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Question about maps

4 replies to this topic
Danikov
  • Danikov

    The Fake Russian

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  • Joined: 27 Aug 2009
  • Israel

#1

Posted 24 January 2013 - 07:25 PM

Hello,I got a question about maps,if I want to put a completely different map,I will be able to remove all side missions,blips,and all other stuff that is related to stuff I do while playing san andreas?
And what kind of scripts or other things I can't remove?

ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union

#2

Posted 25 January 2013 - 05:14 PM

QUOTE (Danikov @ Thursday, Jan 24 2013, 20:25)
Hello,I got a question about maps,if I want to put a completely different map,I will be able to remove all side missions,blips,and all other stuff that is related to stuff I do while playing san andreas?
And what kind of scripts or other things I can't remove?

Make a backup first, create a copy of the whole game directory (files) before you change anything

Then you need to install a total stripped main.scm for your plan, like this:
CODE

DEFINE OBJECTS  1
DEFINE OBJECT (dummyobject) // This is an unused object. You can put anything here.

DEFINE MISSIONS  0

DEFINE EXTERNAL_SCRIPTS  -1

DEFINE UNKNOWN_EMPTY_SEGMENT  0

DEFINE UNKNOWN_THREADS_MEMORY  0

//-------------MAIN---------------


:MAIN_1
03A4: name_thread 'MAIN'
016A: fade  0 (in)  0 ms
042C: set_total_missions_to  0
030D: set_total_mission_points_to  0
01F0: set_max_wanted_level_to  6
0111: set_wasted_busted_check_to  0 (disabled)
00C0: set_current_time  23  0

04E4: unknown_refresh_game_renderer_at  2494.5 -1668.5// <-------------
03CB: set_camera  2494.5 -1668.5 13.4// <-------------
0053: $PLAYER_CHAR = create_player #NULL at  2494.5 -1668.5 13.4// <-------------
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0173: set_actor $PLAYER_ACTOR z_angle_to  7.0
0373: set_camera_directly_behind_player
070D: $PLAYER_CHAR
0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat
01B6: set_weather  1
04BB: select_interior  0  // select render area
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01B7: release_weather
016C: restart_if_wasted at  2494.5 -1668.5 13.4 angle  180.0 unknown  0// <-------------
016D: restart_if_busted at  2494.5 -1668.5 13.4 angle  180.0 unknown  0// <-------------
016A: fade  1 (out)  1000 ms
0001: wait  100 ms
03E6: remove_text_box
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here

:MAIN_3
0001: wait 2500 ms
//end_thread
0002: jump @MAIN_3


Download and install Sannybuilder at: sannybuilder.com/
open a new blank page in sannybuilder and insert the script above
Then edit the start coords and these for restart to arrive at any landscape
then save the script as *.txt
then click on "compile and copy" to compile the script as scm file and copy the main.scm into that directory that is given in menue "Tools>options>General> GTA SA Directory"

The game starts then with that map that you have installed, depending to the entries of data\gta.dat
as well as the *stream.ipl inside of gta3.img and gta_int.img if there are still exit one
gta3.img and gta_int.img will be loaded automaticly, other img files will be loaded if you insert the path into gta.dat

The game still have police and traffic but this can be disabled by main.scm
police and traffic are leaded by paths if still enabled
paths are done by 64 files inside of gta3.img: Nodes0.dat - Nodes63.dat

find informations by this way: use google search and insert these 2 keywords: gtamodding theme
theme can be path or ipl or ide or water or enex

Danikov
  • Danikov

    The Fake Russian

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  • Joined: 27 Aug 2009
  • Israel

#3

Posted 27 January 2013 - 06:49 AM

Wow,thank you,ZAZ.

I got another question,the stop lights in the game,their lights are editable?

iLiR
  • iLiR

    Spinnin'

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  • Macedonia

#4

Posted 27 January 2013 - 02:32 PM

Of course they're. You can do it by editing nodes.dat files using Deniska's path scripts.
It will just require to build new paths from scratch, aswell as adding traffic lights, peds, parking etc.

ZAZ
  • ZAZ

    Kernlochbohrer

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  • Joined: 10 Jan 2005
  • European-Union

#5

Posted 27 January 2013 - 10:52 PM

QUOTE (ilir @ Sunday, Jan 27 2013, 15:32)
Of course they're. You can do it by editing nodes.dat files using Deniska's path scripts.
It will just require to build new paths from scratch, aswell as adding traffic lights, peds, parking etc.

ups, really? i assume you mean the command for the cars to stop at traffic lights
but not the lights itself
the traffic light model must have omnis(light dummies) and i think that they have a special extension to apply the hardcoded function to toggle red, yellow, green




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