was buggy, that's been fixed and it seemes to work as a charm now.
I've add toilets that are in Burger shot I didin't noticed it before. (I'll update original Cj need to piss script)

The original link has been updated and I made another version for the ones who havn't got the B2R gxt file (text files), so you can keep the original yourlanguage.gxt, and now it's international you don't have to have it in english (Maybe it might not mean much in different language but I'm sure you'll understand)


I don't like when the game crashes, and I'm sure you don't so if it happens please tell me, I thank BMWPower for tell troubles, this version seem to work pretty well I havn't had a bug on my tries but we never know.


I apologize for the time taken to answer but I wanted to come with a new script but it won't be this time.


Have fun

---------------------------------------------------------------------------------

Much much later that day


CJ wanted to learn some new things, now he knows how to cook himself some food. So I thought teaching him how to change tires would be usefull for him with all the sh*t he usually gets in....

He's good student actually, or maybe I'm just a good teacher biggrin.gif , and he seems to like it too, this helps. And now he can change a wheel in 10 sec (yeah for him it's more like ten minutes but...), try do better than him !!!!!!

Happy he was getting his degree, he's gone trying his new skills. On his way I've followed him in my new chopper to get some pictures, and the CIA transpondor micro-microphone I've hide in one of his teeth will give us the sound, here it is :

user posted image
"f*ck, got this tire flat..."

user posted image
"As Tom told me, get at the back, find the spare wheel and grab it."

user posted image
"Nice spare wheel."

user posted image
"...get the bolts, screw them all, nice and tight... Get going now !!!"
Notice the blue bar (circled in red) filling up to tell you how time it will take to finish.

Enough talking and joking, now pasting and coding :

find heaps "create_thread" (like with 004F: create_thread @ODDVEH ) and add that:
CODE
004F: create_thread @TIREFIX  



And then put the rest anywhere in the main part (before mission 0) by example before
:TRACE
03A4: name_thread 'TRACE'


The rest
CODE
:TIREFIX
03A4: name_thread 'TIREFIX'
0006: [email protected] = 0 // integer values
008A: $TIRECAR = [email protected] // integer values and handles

:TIREFIX_10
0001: wait 0 ms
00D6: if AND
 0256: player $PLAYER_CHAR defined
 0038: $ONMISSION == 0 // integer values
 00DF: actor $PLAYER_ACTOR driving
 84A7: not actor $PLAYER_ACTOR driving_boat
 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
004D: jump_if_false @TIREFIX_10
03C0: $TIRECAR = actor $PLAYER_ACTOR car
0006: [email protected] = 0 // integer values

:TIREFIX_20
0001: wait 0 ms
0441: [email protected] = car $TIRECAR model
00D6: if
 0A01: [email protected]
004D: jump_if_false @TIREFIX_10
0006: [email protected] = 4 // integer values

:TIREFIX_30
0006: [email protected] = 0 // integer values

:TIREFIX_40
0001: wait 0 ms
00D6: if
 0256: player $PLAYER_CHAR defined
004D: jump_if_false @TIREFIX_1000
00D6: if
 00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @TIREFIX_900
00D6: if
 8039: NOT [email protected] ==  1 // integer values
004D: jump_if_false @TIREFIX_900
00D6: if
 001D: [email protected] > [email protected] // integer values
004D: jump_if_false @TIREFIX_30
00D6: if
 0496: tire [email protected] on_car $TIRECAR deflated
004D: jump_if_false @TIREFIX_50
0002: jump @TIREFIX_60

:TIREFIX_50
000A: [email protected] += 1 // integer values
0002: jump @TIREFIX_40

:TIREFIX_60
0001: wait 0 ms
00D6: if AND
 80DF: NOT actor $PLAYER_ACTOR driving
 01C1: car $TIRECAR stopped
004D: jump_if_false @TIREFIX_60
0657: car $TIRECAR open_component 1

