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Lounge for The Chain Game: San Andreas

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cacarla
  • cacarla

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#1081

Posted 28 August 2008 - 12:16 PM

QUOTE (aFinn @ Aug 28 2008, 17:44)
QUOTE (rubregg @ Aug 28 2008, 14:19)
In my last turn the Admiral was gone from Doherty and there was a Premier in there instead. Maybe some players used garaged vehicles after all...?!?

WHAT???!!

There's a Phoenix right by the garage and FRC-900 across the street, why would someone use up stashed export vehicles?

I am seriously discouraged now sad.gif

Maybe the new players dont know the additional vehicles spawning nearby Afinn. Relax wink.gif

OrionSR
  • OrionSR

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#1082

Posted 28 August 2008 - 03:57 PM Edited by OrionSR, 28 August 2008 - 05:40 PM.

QUOTE (aFinn)
I've also seen the sunken submarine by Palomino Creek once when I was hunting down oysters.

Finally! I've been waiting a very long time for someone to mention this object. I think we are down to one more secret left in the current save, and it's hidden where no one is supposed to find it.

QUOTE (rubregg)
Wasn't Katie already a girlfriend? ...or was that last round & I'm mixing things up?

It looks like I messed up my Date-Down trick with Katie. Somehow I let her icon slip off the map after she hit 0% so she had to be re-met. She is at 45% progress from the Oyster bonus until you get her number.

QUOTE (aFinn re: garaged export cars)
I am seriously discouraged now

I know what you mean, but this is the nature of the chain game. I usually don't store many cars anymore, but I thought I'd try to help this round as other players are putting more of a priority on the collection. I had a Sentinel, Slamvan, and Mesa stored at Doherty from my 4 star explorations. I'm not sure what happened to them but I could look up the turn where they disappeared.

Notes on Export Vehicles:

Use the SAM Java map with the filter set to Export to get a map of the vehicles enabled for this mission - early display on the custom chain game save. The Chain Game vehicles are pretty much in the same locations except the Sanchez in Angel Pine was moved to Catalina's and some of the cars were nudged a few meters to avoid spawn conflicts.

http://www.gtasanandreas.net/sam/ (http://www.gtasanandreas.net/sam/)

* Storage Value

[ ]Patriot - Chem Plant or Navy Base
[ ]Sanchez - Hashbury
[ ]Stretch - SF Street Races
[ ]Feltzer - Way off in Flint County *
[ ]Remington - Unity Station *
[ ]Buffalo - Gas Station across from Navy Base (nudged)
[ ]Sentinel - LS Studio *
[ ]Infernus - Juniper Hill (frequently locked, bring a tow truck)
[ ]Camper - Juniper Hollow Diner
[ ]Admiral - Downtown LS *

[ ]Slamvan - El Corona *
[ ]Blista Compact - SF Airport
[ ]Stafford - Queens Hotel
[ ]Sabre - Zero's Ball Park
[ ]FCR 900 - Cranberry Station
[ ]Cheetah - Prickle Pine, Rockshore *
[ ]Rancher - Blueberry Acres *
[ ]Stallion - SF Pick 'n Save
[ ]Tanker - Tierra Robada Diner *
[ ]Comet - Country Club (frequently locked, but spawns in the area)

[ ]Blade - El Corona, frequent gang car spawn
[ ]Freeway - Hippy Shopper
[ ]Mesa - Angel Pine *
[ ]ZR 350 - Las Venturas *
[ ]Euros - Paradiso, Mt Chilliad added
[ ]Banshee - SF Gym
[ ]Super GT - Driving School
[ ]Journey - El Que *
[ ]Huntley - Driving School
[ ]BF Injection - Verona Beach, Beach SW of Country Club

Also note that Cranberry Station has an alternate zone type. Try standing across the street from the Doherty garage if you are looking for a nice ride.

