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Statico

[REL|CODE]SA Various

Recommended Posts

Statico

SA Various by Static

SA Various is mine first SCM mod biggrin.gif

Features:

 

The infamous FlyMod first designed by Namanax for MTA, ported over to SA Single player

Infinate health

Infinate armor

Infinate car health (only affects the car you are driving)

Some full stats

Steed mod - never fall off bike

Anti-jack

Credits:

Flymod - Namanax & JeReMiZ (Converted by Static)

SteedMod - Help from [TTH]Prince

Everything else - Static

 

Download Link: http://static.elite-tek.com/files/SAVarious.zip

Edited by Statico

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upsetting_pear
Where can I download this?

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Statico

lol i do that every time i make a post releasing something.

Post updated, thx btw lol.gif

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chevyastro

Sweet Mod, Thanks

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[Elite]

Thanks for the nice release static ill bust out with the steed add on in the skate park ..

 

 

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Marklund

Awsome, thanks alot. I wont use it when I'll be stunting, but maybe when Im playing for fun. =]

cookie.gif

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waneman

Static,

 

I posted to the MTAvcSux.NeT forum. Thanks for your quick reply. Per your request, I will post this here.

 

As I said before, your mod is great. I've been having so much fun riding bikes and motorcycles at high speeds. As you state in your documentation, a new game must be started for this mod to work. This isn't too big a deal except for the strange issue I keep having.

 

At the beginning of the game in the "Tagging up turf" level, We go with Sweet to do some tagging. After the second tag, we drive to the Ballas territory. At this point. a cut scene has Sweet dropping us off. This is where the game goes nuts. Basically CJ gets out to go tagging and immediately gets back in Sweet's car. The game remains in "cut scene" mode and CJ can't be moved.

 

When I replace my backup SMC the level goes fine. So my question to you,

Could the code be made available or a patch made that would simply alter the main.scm giving them the "Stay on Bike" ability without changing any other lines?

 

I'm sure this is a strange request since you have gone to so much trouble making such a good all-inclusive scm, but truth be told, I really only want the "Stay on Bike" ability.

 

Thank you again for such great work.

 

Waneman

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Statico

The reason for him getting back in the car is because the mod checks if you pressed Exit Car when it finds you no longer in a car. So when he gets out on the cutscene, you have not pressed Exit Car, and therefore assumes you fell out/were jacked.

Anyway, reason for posting is I have decided to release the source. Do with it what you will, just give credit wink.gif

Source credit remains with the authors mentioned in the compiled release.

Requesting topic title to have [REL|CODE] prefix please smile.gif

 

_____________________________

 

 

:StaticMod

0001: wait 20 ms

0110: clear_player $PLAYER_CHAR wanted_level

035F: set_actor $PLAYER_ACTOR armour_to  100

0223: set_actor $PLAYER_ACTOR health_to  1000

00D6: if  0

00DF: actor $PLAYER_ACTOR driving

004D: jump_if_false ££StaticMod

03C0: $PlayersCar = actor $PLAYER_ACTOR car

0224: set_car $PlayersCar health_to  1000

0002: jump ££StaticMod

 

:Namafly

0001: wait 0 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££Namafly

00D6: if 0

00DF: actor $PLAYER_ACTOR driving

004D: jump_if_false ££Namafly

03C0: $Fly = actor $PLAYER_ACTOR car

0174: $Flyang = car $Fly z_angle

0002: jump ££Flychecks1

 

:Flychecks1

00D6: if 2

00E1: key_pressed 0 11

00E1: key_pressed 0 19

004D: jump_if_false ££Flychecks2

0002: jump ££Left

 

:Flychecks2

00D6: if 2

00E1: key_pressed 0 10

00E1: key_pressed 0 19

004D: jump_if_false ££Namafly

0002: jump ££Right

 

:Left

000D: $Flyang -= 5

0175: set_car $Fly z_angle_to $Flyang

0002: jump ££Namafly

 

:Right

0009: $Flyang += 5

0175: set_car $Fly z_angle_to $Flyang

0002: jump ££Namafly

 

:Namaspeed

0001: wait 0 ms

00D6: if 0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££Namaspeed

00D6: if 0

00DF: actor $PLAYER_ACTOR driving

004D: jump_if_false ££Namaspeed

03C0: $Speed = actor $PLAYER_ACTOR car

02E3: $mycarspeed = car  $speed speed

0174: $Sangle = car $Speed z_angle

03C0: $PlayersCar = actor $PLAYER_ACTOR car

00AA: store_car $PlayersCar position_to $Spdx $Spdy $Spdz

0174: $Flyang = car $Speed z_angle

0007: $Spzfwd = 150.00

0007: $Spzrvs = -100.00

0007: $Spdbrk = 0.00

0002: jump ££Speedchecks1

 

:Speedchecks1

00D6: if 2

00E1: key_pressed 0 16

00E1: key_pressed 0 19

004D: jump_if_false ££Speedchecks2

0002: jump ££Namanos

 

:Speedchecks2

00D6: if 2

00E1: key_pressed 0 19

004D: jump_if_false ££Speedchecks3

00E1: key_pressed 0 17

004D: jump_if_false ££Speedchecks3

0002: jump ££Namaspaz

 

