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[REL | Beta] Vigilante Anywhere + Infinite Time


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I finally found those damn timers and got this setup. If you don't want infinite time, leave out the 2 timer lines (0004: $8222 = 900000) I'm not releasing a compiled SCM right now because I'm currently working with a heavily edited one. If anyone else wants to do a clean SCM and test it with this mod, feel free. Otherwise, it'll be part of my massive mod later, like I did for Vice City.

 

In non-vigilante vehicles and on foot, press Submission/Look Behind + Horn/Crouch to activate. Submission/Look Behind will deactivate from anywhere.

 

 

find: :COPCAR_193600D6: if  1856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  425004D: jump_if_false £COPCAR_1984replace with (or just add the 2 lines)::COPCAR_19360004: $8222 =  900000 ;; integer values - timer0002: jump £COPCAR_1984find::COPCAR_252400D6: if  1856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  425004D: jump_if_false £COPCAR_2571replace with (or just add the 2 lines)::COPCAR_25240004: $8222 =  900000 ;; integer values - timer0002: jump £COPCAR_2571find::COPCAR_25710293: $13 = current_controls00D6: if  21056C:   actor $PLAYER_ACTOR driving_police_vehicle00DD:   actor $PLAYER_ACTOR driving_vehicle_type  425004D: jump_if_false £COPCAR_260703C0: @34 = actor $PLAYER_ACTOR car053F: set_car @34 tires_vulnerable  0REMOVE:00D6: if  21056C:   actor $PLAYER_ACTOR driving_police_vehicle00DD:   actor $PLAYER_ACTOR driving_vehicle_type  425004D: jump_if_false £COPCAR_260703C0: @34 = actor $PLAYER_ACTOR car053F: set_car @34 tires_vulnerable  0find::R3_20001: wait  70 ms00D6: if  00038:   $ON_MISSION ==  0 ;; integer values004D: jump_if_false ££R3_65900D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££R3_65900D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££R3_64800D6: if  089BE:   NOT (unknown)004D: jump_if_false ££R3_64700D6: if  008B4: $390  1 004D: jump_if_false ££R3_200002: jump ££R3_6600002: jump ££R3_647replace with::R3_20001: wait  70 ms00D6: if  10256:   player $PLAYER_CHAR defined0038:   $ON_MISSION ==  0 ;; integer values004D: jump_if_false ££R3_65900D6: if  2700DD:   actor $PLAYER_ACTOR driving_vehicle_type  41600DD:   actor $PLAYER_ACTOR driving_vehicle_type  40700DD:   actor $PLAYER_ACTOR driving_vehicle_type  60900DD:   actor $PLAYER_ACTOR driving_vehicle_type  53700DD:   actor $PLAYER_ACTOR driving_vehicle_type  53800DD:   actor $PLAYER_ACTOR driving_vehicle_type  57500DD:   actor $PLAYER_ACTOR driving_vehicle_type  42000DD:   actor $PLAYER_ACTOR driving_vehicle_type  438004D: jump_if_false ££R3_2B00D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££R3_64800D6: if  089BE:   NOT (unknown)004D: jump_if_false ££R3_64700D6: if  008B4: $390  1 004D: jump_if_false ££R3_200002: jump ££R3_6600002: jump ££R3_647:R3_2B00D6: if  200E1:   key_pressed  0  18;; submission/look behind00E1:   key_pressed  0  19;; horn/crouch004D: jump_if_false ££R3_46600BA: text_styled 'COP_M'  6000 ms  50417: start_mission  124  ; Originally: Vigilante sub-mission

 

 

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Oh. If you want to be compatible with Barton's IF checker, use this for the R3 labels

 

 

:R3_20001: wait  70 ms00D6: if  10256:   player $PLAYER_CHAR defined0038:   $ON_MISSION ==  0;; integer values004D: jump_if_false ££R3_65900D6: if  680DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  41680DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  40780DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  60980DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  53780DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  53880DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  57580DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  420004D: jump_if_false ££R3_2B00D6: if  280DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  43880DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  425856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle004D: jump_if_false ££R3_2B00D6: if  100E1:   key_pressed  0  18;; submission/look behind00E1:   key_pressed  0  19;; horn/crouch004D: jump_if_false ££R3_46600BA: text_styled 'COP_M'  6000 ms  50417: start_mission  124 ; Originally: Vigilante sub-mission:R3_2B00D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££R3_64800D6: if  089BE:   NOT (unknown)004D: jump_if_false ££R3_64700D6: if  008B4: $390  1 004D: jump_if_false ££R3_200002: jump ££R3_6600002: jump ££R3_647

 

Edited by Viper187

Lovely. I loved this mod for VC, and I know I'm gonna love it for SA. I'd try it out now if it weren't for work, but I'll look forward to it when I get home. Thanks a bundle man.

 

Just one question, what file do I need to look in to edit the code? Is it main.scm?

Lovely. I loved this mod for VC, and I know I'm gonna love it for SA. I'd try it out now if it weren't for work, but I'll look forward to it when I get home. Thanks a bundle man.

 

Just one question, what file do I need to look in to edit the code? Is it main.scm?

yeah, main.scm.

 

I'm having some trouble. I'm using Barton's SA Mission builder to edit the code. I'm following your instructions, but I was able to get it working once, but I couldn't end the vigilante missions. Also, now that I'm going back and trying to recompile it, I keep getting the error Label not found: BBCHAL_1. Any ideas on what I'm doing wrong, or if I should be using a different program? Thanks

 

Hey I wan't to make something like this but for the taxi,Police,Ambulance and all outher things BUt i don't know how all I want to do is remove the timer how do I do that. And I am not talkingabout that 27 trainer eather.

Already done. http://www.gtaforums.com/index.php?showtopic=199906

 

 

I can get it working...sort of. I can still only activate it from police cars, and I can't deactivate it anywhere. Also, the timer runs down when I'm in a cop car, but not in a non-vigilante vehicle.  Any ideas on what I'm doing wrong?

Odd. You've tried pressing Horn AND Sub-Mission button together, right? It works for me. Did you notice if anything at all happene at level 12? I thought the text appeared and all when I did it. I didn't look to see if my armor went up.

 

 

Edited by Viper187
I tried pressing them both together, yes. After completing level 12, the mission complete jingle plays, but no message appears, body armor doesn't increase; it just goes right on with the next level.

That's odd. It worked for me.

 

  • 2 weeks later...

 

...Also, now that I'm going back and trying to recompile it, I keep getting the error Label not found: BBCHAL_1. Any ideas on what I'm doing wrong, or if I should be using a different program? Thanks

I'm getting the same problem. Is there any way to fix that?

 

EDIT: n/m, fixed it. Thanks for the code Viper187, works great.

Edited by bojack
  • 4 weeks later...
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  • 3 years later...
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