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[REL | CODE] The Green Sabre


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Once you get 100%, the Green Sabre will spawn at CJ's house on Grove Street. $802 is the 100% check, if you want to remove it.

 

add this line to carcols.dat :

 

34,139,34  	# 127 green sabre  	green

 

This goes with the other create_thread ops in main

 

004F: create_thread ££SNAKESABRE00

 

This goes before ;-------------Mission 0---------------

 

:SNAKESABRE000001: wait  0 ms00D6: if  200FE:   actor $PLAYER_ACTOR  0 ()near_point  2471.7 -1668.0  12.3 radius  90.0  40.0  4.00038:   $802 ==  1;; integer values0038:   $SGSON ==  0;; choppers004D: jump_if_false ££SNAKESABRE010247: request_model  47506E9: request_car_component  100806E9: request_car_component  1081038B: load_requested_models00D6: if  20248:   model  475 available06EA:   car_component_available 1008 06EA:   car_component_available 1081 004D: jump_if_false ££SNAKESABRE000395: clear_area  1 at 2490.2  -1684.0  10.0 range  4.000A5: $GREENSABRE = create_car  475 at  2488.4  -1682.8  10.00175: set_car $GREENSABRE z_angle_to  91.90229: set_car $GREENSABRE color_to  127  006E7: $SGSPART1 = add_car_component 1008 to_car $GREENSABRE 06E7: $SGSPART2 = add_car_component 1081 to_car $GREENSABRE 0249: release_model  47506EB: release_car_component 100806EB: release_car_component 108101C3: remove_references_to_car $GREENSABRE;; Like turning a car into any random car0004: $SGSON =  1;; integers0002: jump ££SNAKESABRE00:SNAKESABRE0100D6: if  180FE:   NOT    actor $PLAYER_ACTOR  0 ()near_point  2471.7 -1668.0  12.3 radius  90.0  40.0  4.00038:   $SGSON ==  1;; choppers004D: jump_if_false ££SNAKESABRE000004: $SGSON =  0;; integers0002: jump ££SNAKESABRE00

 

Edited by Viper187
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  • 4 months later...
add this line to carcols.dat :

 

34,139,34  	# 127 green sabre  	green

 

Where in Carcols do u add it?

This topic is months old, and the bump was pointless as hell. Everything you need to know is in the README included in the file.

There is no file! angry.gif

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  • 2 years later...

Look forgive me for bumping but this is important, I've attempted to contact the creator of this mod and he wont reply on AIM. So I need help. I don't know how to install the last two parts of the mod. What's main_thread and where do I put that right before Mission 00 if I were to put it there I'd need to know where that was located -_- so anyone please help me.

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The last parts go in the main.scm file. You'll need SAbuilder 0.33 or similar for that. I suggest you look in the scripting tutorials for more info on such things. Also keep in mind that you'll need to start a new game after doing this mod. your old savegame won't work anymore.

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Hm, a screenshot of the color?

Anyway.. Any way to make it a CLEO? Or make more spawnpoints?

It's just I don't really like the idea of completing the game again (100%) for a car.

Maybe just after completing the storyline?

Edit: Oh, sh*t. Sorry.

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I'm pretty sure someone could convert it into a Cleo script, but I'm not among those who can.

 

And I apologise for going a bit off-topic, but ...

 

 

01010000 01101100 01100001 01110100 01110100 01111001 00100000 01101001 01110011 00100000 01000101 01101110 01100111 01101100 01101001 01110011 01101000

It's true. You know it is.

 

No it's not. tounge2.gif You won't find it in any dictionary. wink.gif

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I'm pretty sure someone could convert it into a Cleo script, but I'm not among those who can.

 

And I apologise for going a bit off-topic, but ...

 

 

01010000 01101100 01100001 01110100 01110100 01111001 00100000 01101001 01110011 00100000 01000101 01101110 01100111 01101100 01101001 01110011 01101000

It's true. You know it is.

 

No it's not. tounge2.gif You won't find it in any dictionary. wink.gif

It's true. If everyone says it's not, it must be.

 

Ontopic:

Maybe you can... Ask someone?

And seriously, how about spawnpoints:

|On Grove Street

|Near the "Green Sabre" mission garage

|By the Dorothy garage

|At the back of Four Dragons

 

And after completing the storyline.

