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The thread that started it all


Demarest
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I started working on converting the RC missions this morning and so far they work great except that I'm having trouble with some of the gxt text.

For example:

 

00BC: text_highpriority "RC_1" 4000 ms 1;; You have 2 minutes (etc)

 

and

 

03E5: text_box "RCHELP";; Press (whatever, etc)

 

 

They wouldn't appear in-game. I checked the gxt and couldn't find the RC#, RC_#, and RCHELP(A) entries so I added them to the MAIN section. But in-game, they still won't show up. Is there a specific section I need to make or add them too? Or could it be something in the coding?

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Diamond Joe Quimby

Does anyone have any idea why there is a light effect above that van? And not the other two vehicles that are closer.

 

user posted image

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StuntGames

Even if you change it to txd format, the textures on the player 3 model will look very distorted.

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StuntGames

Yes it is the sun glare, if you looked closely gta vc had the glare as well.

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Craig Kostelecky

I was feeling a little inspired by the code TwoZero released today, so I decided to see if I could use his code to make a basic emergency vehicle crane. It doesn't do any fancy animation (like carry the car to or from the boat) but it is fully functional and I believe it's bug free (after a few hours of testing) So we can add the emergency vehicle crane as another part of the code that's done (or mostly). If anybody with a little more knowledge than me wants to tweak this, go right ahead.

 

The GXT entries used are the same as the import/export keys, so if you've updated those, you're okay. If not, look at TwoZero's last post on page one to find the entries to add.

 

Okay, here we go: the create_threads:

 

0004:  $EVC_COMPLETE =  0?  \\ integer values004F: create thread ££EVC_IN_INIT004F: create thread ££EVC_EX_INIT 

 

 

And right after the Portland I/E garage and before mission 0:

 