ArcAngel
  • ArcAngel

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#1083

Posted 28 August 2008 - 04:40 PM

QUOTE (cacarla @ Aug 28 2008, 08:16)
Maybe the new players dont know the additional vehicles spawning nearby Afinn. Relax wink.gif

As a personal rule, I leave the garages alone. There are enough other vehicles that spawn that can suit my purposes that I don't need to ruin someones hard work at gaining an "exotic" vehicle to use it up on a mission - that's just rude in my book.

OrionSR
  • OrionSR

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#1084

Posted 28 August 2008 - 05:37 PM

QUOTE (ArcAngel @ Aug 28 2008, 09:40)
As a personal rule, I leave the garages alone. There are enough other vehicles that spawn that can suit my purposes that I don't need to ruin someones hard work at gaining an "exotic" vehicle to use it up on a mission - that's just rude in my book.

This is probably a good idea for saves in the SF mission strand. The export missions are the primary reason I didn't put many special cars in the SF garages. I kind of figured the Engineless NRGs would get used up during the round so I put extras in the game, but players tend to treat them as special. It's always nice for me to find one moved to another city, then I know it got used. Also, it has occasionally been a chain game tradition to leave custom modified cars, aircraft, or a hot bike for the next player so I often check the garages just to see what's there. Not many players have been collecting bulletproof vehicles from missions in the chain game rounds. The proofed chain game vehicles have green paintjobs (except the FBI Truck and Swat Van) to make them easier to identify.

aFinn
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#1085

Posted 28 August 2008 - 05:50 PM Edited by aFinn, 28 August 2008 - 06:57 PM.

QUOTE (OrionSR @ Aug 28 2008, 18:57)
QUOTE (aFinn)
I've also seen the sunken submarine by Palomino Creek once when I was hunting down oysters.

Finally! I've been waiting a very long time for someone to mention this object. I think we are down to one more secret left in the current save, and it's hidden where no one is supposed to find it.

One more secret? wow.gif Is it accessible in normal gameplay, without cheats?


QUOTE (OrionSR @ Aug 28 2008, 18:57)
QUOTE (aFinn re: garaged export cars)
I am seriously discouraged now

I had a Sentinel, Slamvan, and Mesa stored at Doherty from my 4 star explorations. I'm not sure what happened to them but I could look up the turn where they disappeared.

I had moved Sentinel and Mesa to Hashbury garage, from Doherty we lost Slamvan and Cheetah the first go, then Admiral and Sanchez the second go. I think it's still possible the garage just ate them, if no other explanation can be found. In any case, they're gone, so I guess no more investigating is necessary as nothing can be done about it now. I don't think there is a fix for the garage glitch?
I am calmer now, but at first I was really bummed because we had managed to gather many of the vehicles that usually have to be gathered away from SF and we lost 3 of them. It's still possible to gather them in SF I suppose, or whoever does exports will find them anyway, at their usual spawn point if nowhere else.

BTW: Tip for future rounds: In addition to the tip of collecting the Sentinel from mission Mountain Cloud Boys, it's also worth storing the Rancher from mission Lure. And the person doing Photo Opportunity can drive the Mesa to an SF garage on their way back. Same as the person doing Snail Trail could pick up Admiral, Remington or Slamvan to bring back to SF. The export spawn places are early-enabled so the vehicles can be found before export list is opened up.


I'm a little surprised that Driving School hasn't been done yet.



BTW2: If someone is wondering why girishb is showing as busted right now, it is due to this thread:
(http://www.gtaforums...howtopic=369473)
more reading: (http://www.gtaforums...c=368597&st=180)
I am hoping and expecting him to be unbanned when the joke wears off.

OrionSR
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#1086

Posted 28 August 2008 - 07:33 PM Edited by OrionSR, 28 August 2008 - 08:27 PM.

