Midnightz Posted May 13, 2007 Share Posted May 13, 2007 Whoa Alt... You might have better luck PMing/e-mailing the mod authors to ask permission and then creating a new topic for your mod. Alt's Mod Features I like and hope will be added to B2R *hint-nudge-wink: tomworld10 & Wesser*: ======== The fog from not visited zones on a card is cleaned by Seemann ======= most wanted by seemann When you pass past the cops at the speed more than 110 km they give 2 stars. ====== the spectacular emergencies by of zibatop (edited by nikitos) (on the missions it does not plough) you will complete collision forehead into the forehead with another car. You will see, as its driver it departs through the glass-, yes even your car also flies… ====== throw of the weapon by flacs (on the missions it does not plough) select what- thread the shooting weapon simpler. Then press “group forward”. Weapon will be thrown out to the street and it will lie - as into the what- thread HL. In this version of script it is possible to throw out any weapon. ... ^those ROCK! B2R v3.1 Current Bug List can be found HERE (updated today) Link to comment Share on other sites More sharing options...
FrodoPL Posted May 13, 2007 Share Posted May 13, 2007 (edited) Yes, those mods should be added (which Midnightz post)! Hmm. So this is true. I have enough good PC i think (Athlon 3200+, 1GB Ram), i try going here again. Most Wanted mod SHOULD BE HERE. The Throw Weapons mod... For what is it? I don't see point in throwing away weapons. There is one missing mod: Hunter Madness by spaceenstein. BTW. Can Passenger Mod doesn't work correctly? When i hit space, CJ looks throught window, cool, but i try to hit space again and nothing. I tried to hold it. Nothing BIKES WORKS JUST LOOK AND BE HAPPY http://img237.imageshack.us/img237/2984/beztytu322uhc7.jpg Edited May 13, 2007 by FrodoPL Link to comment Share on other sites More sharing options...
Wesser Posted May 13, 2007 Share Posted May 13, 2007 17. When CJ craps himself, the respect bar shows respect + (green) and not respect - (red) The text of the respect doesn't appear when CJ craps?!? TIRE FIX MOD (FIX) I have used the Undefined Opcodes Database 2.0 by @PLPynton create_thread @TIREFIX :TIREFIXthread 'TIREFIX' :TIREFIX_11wait 250 if Player.Defined($PLAYER_CHAR)jf @TIREFIX_11 if and Actor.Driving($PLAYER_ACTOR)84A7: not is_actor $PLAYER_ACTOR driving_boat 84C8: not is_actor $PLAYER_ACTOR driving_flying_vehicle jf @TIREFIX_11 03C0: get_actor $PLAYER_ACTOR vehicle_handle_to $11289 //class B [email protected] = 0 // L = INT $11289 = Car.Model([email protected])if 0A01: is_modelID [email protected] minimum_4wheels_vehicle //vehicles_only jf @TIREFIX_11 03F3: get_vehicle $11289 primary_color_to [email protected] secondary_color_to [email protected]@ = 4 // L = INT :[email protected] = 0 // L = INT :TIREFIX_111wait 10 if Player.Defined($PLAYER_CHAR)jf @TIREFIX_1530 if Actor.Driving($PLAYER_ACTOR)jf @TIREFIX_1422 if 001D: [email protected] > [email protected] // L > L (int) jf @TIREFIX_104 if 056E: is $11289 valid_vehicle_handle jf @TIREFIX_1422 if 8496: not is_vehicle $11289 tire [email protected] deflated jf @TIREFIX_233 [email protected] += 1 // L += INT jump @TIREFIX_111 :TIREFIX_233wait 250 if not Car.Wrecked($11289)jf @TIREFIX_1530 if and not Actor.Driving($PLAYER_ACTOR)01C1: has_vehicle $11289 stopped 09D0: is_vehicle $11289 on_wheels jf @TIREFIX_233 0657: set_vehicle $11289 open_component 1 //class A components if not [email protected] == 0 // L == INT jf @TIREFIX_409 if not [email protected] == 1 // L == INT jf @TIREFIX_436 if not [email protected] == 2 // L == INT jf @TIREFIX_463 if [email protected] == 3 // L == INT jf @TIREFIX_104 [email protected] = 1.0 // L = FLOAT [email protected] = -2.0 // L = FLOAT jump @TIREFIX_483 :[email protected] = -1.0 // L = FLOAT [email