:TIREFIX_70
0001: wait 0 ms
00D6: if
 0256: player $PLAYER_CHAR defined
004D: jump_if_false @TIREFIX_1000
00D6: if AND
 80DF: NOT actor $PLAYER_ACTOR driving
 8039: NOT [email protected] ==  1 // integer values
004D: jump_if_false @TIREFIX_900
00D6: if
8039: NOT [email protected] ==  0 // integer values
004D: jump_if_false @TIREFIX_90
00D6: if
8039: NOT [email protected] ==  1 // integer values
004D: jump_if_false @TIREFIX_92
00D6: if
8039: NOT [email protected] ==  2 // integer values
004D: jump_if_false @TIREFIX_94
00D6: if
8039: NOT [email protected] ==  3 // integer values
004D: jump_if_false @TIREFIX_96
0002: jump @TIREFIX_30

:TIREFIX_90
0007: [email protected] = -1.0 // floating-point values
0007: [email protected] = 2.0 // floating-point values
0002: jump @TIREFIX_104

:TIREFIX_92
0007: [email protected] = -1.0 // floating-point values
0007: [email protected] = -2.0 // floating-point values
0002: jump @TIREFIX_104

:TIREFIX_94
0007: [email protected] = 1.0 // floating-point values
0007: [email protected] = 2.0 // floating-point values
0002: jump @TIREFIX_104

:TIREFIX_96
0007: [email protected] = 1.0 // floating-point values
0007: [email protected] = -2.0 // floating-point values
0002: jump @TIREFIX_104

:TIREFIX_104
0407: create_coordinate [email protected] [email protected] [email protected] from_car $TIRECAR offset [email protected] [email protected] -0.2
0407: create_coordinate [email protected] [email protected] [email protected] from_car $TIRECAR offset 0.0 -2.5 -0.3

:TIREFIX_200
0001: wait 0 ms
00D6: if
 0256: player $PLAYER_CHAR defined
004D: jump_if_false @TIREFIX_1000
00D6: if
 80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false @TIREFIX_900
00D6: if
00FF: actor $PLAYER_ACTOR 1 [email protected] [email protected] [email protected] radius 1.5 1.5 1.0
004D: jump_if_false @TIREFIX_200

:TIREFIX_300
0001: wait 0 ms
0247: request_model -169
04ED: load_animation "BOMBER"
00D6: if AND
  04EE: animation "BOMBER" loaded
  0248: model -169 available
004D: jump_if_false @TIREFIX_300
0107: [email protected] = create_object -169 at [email protected] [email protected] [email protected]
08D2: object [email protected] scale_model 0.6
054C: use_GXT_table 'ZERO4'
03E5: text_box 'Z4_H13'  // Press ~k~~PED_FIREWEAPON~ to pick up object.
08E9: set_object [email protected] liftable 1
0382: set_object [email protected] collision_detection 1
0392: object [email protected] toggle_in_moving_list 1

:TIREFIX_400
0001: wait 0 ms
00D6: if
 0256: player $PLAYER_CHAR defined
004D: jump_if_false @TIREFIX_1000
00D6: if
 80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false @TIREFIX_900
00D6: if
 0737: actor $PLAYER_ACTOR lifting_object [email protected]
004D: jump_if_false @TIREFIX_400
03E6: remove_text_box
095E: $TIRECAR 1 1 -1.0

:TIREFIX_500
0001: wait 0 ms
00D6: if
 0256: player $PLAYER_CHAR defined
004D: jump_if_false @TIREFIX_1000
00D6: if
 80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false @TIREFIX_900
00D6: if AND
 8737: NOT actor $PLAYER_ACTOR lifting_object [email protected]
 0597: actor $PLAYER_ACTOR crouching
 00FF: actor $PLAYER_ACTOR 1 [email protected] [email protected] [email protected] radius 2.0 2.0 1.0
 0471: unknown_actor $PLAYER_ACTOR near_object [email protected] radius 1.0 1.0 unknown 0
004D: jump_if_false @TIREFIX_500

:TIREFIX_600
0001: wait 0 ms
01B4: set_player $PLAYER_CHAR frozen_state 0
0006: [email protected] = 0 // integer values
008A: $TIRFIX = [email protected] // integer values and handles
0014: $TIRFIX /= 100 // integer values
03C4: set_status_text_to $TIRFIX 1 'NUMBER'  // ~1~
0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_IN" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms
0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 4.0 loop 0 0 0 0 5000 ms
054C: use_GXT_table 'STEAL5'
00BC: text_highpriority 'STL5_AC' 2000 ms 1  // ~z~Just about to fix the tires, should be back any minute.