QUOTE (rubregg @ Aug 28 2008, 04:19)
Tried the new Foster Valley Jump again but without success. I can jump the creek but I got the unique bonus to trigger only once so far. Where do I have to land it? Am I missing distance? Here's a screenshot from just after landing (no bonus triggered):
http://www.isarapix.org/pix38/1219921510.jpg (http://www.isarapix..../1219921510.jpg) (http://www.isarapix..../1219921510.jpg) (http://www.isarapix..../1219921510.jpg)
What about increasing the size of the landing zone?

CODE
0814:  define_unique_jump_start  -1903.50 -1403.50 39.50 radius 9.0 8.0 3.0 land -1916.00 -1488.50 21.0 radius 21.00 18.00 9.0 camera -1906.75 -1395.40 40.5 reward 1250  // Foster River


Here, save this as jumpdiag.ipl and add a reference line in gta.dat. The objects marking the zone should display on any save. If anything, the zone is too large. Let me know if you have any suggestions.

CODE
#jumpdiag.ipl
inst
#Foster River Landing Zone
1877, chip_stack02, 0, -1895.0 , -1470.5 , 30.0 , 0, 0, 0, 1, -1
1882, chip_stack01, 0, -1895.0 , -1470.5 , 12.0 , 0, 0, 0, 1, -1
1882, chip_stack01, 0, -1895.0 , -1506.5 , 30.0 , 0, 0, 0, 1, -1
1882, chip_stack01, 0, -1895.0 , -1506.5 , 12.0 , 0, 0, 0, 1, -1
1882, chip_stack01, 0, -1937.0 , -1470.5 , 30.0 , 0, 0, 0, 1, -1
1882, chip_stack01, 0, -1937.0 , -1470.5 , 12.0 , 0, 0, 0, 1, -1
1882, chip_stack01, 0, -1937.0 , -1506.5 , 30.0 , 0, 0, 0, 1, -1
1877, chip_stack02, 0, -1937.0 , -1506.5 , 12.0 , 0, 0, 0, 1, -1
#Distance Line
1878, chip_stack03, 0, -1895.0 , -1470.5 , 13.0 , 0, 0, 0, 1, -1
1879, chip_stack04, 0, -1897.0 , -1470.5 , 13.0 , 0, 0, 0, 1, -1
1880, chip_stack05, 0, -1899.0 , -1470.5 , 13.0 , 0, 0, 0, 1, -1
1881, chip_stack06, 0, -1901.0 , -1470.5 , 13.0 , 0, 0, 0, 1, -1
1878, chip_stack03, 0, -1903.0 , -1470.5 , 14.0 , 0, 0, 0, 1, -1
1879, chip_stack04, 0, -1905.0 , -1470.5 , 14.0 , 0, 0, 0, 1, -1
1880, chip_stack05, 0, -1907.0 , -1470.5 , 14.0 , 0, 0, 0, 1, -1
1881, chip_stack06, 0, -1909.0 , -1470.5 , 15.0 , 0, 0, 0, 1, -1
1878, chip_stack03, 0, -1911.0 , -1470.5 , 15.0 , 0, 0, 0, 1, -1
1879, chip_stack04, 0, -1913.0 , -1470.5 , 15.0 , 0, 0, 0, 1, -1
1880, chip_stack05, 0, -1915.0 , -1470.5 , 16.0 , 0, 0, 0, 1, -1
1881, chip_stack06, 0, -1917.0 , -1470.5 , 16.0 , 0, 0, 0, 1, -1
1878, chip_stack03, 0, -1919.0 , -1470.5 , 16.0 , 0, 0, 0, 1, -1
end


Added: The main problem seems to be distance. However, with a little practice I managed to land the jump with a PCJ, BF-400, HPV-1000, Freeway, Wayfarer, Bullet, and Sandking. Relaxing the distance requirement just a bit would make the jump much easier, but the lower Z might also need a bit of adjustment.

OrionSR
  • OrionSR

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#1087

Posted 29 August 2008 - 05:02 AM

QUOTE (aFinn @ Aug 28 2008, 10:50)
One more secret? wow.gif Is it accessible in normal gameplay, without cheats?

