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The thread that started it all


Demarest
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couldn't that be fixed by just swapping the shotguns around in their slots and changing all of the pick ups? feel free to flame me if thats too obvious, I suspect Setphen Fry would bust my ass on QI for this comment!

It is pretty obvious. I thought of that while playing today. I haven't done any of the modding, so i don't know if it's been tried *shrug*

 

@Craig

I've been playing GTALC a lot today with the latest SCM and have had no major problems, certainly none of the old ones. biggrin.gif

 

One new bug that I found is with the mission Dead Skunk in the Trunk. You retrieve a car and take it to the crusher, but are chased by two other cars. The easy way to do it is to pop the tires on the two cars (and even kill the guys while they're in the car. I've done it before. This time, after finishing the first car (tires and driver), i started on the second car and somehow triggered the pursuit, so I almost got run over before I got into the car to be crushed.

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Yeah, it sounds like something was wrong with that mission for you originally - they're supposed to chase you if you shoot at them and hit them. I used to blow one car up with a shotgun, and then play chicken with the other one until I could get some shots off at it and blow it up too.

 

Craig, might I suggest making the tyres bulletproof and adding the "new" headshot opcode so the mission plays like it does in GTA3. That way, you can still blow the cars up, but the mission isn't made easier. icon14.gif

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spaceeinstein
I wanted a port of GTA3 as pure as possible as the official goal of this project. Anything outside (like VC's feature, GTA3 XBox stuff, St Mark's Bistro, and LCS stuff) should be an unofficial add-on, not as a reward. Edited by spaceeinstein
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Right, VERY VERY late (I said I would do this about a year ago), here is the code for BOTH cranes (once the car crusher code was done the EV code took a few minutes of copy and pasting and bug testing).

 

Full EV code (I fixed a bug in there too which was unapparent without the crane code - if you got back in the vehicle it wouldn't pick it up but next time would think it had done and count it as got, though you wouldn't have been paid). Note: this replaces the WHOLE thread:

 

 