protected] = 2.0 // L = FLOAT jump @TIREFIX_483 :[email protected] = -1.0 // L = FLOAT [email protected] = -2.0 // L = FLOAT jump @TIREFIX_483 :[email protected] = 1.0 // L = FLOAT [email protected] = 2.0 // L = FLOAT :TIREFIX_4830407: get_vehicle $11289 position_3D_coord_with_offset 0.0 -3.0 -0.3 store_to [email protected] [email protected] [email protected] wait 0 if Player.Defined($PLAYER_CHAR)jf @TIREFIX_1530 if not Actor.Driving($PLAYER_ACTOR)jf @TIREFIX_854 if not Car.Wrecked($11289)jf @TIREFIX_1530 if 00FF: is_actor $PLAYER_ACTOR near_3D_coord [email protected] [email protected] [email protected] within_3D_radius 1.5 1.5 1.0 show_sphere 1 and_onfoot jf @TIREFIX_483 Model.Load(#WHEEL_OR1)04ED: load_animation "BOMBER" :TIREFIX_621wait 0 if and04EE: has_animation_loaded "BOMBER" Model.Available(#WHEEL_OR1)jf @TIREFIX_621 0407: get_vehicle $11289 position_3D_coord_with_offset 0.0 -2.5 -0.3 store_to [email protected] [email protected] [email protected]#WHEEL_OR1 = Object.Create([email protected], [email protected], [email protected], [email protected])054C: use_GXT_table 'ZERO4' 03E5: display_text_box 'Z4_H13' // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up object.08E9: set_object [email protected] liftable 1 Object.CollisionDetection([email protected]) = TrueObject.ToggleInMovingList([email protected]) = True:TIREFIX_718wait 0 if Player.Defined($PLAYER_CHAR)jf @TIREFIX_1530 if not Actor.Driving($PLAYER_ACTOR)jf @TIREFIX_854 if not Car.Wrecked($11289)jf @TIREFIX_1530 $11289 = Car.Angle([email protected])[email protected] += 270.0 // L += FLOAT 08D2: set_object [email protected] model_scale_to 0.6 //floatObject.Angle([email protected]) = [email protected] 0737: is_actor $PLAYER_ACTOR holding_object [email protected] jf @TIREFIX_718 03D5: remove_text 'Z4_H13' // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up object. 095E: set_vehicle $11289 component 1 manipulation 1 value -1.0 //class A componentsjump @TIREFIX_874:TIREFIX_854095E: set_vehicle $11289 component 1 manipulation 1 value -1.0 //class A components03D5: remove_text 'Z4_H13' // Press ~k~~VEHICLE_ENTER_EXIT~ to pick up object. jump @TIREFIX_1422:TIREFIX_874wait 0 if Player.Defined($PLAYER_CHAR)jf @TIREFIX_1530 if not Actor.Driving($PLAYER_ACTOR)jf @TIREFIX_1422 if not Car.Wrecked($11289)jf @TIREFIX_1530 0407: get_vehicle $11289 position_3D_coord_with_offset [email protected] [email protected] -0.2 store_to [email protected] [email protected] [email protected] if and8737: not is_actor $PLAYER_ACTOR holding_object [email protected] 0597: is_actor $PLAYER_ACTOR crouching 00FF: is_actor $PLAYER_ACTOR near_3D_coord [email protected] [email protected] [email protected] within_3D_radius 2.0 2.0 1.0 show_sphere 1 and_onfoot 0471: is_actor $PLAYER_ACTOR within_rectangle_with_center_at_object [email protected] half_width 1.0 half_height 1.0 flag 0 jf @TIREFIX_874 0668: AS_actor $PLAYER_ACTOR rotate_and_fire_at_3D_coord [email protected] [email protected] [email protected] timelimit 1500Player.CanMove($PLAYER_CHAR) = FalseCar.LockInCurrentPosition($11289) = [email protected] = 0 // L = INT 008A: $11290 = [email protected] // G = L (int) $11290 /= 100 // G /= INT 03C4: print_status $11290 type 1 GXT_reference 'NUMBER' // ~1~0605: set_actor $PLAYER_ACTOR perform_animation "BOM_PLANT_IN" file "BOMBER" 4.0 loop 0 lockX 0 lockY 0 lockF 0 limT -1 //versionA 0605: set_actor $PLAYER_ACTOR perform_animation "BOM_PLANT_LOOP" file "BOMBER" 4.0 loop 0 lockX 0 lockY 0 lockF 0 limT 5000 //versionA :TIREFIX_1158wait 0 008A: $11290 = [email protected] // G = L (int) $11290 /= 100 // G /= INT if and Player.Defined($PLAYER_CHAR) not $1397 == 1 // G == INT jf @TIREFIX_1530 if [email protected] > 5200 // L > INT jf @TIREFIX_1158 Object.Destroy([email protected])0605: set_actor $PLAYER_ACTOR perform_animation "BOM_PLANT_LOOP" file "BOMBER" 4.0 loop 0 lockX 0 lockY 0 lockF 0 limT 5000 //versionA :TIREFIX_1269wait 0 008A: $11290 = [email protected] // G = L (int) $11290 /= 100 // G /= INT if and Player.Defined($PLAYER_CHAR) not $1397 == 1 // G == INT jf @TIREFIX_1530 if [email protected] > 10000 // L > INT jf @TIREFIX_1269 0605: set_actor $PLAYER_ACTOR perform_animation "BOM_PLANT_CROUCH_OUT" file "BOMBER" 4.0 loop 0 lockX 0 lockY 0 lockF 0 limT -1 //versionA Player.CanMove($PLAYER_CHAR) = TrueCar.LockInCurrentPosition($11289) = False0151: remove_status_text $11290 0699: set_vehicle $11289 repair_tire [email protected] [email protected] = 1 // L = INT Model.Destroy(#WHEEL_OR1)04EF: mark_animation_as_no_longer_needed "BOMBER" :TIREFIX_1422wait 0 if Player.Defined($PLAYER_CHAR)else_jump @TIREFIX_1530 if Actor.Driving($PLAYER_ACTOR)else_jump @TIREFIX_1422 if 056E: is $11289 valid_vehicle_handle not $11289 == 0 // G == INT else_jump @TIREFIX_1562 if 0448: is_actor $PLAYER_ACTOR inside_vehicle $11289 else_jump @TIREFIX_1583 if 03CA: is [email protected] valid_object_handle else_jump @TIREFIX_1505 Object.Destroy([email protected]):TIREFIX_1505wait 0if 04A4: [email protected] == 1 // integer values OR floating-point values else_jump @TIREFIX_104 jump @TIREFIX_1583 :TIREFIX_1530wait 0 if 056E: is $11289 valid_vehicle_handle not $11289 == 0 // G == INT else_jump @TIREFIX_1562 Car.RemoveReferences($11289):TIREFIX_1562wait 0if 03CA: is [email protected] valid_object_handle else_jump @TIREFIX_1583 Object.Destroy([email protected]):TIREFIX_1583wait 0if Player.Defined($PLAYER_CHAR)else_jump @TIREFIX_11 if Actor.Driving($PLAYER_ACTOR)else_jump @TIREFIX_142203C0: get_actor $PLAYER_ACTOR vehicle_handle_to $11289 //class B03F3: get_vehicle $11289 primary_color_to [email protected] secondary_color_to [email protected] if and Car.Model($11289) == [email protected]: [email protected] == [email protected] // integer values OR floating-point values 04A4: [email protected] == [email protected] // integer values OR floating-point values else_jump @TIREFIX_11 if 04A4: [email protected] == 1 // integer values OR floating-point values else_jump @TIREFIX_104 jump @TIREFIX_1422 I have not resolved this bug: 6. Tire SIZE is too large when it's in CJ's hands 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
Midnightz Posted May 13, 2007 Share Posted May 13, 2007 (edited) And another one: the "socket" of the barrier at grotti autos is missing in my game(the yellow barrier is hovering in the air). Yes, another bug indeed. This is just a missing object. Quick fix via IPL but I'd rather see it called via main.scm. UPDATING Bug List. Thanks again. Frodo PL: The Throw Weapons mod... For what is it? I don't see point in throwing away weapons. Are you kidding? I want CJ to throw melee weapons at peds! *WHACK* I want CJ to quick get rid of an unwanted weapon anytime. Close your eyes and imagine the possibilities... You may have the Bike Deal mod (part of B2R) but your screenshot tells me you do not have suPIERior's texture installed. Either I'm misunderstanding you and ya removed it or you never installed it to begin with. Wesser: Is text supposed to show up when CJ pisses? All I see occasionally is text when he craps by accident and loses respect. But when this happens, he loses respect but the bar is green + when it should be red -. This is the reported bug. Tire Fix... *looking* Updated CJ Animations post RE: button controls, it seems I forgot to write GRP CTRL BACK/FWD, CONV YES/NO etc. Maybe this was the problem... sorry. B2R Features Request: - Recruit Anyone (anytime with random firepower) - Basketball Anywhere (leave the court, fully functional) - Choose Fightstyle (part of the mod: Ultimate Destruction) - Add 2 Player Missions Edited May 14, 2007 by Midnightz Link to comment Share on other sites More sharing options...