:TIREFIX_700
0001: wait 0 ms
008A: $TIRFIX = [email protected] // integer values and handles
0014: $TIRFIX /= 100 // integer values
00D6: if
 0256: player $PLAYER_CHAR defined
004D: jump_if_false @TIREFIX_1000
00D6: if
 0019: [email protected] > 5200 // integer values
004D: jump_if_false @TIREFIX_700
0108: destroy_object [email protected]
0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_LOOP" from_file "BOMBER" 4.0 loop 0 0 0 0 5000 ms

:TIREFIX_800
0001: wait 0 ms
008A: $TIRFIX = [email protected] // integer values and handles
0014: $TIRFIX /= 100 // integer values
00D6: if
 0256: player $PLAYER_CHAR defined
004D: jump_if_false @TIREFIX_1000
00D6: if
 0019: [email protected] > 10000 // integer values
004D: jump_if_false @TIREFIX_800
0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT_CROUCH_OUT" from_file "BOMBER" 4.0 loop 0 0 0 0 -1 ms
01B4: set_player $PLAYER_CHAR frozen_state 1
0151: remove_status_text $TIRFIX
0699: $TIRECAR [email protected]
0006: [email protected] = 1 // integer values
0249: release_model -169
04EF: release_animation "BOMBER"
0001: wait 0 ms
0002: jump @TIREFIX_900

:TIREFIX_900
0001: wait 0 ms
00D6: if
 0256: player $PLAYER_CHAR defined
004D: jump_if_false @TIREFIX_1000
00D6: if
 00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @TIREFIX_900
00D6: if
   0448: actor $PLAYER_ACTOR in_car $TIRECAR
004D: jump_if_false @TIREFIX_1000
00D6: if
 8039: NOT [email protected] ==  1 // integer values
004D: jump_if_false @TIREFIX_900
00D6: if
 03CA: object [email protected] exists
004D: jump_if_false @TIREFIX_30
0108: destroy_object [email protected]
0002: jump @TIREFIX_30

:TIREFIX_1000
0001: wait 0 ms
00D6: if
 056E: carcass_of_car $TIRECAR valid
 8038: NOT $TIRECAR == 0 // integer values
004D: jump_if_false @TIREFIX_1100
01C3: remove_references_to_car $TIRECAR // Like turning a car into any random car

:TIREFIX_1100
00D6: if
 03CA: object [email protected] exists
004D: jump_if_false @TIREFIX_10
0108: destroy_object [email protected]
0002: jump @TIREFIX_10


You'll understand right away how it works, you'll probably like it.

Of course there is only one spare wheel by car, and CJ isn't a wheel manufacturer he cannot learn how to MAKE a wheel...

But as petrol he can steal one from another car... wink.gif
(don't worry he's got hudge pockets that can carry from many thing, a rocket launcher.... tounge.gif )

Watch your back while before you change your tyre because you can get wasted/busted while changing the wheel rolleyes.gif

Sometimes the wheel doesn't seem the right size, and changing size, and it's a totally different wheel than the one installed on your car, but in reality (and because it's all about reality here) notice how many cars don't have a spare wheel similar to the ones she usualy fit, it's a dirty looking thing (we actually call it a pancake, which tell how crap it is), that gets you to next garage. So don't worry either about this will it's more for decorative purpose.

That's it I think I havn't forgot anything, hum maybe one thing

Yeah I did forgot one thing say thank to PLPynton for finding the opdoces I needed!!!!
So thank you PLPynton

Have fun

MChanna03
  • MChanna03

    ---CarTel 4 LiFe---

  • Members
  • Joined: 12 Mar 2006

#360

Posted 08 May 2006 - 03:53 AM

thats fukin awesome... im goin to have a hard time switchin my wheel when the police is chasin me lol tounge.gif




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