TheHeggy Posted June 11, 2005 Share Posted June 11, 2005 (edited) I thought I might add a spawn location in front of CJ's house so there's always a car there (maybe the SWAT tank ), but when I open the main.scm file the format for generating parked cars seems to be different. Here's what I'm seeing: 014B: $2335 = init_parked_car_generator 417 -1 -1 1 alarm 0 door_lock 0 0 10000 at 383.178 2538.891 16.53 angle 180.0014C: set_parked_car_generator $2335 cars_to_generate_to 0 Now, shouldn't there be something in there that defines what car to spawn? If I remember correctly, in Vice City there was a "#CAR_NAME" in there, and that was how the car was defined. So how do you tell it which car to spawn with this new code? Edited June 11, 2005 by TheHeggy Link to comment Share on other sites More sharing options...
Hammer83 Posted June 11, 2005 Share Posted June 11, 2005 417 is the model name from vehicules.ide Link to comment Share on other sites More sharing options...
TheHeggy Posted June 11, 2005 Author Share Posted June 11, 2005 Ah thank you very much I knew it had to be something simple. Apologies if this was already asked before... Search is turned off so there's bound to be some n00b questions... Link to comment Share on other sites More sharing options...
kingpug Posted June 11, 2005 Share Posted June 11, 2005 Nice idea, but I want to know: Is it hard to edit the main.scm? You got a list of the car numbers? Well because I want to make that spawn point also, but never even attempted editing the main.scm, and I want to keep the main.scm I have which opens up all cities. Sorry to highjack your thread but its a good idea, could you maybe add that spawn point to the opened up main.scm made by Craig ?..thanks if you can Link to comment Share on other sites More sharing options...
gtasanandreasmaster Posted June 11, 2005 Share Posted June 11, 2005 Nice idea, but I want to know: Is it hard to edit the main.scm? You got a list of the car numbers? Well because I want to make that spawn point also, but never even attempted editing the main.scm, and I want to keep the main.scm I have which opens up all cities. Sorry to highjack your thread but its a good idea, could you maybe add that spawn point to the opened up main.scm made by Craig ?..thanks if you can yes it is fairly easy to do main.scm modding after about an hour you will get the hang of it and yes you can still keep that everything open scm just edit that one Link to comment Share on other sites More sharing options...
TheHeggy Posted June 11, 2005 Author Share Posted June 11, 2005 Sure, once I figure it out for the normal scm I'll do it for that one too. I just need to find out the player position coordinates though... Steve-M's tool might work but I can't find the damn thing... Link to comment Share on other sites More sharing options...
gtasanandreasmaster Posted June 11, 2005 Share Posted June 11, 2005 (edited) which one playerpos? EDIT: playerpos dont work Edited June 11, 2005 by gtasanandreasmaster Link to comment Share on other sites More sharing options...
TheHeggy Posted June 11, 2005 Author Share Posted June 11, 2005 Ack, guess the edit I made didn't go through. I found Steve-M's program but it's not able to work with San Andreas Found another one though on gtagaming.com... Got my player position and I'm in the process of editing the scm. Let's see if this works... Link to comment Share on other sites More sharing options...
gtasanandreasmaster Posted June 11, 2005 Share Posted June 11, 2005 Ack, guess the edit I made didn't go through. I found Steve-M's program but it's not able to work with San Andreas Found another one though on gtagaming.com... Got my player position and I'm in the process of editing the scm. Let's see if this works... can you plz post a link to it Link to comment Share on other sites More sharing options...
TheHeggy Posted June 11, 2005 Author Share Posted June 11, 2005 (edited) Here ya go: http://www.gtagaming.com/pafiledb.php?action=file&id=954 Edit: Woot, it worked I put a red and blue BF Injection in CJ's alley It's facing the wrong way but that's easy to change... If you have a link to that other SCM I'll be happy to change it for you. Just tell me what car you want and where. Edited June 11, 2005 by TheHeggy Link to comment Share on other sites More sharing options...
gtasanandreasmaster Posted June 11, 2005 Share Posted June 11, 2005 thankz man oh and is the player position correct then Link to comment Share on other sites More sharing options...
TheHeggy Posted June 11, 2005 Author Share Posted June 11, 2005 (edited) Yep the player position is 100% correct. My vehicle showed up exactly where it should have been. Edit: Woah... I went back in to change the vehicle orientation and it seems that either the mission editor or the game itself changed my coding. I put in: 014B: $cj_alley = init_parked_car_generator 424 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2481.145 -1699.303 13.52679 angle 90.0014C: set_parked_car_generator $cj_alley cars_to_generate_to 101 And after compiling the file and running the game once it now says: 014B: $10949 = init_parked_car_generator 424 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2481.145 -1699.303 13.52679 angle 90.0014C: set_parked_car_generator $10949 cars_to_generate_to 101 I've never seen this happen before... Maybe it's always happened and I just haven't done SCM editing in a loooong time Edited June 11, 2005 by TheHeggy Link to comment Share on other sites More sharing options...
Aeros Posted June 11, 2005 Share Posted June 11, 2005 Stupid question here .. what do you use to open up main.scm? Id do a search but as Heggy said, its down. Link to comment Share on other sites More sharing options...
TheHeggy Posted June 11, 2005 Author Share Posted June 11, 2005 With this program: http://www.janco.si/gtasezana/programi/SA-MB033.zip When you download it, open SASCM.ini located in whatever folder you unzipped the mission builder to. At the end of that file (below everything else), add the following text: 0A4A=2,%1h% %2h% 0A4B=0, Link to comment Share on other sites More sharing options...
Aeros Posted June 11, 2005 Share Posted June 11, 2005 (edited) Thanks alot mate .. but it doesnt seem to be downloading. Says a link couldnt be established. Any other places I can get it from? Edit again : Found a mirror to the one you aimed me at .. cheers. Edited June 12, 2005 by Aeros Link to comment Share on other sites More sharing options...
Craig Kostelecky Posted June 12, 2005 Share Posted June 12, 2005 In case other links go down, I've been hosting this for the past month or so. I've even updated the SASCM.ini to include the new opcodes. And I've updated the variables.ini to include a few more variable names. Download Link to comment Share on other sites More sharing options...
TheHeggy Posted June 12, 2005 Author Share Posted June 12, 2005 Do you mind if I link to that in my car spawn tutorial? Link to comment Share on other sites More sharing options...
Knife Posted June 12, 2005 Share Posted June 12, 2005 When I try to click on the link IE crashes Link to comment Share on other sites More sharing options...
mageezer Posted June 12, 2005 Share Posted June 12, 2005 one last question, what's this "cars_to_generate_to" business? And why did you put "101" there instead of the "0" in the first example? Link to comment Share on other sites More sharing options...
kingpug Posted June 12, 2005 Share Posted June 12, 2005 (edited) Ah nevermind I got it working now. Edited June 12, 2005 by kingpug Link to comment Share on other sites More sharing options...
TheHeggy Posted June 12, 2005 Author Share Posted June 12, 2005 one last question, what's this "cars_to_generate_to" business? And why did you put "101" there instead of the "0" in the first example? 101 tells the game that the vehicles needs to show up EVERY time you come around that location. Anything lower than that and it reduces the chances of it appearing. Something like 51 should make the car show up about half of the time... Link to comment Share on other sites More sharing options...
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