;;;;;;;;;;Emergency Crane;;;;;;;;;;;;;;;:EVC_IN_INIT03A4: name thread "EVC_IN"0004:  $EVC_POLICE =  0?  \\ integer values \\Check for each car0004:  $EVC_AMBULANCE =  0?  \\ integer values0004:  $EVC_FIRETRUCK =  0?  \\ integer values0004:  $EVC_ENFORCER =  0?  \\ integer values0004:  $EVC_FBI =  0?  \\ integer values0004:  $EVC_TANK =  0?  \\ integer values:EVC_IN_START0001: wait  100? ms00D6: if  0?  0256:   player $PLAYER_CHAR defined004D: jump if false ££EVC_IN_START00D6: if  0?  00E0:   player $PLAYER_CHAR driving004D: jump if false ££EVC_IN_START  00D6: if  0?  0038:   $EVC_COMPLETE ==  0?004D: jump if false ££EVC_IN_START  03C1:  $EVC_IN_CAR = player $PLAYER_CHAR car00D6: if  1?00B0:   $EVC_IN_CAR  0? ()in rectangle 1226.465! -706.2094! 1215.901! -686.6553!01C1:   car  $EVC_IN_CAR stopped   004D: jump if false ££EVC_IN_START:EVC_IN_CHECK100D6: if  5?  80DE:   NOT   player $PLAYER_CHAR driving vehicle type 156&;;Police80DE:   NOT   player $PLAYER_CHAR driving vehicle type 146&;;Ambulance80DE:   NOT   player $PLAYER_CHAR driving vehicle type 137&;;Firetruck80DE:   NOT   player $PLAYER_CHAR driving vehicle type 157&;;Enforcer80DE:   NOT   player $PLAYER_CHAR driving vehicle type 220&;;FBI     ;004D: jump if false ££EVC_IN_TAKE;00D6: if  0?80DE:   NOT   player $PLAYER_CHAR driving vehicle type 162&;;Tank004D: jump if false ££EVC_IN_TAKE00BC: text highpriority "IMPORT2"  2000& ms  1? \\We are not interested in that model0002: jump ££EVC_IN_INIT:EVC_IN_TAKE01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR03E2: actor $PLAYER_ACTOR exit car;0239: actor  $PLAYER_ACTOR run to  1213.682! -698.477!   :EVC_IN_CARCHECK10001: wait  100? ms00D6: if  0?0137:   car  $EVC_IN_CAR id == 156&004D: jump if false ££EVC_IN_CARCHECK20004:  $EVC_POLICE =  1?0002: jump ££EVC_IN_END:EVC_IN_CARCHECK20001: wait  100? ms00D6: if  0?0137:   car  $EVC_IN_CAR id == 146&004D: jump if false ££EVC_IN_CARCHECK30004:  $EVC_AMBULANCE =  1?0002: jump ££EVC_IN_END:EVC_IN_CARCHECK30001: wait  100? ms00D6: if  0?0137:   car  $EVC_IN_CAR id == 137&004D: jump if false ££EVC_IN_CARCHECK40004:  $EVC_FIRETRUCK =  1?0002: jump ££EVC_IN_END:EVC_IN_CARCHECK40001: wait  100? ms00D6: if  0?0137:   car  $EVC_IN_CAR id == 157& 004D: jump if false ££EVC_IN_CARCHECK50004:  $EVC_ENFORCER =  1?0002: jump ££EVC_IN_END:EVC_IN_CARCHECK50001: wait  100? ms00D6: if  0?0137:   car  $EVC_IN_CAR id == 220&004D: jump if false ££EVC_IN_CARCHECK60004:  $EVC_FBI =  1?0002: jump ££EVC_IN_END:EVC_IN_CARCHECK60001: wait  100? ms00D6: if  0?0137:   car  $EVC_IN_CAR id == 162& 004D: jump if false ££EVC_IN_CLEANUP0004:  $EVC_TANK =  1?:EVC_IN_END              0239: actor  $PLAYER_ACTOR run to  1213.682! -698.477!0001: wait  4000& ms  00A6: destroy_car $EVC_IN_CAR00BC: text highpriority "IMPORT3"  3000& ms  1? \\Delivered like a pro. Complete the list and there'll be a bonus for you.0001: wait  3000& ms00D6: if  5?  0038:   $EVC_POLICE ==  1?  \\ integer values0038:   $EVC_AMBULANCE ==  1?  \\ integer values0038:   $EVC_FIRETRUCK ==  1?  \\ integer values0038:   $EVC_ENFORCER ==  1?  \\ integer values0038:   $EVC_FBI ==  1?  \\ integer values0038:   $EVC_TANK ==  1?  \\ integer values   004D: jump if false ££EVC_IN_START0004: $EVC_COMPLETE =  1?  \\ integer values00BC: text highpriority "IMPORT4"  5000& ms  1? \\All the cars. NICE! Here's a little something. 