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Viper187

[REL | Beta] Snake Spawn V1

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Viper187

Snake Spawn V1 for GTA:SA

~by Viper187

 

I threw this together yesterday and it's working pretty good so far. If anyone has key combo suggestions, etc. let me know.

 

 

004F: create_thread ££SNAKESPAWN00:SNAKESPAWN000001: wait  0 ms00D6: if  18241:   NOT   player $PLAYER_CHAR in_remote_mode004D: jump_if_false ££SNAKESPAWN0000D6: if  18449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0100D6: if  100E1:   key_pressed  0  14;; jump00E1:   key_pressed  0  9;; group back004D: jump_if_false ££SNAKESPAWN030002: jump ££SNAKESPAWN01D:SNAKESPAWN0100D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0203C0: @0 = actor $PLAYER_ACTOR car0441: $SNAKE_CSID = car @0 model00D6: if  100E1:   key_pressed  0  14;; brake/reverse00E1:   key_pressed  0  16;; gas004D: jump_if_false ££SNAKESPAWN0203F0:  10341:  103E4:  00348:  0045A:  25.0 25.0 "NUMBER" $SNAKE_CSID00D6: if  000E1:   key_pressed  0  7;; next weapon004D: jump_if_false ££SNAKESPAWN01B0008: $SNAKE_CSID +=  1;; integer values00D6: if  00018:   $SNAKE_CSID >  611;; integer values004D: jump_if_false ££SNAKESPAWN01B0004: $SNAKE_CSID =  400;; integer values:SNAKESPAWN01B00D6: if  000E1:   key_pressed  0  5;; previous weapon004D: jump_if_false ££SNAKESPAWN01C000C: $SNAKE_CSID -=  1;; integer values00D6: if  0001A:    400 > $SNAKE_CSID;; integer values004D: jump_if_false ££SNAKESPAWN01C0004: $SNAKE_CSID =  611;; integer values:SNAKESPAWN01C00D6: if  080DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type $SNAKE_CSID004D: jump_if_false ££SNAKESPAWN0000D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN01D03C0: @0 = actor $PLAYER_ACTOR car00AA: store_car @0 position_to @1 @2 @30174: @4 = car @0 z_angle0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  @1 @2  @30002: jump ££SNAKESPAWN01E:SNAKESPAWN01D00A0: store_actor $PLAYER_ACTOR position_to @1 @2 @30172: @4 = actor $PLAYER_ACTOR z_angle:SNAKESPAWN01E00D6: if  210018:   $SNAKE_CSID >  611;; integer values001A:    400 > $SNAKE_CSID;; integer values004D: jump_if_false ££SNAKESPAWN01F0004: $SNAKE_CSID =  400;; integer values:SNAKESPAWN01F0247: request_model  $SNAKE_CSID038B: load_requested_models00D6: if  00248:   model  $SNAKE_CSID available004D: jump_if_false ££SNAKESPAWN0000A6: destroy_car $SNAKECAR00A5: $SNAKECAR = create_car  $SNAKE_CSID at @1 @2 @30175: set_car $SNAKECAR z_angle_to @4036A: put_actor $PLAYER_ACTOR in_car $SNAKECAR0249: release_model  $SNAKE_CSID0001: wait  100 ms:SNAKESPAWN0200D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0300D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  5;; look left004D: jump_if_false ££SNAKESPAWN02B03C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID1 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN02B00D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  7;; look right004D: jump_if_false ££SNAKESPAWN02C03C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID2 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN02C00D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  9;; prev radio station004D: jump_if_false ££SNAKESPAWN02D03C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID3 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN02D00D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  8;; next radio station004D: jump_if_false ££SNAKESPAWN0003C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID4 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN0300D6: if  18449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0000D6: if  200E1:   key_pressed  0  4;; action00E1:   key_pressed  0  5;; prev weapon80E1:   NOT   key_pressed  0  6;; aim004D: jump_if_false ££SNAKESPAWN03B0084: $SNAKE_CSID = $QSPAWNID1;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03B00D6: if  200E1:   key_pressed  0  4;; action00E1:   key_pressed  0  7;; next weapon80E1:   NOT   key_pressed  0  6;; aim004D: jump_if_false ££SNAKESPAWN03C0084: $SNAKE_CSID = $QSPAWNID2;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03C00D6: if  100E1:   key_pressed  0  4;; action00E1:   key_pressed  0  8;; group forward004D: jump_if_false ££SNAKESPAWN03D0084: $SNAKE_CSID = $QSPAWNID3;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03D00D6: if  100E1:   key_pressed  0  4;; action00E1:   key_pressed  0  9;; group back004D: jump_if_false ££SNAKESPAWN000084: $SNAKE_CSID = $QSPAWNID4;; integer values and handles0002: jump ££SNAKESPAWN01D