:LabelEMERGENCYVEHICLECRANE03A4: name_thread "M_CRANE" 0247: request model 1365 038B: load requested models   :labelEVC_load0001: wait 10 ms00D6: if 00248:   model 1365 available004D: jump if false ££labelEVC_load0107: $EVCmagnet = create object 1365 at 1237.0 -696.0 20.00007: [email protected] = 0.07; Speed of crane:EVC_START0001: wait 500 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££EVC_START 00D6: if 0 0038:   $ONMISSION == 0 ;; integer values 004D: jump_if_false ££EVC_START 00D6: if 1 0056:   player $PLAYER_CHAR 0 in_rectangle 1216.0 -671.0 1256.0 -721.0 00E0:   player $PLAYER_CHAR driving 004D: jump_if_false ££EVC_START 03C1: [email protected] = player $PLAYER_CHAR car :EVC_START20001: wait 250 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££EVC_FORGET 00D6: if 0 00B0:   car [email protected] 0 in_rectangle 1216.0 -671.0 1256.0 -721.0 004D: jump_if_false ££EVC_FORGET 00D6: if 1 00B0:   car [email protected] 0 in_rectangle 1241.465 -706.2094 1230.901 -686.6553 80DC:   NOT   player $PLAYER_CHAR driving [email protected] 004D: jump_if_false ££EVC_START2 :EVC_CHECK_POLICE00D6: if 0 0137:   car [email protected] id == #POLICE 004D: jump_if_false ££EVC_CHECK_AMBULANCE 00D6: if 0 0038:   [email protected] == 0 ;; integer values 004D: jump_if_false ££EVC_ENOUGH 0004: [email protected] = 1 ;; integer values  0006: [email protected] = 00002: jump ££EVC_TAKE_CAR :EVC_CHECK_AMBULANCE00D6: if 0 0137:   car [email protected] id == #AMBULAN 004D: jump_if_false ££EVC_CHECK_FIRETRUCK 00D6: if 0 0038:   [email protected] == 0 ;; integer values 004D: jump_if_false ££EVC_ENOUGH 0004: [email protected] = 1 ;; integer values 0006: [email protected] = 10002: jump ££EVC_TAKE_CAR :EVC_CHECK_FIRETRUCK00D6: if 0 0137:   car [email protected] id == #FIRETRUK 004D: jump_if_false ££EVC_CHECK_ENFORCER 00D6: if 0 0038:   [email protected] == 0 ;; integer values 004D: jump_if_false ££EVC_ENOUGH 0004: [email protected] = 1 ;; integer values 0006: [email protected] = 20002: jump ££EVC_TAKE_CAR :EVC_CHECK_ENFORCER0001: wait 0 ms 00D6: if 21 0137:   car [email protected] id == #ENFORCER 0137:   car [email protected] id == #ENFORCE2 004D: jump_if_false ££EVC_CHECK_BARRACKS 00D6: if 0 0038:   [email protected] == 0 ;; integer values 004D: jump_if_false ££EVC_ENOUGH 0004: [email protected] = 1 ;; integer values 0006: [email protected] = 30002: jump ££EVC_TAKE_CAR :EVC_CHECK_BARRACKS00D6: if 0 0137:   car [email protected] id == #BARRACKS 004D: jump_if_false ££EVC_CHECK_FBI 00D6: if 0 0038:   [email protected] == 0 ;; integer values 004D: jump_if_false ££EVC_ENOUGH 0004: [email protected] = 1 ;; integer values 0006: [email protected] = 40002: jump ££EVC_TAKE_CAR :EVC_CHECK_FBI00D6: if 0 0137:   car [email protected] id == #FBICAR 004D: jump_if_false ££EVC_CHECK_TANK 00D6: if 0 0038:   [email protected] == 0 ;; integer values 004D: jump_if_false ££EVC_ENOUGH 0004: [email protected] = 1 ;; integer values 0006: [email protected] = 50002: jump ££EVC_TAKE_CAR :EVC_CHECK_TANK00D6: if 0 0137:   car [email protected] id == #RHINO 004D: jump_if_false ££EVC_REJECTED 00D6: if 0 0038:   [email protected] == 0 ;; integer values 004D: jump_if_false ££EVC_ENOUGH 0004: [email protected] = 1 ;; integer values 0006: [email protected] = 60002: jump ££EVC_TAKE_CAR :EVC_REJECTED00BC: text_highpriority "GA_19" 2000 ms 1  ;;We are not interested in that model.01C3: remove_references_to_car [email protected] ;; Like turning a car into any random car 0002: jump ££EVC_GET_AWAY :EVC_ENOUGH00BC: text_highpriority "GA_20" 2000 ms 1  ;;We got more of those then we can shift. Sorry man, no deal.01C3: remove_references_to_car [email protected] ;; Like turning a car into any random car 0002: jump ££EVC_GET_AWAY :EVC_GET_AWAY0001: wait 500 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££EVC_START 00D6: if 0 8056:   NOT   player $PLAYER_CHAR 0 in_rectangle 1241.465 -706.2094 1230.901 -686.6553 004D: jump_if_false ££EVC_GET_AWAY :EVC_FORGET01C3: remove_references_to_car [email protected] ;; Like turning a car into any random car 0002: jump ££EVC_START :EVC_TAKE_CAR ; Start of Y_Less's crane code (again - im sick of crane codes!) 