004E: end thread:EVC_IN_CLEANUP01C3: remove references to car  $EVC_IN_CAR0002: jump ££EVC_IN_START;;;;;;;;;;;;Emergency Crane (Export);;;;;;;;;;:EVC_EX_INIT03A4: name thread "EVC_EX":EVC_EX_CHECK0001: wait  250& ms;Check if all cars are imported:00D6: if  0?  0038:   $EVC_COMPLETE ==  1?  \\ integer values004D: jump if false ££EVC_EX_CHECK;Emergency Crane Icons0518:  $EVC_ICON_PORT_1 = create available asset pickup "POLICAR" at  1221.183! -689.4487!  12.14! price  0?	0518:  $EVC_ICON_PORT_2 = create available asset pickup "AMBULAN" at  1221.183! -692.2422!  12.14! price  0?0518:  $EVC_ICON_PORT_3 = create available asset pickup "FIRETRK" at  1221.183! -695.0356!  12.14! price  0?0518:  $EVC_ICON_PORT_4 = create available asset pickup "ENFORCR" at  1221.183! -697.8291!  12.14! price  0?0518:  $EVC_ICON_PORT_5 = create available asset pickup "FBIRANC" at  1221.183! -700.6225!  12.14! price  0?0518:  $EVC_ICON_PORT_6 = create available asset pickup "RHINO" at  1221.183! -703.4159!  12.14! price  0?:EVC_PICKUP_PORT_10001: wait  0? ms00D6: if  0?  0214:   pickup $EVC_ICON_PORT_1 picked up004D: jump if false ££EVC_PICKUP_PORT_20004:  $EVC_TYPE_PORT =  156&  \\ integer values \\Police0518:  $EVC_ICON_PORT_1 = create available asset pickup "POLICAR" at  1221.183! -689.4487!  12.14! price  0? 0002: jump ££EVC_CAR_SPAWN:EVC_PICKUP_PORT_20001: wait  0? ms00D6: if  0?  0214:   pickup $EVC_ICON_PORT_2 picked up004D: jump if false ££EVC_PICKUP_PORT_30004:  $EVC_TYPE_PORT =  146&  \\ integer values \\Ambulance0518:  $EVC_ICON_PORT_2 = create available asset pickup "AMBULAN" at  1221.183! -692.2422!  12.14! price  0?0002: jump ££EVC_CAR_SPAWN:EVC_PICKUP_PORT_30001: wait  0? ms00D6: if  0?  0214:   pickup $EVC_ICON_PORT_3 picked up004D: jump if false ££EVC_PICKUP_PORT_40004:  $EVC_TYPE_PORT =  137&  \\ integer values \\Firetruck0518:  $EVC_ICON_PORT_3 = create available asset pickup "FIRETRK" at  1221.183! -695.0356!  12.14! price  0? 0002: jump ££EVC_CAR_SPAWN:EVC_PICKUP_PORT_40001: wait  0? ms00D6: if  0?  0214:   pickup $EVC_ICON_PORT_4 picked up004D: jump if false ££EVC_PICKUP_PORT_50004:  $EVC_TYPE_PORT =  157&  \\ integer values \\Enforcer0518:  $EVC_ICON_PORT_4 = create available asset pickup "ENFORCR" at  1221.183! -697.8291!  12.14! price  0?0002: jump ££EVC_CAR_SPAWN:EVC_PICKUP_PORT_50001: wait  0? ms00D6: if  0?  0214:   pickup $EVC_ICON_PORT_5 picked up004D: jump if false ££EVC_PICKUP_PORT_60004:  $EVC_TYPE_PORT =  220&  \\ integer values \\FBI Car0518:  $EVC_ICON_PORT_5 = create available asset pickup "FBIRANC" at  1221.183! -700.6225!  12.14! price  0? 0002: jump ££EVC_CAR_SPAWN:EVC_PICKUP_PORT_60001: wait  0? ms00D6: if  0?  0214:   pickup $EVC_ICON_PORT_6 picked up004D: jump if false ££EVC_PICKUP_PORT_10004:  $EVC_TYPE_PORT =  162&  \\ integer values \\Rhino0518:  $EVC_ICON_PORT_6 = create available asset pickup "RHINO" at  1221.183! -703.4159!  12.14! price  0?0002: jump ££EVC_CAR_SPAWN:EVC_CAR_SPAWN      0001: wait  100? ms0239: actor  $PLAYER_ACTOR run to  1213.682! -698.477! 0247: request model $EVC_TYPE_PORT038B: load requested models  :EVC_CAR_SPAWN_PORT0001: wait  2000& ms00D6: if  0?  0248:   model $EVC_TYPE_PORT available004D: jump if false ££EVC_CAR_SPAWN_PORT00A5:  $EVC_CAR_PORT = create car $EVC_TYPE_PORT at 1221.183! -696.5!  12.14!0175: set_car  $EVC_CAR_PORT z_angle_to  0! 020A: set_car $EVC_CAR_PORT door_status_to  0?0249: release model $EVC_TYPE_PORT0001: wait  1000& ms01C3: remove references to car  $EVC_CAR_PORT0002: jump ££EVC_PICKUP_PORT_1