chlaguevuck Posted May 14, 2007 Share Posted May 14, 2007 The text of the respect doesn't appear when CJ craps?!? I'm not sure what you're talking about... You mean the "don't play dirty" text? this one works. the name of the bar is displayed too (respect bar) (else I wouldn't have known it's the respect bar which has this bug.). Can someone post a link to the suPIERior bikes code? I can't find it. ======= most wanted by seemannWhen you pass past the cops at the speed more than 110 km they give you 2 stars. Yeah... ====== the spectacular emergencies by zibatop (edited by nikitos) (on the missions it does not plough) you will complete collision forehead into the forehead with another car. You will see, as its driver it departs through the glass-, yes even your car also flies… Does that mean people will be thrown out of the car through the windshield when crashing? cool... but it will interfere with the airbag mod I think? Another improvement: attach trailers to the trucks on the roads. it has been discussed ~HERE~ By the way, I found it very difficult to catch up with the fuel-plane when flying a rustler (plane could be a bit slower), and when I managed to do so, there was no red corona behind the plane. I'll try it again and post if my corona is still missing. And I remember an annoying R*-bug: in the desert-town where is located the UFO-bar & the trailerpark with the 2 damaged glendales: In this town spawns a B-Eagle, but it's halfway into a wall, and blocked by the telephone-post, so I can't get it out. can somebody please move it? Link to comment Share on other sites More sharing options...
Midnightz Posted May 14, 2007 Share Posted May 14, 2007 Wesser: chlaguevuck said: And by the way: a tiny little bug: when cj wets himself, the respect bar on the left top of the screen shows respect + (green) and not respect - (red). ..."wets himself" = when he craps himself. (to end confusion) As I understand it, there are 2 aspects to this code: 1) CJ craps himself, loses respect and is considered "dirty" by others if he doesn't 2) Piss at will which should prevent #1 from happening. As I recall, the wrong respect bar appears (he gains respect instead of losing it) when #1 happens and THIS is what chlaguevuck is saying in the quote. chlaguevuck said: You mean the "don't play dirty" text? Yes, the TEXT works. chlaguevuck: No coding changes but Page 58 of this topic has the suPIERior Bikes texture mod (companion to B2R). Or you can go HERE directly. I think Alt is releasing his own mod, not a version of B2R. I wish someone could link me to those few mods of interest - would love to pull 'em into B2R if permitted. I think the concept of the airbag mod is cool but a bit well, "advanced" considering it's 1992. Airbags existed sure but I doubt the ghetto saw many. Most I knew didn't have airbags in their cars either. Just my opinion. I'd rather see windshield traveling in B2R, personally - is more true to the time period. Makes me really want to release my '92 authenticity packs. Another improvement: attach trailers to the trucks on the roads. it has been discussed ~HERE~ Would love to see this, also. By the way, I found it very difficult to catch up with the fuel-plane when flying a rustler (plane could be a bit slower), and when I managed to do so, there was no red corona behind the plane. I'll try it again and post if my corona is still missing. I have trouble with most aircraft... that slowness thing irks me. And I remember an annoying R*-bug: in the desert-town where is located the UFO-bar & the trailerpark with the 2 damaged glendales: In this town spawns a B-Eagle, but it's halfway into a wall, and blocked by the telephone-post, so I can't get it out. can somebody please move it? Offtopic but indeed, just a matter of rewriting the coords - I would think. Fort Carson, yes? If a topic for fixing R* bugs doesn't exist - one should be made for little annoyances like this, IMO. Link to comment Share on other sites More sharing options...