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset  0.0 0.0 0.0  02CE: [email protected] = ground_z [email protected] [email protected] 20.00063: [email protected] -= [email protected]: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset  0.0 0.0 [email protected] 0174: [email protected] = car [email protected] z angle :EVC_TAKE_CAR001     0001: wait  20 ms00D6: if 0834E:   NOT object $EVCmagnet at [email protected] [email protected] [email protected] then_move_by_step  [email protected] [email protected] [email protected]  0 (always)004D: jump_if_false ££EVC_TAKE_CAR00200D6: if 00256:   player $PLAYER_CHAR defined004D: jump_if_false ££EVC_TAKE_CAR00100D6: if 08442:   NOT   player $PLAYER_CHAR in car [email protected]: jump_if_false ££EVC_TAKE_CAR100 ; If he's in, stop0002: jump ££EVC_TAKE_CAR001:EVC_TAKE_CAR0020013: [email protected] *= -2.0 ;; floating-point values (never used in VC or GTA 3):EVC_TAKE_CAR003 0001: wait  20 ms00D6: if 0834E:   NOT object $EVCmagnet at 1317.0 -692.0 35.0 then_move_by_step  [email protected] [email protected] [email protected]  0 (always)004D: jump_if_false ££EVC_TAKE_CAR0040400: create_coordinate [email protected] [email protected] [email protected] from_object $EVCmagnet offset 0.0  0.0  [email protected]: put_car  [email protected] at  [email protected] [email protected] [email protected] 0175: set car [email protected] z angle to [email protected]: if 00256:   player $PLAYER_CHAR defined004D: jump_if_false ££EVC_TAKE_CAR00300D6: if 08442:   NOT   player $PLAYER_CHAR in car [email protected]: jump_if_false ££EVC_TAKE_CAR100  0002: jump ££EVC_TAKE_CAR003:EVC_TAKE_CAR100; This was hacked into an existing thread so we have to reset the vehicles variable0012: [email protected] *= 14 ;; integer values (never used in VC or GTA 3)000A: [email protected] +=  ££EVC_TAKE_CAR101 ;; integer values0002: jump [email protected]:EVC_TAKE_CAR1010006: [email protected] = 00002: jump ££EVC_TAKE_CAR1020006: [email protected] = 00002: jump ££EVC_TAKE_CAR1020006: [email protected] = 00002: jump ££EVC_TAKE_CAR1020006: [email protected] = 00002: jump ££EVC_TAKE_CAR1020006: [email protected] = 00002: jump ££EVC_TAKE_CAR1020006: [email protected] = 00002: jump ££EVC_TAKE_CAR1020006: [email protected] = 0:EVC_TAKE_CAR102 01C3: remove_references_to_car [email protected] ;; Like turning a car into any random car   0050: gosub ££EVC_return_crane20002: jump ££EVC_START :EVC_TAKE_CAR00400A6: destroy_car [email protected] 01C3: remove_references_to_car [email protected] ;; Like turning a car into any random car 000A: [email protected] += 1 ;; integer values 0109: player $PLAYER_CHAR money += 1500 00D6: if 0 001B:   7 > [email protected] ;; integer values 004D: jump_if_false ££EVC_END 00BC: text_highpriority "GA_10" 3000 ms 1  ;;Nice one. Here's your $1,5000050: gosub ££EVC_return_crane0002: jump ££EVC_START :EVC_END00BC: text_highpriority "GA_14" 5000 ms 1  ;;All the cars. NICE! Here's a little something.0109: player $PLAYER_CHAR money += 200000 030C: set_mission_points += 7 ;0050: gosub ££EVC_return_crane; My bad, you don't need it here0108: destroy object $EVCmagnet:EVC_EXPORT_LOOP0001: wait 500 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££EVC_EXPORT_LOOP 00D6: if 0 0056:   player $PLAYER_CHAR 0 in_rectangle 1216.0 -671.0 1256.0 -721.0 004D: jump_if_false ££EVC_EXPORT_LOOP 0518: [email protected] = create_available_asset_pickup "POLICAR" at 1236.183 -689.0996 18.14 price 0 0518: [email protected] = create_available_asset_pickup "AMBULAN" at 1236.183 -691.5439 18.14 price 0 0518: [email protected] = create_available_asset_pickup "FIRETRK" at 1236.183 -693.9881 18.14 price 0 0518: [email protected] = create_available_asset_pickup "ENFORCR" at 1236.183 -696.4323 18.14 price 0 0518: [email protected] = create_available_asset_pickup "BARRCKS" at 1236.183 -698.8766 18.14 price 0 0518: [email protected] = create_available_asset_pickup "FBICAR" at 1236.183 -701.3201 18.14 price 0 0518: [email protected] = create_available_asset_pickup "RHINO" at 1236.183 -703.7651 18.14 price 0 :EVC_EXPORT_ACTIVATED0001: wait 100 ms 00D6: if 0 8214:   NOT   pickup [email protected] picked_up 004D: jump_if_false ££EVC_POLICE_PICKUP 00D6: if 0 8214:   NOT   pickup [email protected] picked_up 004D: jump_if_false ££EVC_AMBULANCE_PICKUP 00D6: if 0 8214:   NOT   pickup [email protected] picked_up 004D: jump_if_false ££EVC_FIRETRUCK_PICKUP 00D6: if 0 8214:   NOT   pickup [email protected] picked_up 004D: jump_if_false ££EVC_ENFORCER_PICKUP 00D6: if 0 8214:   NOT   pickup [email protected] picked_up 004D: jump_if_false ££EVC_BARRACKS_PICKUP 0001: wait 0 ms 00D6: if 0 8214:   NOT   pickup [email protected] picked_up 004D: jump_if_false ££EVC_FBI_PICKUP 00D6: if 0 8214:   NOT   pickup [email protected] picked_up 004D: jump_if_false ££EVC_TANK_PICKUP 00D6: if 0 8056:   NOT   player $PLAYER_CHAR 0 in_rectangle 1216.0 -671.0 1256.0 -721.0 004D: jump_if_false ££EVC_EXPORT_ACTIVATED 0050: gosub ££EVC_DESTROY 0002: jump ££EVC_EXPORT_LOOP :EVC_POLICE_PICKUP0050: gosub ££EVC_DESTROY 0004: [email protected] = #POLICE ;; integer values 0002: jump ££EVC_REQUEST :EVC_AMBULANCE_PICKUP0050: gosub ££EVC_DESTROY 0004: [email protected] = #AMBULAN ;; integer values 0002: jump ££EVC_REQUEST :EVC_FIRETRUCK_PICKUP0050: gosub ££EVC_DESTROY 0004: [email protected] = #FIRETRUK ;; integer values 0002: jump ££EVC_REQUEST :EVC_ENFORCER_PICKUP0050: gosub ££EVC_DESTROY 0004: [email protected] = #ENFORCER ;; integer values 0002: jump ££EVC_REQUEST :EVC_BARRACKS_PICKUP0050: gosub ££EVC_DESTROY 0004: [email protected] = #BARRACKS ;; integer values 0002: jump ££EVC_REQUEST :EVC_FBI_PICKUP0050: gosub ££EVC_DESTROY 0004: [email protected] = #FBICAR ;; integer values 0002: jump ££EVC_REQUEST :EVC_TANK_PICKUP0050: gosub ££EVC_DESTROY 0004: [email protected] = #RHINO ;; integer values :EVC_REQUEST01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)  0247: request_model [email protected] 038B: load_requested_models 0170: [email protected] = player $PLAYER_CHAR z_angle 04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 3.0 0.0 000A: [email protected] += 90.0 ;; integer values 00D6: if 0 0021:   [email protected] > 360.0 ;; floating-point values 004D: jump_if_false ££EVC_SPAWN 000F: [email protected] -= 360.0 ;; floating-point values :EVC_SPAWN0001: wait 0 ms 00D6: if 0 0248:   model [email protected] available 004D: jump_if_false ££EVC_SPAWN 00A5: [email protected] = create_car [email protected] at [email protected] [email protected] [email protected] 0175: set_car [email protected] z_angle_to [email protected] 020A: set_car [email protected] door_status_to 0 0249: release_model [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 (unfrozen)  :EVC_RESET0001: wait 500 ms 00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££EVC_EXPORT_LOOP 00D6: if 0 0056:   player $PLAYER_CHAR 0 in_rectangle 1216.0 -671.0 1256.0 -721.0 004D: jump_if_false ££EVC_EXPORT_LOOP 0002: jump ££EVC_RESET :EVC_DESTROY0215: destroy_pickup [email protected] 0215: destroy_pickup [email protected] 0215: destroy_pickup [email protected] 0215: destroy_pickup [email protected] 0215: destroy_pickup [email protected] 0215: destroy_pickup [email protected] 0215: destroy_pickup [email protected] 0051: return :EVC_return_crane0001: wait  20 ms00D6: if 0834E:   NOT object $EVCmagnet at 1270.0 -700.0 35.0 then_move_by_step  [email protected] [email protected] [email protected]  0 (always)004D: jump_if_false ££EVC_return_crane20002: jump ££EVC_return_crane  :EVC_return_crane20001: wait  20 ms00D6: if 0834E:   NOT object $EVCmagnet at 1237.0 -696.0 20.0 then_move_by_step  [email protected] [email protected] [email protected]  0 (always)004D: jump_if_false ££EVC_return_crane30002: jump ££EVC_return_crane2:EVC_return_crane3  0051: return