 

 

EDIT: It would be nice if we could get one of our graphics guys to convert the house asset icon into something a little more GTAIII.

Edited by CraigKostelecky
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I still can't figure out why I can't get that text to work. But other than that I've got 4 RC missions converted.

 

If anyone wants to take a look at my gxt file and figure out what I was screwing up, it's here:

http://vvv.keilbasa.com/dumpster/gtalc/american.gxt

 

The code itself is quite long, so for the sake of this page's length I've put it into this text file:

http://vvv.keilbasa.com/dumpster/gtalc/rc_scm.txt

 

Here's some screenshots of the missions in action:

user posted imageuser posted image

user posted imageuser posted image

user posted imageuser posted image

user posted imageuser posted image

 

 

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Craig Kostelecky

I couldn't get your gxt to open. So I'm just adding the values needed to the official gxt. I'll update when I'm done with it.

 

Okay, I'm done with the GXT, but I haven't had a chance to test it yet. I'm still trying to convert your code to 0.22 format.

Edited by CraigKostelecky
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I think it's got something to do with BW's editor (one that comes with Builder 1.3). I found an older editor (CyQ's) I used to use on my hdd and it wouldn't load my edited gxt. So I re-edited the original using it and it works now.

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Craig Kostelecky

Okay, now I've got the code all integrated. I've noticed a few things with the gxt that will take a little more effort. (such as the number of Mafia members killed shows up as the number of drug deals made on the stats sheet)

 

I'm going to keep on it. If you want the files I'm working with, just let me know.

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I'm glad to see that some people are inspired by my work. Very good work!

 

@Samutz: I looked at your source for a second and I saw that you didn't convert the labels but just used the old gta3 labels (with Lable102554FF or something like that) it is a lot easier to edit and read later if you use your own labels. But that might be a lot of work but the builder has a build in Find and Replace function.

 

@CraigKostelecky: The source looks good. It's still basic but I think everything should work, exept maybe for 1 thing; Does 00D6: if 5? work? I never used more then 4 because I only saw rockstart using 5 once.

And onother thing I noticed in the end you use 0175: set_car $EVC_CAR_PORT z_angle_to 0! after the car is spawned. I think you don't have to set the z angle if it must be 0 it's 0 by default (I'm not sure of it though).

 

And another regulair question. In the original code of the Import Export garage Rockstart counts every car that you brought in as a Mission point. Do we use those points again or do we leave them out?

 

And keep up this good work. It's great to see some progress in the mission script user posted image

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Craig Kostelecky

@2-0: If we can stay GTA3 authentic, then we definetly should. And I think Barton's builder 0.22 can go up to 7 or 8 if checks at once. 1.3 is more limited, but I think even that supports 5 or 6 at once.

 

@Samutz: Don't worry about changing your labels. I had to compile and decompile to convert the code to 0.22 anyway. So even if you had label names, they would have been lost.

 

There is one thing I noticed with the RC code that I cannot figure out. And that's where the stats are saved for Rumpo Rampage (the start menu stats). I can find (and rename in the gxt) the other three results, but that one doesn't seem to show up. But other than that, my code now includes the RC missions as well. (If anybody wants them in 0.22 format, let me know)

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@2-0: If we can stay GTA3 authentic, then we definetly should. And I think Barton's builder 0.22 can go up to 7 or 8 if checks at once. 1.3 is more limited, but I think even that supports 5 or 6 at once.

Well it isn't really the question if the builder can handle it but if the game can handle it. But I guess we could use it. We can always change it if we notice a bug because of that.

 

And the Labels could stay the same as long as they aren't in use. But if there is a problem with exactly translating the source it is easier to find the problem if it uses readable and logic labels. Well I think everyone should choose for themself if they convert the labels or not, and it might be way to much work to convert them anyway.

 

and now back to my school work ph34r.gif

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Craig Kostelecky

To expand on what TwoZero said: everybody helping out with the coding, it would be very helpful if you wrote your code with Barton's builder (version 0.22) and used descriptive label and variable names. If you give us code in another format, it can be very difficult to integrate with our code. And I should know that last part as I've been the one converting everything so far.