Yes. No cheats or trainers are required and it is available anytime, but don't knock yourself out looking for a needle in a haystack. The secret really wasn't supposed to be feature. PD and I were worried about one of the modifications and the secret was put in place to help us avoid editing the save after the round had started if we got into trouble. When I first started working on the custom save I had hoped to add several "hidden packages" to the map until I learned about the limits of the pickup pool. Just as well too, I think I was hiding things far too well. Players didn't notice a large spinning UFO for the longest time. I don't think any of the testers ever found the test packages in the early versions. Anyway, if you find it, I'll move it.

aFinn
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#1088

Posted 29 August 2008 - 07:51 AM

Oh I won't be going on a search, since it's not supposed to be found, was just curious as to how you have hidden it if it's not supposed to be found. Thought maybe it wouldn't be accessible in normal game play then. Thanks.

rubregg
  • rubregg

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#1089

Posted 29 August 2008 - 10:27 AM

Congrats aFinn on figuring out all that stuff, excellent job icon14.gif

QUOTE (OrionSR @ Aug 29 2008, 07:02)
Players didn't notice a large spinning UFO for the longest time.

...that would be players like me... biggrin.gif ...so a large spinning UFO, right...?? mercie_blink.gif

Thanks OrionSR for the Foster River Jump IPL - it's very interesting to actually see the landing zone. Yup, distance is my problem. Or landing too far to the right, with the landing zone going diagonally with respect to the shoreline. So it might just be another of those long distance jumps I just can't seem to do anymore (see pyramid jumps). Still no idea why.

Are other players having trouble landing this jump?

Ryan
  • Ryan

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#1090

Posted 29 August 2008 - 05:13 PM

QUOTE (rubregg @ Aug 29 2008, 07:27)
Are other players having trouble landing this jump?

I haven't tried the jump in ages, but I do remember doing it before without any problems.

QUOTE (OrionSR)
Yes. No cheats or trainers are required and it is available anytime, but don't knock yourself out looking for a needle in a haystack. The secret really wasn't supposed to be feature. PD and I were worried about one of the modifications and the secret was put in place to help us avoid editing the save after the round had started if we got into trouble.


dontgetit.gif Hmm, was this discussed alot during the development stages?

radicell
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#1091

Posted 30 August 2008 - 01:13 AM

Hey Unlimited, now that you're back, could you possibly "update" the first two posts with the new officer, please? tounge.gif

Ryan
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#1092

Posted 30 August 2008 - 01:21 AM

QUOTE (radicell @ Aug 29 2008, 22:13)
Hey Unlimited, now that you're back, could you possibly "update" the first two posts with the new officer, please?  tounge.gif

Only if you get down on your knees and bow to me and say please. tounge.gif

Done. Sorry about the wait.

cacarla
  • cacarla

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#1093

Posted 30 August 2008 - 10:21 AM

Alright guys, this is one prblem frequently encountered by me during the 4-staring in this round.. Constant Police choppers spawning during the Gang wars? I read somewhere that the police dont spawn during the wars. Is this normal or was this the speciality of this round? Also

@Orion, could you please make another teleporter from LS to Ange Pine? We could use the Tattoo shop in idlewood and take it through to the pizza stack in Angel pine.
OR


JAJ
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#1094

Posted 30 August 2008 - 12:04 PM

QUOTE (cacarla @ Aug 30 2008, 06:21)
Alright guys, this is one prblem frequently encountered by me during the 4-staring in this round.. Constant Police choppers spawning during the Gang wars? I read somewhere that the police dont spawn during the wars. Is this normal or was this the speciality of this round?
It's probably a function of having a 4-star wanted level; you get the choppers just for having the 4-star wanted level. I don't recall that anything special was adjusted for the police during 4-star gang wars.