 

 

Car crusher code, the cars are filtered so if it can't lift it it wont (according to which the 3 one could). I still just gives you an odd amount of money, if anyone can tell me how much it SHOULD give me that would be appreciated. This REPLACES the comments just above mission 0:

 

 

;#####################################################################################;#####################################################################################; END INTRO CARS THREAD / BEGIN CAR CRUSHER THREAD;#####################################################################################;#####################################################################################:labelcrush00003A4: name_thread "CARCRSH"0247: request model 13650247: request model 893  0247: request model 502  038B: load requested models   :labelcrush0010001: wait 10 ms00D6: if 20248:   model 1365 available0248:   model 893 available0248:   model 502 available004D: jump_if_false ££labelcrush001    ; Crane start;0007: [email protected] = 808.98;0007: [email protected] = 52.4167;0007: [email protected] = 10.5  ; Speed (units/20ms)0007: [email protected] = 0.07 ; Angular speed0007: [email protected] = 0.1  ; Objects 0107: $CCcrane = create object 893 at 783.98  52.4167  12.55 0400: create coordinate [email protected]  [email protected]  [email protected] from object $CCcrane offset  25.0  0.0  -2.00107: $CCmagnet = create object 1365 at [email protected]  [email protected]  [email protected]: $CClid = create object 502 at 804.55  65.0512  10.00453: object $CClid set_rotation  -90.0  0.0  0.0 0004: $IS_CAR_CRUSHED = 0   0006:  [email protected] =  0 ;; integer values:labelcrush002   ; Start of real loop0001: wait 500 ms00D6: if 00256:   player $PLAYER_CHAR defined004D: jump_if_false ££labelcrush002 00D6: if 00443:   player $PLAYER_CHAR in_a_car004D: jump_if_false ££labelcrush002 00D6: if 001a0:   player $PLAYER_CHAR stopped 0 ()in_cube_in_car  801.0 47.3 4.0 811.4 57.4 12.0 ;; never used in VC004D: jump_if_false ££labelcrush00203C1: $crushercar = player $PLAYER_CHAR car ; Wait for the player to get out:labelcrush0030001: wait 100 ms00D6: if 00256:   player $PLAYER_CHAR defined004D: jump_if_false ££labelcrush00200D6: if 0              8442:   NOT   player $PLAYER_CHAR in car $crushercar004D: jump_if_false ££labelcrush00300D6: if 0    00B0:   car $crushercar  0 ()in_rect  801.0  47.3  811.4  57.4004D: jump_if_false ££labelcrush100 00D6: if  28137:   NOT car $crushercar id == #RHINO 8137:   NOT car $crushercar id == #BARRACKS 8137:   NOT car $crushercar id == #FIRETRUK 004D: jump_if_false ££labelcrush090 ; The car is in the area and Claude is not in it.  If it's not there, remove references.0001: wait  100 ms0407: create_coordinate $carx $cary $carz2 from_car $crushercar offset  0.0 0.0 0.0  02CE: $carg = ground_z $carx $cary 10.00061: $carz2 -= $carg ;; floating-point values    0407: create_coordinate $carx $cary $carz from_car $crushercar offset  0.0 0.0 $carz2:labelcrush004     0001: wait  20 ms00D6: if 0834E:   NOT object $CCmagnet at $carx $cary $carz then_move_by_step  [email protected]  [email protected]  [email protected]  0 (always)004D: jump_if_false ££Labelcrush00500D6: if 00256:   player $PLAYER_CHAR defined004D: jump_if_false ££labelcrush00400D6: if 08442:   NOT   player $PLAYER_CHAR in car $crushercar004D: jump_if_false ££labelcrush100 ; If he's in, stop0002: jump ££labelcrush004:labelcrush005 0011: $carz2 *=  -2.0 ;; floating-point values; Get the final height of the car for the placing offset, should be negative so we can add it0007:  [email protected] = 17.0 ;; floating-point values 0174: $cccarang = car $crushercar z angle0004: $crushreturn = ££labelcrush007:labelcrush0060001: wait  20 ms00D6: if 0834D:   NOT object $CCcrane at_angle [email protected] then_instant_rotate_by_angle [email protected]  0004D: jump_if_false $crushreturn0400: create coordinate [email protected] [email protected] [email protected] from object $CCcrane offset  25.0  0.0  -2.0034E: unknown move object $CCmagnet to [email protected] [email protected] [email protected] unknown angle  [email protected]  [email protected]  [email protected]  000D6: if 00038:   $crushreturn ==  ££labelcrush007 ;; integer values004D: jump_if_false ££labelcrush006; This stops the car moving too, no point using an EXTRA variable to test when we've set one already0400: create_coordinate [email protected] [email protected] [email protected] from_object $CCmagnet offset 0.0  0.0  $carz200AB: put_car  $crushercar at  [email protected] [email protected] [email protected]  0175: set car $crushercar z angle to $cccarang00D6: if 00256:   player $PLAYER_CHAR defined004D: jump_if_false ££labelcrush00600D6: if 00442:   player $PLAYER_CHAR in car $crushercar004D: jump_if_false ££labelcrush0060007: [email protected] = 0.0   0004: $crushreturn = ££labelcrush1000002: jump ££labelcrush006  :labelcrush0070400: create coordinate [email protected] [email protected] [email protected] from object $CCcrane offset  25.0  0.0  0.0:labelcrush007b0001: wait  20 ms00D6: if 0834E:   NOT object $CCmagnet at [email protected]  [email protected]  9.0 then_move_by_step  [email protected]  [email protected]  [email protected]  0 (always); Bit lower than the lid004D: jump_if_false ££Labelcrush0080400: create_coordinate [email protected] [email protected] [email protected] from_object $CCmagnet offset 0.0  0.0  $carz200AB: put_car  $crushercar at  [email protected] [email protected] [email protected] 0175: set car $crushercar z angle to $cccarang  0002: jump ££labelcrush007b:labelcrush008; Destroy the car now and get the reward amount, even though it's not given yet. 0004: $IS_CAR_CRUSHED = 10441: [email protected] = car $crushercar model      0227: [email protected] = car $crushercar health0400: create coordinate [email protected] [email protected] [email protected] from object $CCcrane offset  25.0  0.0  -2.001C3: remove references to car $crushercar 0007:  [email protected] = -90.0 ;; floating-point values 0004:  $crushercar =  0 ;; integer values:labelcrush009    ; This is a bit complicated, we have to close the lid WHILE lifting the magnet and make sure they both finish0001: wait  20 ms  00D6: if  0  0038:    $crushercar ==  0 ;; integer values004D: jump if false ££labelcrush01000D6: if 0834E:   NOT object $CCmagnet at [email protected] [email protected] [email protected] then_move_by_step  [email protected]  [email protected]  [email protected]  0 (always)004D: jump_if_false ££Labelcrush011  :labelcrush010    00D6: if  0  8031:    NOT [email protected] >=  0.0 ;; floating-point values004D: jump_if_false ££labelcrush012000B: [email protected] +=  1.0 ;; floating-point values0453: object $CClid set_rotation  [email protected]  0.0  0.00002: jump ££labelcrush009:labelcrush0110004:  $crushercar =  1 ;; integer values0002: jump ££labelcrush010:labelcrush01200D6: if  0  0038:    $crushercar ==  1 ;; integer values004D: jump if false ££labelcrush0090007:  [email protected] = 0.0 ;; floating-point values; If we get to here they're both done.:labelcrush0130001: wait  20 ms00D6: if 0834D:   NOT object $CCcrane at_angle [email protected] then_instant_rotate_by_angle [email protected]  0004D: jump_if_false ££labelcrush0140400: create coordinate [email protected] [email protected] [email protected] from object $CCcrane offset  25.0  0.0  -2.0034E: unknown move object $CCmagnet to [email protected] [email protected] [email protected]  unknown angle  [email protected]  [email protected]  [email protected]  0 0002: jump ££labelcrush013:labelcrush014    ; Lift the lid 0001: wait  20 ms  00D6: if  0  0021:    [email protected]  >  -90.0 ;; floating-point values004D: jump_if_false ££labelcrush015000F:  [email protected] -=  1.0 ;; floating-point values0453: object $CClid set_rotation  [email protected]  0.0  0.00002: jump ££labelcrush014:labelcrush015 005a: [email protected] += [email protected] ;; floating-point values (never used in VC or GTA 3) 00D6: if  0  0256:   player $PLAYER_CHAR defined004D: jump if false ££labelcrush0020109: player $PLAYER_CHAR money += [email protected]: $IS_CAR_CRUSHED = 00004: $crushreturn = ££labelcrush007 ; Just in case0002: jump ££labelcrush002:labelcrush09000D6: if 0803c:   NOT $crushercar == [email protected] ;; integer values (never used in VC or GTA 3)004D: jump_if_false ££labelcrush09100BC: text highpriority "CR_1"  4000 ms  1  :labelcrush091008B:  [email protected] = $crushercar ;; integer values and handles; Save the pointer, if he comes back in the same one don't display the text01C3: remove references to car $crushercar 0002: jump ££labelcrush002:labelcrush10001C3: remove references to car $crushercar 0004: $crushreturn = ££labelcrush007 :labelcrush1010001: wait  20 ms00D6: if 0834E:   NOT object $CCmagnet at [email protected] [email protected] [email protected] then_move_by_step  [email protected]  [email protected]  [email protected]  0 (always)004D: jump_if_false ££Labelcrush0020002: jump ££labelcrush101;#####################################################################################;#####################################################################################; END CAR CRUSHER THREAD / BEGIN MISSIONS;#####################################################################################;#####################################################################################

