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GTA SA - Main.scm Help Needed

Best Answer ZAZ, A week ago

you can change whole mission script

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bananaking13
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#1

Posted 2 weeks ago

I am modding GTA SA (working on a giant total conversion) and I'm working on the Ryder mission. How do you make the cutscene after leaving the barber shop skippable?

 

I will be very happy if someone can help


bananaking13
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#2

Posted 2 weeks ago

Anyone?


ZAZ
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#3

Posted 2 weeks ago

Add a fade back and a jump to this block:

:INTRO2_3809
016A: fade 0 time 0 
00BE: text_clear_all 
0164: disable_marker 34@ 
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 2072.04 -1800.92 12.55 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.2 
05BA: AS_actor $PLAYER_ACTOR move_mouth 10 ms 
016A: fade 1 time 0// <--- ADD
JUMP @INTRO2_6576// <--- ADD

Consider that the labels can be different if you work with a modified main.scm

this jump

JUMP @INTRO2_6576

should lead to this code block

:INTRO2_6576
03E6: remove_text_box 
0925: restore_camera_to_user_defined 
00BC: show_text_highpriority GXT 'HOOD2_B' time 10000 flag 1  // ~s~Enter the ~y~Pizza shop~s~ and buy some food.
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1

bananaking13
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#4

Posted 2 weeks ago Edited by bananaking13, 2 weeks ago.

(DELETED)


 

Add a fade back and a jump to this block:

:INTRO2_3809
016A: fade 0 time 0 
00BE: text_clear_all 
0164: disable_marker 34@ 
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 2072.04 -1800.92 12.55 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.2 
05BA: AS_actor $PLAYER_ACTOR move_mouth 10 ms 
016A: fade 1 time 0// <--- ADD
JUMP @INTRO2_6576// <--- ADD

Consider that the labels can be different if you work with a modified main.scm

this jump

JUMP @INTRO2_6576

should lead to this code block

:INTRO2_6576
03E6: remove_text_box 
0925: restore_camera_to_user_defined 
00BC: show_text_highpriority GXT 'HOOD2_B' time 10000 flag 1  // ~s~Enter the ~y~Pizza shop~s~ and buy some food.
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1

Where do I put all of this? Sorry if I look stupid.


bananaking13
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#5

Posted 2 weeks ago

 

Add a fade back and a jump to this block:

:INTRO2_3809
016A: fade 0 time 0 
00BE: text_clear_all 
0164: disable_marker 34@ 
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 2072.04 -1800.92 12.55 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.2 
05BA: AS_actor $PLAYER_ACTOR move_mouth 10 ms 
016A: fade 1 time 0// <--- ADD
JUMP @INTRO2_6576// <--- ADD

Consider that the labels can be different if you work with a modified main.scm

this jump

JUMP @INTRO2_6576

should lead to this code block

:INTRO2_6576
03E6: remove_text_box 
0925: restore_camera_to_user_defined 
00BC: show_text_highpriority GXT 'HOOD2_B' time 10000 flag 1  // ~s~Enter the ~y~Pizza shop~s~ and buy some food.
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1

Still not working. My code:

 

:INTRO2_498
jump @INTRO2_7465
05A9: s$6503[0] = 'INT2_FA' // s$  // ~z~Man, what's this? sh*t looks ridiculous.
05A9: s$6503[1] = 'INT2_FB' // s$  // ~z~No respect for the 'hood, all clean and sh*t.
05A9: s$6503[2] = 'INT2_FC' // s$  // ~z~You're looking too skinny, CJ.
05A9: s$6503[3] = 'INT2_FD' // s$  // ~z~Go and get us something to eat. I'm gonna finish this. Then I'm going to take care of business.
04AF: 70@ = 20222 // = constant 
04AF: 71@ = 20223 // = constant 
04AF: 72@ = 20224 // = constant 
04AF: 73@ = 20225 // = constant
50@ = 16 
jump @INTRO2_6576 
 
:INTRO2_3809
016A: fade 0 time 0 
00BE: text_clear_all 
0164: disable_marker 34@ 
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 2072.04 -1800.92 12.55 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.2 
05BA: AS_actor $PLAYER_ACTOR move_mouth 10 ms 
 
:INTRO2_7465
if or
0AB0:   key_pressed 32  // spacebar
 wait 0 ms
jf @INTRO2_7465
   016A: fade 1 time 0// <--- ADD
   JUMP @INTRO2_6576// <--- ADD  
                             