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confused.gif how do i compile it? when i try with the added code it says label not found

LABEL: 0170BC

can someone plz send me the scm with the added code i really wanna try this out happy.gif

 

 

[EDIT] im trying to add the garage export and import but if you want please add the Rc missions to so i have everything i hope someone will combine everything like this

 

Taxi missions

RC missions

Ofroad Missions

Marty Chonk Mission(s)

Export and Import garage

 

thats all i want in a good playable scm biggrin.gif

Edited by aad

Dont imitate, recreate or copy just get your own ideas. Simplicity makes difficulty easy

Just for dev's of the myriad team http://www.aadblaauw.6x.to/

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Craig Kostelecky

Which code are you trying to add? It's hard to help when you give us such little information.

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confused.gif how do i compile it? when i try with the added code it says label not found

LABEL: 0170BC

can someone plz send me the scm with the added code i really wanna try this out happy.gif

The label not found error is know, TbM2K uses a other mission builder wich causes this error in bartons builder.

He said this on the first page:

 

It's an old bug of gtama, i commented the "start_mission &HOOD3" out, and there are now 2 labels that gtama compiles, but it forgets to merge them, so there is a missing label in the final main.scm that crashes the engine (the threads aren't called, so this shouldn't happen)

I have no idea how to fix it. Try searching for the label and remove it.

I'm at school right now so I can't make a complete scm.

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Okay, it looks as if PC Zone is DEFINITELY running this as stated. Haven't heard back from PC Gamer yet confused.gif Have also been approached by a 3rd publication from Germany. Though my conversation thus far leads me to believe that it is not in fact legit, which is why I've neglected to mention it.

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there will be some kind of railing at the top (people kept complaining about falling off....Dem)

Just tell them to learn to drive better tounge.gifwink.gif

 

Oh, and those pics and upgrade ideas made me have to change me undies. Was worth it though turn.gif It's an honor to have solo assisting with GTA:LC

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That's okay. I've already stated that any pics are welcome. Even those pics show off how VC's engine makes LC look that much sexier.

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IMPORT2 = We are not interested in that modelIMPORT3 = Delivered like a pro. Complete the list and there'll be a bonus for you.IMPORT4 = All the cars. NICE! Here's a little something.

 

Did you forget this one or is it already in VC's GXT?

user posted image

 

Also, there is NO reason for the IEGarage or EVCrane to be a pair of threads. This not only adds 2 threads to the list, but it unnecessarily consumes another global variable. So instead of having the first thread setting set a flag that when the other thread detects, it works, instead you should have what would've been the first thread jumpt to what would've been the 2nd thread. That way it's one thread and one less global var. In terms of threads, the less the better due to overall game responsiveness which also allows our mod to work better even on slower machines. And of course global vars are a commodity. Therefore if ANY thread written for LC does not use all 16 available local vars when it could, it NEEDS to be converted to do so. Because some aspects of GTA3 were hard-coded, we will need to be code-simulating quite a few things. As such, we need to keep thread count and global var usage to a minmum.

 

Having said that, good work all around. In terms to the requests Craig was making, those are my requests. Not only that the code be MB 0.22 compliant if able. Also when converting code, I started by replacing all :Labelwhatever with either :LabelLCwhatever or :LabelVCwhatever depending on which game it came from. Likewise, I would convert all DMA from 1492?? to either $LC1492 or $VC1492. The reasons for these aren't fully clear even to myself as it is only meant to be a reference for anybody studying the code as it pertains to either game. With multiple coders on the job, this is next to IMPOSSIBLE to enforce, especially since coding greats like TbM2k use GTAMA. And since the benefits aren't entirely clear, if it means the difference between more progress on the SCM or not, then by all means do it however you want. Just note that that pattern I had set forth DOES make it IMPOSSIBLE for code to conflict.