 

 

You also need to search for:

 

 

004F: create_thread ££LabelEMERGENCYVEHICLECRANE

 

 

And add:

 

 

004F: create_thread ££Labelcrush000

 

 

Under it. That's it, enjoy.

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1. In Future updates i do wish to remove the some of the stacks of San Andreas boxes in the backyard, and replace them with a simple stack of boxes from LC... but i also wish to hopefully make some objects in the backyard damagable objects aswell, but i do not know how to add them. as for the peds in the bistro, it would be possible to create a ped path in the bistro to make them spawn... id have to look into it cause i dont know how to add paths as yet... as for the eating part... wed have to ask Y-less or someone else who knows how to code to look into how its done...

 

3. By all means he can look at the files, but again, dont know what the problem is

 

oh and one last thing My SA Banshee/PCj-600/Dodo mod for LC

isnt up on the first post

download link is still

http://www.fileplanet.com/dl.aspx?/planetg...%20and%20VC.rar

If you or one of the other led-bys could add it, that would be great, thanks.

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Craig Kostelecky
2. Craig, is there any chance of the bistro (once it's finalised) making the official version of LC? I know that you'd reserved your decision on that earlier, and I was just curious to know your thoughts on it now.

I still have not seen it ingame (yeah, I'm lazy). So my decision is still reserved.

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@silver - sounds good. I'm sure someone will help out with it. Thanks for the links too - I'm busy right now so I'll add it later.

 

@Craig - you are not lazy; you just don't have the time to do everything that people want you to do. I mean, seriously, look at everything you have done and are currently doing for this mod. I know you'll get around to it eventually... smile.gif

 

EDIT - silver, nevermind - I've just done it. It should all be up-to-date now. I also changed [email protected] to NathanHenry to reflect his profile's name change. wink.gif

Edited by benisablink182fan
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Craig Kostelecky

Looks great so far Alex. I've got it all in my game right now and I'm trying to tweak the two missions that use it. You can see what I did by downloading my code. Note that I only updated the DBUG.scm and MAIN.scm.txt files. The rest are before the crusher was added. Once I get things finalized with this, I'll fully update those codes.

 

I added another variable to the code ($IS_CAR_PICKED_UP) as that state was required as well. I don't have the missions working perfectly yet, but I'm off to bed so I thought I'd upload what I have so far. Remember the two missions that use the crusher are The Crook and Dead Skunk in the Trunk. Both are set to start in the DBUG.scm.

 

And finally, what ipls do I have do disable again? I can't seem to find what you sent me before.

 

Oh, and I haven't looked at the EV Crane yet. But I'm sure that works fine as well. cool.gif

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couldn't that be fixed by just swapping the shotguns around in their slots and changing all of the pick ups? feel free to flame me if thats too obvious, I suspect Stephen Fry would bust my ass on QI for this comment!

The stubby shotgun was used since it's the only one that fires 5 pellets, like the GTA3 one does. So yes, it's possible to swap it for the chrome (which fires 3) but that would be a not-so-elegant workaround. I'm sure the team will get it working properly.

 

 

Has GTA ever killed a player for falling from too high (with full health). I do remember that jumping off of a certain cliff on Shoreside Vale in GTA 3 automatically took away all of your armor.

Well, SA does that - falling damage does straight to your health.

I finally got my copy of that game and God - It's f*cking amazing! So expect me to neglect my LC testing duties for a looong time. Not to mention my college work wink.gif

Edited by Konstantinos
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I might want to restrict the Hunters like Vice City did. Currently, there's two that spawn in the city. I think I might have one unlocked after the Exchange and the other after 100%. Or I may leave it as it is so you can use it during some missions. I still haven't decided.

I'm repeating myself here, but I urge you to keep the hunter available before The Exchange.

One great thing about having helis in GTA3 is that they aren't just for idle fun, but give you new ways to complete missions. 'Marked man' is a good example - flying Ray to the airport, while laughing at agents guarding the lift bridge smile.gif

Well, and 'Espresso 2 Go' is so beautyfuly done with a hunter - flying over Liberty, blasting Cuban coffee stalls with rockets. And there's probably a couple other missions (leftovers from 1st 2 islands).

Not spawning Hunter until final mission/100% would make it impossible. How about making it a 100 HP reward instead?

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wow, just tried both of the cranes and they look great, well done Alex. It's really odd, since I upgraded to the v6 test files, my game seems to be running a hell of a lot quicker, with better draw distances (and no I haven't changed the settings!) and less crashes..

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Err, I would tell you which lines to delete, but I deleted them blush.gif so heres my industNE.ipl file.

 

Edit: bloodyskies, you need to update the IPL files, you may have noticed double cranes as in the original the game manipulated static objects but we cant.

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I didn't notice double cranes, but I'll try replacing that ipl file now anyway and post an edit in a few mins..

 

EDIT: I don't know what difference that made, but it still works great with the new ipl file. I've done the Dead Skunk in The Trunk mission which plays out fine (didn't check to see if the opcodes for the tyres or head shots have been included as I normally park a car infront of the car over the road and blow that up from the roof, then shoot the other one with the Uzi) and I just came back to check who gives the other crusher mission to try that..

Edited by bloodyskies
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New mission error, unfortunately...