 

 

buttons:

 

(on foot)

Jump + Group Back = spawn car (last spawned or default) and put player in it

Action + Previous Weapon = Quick Car Spawn Slot 1

Action + Next Weapon = Quick Car Spawn Slot 2

Action + Group Back = Quick Car Spawn Slot 3

Action + Group Forward = Quick Car Spawn Slot 4

 

(in car)

Gas + Brake/Reverse + Look Left = Previous Vehicle

Gas + Brake/Reverse + Look Right = Next Vehicle

Weapon 2 + Handbrake + Look Left = Set Car as Quick Spawn Slot 1

Weapon 2 + Handbrake + Look Right = Set Car as Quick Spawn Slot 2

Weapon 2 + Handbrake + Previous Radio = Set Car as Quick Spawn Slot 3

Weapon 2 + Handbrake + Next Radio = Set Car as Quick Spawn Slot 4

Edited by Viper187

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AHX

what do you do with this to make it work?

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GTA3Freak-2001

Its code that needs to be put into the main.scm.

 

Anychance of doing this for the people not able too?

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kimd

I can't do this.

Can please post to download the modded main.scm and cookie.gif for you

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MRGREAPER

do i just paste this to the bottom of the main scm?

 

 

tried it but cant compile missing label

Edited by MRGREAPER

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perkin

There are two parts,

 

 

004F: create_thread ££SNAKESPAWN00

 

 

u put it under the main initialization(thread), it's where most "create_thread"s located in the beginning of your scm, this acts like a call function when the game starts.

 

then the second part, you can put them right above mission one start, use ctrl + f and search for ----------, press F3 one or two times until u reach there. Then just complile and it will work. P.S. : **** THANKS FOR SUCH A GREAT MOD.

 

 

:SNAKESPAWN000001: wait  0 ms00D6: if  48449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  4;; action button00E1:   key_pressed  0  6;; aim button00E1:   key_pressed  0  14;; aim button004D: jump_if_false ££SNAKESPAWN0200D6: if  210018:   $SNAKE_CSID >  611;; integer values001A:    400 > $SNAKE_CSID;; integer values004D: jump_if_false ££SNAKESPAWN00B0004: $SNAKE_CSID =  400;; integer values:SNAKESPAWN00B0001: wait  0 ms0247: request_model  $SNAKE_CSID038B: load_requested_models00D6: if  08248:   NOT   model  $SNAKE_CSID available004D: jump_if_false ££SNAKESPAWN00C0001: wait  0 ms0002: jump ££SNAKESPAWN00B:SNAKESPAWN00C00A6: destroy_car $SNAKECAR04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  5.0  -1.000A5: $SNAKECAR = create_car  $SNAKE_CSID at @1 @2 @30249: release_model  $SNAKE_CSID:SNAKESPAWN010001: wait  100 ms00D6: if  18449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0000D6: if  000E1:   key_pressed  0  7;; next weapon004D: jump_if_false ££SNAKESPAWN01B0008: $SNAKE_CSID +=  1;; integer values00D6: if  00018:   $SNAKE_CSID >  611;; integer values004D: jump_if_false ££SNAKESPAWN00B0004: $SNAKE_CSID =  400;; integer values0002: jump ££SNAKESPAWN00B:SNAKESPAWN01B00D6: if  000E1:   key_pressed  0  5;; previous weapon004D: jump_if_false ££SNAKESPAWN01C000C: $SNAKE_CSID -=  1;; integer values00D6: if  0001A:    400 > $SNAKE_CSID;; integer values004D: jump_if_false ££SNAKESPAWN00B0004: $SNAKE_CSID =  611;; integer values0002: jump ££SNAKESPAWN00B:SNAKESPAWN01C00D6: if  000E1:   key_pressed  0  15;; enter/exit004D: jump_if_false ££SNAKESPAWN01:SNAKESPAWN01D0247: request_model  $SNAKE_CSID038B: load_requested_models00D6: if  08248:   NOT   model  $SNAKE_CSID available004D: jump_if_false ££SNAKESPAWN01E0001: wait  0 ms0002: jump ££SNAKESPAWN01D:SNAKESPAWN01E00A0: store_actor $PLAYER_ACTOR position_to @1 @2 @30172: @4 = actor $PLAYER_ACTOR z_angle00A6: destroy_car $SNAKECAR00A5: $SNAKECAR = create_car  $SNAKE_CSID at @1 @2 @30175: set_car $SNAKECAR z_angle_to @4036A: put_actor $PLAYER_ACTOR in_car $SNAKECAR0249: release_model  $SNAKE_CSID0002: jump ££SNAKESPAWN00:SNAKESPAWN0200D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0300D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  5;; look left004D: jump_if_false ££SNAKESPAWN02B03C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID1 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN02B00D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  7;; look right004D: jump_if_false ££SNAKESPAWN02C03C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID2 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN02C00D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  18;; horn004D: jump_if_false ££SNAKESPAWN0003C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID3 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN0300D6: if  18449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0000D6: if  100E1:   key_pressed  0  4;; action00E1:   key_pressed  0  5;; prev weapon004D: jump_if_false ££SNAKESPAWN03B0084: $SNAKE_CSID = $QSPAWNID1;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03B00D6: if  100E1:   key_pressed  0  4;; action00E1:   key_pressed  0  7;; next weapon004D: jump_if_false ££SNAKESPAWN03C0084: $SNAKE_CSID = $QSPAWNID2;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03C00D6: if  100E1:   key_pressed  0  4;; action00E1:   key_pressed  0  18;; crouch004D: jump_if_false ££SNAKESPAWN000084: $SNAKE_CSID = $QSPAWNID3;; integer values and handles0002: jump ££SNAKESPAWN01D