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  • 10 months later...
  • 1 year later...
[/code]

This goes with the other create_thread ops in main

 

004F: create_thread ££SNAKESABRE00

 

This goes before ;-------------Mission 0---------------

 

:SNAKESABRE000001: wait  0 ms00D6: if  200FE:   actor $PLAYER_ACTOR  0 ()near_point  2471.7 -1668.0  12.3 radius  90.0  40.0  4.00038:   $802 ==  1;; integer values0038:   $SGSON ==  0;; choppers004D: jump_if_false ££SNAKESABRE010247: request_model  47506E9: request_car_component  100806E9: request_car_component  1081038B: load_requested_models00D6: if  20248:   model  475 available06EA:   car_component_available 1008 06EA:   car_component_available 1081 004D: jump_if_false ££SNAKESABRE000395: clear_area  1 at 2490.2  -1684.0  10.0 range  4.000A5: $GREENSABRE = create_car  475 at  2488.4  -1682.8  10.00175: set_car $GREENSABRE z_angle_to  91.90229: set_car $GREENSABRE color_to  127  006E7: $SGSPART1 = add_car_component 1008 to_car $GREENSABRE 06E7: $SGSPART2 = add_car_component 1081 to_car $GREENSABRE 0249: release_model  47506EB: release_car_component 100806EB: release_car_component 108101C3: remove_references_to_car $GREENSABRE;; Like turning a car into any random car0004: $SGSON =  1;; integers0002: jump ££SNAKESABRE00:SNAKESABRE0100D6: if  180FE:   NOT    actor $PLAYER_ACTOR  0 ()near_point  2471.7 -1668.0  12.3 radius  90.0  40.0  4.00038:   $SGSON ==  1;; choppers004D: jump_if_false ££SNAKESABRE000004: $SGSON =  0;; integers0002: jump ££SNAKESABRE00

 

where do i put this?

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[/code]

This goes with the other create_thread ops in main

 

004F: create_thread ££SNAKESABRE00

 

This goes before ;-------------Mission 0---------------

 

:SNAKESABRE000001: wait  0 ms00D6: if  200FE:   actor $PLAYER_ACTOR  0 ()near_point  2471.7 -1668.0  12.3 radius  90.0  40.0  4.00038:   $802 ==  1;; integer values0038:   $SGSON ==  0;; choppers004D: jump_if_false ££SNAKESABRE010247: request_model  47506E9: request_car_component  100806E9: request_car_component  1081038B: load_requested_models00D6: if  20248:   model  475 available06EA:   car_component_available 1008 06EA:   car_component_available 1081 004D: jump_if_false ££SNAKESABRE000395: clear_area  1 at 2490.2  -1684.0  10.0 range  4.000A5: $GREENSABRE = create_car  475 at  2488.4  -1682.8  10.00175: set_car $GREENSABRE z_angle_to  91.90229: set_car $GREENSABRE color_to  127  006E7: $SGSPART1 = add_car_component 1008 to_car $GREENSABRE 06E7: $SGSPART2 = add_car_component 1081 to_car $GREENSABRE 0249: release_model  47506EB: release_car_component 100806EB: release_car_component 108101C3: remove_references_to_car $GREENSABRE;; Like turning a car into any random car0004: $SGSON =  1;; integers0002: jump ££SNAKESABRE00:SNAKESABRE0100D6: if  180FE:   NOT    actor $PLAYER_ACTOR  0 ()near_point  2471.7 -1668.0  12.3 radius  90.0  40.0  4.00038:   $SGSON ==  1;; choppers004D: jump_if_false ££SNAKESABRE000004: $SGSON =  0;; integers0002: jump ££SNAKESABRE00

 

where do i put this?

Wow do people really not read anymore?

The rules clearly state not to bump an old topic rolleyes.gif

And you use a main.scm editor like SannyBuilder

 

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Wow do people really not read anymore?

The rules clearly state not to bump an old topic  rolleyes.gif

And you use a main.scm editor like SannyBuilder

Please use your brain before riding on rules

 

A good answer would be:

This is an old topic and old script

Ask for help at GTA Modding » III Era Modding » III Coding

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