 

 

EDIT: It would be nice if we could get one of our graphics guys to convert the house asset icon into something a little more GTAIII.
Actually, I was hoping it would be possible to convert say the Keycard pickup model with the original GTAIII pickup that the IEGarages/EVCrane used. Those icons MAY be part of the GTA3 engine, in which case a modeller would have to recreate them. Either way, it's what we should aim for.

 

 

And another regulair question. In the original code of the Import Export garage Rockstart counts every car that you brought in as a Mission point. Do we use those points again or do we leave them out?
All mission points should be awarded as before. But wait, there's more! The VC engine is hard-coded to be that when your mission points equal at least the total mission points (100%) infinite ammo and double car health are activated. This means that LC will "accidentally" have that as an added bonus for 100%; one thing that GTA3 was missing and is not worth us meddling with by making total mission points +1 or something. Mainly because then nobody could ever get 100% displayed and what fun would that be wink.gif

 

 

@2-0: If we can stay GTA3 authentic, then we definetly should. And I think Barton's builder 0.22 can go up to 7 or 8 if checks at once. 1.3 is more limited, but I think even that supports 5 or 6 at once.
The GTA3D engines support 8 conditionals per if check. 1.3's inability to handle this correctly is ONE of the reason's I don't use it.

 

 

confused.gif how do i compile it? when i try with the added code it says label not found

LABEL: 0170BC

can someone plz send me the scm with the added code i really wanna try this out happy.gif

Code is only being posted here to be critiqued and imporved upon. We will release all SCM updates as they're available, honed, and integrated as official.
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Did you forget this one or is it already in VC's GXT?

user posted image

I left the part out that it checks if a car is already brought in. It saves a lot of extra checking code. I can write it if you want but it will take a lot of coding space.

 

 

Also, there is NO reason for the IEGarage or EVCrane to be a pair of threads. This not only adds 2 threads to the list, but it unnecessarily consumes another global variable. So instead of having the first thread setting set a flag that when the other thread detects, it works, instead you should have what would've been the first thread jumpt to what would've been the 2nd thread. That way it's one thread and one less global var. In terms of threads, the less the better due to overall game responsiveness which also allows our mod to work better even on slower machines. And of course global vars are a commodity. Therefore if ANY thread written for LC does not use all 16 available local vars when it could, it NEEDS to be converted to do so. Because some aspects of GTA3 were hard-coded, we will need to be code-simulating quite a few things. As such, we need to keep thread count and global var usage to a minmum.

I thought about this and I planned on intergrating all the threads in one when I include the SSV garage. I never used the Local vars but I will look into that and convert it.

 

 

 

All mission points should be awarded as before. But wait, there's more! The VC engine is hard-coded to be that when your mission points equal at least the total mission points (100%) infinite ammo and double car health are activated. This means that LC will "accidentally" have that as an added bonus for 100%; one thing that GTA3 was missing and is not worth us meddling with by making total mission points +1 or something. Mainly because then nobody could ever get 100% displayed and what fun would that be wink.gif

Ok I will insert the bonus point lines in the next release.

 

 

The GTA3D engines support 8 conditionals per if check. 1.3's inability to handle this correctly is ONE of the reason's I don't use it.

So I can use it up to 8 without any problems? Then I will improve my checks.

 

Thats it. Next releas planned tonight.

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ModelingMan

 

Trainer (New)

 

Here is a list of features that may be implemented into the new trainer:

 

Descriptions: (By Ben) Notes: (By Me)
Teleport to anywhere Simple
Car spawner - in-game menu where you type a command (eg - spawn infernus and an infernus spawns) Something more practical than this
Various cheat options (default LC ones, as well as no damage, freeze wanted level, etc.) Simple
Car editor - colour, bulletproof, fireproof, damage/dent proof, explosion proof Simple
Car speed up (press a key to give a speed boost) - like NOS Simple
Car slow down/stop quickly (press a key) - like a "super brake"! Simple
Increase car "toughness" - barge other cars right out of your way (is this possible?) Increasing weight of the car achieves this, but car takes more damage
Garage editor - edit cars in your garage, etc. Simple
Suspension control More specific...
Car flipper Simple
Fire exhaust control Hmm...
Jetpack Is there any point to this?
In-built screen capture Simple
In-built video capture (like FRAPS) - mainly for stunters Not as simple as screen capture
Ammo controller (so you can max out the ammo in each gun and never have to reload) Simple
Save-anywhere function Simple
Freeze time (everything stops, but you can still move around)

bullet time (like when you've taken an adrenaline pill) would be good also

WHAT!?