 

Edited by perkin

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gta_matt

where exactly do I put the first part?I tried what you said but my game crashes when I hit the buttons to make the list or whatever appear.Please please please be more specific.

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Viper187

Not sure why it'd crash, but if any experienced mod writers are trying this, let me know how it works. I intend to work on an update, and possibly a weapon select one after I complete the game. I wanna do a ton of editing before I play through to try for 100% and max criminal rating. I also have a pretty nifty NOS setup written. I want to tweak it more before releasing though. Tough figuring out which vehicles use which buttons to do special things. Anyone know of a complete list of vehicles with special controls?

 

I'm using Barton's editor for all this, btw.

 

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ZAZ

 

Not sure why it'd crash, but if any experienced mod writers are trying this, let me know how it works.

I'm using Barton's editor for all this, btw.

I have no experience in SA and the new MissionBuilder,

but dont you need the if player_char_defined-command at the

beginning of the thread like in VC scripts ?

 

:SNAKESPAWN000001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ��SNAKESPAWN0000D6: if  48449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  4;; action button00E1:   key_pressed  0  6;; aim button00E1:   key_pressed  0  14;; aim button......

 

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Viper187
Not sure why it'd crash, but if any experienced mod writers are trying this, let me know how it works.

I'm using Barton's editor for all this, btw.

I have no experience in SA and the new MissionBuilder,

but dont you need the if player_char_defined-command at the

beginning of the thread like in VC scripts ?

 

:SNAKESPAWN000001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ��SNAKESPAWN0000D6: if  48449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving00E1:   key_pressed  0  4;; action button00E1:   key_pressed  0  6;; aim button00E1:   key_pressed  0  14;; aim button......

 

Well, it worked for me without it. On VC, you almost always used $PLAYER_CHAR. Seeing as you don't use $PLAYER_CHAR on here, I don't see why it would be required. All the ops are with $PLAYER_ACTOR.

 

BTW, If you press the keys for a quick spawn before a vehicle has been set, it crashes... change the following to fix:

 

 

:SNAKESPAWN0300D6: if  18449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0000D6: if  100E1:   key_pressed  0  4;; action00E1:   key_pressed  0  5;; prev weapon004D: jump_if_false ££SNAKESPAWN03B0084: $SNAKE_CSID = $QSPAWNID1;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03B00D6: if  100E1:   key_pressed  0  4;; action00E1:   key_pressed  0  7;; next weapon004D: jump_if_false ££SNAKESPAWN03C0084: $SNAKE_CSID = $QSPAWNID2;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03C00D6: if  100E1:   key_pressed  0  4;; action00E1:   key_pressed  0  18;; crouch004D: jump_if_false ££SNAKESPAWN000084: $SNAKE_CSID = $QSPAWNID3;; integer values and handles