 
:INTRO2_6576
03E6: remove_text_box 
0925: restore_camera_to_user_defined 
00BC: show_text_highpriority GXT 'HOOD2_B' time 10000 flag 1  // ~s~Enter the ~y~Pizza shop~s~ and buy some food.
02A3: enable_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1

ZAZ
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#6

Posted 2 weeks ago

:INTRO2_7465
if or
0AB0:   key_pressed 32  // spacebar
 wait 0 ms
jf @INTRO2_7465
   016A: fade 1 time 0// <--- ADD
   JUMP @INTRO2_6576// <--- ADD

there're mistakes in the conditional check
why "if or" ?
also "wait 0 ms" isn't a condition

try this

:INTRO2_7465
wait 0
if
0AB0:   key_pressed 32  // spacebar
jf @INTRO2_7465
016A: fade 1 time 0// <--- ADD
JUMP @INTRO2_6576// <--- ADD

Note: the screen will be black because there was a fade, while the code run in this tiny loop till spacebar is pressed


bananaking13
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#7

Posted A week ago Edited by bananaking13, A week ago.

 

:INTRO2_7465
if or
0AB0:   key_pressed 32  // spacebar
 wait 0 ms
jf @INTRO2_7465
   016A: fade 1 time 0// <--- ADD
   JUMP @INTRO2_6576// <--- ADD

there're mistakes in the conditional check
why "if or" ?
also "wait 0 ms" isn't a condition

try this

:INTRO2_7465
wait 0
if
0AB0:   key_pressed 32  // spacebar
jf @INTRO2_7465
016A: fade 1 time 0// <--- ADD
JUMP @INTRO2_6576// <--- ADD

Note: the screen will be black because there was a fade, while the code run in this tiny loop till spacebar is pressed

 

Thanks, the cutscene is skippable. But there is a small problem.

 

The mission is unpassable. Ryder dies immidiately after leaving the Barber store.

 

Can you please like try it and if it works just put the full code here? I messed up my whole thing.

 

 

 

:INTRO2_7465
if or
0AB0:   key_pressed 32  // spacebar
 wait 0 ms
jf @INTRO2_7465
   016A: fade 1 time 0// <--- ADD
   JUMP @INTRO2_6576// <--- ADD

there're mistakes in the conditional check
why "if or" ?
also "wait 0 ms" isn't a condition

try this

:INTRO2_7465
wait 0
if
0AB0:   key_pressed 32  // spacebar
jf @INTRO2_7465
016A: fade 1 time 0// <--- ADD
JUMP @INTRO2_6576// <--- ADD

Note: the screen will be black because there was a fade, while the code run in this tiny loop till spacebar is pressed

 

ZAZ
  • ZAZ

    Kernlochbohrer

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  • Joined: 10 Jan 2005
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#8

Posted A week ago

I can pass the mission

:INTRO2_3809
016A: fade 0 time 0 
00BE: text_clear_all 
0164: disable_marker 34@ 
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 2072.04 -1800.92 12.55 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.2 
05BA: AS_actor $PLAYER_ACTOR move_mouth 10 ms 
//016A: fade 1 time 0// <--- ADD
//JUMP @INTRO2_6576// <--- ADD

:INTRO2_7465
wait 0
if
0AB0:   key_pressed 32  // spacebar
jf @INTRO2_7465
016A: fade 1 time 0// <--- ADD
JUMP @INTRO2_6576// <--- ADD

bananaking13
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#9

Posted A week ago

 

I can pass the mission

:INTRO2_3809
016A: fade 0 time 0 
00BE: text_clear_all 
0164: disable_marker 34@ 
07FB: set_interior 'FDPIZA' access 1  // Pizza Stack
02A3: enable_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 2072.04 -1800.92 12.55 radius 200.0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
041D: set_camera_near_clip 0.2 
05BA: AS_actor $PLAYER_ACTOR move_mouth 10 ms 
//016A: fade 1 time 0// <--- ADD
//JUMP @INTRO2_6576// <--- ADD

:INTRO2_7465
wait 0
if
0AB0:   key_pressed 32  // spacebar
jf @INTRO2_7465
016A: fade 1 time 0// <--- ADD
JUMP @INTRO2_6576// <--- ADD

Still not working.. can you post the thing for the whole mission? Sorry for being a little bit annoying.


ZAZ
  • ZAZ

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#10

Posted A week ago   Best Answer

you can change whole mission script

  • bananaking13 likes this

bananaking13
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#11

Posted A week ago

you can change whole mission script

Finally! it worked.

Sorry for being annoying, it's just Sannybuilder that kept swapping mission thread IDs.





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