The adrenaline pill effect is simple

Stats value changes? (see first post for some more detail) Which first post?
In-built menu option in LC to use the trainer

(or, if that's not possible, have it as an option to install separately from the installer)

I was planning on having the entire trainer ingame

(not sure if I released my concept image of the car spawner)

Needs to work with GTA: Liberty City as taskbar name if possible No need if the trainer is injected into LC
Needs to be changed to allow for minor adjustments in the model/ID numbers in v6 No need

 

 

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

 

--original post--

 

 

The Official GTA:LC TrainerSynopsis:

 

The "GTA:LC Trainer" allows you to change your player stats, e.g. health, armor, etc. You can also insert any car, any colour, in any garage in Liberty City. The trainer will have more features as it progresses.

 

Updates:

 

New Updates:

 

Now reads car list, car values, colour list, colour values and colour RGB values from the "settings.ini file". This means you can edit any of these lists and sort them into alphabetical order.

 

"Player Mass" added to "Player Stats"

 

"Car Mass" added to "Car Stats"

 

You can now view your screenshots within my Trainer, just goto the "Screenshots" tab choose which file to view. Double-click the thumbnail to view fullscreen.

 

Old updates:

 

Now reads settings from INI file, so there's no need to change exe version everytime you open this trainer.

 

Press PrintScreen during gameplay to save screenshots to disk. They save as bitmap files.

 

There is now a teleporter. I have only inserted 3 locations, but you can add your own.

 

A bug in the Health and Armor position has been fixed also.

 

Download:

 

Download

 

Warning!: If settings.ini is not in the same folder as LCTrainer.exe then you will be flooded with error messages as the ini file holds all info needed for the trainer.

Edited by ModelingMan

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Have you read this topic?

It's Delfi's Development Console wich does basicly everything that is possible with the memory until now. Maybe you can steal some ideas of him tounge.gif.

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Well, i started making a multiplayer mod for VC (another, but using different methods tounge.gif )

 

So, any addresses we find,ill be sure to pass on to you, most of vice's addresses are the same, and theres always delfi's topic on memory to get some from.

 

If you can use some of the SCM code like im planning then you can make some real nice featues like car spawning or starting any mission. That would be a good thing to consider.

 

Good Luck with it. Lemme know if i can be of some help.

adam broke it.

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ModelingMan

I mess around with the memory addresses that both Delfi and ashdexx find, I actually mess around with them that much I end up crashing the game constantly.

 

Delfi's Development Console is great, but it doesn't contain every memory hack that he has found as most would be pointless to include in his console.

 

Maybe I'll include some memory address that Delfi and ashdexx have found, and give them credit obviously.

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GameMaster90

Here are my suggestions:

1.Garage editor,much like yours but integrated into this,but one that supports all the Hide-outs.

2.All the cheats, already presetted, at the touch of a button and or buttons.

3.Ability to fly cars.

4.A spawn mecanism that transports you anywhere in the game according to the coordninates.

5.And any other ideas you can come up with.

Edited by GameMaster90
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GTA Firefighter

well, I like the Freeze wanted level and No damage cheats used in the ultimate cheater trainer that I have. You could include those! colgate.gif

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Just tell them to learn to drive better tounge.gifwink.gif

I agree, but it is quite impossible I mean fun trying to get all the way around on a PCJ600 without falling off smile.gif

 

 

Oh, and those pics and upgrade ideas made me have to change me undies

Sorry about that, but the thought of you changing your undies makes it all worth while lol.gif

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