 

 

to

 

 

:SNAKESPAWN0300D6: if  18449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0000D6: if  300E1:   key_pressed  0  4;; action00E1:   key_pressed  0  5;; prev weapon001A:    612 > $QSPAWNID1 ;; integer values0018:   $QSPAWNID1 >  359 ;; integer values004D: jump_if_false ££SNAKESPAWN03B0084: $SNAKE_CSID = $QSPAWNID1 ;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03B00D6: if  300E1:   key_pressed  0  4;; action00E1:   key_pressed  0  7;; next weapon001A:    612 > $QSPAWNID2 ;; integer values0018:   $QSPAWNID2 >  359 ;; integer values004D: jump_if_false ££SNAKESPAWN03C0084: $SNAKE_CSID = $QSPAWNID2 ;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03C00D6: if  300E1:   key_pressed  0  4;; action00E1:   key_pressed  0  18;; crouch001A:    612 > $QSPAWNID3 ;; integer values0018:   $QSPAWNID3 >  359 ;; integer values004D: jump_if_false ££SNAKESPAWN000084: $SNAKE_CSID = $QSPAWNID3 ;; integer values and handles0002: jump ££SNAKESPAWN01D

 

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Viper187

Here's a better version. This works in or out of a car and scrolls cars with you in them. It also shows the vehicle ID on the screen. This is also how I realized you could use the RC cars and trailers like normal vehicles. LOL

 

Keys are different with this one...

 

on foot:

Jump + Run = spawn car (last spawned or default) and put player in it

Action + Previous Weapon = Quick Car Spawn Slot 1

Action + Next Weapon = Quick Car Spawn Slot 2

Action + Group Back = Quick Car Spawn Slot 3

Action + Group Forward = Quick Car Spawn Slot 4

 

all vehicles:

Gas + Brake/Reverse + Look Left = Previous Vehicle

Gas + Brake/Reverse + Look Right = Next Vehicle

Weapon 2 + Handbrake + Look Left = Set Car as Quick Spawn Slot 1

Weapon 2 + Handbrake + Look Right = Set Car as Quick Spawn Slot 2

Weapon 2 + Handbrake + Previous Radio = Set Car as Quick Spawn Slot 3

Weapon 2 + Handbrake + Next Radio = Set Car as Quick Spawn Slot 4

 

 

 