QUOTE (cacarla @ Aug 30 2008, 06:21)
Also

@Orion, could you please make another teleporter from LS to Ange Pine? We could use the Tattoo shop in idlewood and take it through to the pizza stack in Angel pine. 
OR
It's good that you have have come up with the two 'ends' for the new warp. The Pizza Stack (actually a Cluckin Bell in Angel Pine) is the only restaurant in the area. Are you sure that you'd want to lose that restaurant location? Also other factors to consider is what will adding another wrap do to the stability of the save file, is there a limit to how many warps that the game can handle & since we have a good stable save will OrionSR even be inclined to make this change/addition? Do we really need this warp? These concerns would be best answered by OrionSR though.

Girish
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#1095

Posted 30 August 2008 - 01:12 PM Edited by girishb, 30 August 2008 - 01:16 PM.

Can someone tell me who completed the first three levels of the Ammunation Shooting Range Challenge?

Edit: And I would also like to know how I got a percentage increase of 1.60 in the following turn:
(http://www.gtaforums...st&p=1058499529)

Ryan
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#1096

Posted 30 August 2008 - 01:43 PM Edited by Unlimited, 30 August 2008 - 01:46 PM.

QUOTE (girishb @ Aug 30 2008 @ 10:12)
Can someone tell me who completed the first three levels of the Ammunation Shooting Range Challenge?

I can't tell you that as there is now way of figuring it out and the checklist on gtasnp doesn't tell you. The only way to figure that one out is for the person who did them to come forward.

QUOTE (girishb @ Aug 30 2008 @ 10:12)
Edit: And I would also like to know how I got a percentage increase of 1.60 in the following turn:
(http://www.gtaforums...st&p=1058499529)

My guess for that would be becasue you did Interdiction which counts as .53%, then you did the mission Verdant Meadows which counts as .53% and then actually buying the place probably counted as .53% also. That would be my explanation.

EDIT: Just checked the math and it supports it also. 71.12 take away 69.52 leaves you with 1.60 left. .53 times 3 = 1.59 or you could just round it up to 1.60.

radicell
  • radicell

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#1097

Posted 30 August 2008 - 01:47 PM

QUOTE (Unlimited @ Aug 30 2008, 09:21)
QUOTE (radicell @ Aug 29 2008, 22:13)
Hey Unlimited, now that you're back, could you possibly "update" the first two posts with the new officer, please?  tounge.gif

Only if you get down on your knees and bow to me and say please. tounge.gif

Done. Sorry about the wait.

I had a feeling you'd forget, but there's a list of officers in the second post too (FAQ).

Ryan
  • Ryan

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#1098

Posted 30 August 2008 - 01:52 PM

QUOTE (radicell @ Aug 30 2008, 10:47)
QUOTE (Unlimited @ Aug 30 2008, 09:21)
QUOTE (radicell @ Aug 29 2008, 22:13)
Hey Unlimited, now that you're back, could you possibly "update" the first two posts with the new officer, please?  tounge.gif

Only if you get down on your knees and bow to me and say please. tounge.gif

Done. Sorry about the wait.

I had a feeling you'd forget, but there's a list of officers in the second post too (FAQ).

I didn't forget. After I edited the first post I was reminded by John about the URL tags not working and how everything gets messed up, so he suggested I just wait and fix it once they are up and working again. I figured it was the best thing to do.

Do you have anything else for me to fix while I'm at it? tounge.gif

epoxi
  • epoxi

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#1099

Posted 30 August 2008 - 01:52 PM

Just to check...

In the rules I thought it said that only one of the Chain Game Moderators can say:
QUOTE
It haw been more than 6 hours since the last turn was completed. The 3-mission wait rule has been reset, and anyone may now call a turn


But I've seen people calling it and then taking their own turn. Have I misread the rules?

After all, it's fair if someone calls it themself as long as it really has been 6 hours.

radicell
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#1100

Posted 30 August 2008 - 01:55 PM

QUOTE (epoxi @ Aug 30 2008, 21:52)
Just to check...