 

Grand Theft Aero (the mission after A Drop in the Ocean). Starts with a trip to Shoreside Vale airport, check for something in a guarded Dodo, then return to Staunton Island to the construction site. Problem is that the game crashes every time I attempt to return to Staunton Island. I've tried 3 times, once with flying, once with the bridge, and once underground. I don't have the error from the flying attempt, but the other two are essentially the same:

 

Exception at address: 0x00541109

Last opcode executed: 00A5 create_car

In thread: love4

 

Registers -----------------------------------------------------

EAX: 0x036B1184 EBX: 0x036B0DF0 ECX: 0x00000000 EDX: 0x036B1184

ESI: 0x000000E6 EDI: 0x0075BBDC EBP: 0x0069AD90 ESP: 0x0012F424

EFLAGS: 10000001001000110

 

&

 

Exception at address: 0x00541109

Last opcode executed: 00A5 create_car

In thread: love4

 

Registers -----------------------------------------------------

EAX: 0x036BC728 EBX: 0x036BC394 ECX: 0x00000000 EDX: 0x036BC728

ESI: 0x000000E6 EDI: 0x0075BBDC EBP: 0x0069AD90 ESP: 0x0012F424

EFLAGS: 10000001001000110

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Craig Kostelecky

I don't think that I'm going to change Dead Skunk in any way. I think the player should be able to snipe the Forelli Bros. from their cars. There's no real reason why you shouldn't be able to kill them that way. You could blow up their cars with a rocket launcher in GTA3. So sniping them through the window seems like a good addition to the game.

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the only thing to consider is that if you snipe one of the drivers (definitely the one parked across the road rather than in the car park at least) then it doesn't trigger the other car to move, which taking a rocket launcher to either car does.

 

one slightly odd thing though - I realised after my last post that I'd never done any of the Marty Chonks missions - I actually had to find a walkthrough to tell me where to find them! Like a good woman (or your sister if yr from the South!) LC just keeps on giving..

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Craig Kostelecky

I may have found the issue but I'm not sure. If you have MB for LC, open up the main.scm.txt file and goto these lines:

 

:LabelLC080BC700A5: $LC14484 = create_car 230 at 17.875 -308.25 21.75 00A5: $LC14488 = create_car 230 at 24.375 -307.188 21.75

 

And try changing it to this:

 

:LabelLC080BC700A5: $LC14484 = create_car #PANLANT at 17.875 -308.25 21.75 00A5: $LC14488 = create_car #PANLANT at 24.375 -307.188 21.75

 

Although even though it was using the wrong car, I don't think it should have crashed the game. I'll have to look into that mission more later.

 

EDIT: Even though that change should be made, I don't think that was the issue as I got a crash there as well. It was at a wait state in the code though. This may be tough to track down suicidal.gif

Edited by Craig Kostelecky
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wow, this topic has been hot today! i have a comment on the falling damage. yes, one time i was playing SA, i went to the Tallest building (i dont know where at) and had a parichute(?), i forgot to open the chute and i fell and died, THE END.

and yes ben, i tested the new headshot code and it works great, the mission still runs the same as it did for me, i havent been able to recreate the crash so idk if its a change. but you cant shoot the driver now. so good news team

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silver? banned? nvm. those new links work great and i have gotten them ingame. i was looking for these actors a while ago...

 

EDIT by Ben - No. silver unbanned tounge.gif!

Edited by benisablink182fan
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i can test all those buildings if you want, i feel like ive been neglecting LC for the past few days, and the forum.
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Craig Kostelecky

I forgot to mention, I checked out Asuka (in the Grand Theft Aero mission) and she looks good. Good work, silver.

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That's fair. But, I think that perhaps that should be something unofficial - perhaps a different scm that's available to do that. Otherwise, the missions become too easy - as in your example of Marked Man. It kinda defeats the purpose of the mission.

 

Repeating myself - this impacts too much on how the game is completed, rather than just on general gameplay. I can see where you're coming from though, with the inclusion of more fun in the game cool.gif

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Oh confused.gif - my VC radio station files are .adf files.

 

Yes, I think you might be wrong. tounge.gif

 

Or maybe I am...

 

I dunno, one of us is biggrin.gif!

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Thanks Thomas.

 

@Craig - I saw your post in the mission coding topic - fair enough with not changing the headshot for Dead Skunk. I can see your point. Discretion with these sorts of issues must be nice, but then there's the downside of pressure as well. It must be hard... nervous.gif

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All the colfiles are basically complete now, a few things to touch up but done none the less. The surface types will need to be set once i have completed final adjustments. Once I am done, I will put up the files for testing. Here would be a good place to comment on bad collision data once the files are out. I am sure there will be some additional buildings for recoling, but the main bulk is done.

 

edit: i have the files ready, just sent then to y-less to host. thanks y-less.

Edited by Ryan_
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Craig Kostelecky

The VC radio stations were in adf format. The GTA3 ones were in wave format. The launcher can be configured to read either format (or even mp3s).

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Oh yeah, of course. Stupid me suicidal.gif! I forgot that you could change the path of the radio stations in the launcher. So, even if you did have an mp3, it'd still work. Der Ben!

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