:SNAKESPAWN000001: wait  0 ms00D6: if  100E1:   key_pressed  0  14;; jump00E1:   key_pressed  0  16;; run004D: jump_if_false ££SNAKESPAWN0200D6: if  210018:   $SNAKE_CSID >  611 ;; integer values001A:    400 > $SNAKE_CSID ;; integer values004D: jump_if_false ££SNAKESPAWN00B0004: $SNAKE_CSID =  400 ;; integer values:SNAKESPAWN00B00D6: if  18449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN010002: jump ££SNAKESPAWN01D:SNAKESPAWN0100D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0303F0:  10341:  103E4:  00348:  0045A:  25.0 25.0 "NUMBER" $SNAKE_CSID00D6: if  000E1:   key_pressed  0  7;; next weapon004D: jump_if_false ££SNAKESPAWN01B0008: $SNAKE_CSID +=  1 ;; integer values00D6: if  00018:   $SNAKE_CSID >  611 ;; integer values004D: jump_if_false ££SNAKESPAWN01B0004: $SNAKE_CSID =  400 ;; integer values:SNAKESPAWN01B00D6: if  000E1:   key_pressed  0  5;; previous weapon004D: jump_if_false ££SNAKESPAWN01C000C: $SNAKE_CSID -=  1 ;; integer values00D6: if  0001A:    400 > $SNAKE_CSID ;; integer values004D: jump_if_false ££SNAKESPAWN01C0004: $SNAKE_CSID =  611 ;; integer values:SNAKESPAWN01C00D6: if  080DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type $SNAKE_CSID004D: jump_if_false ££SNAKESPAWN0000D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN01D03C0: @0 = actor $PLAYER_ACTOR car00AA: store_car @0 position_to @1 @2 @30174: @4 = car @0 z_angle0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  @1 @2  @30002: jump ££SNAKESPAWN01E:SNAKESPAWN01D00A0: store_actor $PLAYER_ACTOR position_to @1 @2 @30172: @4 = actor $PLAYER_ACTOR z_angle:SNAKESPAWN01E0247: request_model  $SNAKE_CSID038B: load_requested_models00D6: if  00248:   model  $SNAKE_CSID available004D: jump_if_false ££SNAKESPAWN0000A6: destroy_car $SNAKECAR00A5: $SNAKECAR = create_car  $SNAKE_CSID at @1 @2 @30175: set_car $SNAKECAR z_angle_to @4036A: put_actor $PLAYER_ACTOR in_car $SNAKECAR0249: release_model  $SNAKE_CSID0001: wait  100 ms:SNAKESPAWN0200D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0300D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  5;; look left004D: jump_if_false ££SNAKESPAWN02B03C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID1 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN02B00D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  7;; look right004D: jump_if_false ££SNAKESPAWN02C03C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID2 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN02C00D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  9;; prev radio station004D: jump_if_false ££SNAKESPAWN02D03C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID3 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN02D00D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  8;; next radio station004D: jump_if_false ££SNAKESPAWN0003C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID4 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN0300D6: if  18449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0000D6: if  400E1:   key_pressed  0  4;; action00E1:   key_pressed  0  5;; prev weapon80E1:   NOT   key_pressed  0  6;; aim001A:    612 > $QSPAWNID1 ;; integer values0018:   $QSPAWNID1 >  359 ;; integer values004D: jump_if_false ££SNAKESPAWN03B0084: $SNAKE_CSID = $QSPAWNID1 ;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03B00D6: if  400E1:   key_pressed  0  4;; action00E1:   key_pressed  0  7;; next weapon80E1:   NOT   key_pressed  0  6;; aim001A:    612 > $QSPAWNID2 ;; integer values0018:   $QSPAWNID2 >  359 ;; integer values004D: jump_if_false ££SNAKESPAWN03C0084: $SNAKE_CSID = $QSPAWNID2 ;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03C00D6: if  300E1:   key_pressed  0  4;; action00E1:   key_pressed  0  8;; group forward001A:    612 > $QSPAWNID3 ;; integer values0018:   $QSPAWNID3 >  359 ;; integer values004D: jump_if_false ££SNAKESPAWN03D0084: $SNAKE_CSID = $QSPAWNID3 ;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03D00D6: if  300E1:   key_pressed  0  4;; action00E1:   key_pressed  0  9;; group back001A:    612 > $QSPAWNID4 ;; integer values0018:   $QSPAWNID4 >  359 ;; integer values004D: jump_if_false ££SNAKESPAWN000084: $SNAKE_CSID = $QSPAWNID4 ;; integer values and handles0002: jump ££SNAKESPAWN01D

 

 

 

 

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MRGREAPER

i have tried using moded main.scm`s and they wont recompile

 

i tried my original main.scm and it crashed at load for save games and new games.

i reinstalled the game tried compiling this and (overconfidently added your f*ck school mod http://www.gtaforums.com/index.php?showtopic=198762) and it crashes on newgame and load game.i`m out of ideas i have no way of using this code and its driving me up the wall please u mentioned a mod with all ur modifications in it being released soon i look fwd to that with great zeal and appreciate the effort u put into this but i and i assume a lot of others cant master editing the files (i thought with what was posted above and what u posted on the f*ck schools mod it would be straight fwd but of course it aint sad.gif

 

if some one can take a look at my main.txt file and tell me where i`m going wrong i would greatly appreciate it (its a 992kb archive (rar) file i`ll gladly email to anyone willig to help me (or upload if anyone knows how))

 

i`m on my jnees begging for help here

 

****edit*******

just tried the new script that viper posted as i typed my last message and it still crashes

 

also the define memory setting telss me to increase it to 43817 which i do is this right? (i have tried it set to default 43800 and it still crashes)

*****edit nbr2********

 

the crash happens like this btw

 

load up gta

start new game

a loading screen apears

progress bar fills up

screen fades

CRASH sad.gif

 

i`m using BW`s SA Mission Builder v0.33 is this right?