In the rules I thought it said that only one of the Chain Game Moderators can say:
QUOTE
It haw been more than 6 hours since the last turn was completed. The 3-mission wait rule has been reset, and anyone may now call a turn


But I've seen people calling it and then taking their own turn. Have I misread the rules?

After all, it's fair if someone calls it themself as long as it really has been 6 hours.

As long as 6 hours have indeed passed since the last turn was done, anyone can make that statement, and if they choose to take a turn afterwards, that is certainly acceptable, as long as a 6-hour gap has elapsed between turns.

Ryan
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#1101

Posted 30 August 2008 - 01:58 PM

QUOTE (epoxi @ Aug 30 2008, 10:52)
Just to check...

In the rules I thought it said that only one of the Chain Game Moderators can say:
QUOTE
It haw been more than 6 hours since the last turn was completed. The 3-mission wait rule has been reset, and anyone may now call a turn


But I've seen people calling it and then taking their own turn. Have I misread the rules?

After all, it's fair if someone calls it themself as long as it really has been 6 hours.

As far as I know there isn't any offical rule saying that only us officers can say it unless JAJ added that recently.

The way we like to work with it is like this. If an officer is around when the 6 hour rule is up we tend to post it. So if you see us around when it is gettng close to being up, get hang around and let us deal with it. If the 6 hours are up and there are no officers around, you can go ahead and post it to help us out. Just make sure that it is over 6 hours when you call it. wink.gif

Girish
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#1102

Posted 30 August 2008 - 02:01 PM

QUOTE (Unlimited @ Aug 30 2008, 19:13)
QUOTE (girishb @ Aug 30 2008 @  10:12)
Can someone tell me who completed the first three levels of the Ammunation Shooting Range Challenge?

I can't tell you that as there is now way of figuring it out and the checklist on gtasnp doesn't tell you. The only way to figure that one out is for the person who did them to come forward.

Or I'll have to go through the entire CG topic and check the percentage difference. Since each of the Shooting range levels account for 0.53%, the person who did it should have a percentage increase of atleast 1.59% + 0.53% (for a named mission) + any other side missions that he must have done. I think I'll go check.

cacarla
  • cacarla

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#1103

Posted 30 August 2008 - 02:02 PM Edited by cacarla, 30 August 2008 - 02:08 PM.

QUOTE (JAJ @ Aug 30 2008, 17:34)
It's good that you have have come up with the two 'ends' for the new warp. The Pizza Stack (actually a Cluckin Bell in Angel Pine) is the only restaurant in the area. Are you sure that you'd want to lose that restaurant location? Also other factors to consider is what will adding another wrap do to the stability of the save file, is there a limit to how many warps that the game can handle & since we have a good stable save will OrionSR even be inclined to make this change/addition? Do we really need this warp? These concerns would be best answered by OrionSR though.

You're dead right JAJ.. wink.gif . I gave a lot of thinking into this concept.. Why i chose the tattoo shop in Idlewood is that literally it's never used and the pizza stack in angel pine because we never use it as far as i know... By the time we unlock the countryside we have built up good muscles and stamina so in that perspective we can swap it for a teleport marker.. Again JAJ was bang on in the points that how many warps can the save hold and the stabilty of the game.. biggrin.gif .
We can scrap the warps of the Victim in Rodeo LS with it's connecting warp of the Victim, Downtown SF. As far as 4-star rounds has begun no one has used it, i guess wink.gif . So adding a new one in it's place can bring eveything in balance.. The purpose for the New warp would be try out 4-star paramedic missions tounge2.gif biggrin.gif . If possible it would a great one..

Also everything depends on Orion wink.gif . Guys, if you consider my above idea stupid then carry on wink.gif lol.gif ..

@Girish: It was me who finished the 3 ammu nation challenges(the first 3 weapons) but the message saying the entire shooting range challenge was passed never appeared hence i didnt mention it. Very sorry for that. confused.gif


Edit: VERY VERY SORRY OFFICERS

Radicell: You might be right.. Also this was a faint reason behind the new warp concept wink.gif .

radicell
  • radicell

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#1104

Posted 30 August 2008 - 02:04 PM

QUOTE (cacarla @ Aug 30 2008, 22:02)
The purpose for the New warp would be try out 4-star paramedic missions tounge2.gif biggrin.gif . If possible it would a great one..