:Speedchecks3

00D6: if 2

00E1: key_pressed 0 19

00E1: key_pressed 0 14

004D: jump_if_false ££Speedchecks4

0002: jump ££Namabrake

 

:Speedchecks4

00D6: if 2

00E1: key_pressed 0 19

00E1: key_pressed 0 6

004D: jump_if_false ££Namaspeed

0002: jump ££Namaup

 

:Namanos

0007: $SpdSet = 100.00

04BA: set_car $Speed speed_instantly $SpdSet

0001: wait 100 ms

0002: jump ££Namaspeed

 

:Namaspaz

04BA: set_car $Speed speed_instantly $Spzfwd

0001: wait 4 ms

04BA: set_car $Speed speed_instantly $Spzrvs

0001: wait 4 ms

04BA: set_car $Speed speed_instantly $Spdbrk

0001: wait 4 ms

0002: jump ££Namaspeed

 

:Namabrake

04BA: set_car $Speed speed_instantly $Spdbrk

0002: jump ££Namaspeed

 

:Namaup

0009: $Spdz += 1.00

00A1: put_actor $PLAYER_ACTOR at  $Spdx $Spdy $Spdz

0175: set_car $Speed z_angle_to $Sangle

04BA: set_car $Speed speed_instantly $mycarspeed

0002: jump ££Namaspeed

 

:STEEDMOD

0001: wait 0 ms

00D6: if  0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££STEEDMOD

00D6: if  0

80DF:  NOT  actor $PLAYER_ACTOR driving

004D: jump_if_false ££Driving

0002: jump ££STEEDMOD

 

:Driving

03C0: $PlayersCar = actor $PLAYER_ACTOR car

0001: wait 0 ms

00D6: if  0

0256: player $PLAYER_CHAR defined

004D: jump_if_false ££Driving

00D6: if  0

00DF:  actor $PLAYER_ACTOR driving

004D: jump_if_false ££FALLOF

00D6: if  0

80E1:  NOT  key_pressed  0  15

004D: jump_if_false ££LEFTCAR

0002: jump ££Driving

 

:LEFTCAR

0001: wait 2000 ms

0002: jump ££STEEDMOD

 

:FALLOF

036A: put_actor $PLAYER_ACTOR in_car $PlayersCar

0002: jump ££Driving

 

Also, find ":MAIN_1" just under the defines, and find the stats editing. Put this in underneath it, and delete any stats that this replaces.

 

062A: change_stat  165 (energy) to  1000.0  ; float

062A: change_stat  23 (muscle) to  1000.0  ; float

062A: change_stat  21 (fat) to  200.0  ; float

062A: change_stat  223 (driving_Skill) to  1000.0  ; float

062A: change_stat  229 (bike_Skill) to  1000.0  ; float

062A: change_stat  160 (flying_skill) to  1000  ; float

062A: change_stat  230 (cycling_skill) to  1000  ; float 

062A: change_stat  69 (gun) to  1000.0  ; float

062A: change_stat  70 (gun) to  1000.0  ; float

062A: change_stat  71 (gun) to  1000.0  ; float

062A: change_stat  72 (gun) to  1000.0  ; float

062A: change_stat  73 (gun) to  1000.0  ; float

062A: change_stat  74 (gun) to  1000.0  ; float

062A: change_stat  75 (gun) to  1000.0  ; float

062A: change_stat  76 (gun) to  1000.0  ; float

062A: change_stat  78 (gun) to  1000.0  ; float

062A: change_stat  79 (gun) to  1000.0  ; float

 

Then for the create_thread's. Find them with Edit > Find. Add these somwhere with them:

 

 

004F: create_thread ££STEEDMOD

004F: create_thread ££Namaspeed

004F: create_thread ££Namafly

004F: create_thread ££StaticMod

 

_________________________________

 

What each part of the code does is fairly self explainatory. The labels have been given names which should point to what they do. If you know what you are doing with SCM then obviously modding this is easy. If you are unsure as to what to do with it, either ask me, or someone who knows a lot about this kinda stuff. Like I say I've not been into SCM in the past.

 

Static

Edited by Statico

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Nipa

There's a glitch! Go to San Ferrio, and enter the contest. Don't do anything, wait till the time almost runs out, and use the flymod and get in the air.... When you get kicked out, you get the car + it's invisible and no it's not like the cars are invisible cheat.... this is fully invisible.. it's funny when that happened!

 

Nipa tounge.gif

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da g-man

hey Statico, can you add some of vipers mods in this to round it off. it would be nice!

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waneman

Static,

 

Thank you for the source. I can't wait to try a few things.

 

Waneman

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Craigybabes

Many thanks for the code Statico. I removed the Steedmod & AntiJack and recompiled because I thought this was why Smoke's bike explodes on the 'Just Business' mission. Imagine my surprise when I get on the bike....and KABOOM!!!

 

Frankly, it's got me flumoxed - so I've incremented Smoke's mission count +=2 after completing 'Wrong Side of the Tracks' (also OG Loc's +=1 cos the 'Life's a Beach' dance crashes when initialising).

 

Now to track down Smoke's Icon_Marker & sphere so I can remove it from the radar....interested to see if any other missions are adversly affected. I'm no hard-core modder but I like a challenge; have you any thoughts on what the culprit might be?

 

Also, is there any way to implement the Steedmod alone without the game script shoving you back in the vehicle and messing up lots of other missions...

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