 

Edited by MRGREAPER

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Viper187

 

i have tried using moded main.scm`s and they wont recompile

 

i tried my original main.scm and it crashed at load for save games and new games.

i reinstalled the game tried compiling this and (overconfidently added your f*ck school mod http://www.gtaforums.com/index.php?showtopic=198762) and it crashes on newgame and load game.i`m out of ideas i have no way of using this code and its driving me up the wall please u mentioned a mod with all ur modifications in it being released soon i look fwd to that with great zeal and appreciate the effort u put into this but i and i assume a lot of others cant master editing the files (i thought with what was posted above and what u posted on the f*ck schools mod it would be straight fwd but of course it aint sad.gif

 

if some one can take a look at my main.txt file and tell me where i`m going wrong i would greatly appreciate it (its a 992kb archive (rar) file i`ll gladly email to anyone willig to help me (or upload if anyone knows how))

 

i`m on my jnees begging for help here

 

****edit*******

just tried the new script that viper posted as i typed my last message and it still crashes

 

also the define memory setting telss me to increase it to 43817 which i do is this right? (i have tried it set to default 43800 and it still crashes)

*****edit nbr2********

 

the crash happens like this btw

 

load up gta

start new game

a loading screen apears

progress bar fills up

screen fades

CRASH sad.gif

 

I`m using BW`s SA Mission Builder v0.33 is this right?

Yeah, I use Barton's builder v0.33. The DEFINE MEMORY thing needs increased if it tells you to. I think I set mine to 45000 last time it bitched.

The create_thread line needs to go in MAIN where the other few are (look for 004F: create_thread ££R3_1)

 

and the code would go at the bottom of MAIN. right before:

 

;-------------Mission 0---------------

; Originally: Initial 1

 

Edited by Viper187

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MRGREAPER

thankyou it all works now (i placed it above mission 1 originaly as the post further up describes)

 

great mod was surprissed by the amount of vehcles though it leaves me with one question remaining the mission i renember from a the ps2 gave you a leverthon(i cant spell lol) with a magnet that u used to pick up a car any way to spawn that one? (they allow it to appear at the airfield (without magent after wards so it must be an air field mission))

 

 

amazing mod though and when i get back up to the driving school your other mod will help no end smile.gif

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Viper187

 

thankyou it all works now (i placed it above mission 1 originaly as the post further up describes)

 

great mod was surprissed by the amount of vehcles though it leaves me with one question remaining the mission i renember from a the ps2 gave you a leverthon(i cant spell lol) with a magnet that u used to pick up a car any way to spawn that one? (they allow it to appear at the airfield (without magent after wards so it must be an air field mission))

 

 

amazing mod though and when i get back up to the driving school your other mod will help no end smile.gif

I think it'd be pretty easy to do the magnet. It's an add-on to the chopper, not a seperate model. I had thought of it before but didn't get to it. I'll probably write it up late rtonight or tomorrow. I had tried to add Stingers (the tire popping things) to cars like that one mission, but they weren't working for some reason.

 

By the way, when you compile with Barton's builder and it tells you the size of the "First 4 segments", if that's bigger than 200,000 you can expect a crash. I posted about it in the editing forum.

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demonj0e

ok let me just double check this this code

004F: create_thread ££SNAKESPAWN00

goes after

004F: create_thread ££TRI_1

and before

00D7: create_thread_with_wasted_busted_check ££LITCAS_42

?

 

 

and the second part

 

 