I don't think that's possible. Read somewhere that Paramedic patients/victims simply don't spawn in 4-star territory. Correct me if I'm wrong...

Girish
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#1105

Posted 30 August 2008 - 02:04 PM

QUOTE (cacarla @ Aug 30 2008, 19:32)
@Girish: It was me who finished the 3 ammu nation challenges(the first 3 weapons) but the message saying the entire shooting range challenge was passed never appeared hence i didnt mention it. Very sorry for that. confused.gif

Ahh, there you are. Glad I didn't have to go through the entire topic again. Just remember that even though the completion message is displayed only after the last level, each level on its own accounts for 0.53%. So, next time, don't forget to mention it. smile.gif

Ryan
  • Ryan

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#1106

Posted 30 August 2008 - 02:06 PM

QUOTE (cacarla @ Aug 30 2008, 11:02)
It was me who finished the 3 ammu nation challenges(the first 3 weapons) but the message saying the entire shooting range challenge was passed never appeared hence i didnt mention it. Very sorry for that. confused.gif

Each level or weapon at the Ammu-Nation challenge counts for 0.53%, so in the future please mention them even if you only did one level, as it brings us 0.53% closer to completeing that round. smile.gif

OrionSR
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#1107

Posted 30 August 2008 - 07:32 PM

Comments on the new warp suggestion:

Changing the enex connections probably wouldn't mess with the stability of the save. We are recycling old connections, not adding new ones, so it shouldn't cause crashes or glitches as long as I set it up correctly. I am considering changing the warps so they don't strip the passengers from bikes, but that's a fairly minor problem and not a major concern. The only new warp I am currently considering it between the burglary house next to the Bayside armory to another burglary door someplace in San Fierro. Otherwise, all the links are pretty much used up. I don't really want to give up any more standard game elements to add new tricks.

The Angel Pine 24-7 connects to the Montgomery Burger. Montgomery is reasonably close to Los Santos and getting between Angel Pine and the Badlands during that mission strand seems to be the more practical use of resources. I don't want to give up the only fast food, ammu-nation or safe house, in that area and no other links are available.

I use all the warps, frequently. The Tattoo Parlors in LS appear to have the same interior; might be a good choice for a future warp. There are sometimes methods to tell if the enex connections are used, particularly if I throw a few flags for a test. It is possible to tell if "reward" doors like the tattoo shops have been used during the rounds. It requires a bit of work so I haven't checked.

For the most part the Chain Game features are fixed. This is mostly due to my inability to properly map even simple changes. I think the current map is accurate except for a few changes to the unique jumps, and jumps can be mapped by SAMA. Development of the CG scripts stopped at a point where we needed to start over with a fresh new script and rework the modifications so they were easier to understand. The current scripts are a mess and hard to work with. There are a few minor adjustments I'd like to make to the current save, but not enough to motivate me to start the mod process up again. If you read back a few rounds you'll notice my attitude about making adjustments. About the only thing I can think of that will change my mind is interest in reworking the rest of the jumps. I never got the epic cross-state jump route I was hoping to create.

I'm still happy to see lots of new ideas for chain game features. I view these as suggestions for the next version of a custom save. I've had my shot at making a new save. I started with the ideas from pdescobar's custom save, kept what I liked, and added my own ideas of fun features. I wouldn't mind returning the favor. If a leader is selected for the next custom save I'll do my best to help export the favorite current features and provide support for other modifications.

BTW, you can probably add your own custom warps and use them on chain game saves without messing anything up. Or, you can alter the destinations of current warps to use for whatever you want. I added the ability for the Pier 69 warps to transport cars and aircraft, and bikes and bicycles with this type change in mind.