:SNAKESPAWN000001: wait  0 ms00D6: if  100E1:   key_pressed  0  14;; jump00E1:   key_pressed  0  16;; run004D: jump_if_false ££SNAKESPAWN0200D6: if  210018:   $SNAKE_CSID >  611;; integer values001A:    400 > $SNAKE_CSID;; integer values004D: jump_if_false ££SNAKESPAWN00B0004: $SNAKE_CSID =  400;; integer values:SNAKESPAWN00B00D6: if  18449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN010002: jump ££SNAKESPAWN01D:SNAKESPAWN0100D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0303F0:  10341:  103E4:  00348:  0045A:  25.0 25.0 "NUMBER" $SNAKE_CSID00D6: if  000E1:   key_pressed  0  7;; next weapon004D: jump_if_false ££SNAKESPAWN01B0008: $SNAKE_CSID +=  1;; integer values00D6: if  00018:   $SNAKE_CSID >  611;; integer values004D: jump_if_false ££SNAKESPAWN01B0004: $SNAKE_CSID =  400;; integer values:SNAKESPAWN01B00D6: if  000E1:   key_pressed  0  5;; previous weapon004D: jump_if_false ££SNAKESPAWN01C000C: $SNAKE_CSID -=  1;; integer values00D6: if  0001A:    400 > $SNAKE_CSID;; integer values004D: jump_if_false ££SNAKESPAWN01C0004: $SNAKE_CSID =  611;; integer values:SNAKESPAWN01C00D6: if  080DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type $SNAKE_CSID004D: jump_if_false ££SNAKESPAWN0000D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN01D03C0: @0 = actor $PLAYER_ACTOR car00AA: store_car @0 position_to @1 @2 @30174: @4 = car @0 z_angle0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  @1 @2  @30002: jump ££SNAKESPAWN01E:SNAKESPAWN01D00A0: store_actor $PLAYER_ACTOR position_to @1 @2 @30172: @4 = actor $PLAYER_ACTOR z_angle:SNAKESPAWN01E0247: request_model  $SNAKE_CSID038B: load_requested_models00D6: if  00248:   model  $SNAKE_CSID available004D: jump_if_false ££SNAKESPAWN0000A6: destroy_car $SNAKECAR00A5: $SNAKECAR = create_car  $SNAKE_CSID at @1 @2 @30175: set_car $SNAKECAR z_angle_to @4036A: put_actor $PLAYER_ACTOR in_car $SNAKECAR0249: release_model  $SNAKE_CSID0001: wait  100 ms:SNAKESPAWN0200D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0300D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  5;; look left004D: jump_if_false ££SNAKESPAWN02B03C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID1 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN02B00D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  7;; look right004D: jump_if_false ££SNAKESPAWN02C03C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID2 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN02C00D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  9;; prev radio station004D: jump_if_false ££SNAKESPAWN02D03C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID3 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN02D00D6: if  200E1:   key_pressed  0  4;; weapon200E1:   key_pressed  0  6;; handbrake00E1:   key_pressed  0  8;; next radio station004D: jump_if_false ££SNAKESPAWN0003C0: @0 = actor $PLAYER_ACTOR car0441: $QSPAWNID4 = car @0 model0002: jump ££SNAKESPAWN00:SNAKESPAWN0300D6: if  18449:   NOT   actor $PLAYER_ACTOR in_a_car80DF:   NOT   actor $PLAYER_ACTOR driving004D: jump_if_false ££SNAKESPAWN0000D6: if  400E1:   key_pressed  0  4;; action00E1:   key_pressed  0  5;; prev weapon80E1:   NOT   key_pressed  0  6;; aim001A:    612 > $QSPAWNID1;; integer values0018:   $QSPAWNID1 >  359;; integer values004D: jump_if_false ££SNAKESPAWN03B0084: $SNAKE_CSID = $QSPAWNID1;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03B00D6: if  400E1:   key_pressed  0  4;; action00E1:   key_pressed  0  7;; next weapon80E1:   NOT   key_pressed  0  6;; aim001A:    612 > $QSPAWNID2;; integer values0018:   $QSPAWNID2 >  359;; integer values004D: jump_if_false ££SNAKESPAWN03C0084: $SNAKE_CSID = $QSPAWNID2;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03C00D6: if  300E1:   key_pressed  0  4;; action00E1:   key_pressed  0  8;; group forward001A:    612 > $QSPAWNID3;; integer values0018:   $QSPAWNID3 >  359;; integer values004D: jump_if_false ££SNAKESPAWN03D0084: $SNAKE_CSID = $QSPAWNID3;; integer values and handles0002: jump ££SNAKESPAWN01D:SNAKESPAWN03D00D6: if  300E1:   key_pressed  0  4;; action00E1:   key_pressed  0  9;; group back001A:    612 > $QSPAWNID4;; integer values0018:   $QSPAWNID4 >  359;; integer values004D: jump_if_false ££SNAKESPAWN000084: $SNAKE_CSID = $QSPAWNID4;; integer values and handles0002: jump ££SNAKESPAWN01D

 

 

goes before

 

 

;-------------Mission 0---------------; Originally: Initial 1

 

 

or

 

;-------------Mission 1---------------; Originally: Initial 2

 

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Viper187

Yeah. The create_thread line gets added with the other ones in that area. The huge block of code goes before:

 

 

;-------------Mission 0---------------; Originally: Initial 1

 

 

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RainingAcid

What is this about not able to find LABEL0195A0

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Viper187

New version, slighlty changed buttons (see original post). I updated this to clean up the code and prevent conflicts with certain buttons and other mods I'm working on. It also remembers what car you were in last and start there when you spawn from foot or in car. It used to revert to the previous ID.

 

 

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Roald

What do I use to open main.scm? :mellow:

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