___

Taxi and Pimping can be triggered in restricted territory. The other "R3" sub-missions cannot.

aFinn
  • aFinn

    SRS Incorporated

  • Members
  • Joined: 21 Aug 2007
  • Finland

#1108

Posted 30 August 2008 - 07:46 PM Edited by aFinn, 30 August 2008 - 09:08 PM.

QUOTE (OrionSR @ Jul 29 2008, 09:06)
Vehicle Plan Hints

Driving School - 3 Bronze

Zeroing In - 1
Test Drive - 2
Custom Fast Tracks - 1
Puncture Wounds - 1

Verdant Meadows - 2

Flight School:

Unlocked Aircraft - too confusing at the moment
0 Bronze, normal gold (2) and silver 1

Okay, I have some more guesses.

Driving School - 3 Bronze
-Sultan at Hashbury
-Flash by the hotel
-Euros in Paradiso


Zeroing In - 1
-FRC at Fort Carson


Test Drive - 2
-Duneride at Tierra Robada safehouse
-?? (any hints to give as to what the second vehicle is?)

Custom Fast Tracks - 1
-Sandking at El Quebrados

Puncture Wounds - 1
-Monster at Toreno's

Verdant Meadows - 2
-FRC at Toreno's
-Squalo at Dam

Then the rest of the desert and most LV vehicles spawn after Flight School
-Bandito at Ear
-Romero at Las Brujas
-Raindancer at El Quebrados
-Stuntplane at Toreno's

I checked most of the vehicles at LV, but not the plane/heli spawns marked, maybe some of those are still reward for a later mission?
These I checked/found after Flight School, are they rewards from that?
-Comet at Creek
-Patriot at KACC
-Cheetah at Rockshore West
-Hotknife at Whitewood Estates
-Turismo at Prickle Pine
-Hotring at Redsands
-Bullet at Clown's Pocket
-Infernus at Camel's Toe

rubregg
  • rubregg

    brainslug

  • Members
  • Joined: 03 May 2006

#1109

Posted 30 August 2008 - 08:07 PM

QUOTE (radicell @ Aug 30 2008, 16:04)
QUOTE (cacarla @ Aug 30 2008, 22:02)
The purpose for the New warp would be try out 4-star paramedic missions tounge2.gif  biggrin.gif . If possible it would a great one..

I don't think that's possible. Read somewhere that Paramedic patients/victims simply don't spawn in 4-star territory. Correct me if I'm wrong...

You might have read that in my 4star tutorial and you're absolutely right, the Paramedic mission is not possible in restricted territory. You can start the mission but no patients and no timer appear. Good thinking though, cacarla icon14.gif

Ryan
  • Ryan

    Ginga Ninja

  • Moderator
  • Joined: 10 Apr 2006
  • Canada

#1110

Posted 30 August 2008 - 08:37 PM

QUOTE (OrionSR @ Aug 30 2008, 16:32)
I'm still happy to see lots of new ideas for chain game features. I view these as suggestions for the next version of a custom save. I've had my shot at making a new save. I started with the ideas from pdescobar's custom save, kept what I liked, and added my own ideas of fun features. I wouldn't mind returning the favor. If a leader is selected for the next custom save I'll do my best to help export the favorite current features and provide support for other modifications.

This is a very far fetched idea but I think it would be cool. I've had this on the back of my mind for quite a while and now that the topic has rose I'll mention it. My idea was to have a custom save with all user submitted idea's and stuff. Basically everybody would help create the save buy doing different things.

Take the current situation as an example. cacarla had the idea of a new warp location. If it was agreed on, we could then incorperate that into the save. Perhaps a few people could be taught how to make USJ's and we could add some user-submitted USJ's in the game to replace other ones.

Like I said it's a very far fetched idea but I think it would be very neat to have something like this. In my opinion, I think if people where willing to learn alittle bit we could get this to work.

Whats your guys thoughts on this?






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