kai990 Posted May 14, 2007 Share Posted May 14, 2007 Hi there, i read through this topic for a few hours now (of course not completely) and i really like this mod. What is the current development status, is there any estimated date on when you are going to release a bugfixed v3.1? Oh and by the way i would really recommend you to add the airbags for NPCs as well as players and make the wheels break when crashing hard. Also could you maybe give the cops their nail stripes back? They were great in VC. (maybe add a keybind to players sitting in a cop car to drop nailstripes themselves while driving, that would rock. Thats all so far. Link to comment Share on other sites More sharing options...
chlaguevuck Posted May 15, 2007 Share Posted May 15, 2007 (edited) Ok, I'll try to answer, although I do not even work on this mod. Look. it is hard enough to work to deadlines in reallife, (when one get paid for it), and the New Owner (I think so...) of this mod, Tomworld10, is also the busiest of them "code-wizards". (like good old "cns" from whom he has taken the project over). So please don't ask for release dates. I write this because many modders go berserk when asked for a release date. About the current state of development, look at the Buglist which is regularly updated by Midnightz, and for the included features, download the mod and read the ReadMe. You also have to know that, unfortunately, some bugs can't be fixed. Me too, I wanted the airbags included, but like Midnightz said, I think the concept of the airbag mod is cool but a bit well, "advanced" considering it's 1992. Airbags existed sure but I doubt the ghetto saw many. lol.gif Most I knew didn't have airbags in their cars either. Just my opinion. I'd rather see windshield traveling in B2R, personally - is more true to the time period. Makes me really want to release my '92 authenticity packs. rolleyes.gif I think he might be right. About the nails, I suggsted it already, Here , but the Boss (Tomworld) said: -No, not realistic at all. Thoses are cop's cars not "K.i.t.t.".... Just come back to this topic, like, once a week, and you'll know when updates are ready. , and, if you want additional stuff that is not yet included in the 3.1 download, you'll have to add the code by yourself. it's not difficult. ***************************** Sorry for Off-T in my last post. I'll try to fix the plane's location myself. (thought it belonged here, since it's a quite unrealistic bug...) [edit again]: chlaguevuck: No coding changes but Page 58 of this topic has the suPIERior Bikes texture mod (companion to B2R). Or you can go HERE directly. Thx, but in fact I was looking for the shop code (never installed it): Taylor Made Bike Shop (I will try you jetpack txd though, it's just --> ) Edited May 15, 2007 by chlaguevuck Link to comment Share on other sites More sharing options...
Midnightz Posted May 15, 2007 Share Posted May 15, 2007 kai990: chlaguevuck covered your questions well but I'd like to add that several here are working on bugfixes and posting as they go. This mod is worth the wait, worth the effort to develop/fix/add things to. You could wave money around even and few will move faster because they are simply too busy. If you're anything like me, you will not be content with just one mission mod - you will want to customize. Advice: Pick the one that offers the most of what you want, install it, add to it, fix it and contribute. I chose B2R and I've not regretted it yet. chlaguevuck: Me too, I wanted the airbags included, but like Midnightz said,........... I think he might be right. She. With modern cars, I even name them "concept" cars in B2R so as to hold true to the time period. My user radio station plays only music from 90'-92' - in fact, the theme song for this mod should be: Soul II Soul - Back To Reality. I can hear it playing in the B2R video clip. No apologies necessito, it's often hard to tell the R* bugs from mod bugs. I don't see why we can't fix it for B2R. If you fix it, please post it. I'm working on other bugs. Thx, but in fact I was looking for the shop code (never installed it): Taylor Made Bike Shop Weirdness, it's in B2R v3.1 - that's what I'm using. What were you using, the original B2R? suPIERior's is just a texture skin for that code. This explains the confusion. Glad you like the jetpack skin, thanks. Link to comment Share on other sites More sharing options...
Seemann Posted May 15, 2007 Share Posted May 15, 2007 (edited) ======== The fog from not visited zones on a card is cleaned by Seemann ... ^those ROCK! The code to clean the whole map (removing "the fog"). for [email protected] = 354164 to 354188&0([email protected],1i) = 16843009end Put it somewhere in the beginning of the main.scm (or mission 0). Feel free to use it, if you wish. Edited May 15, 2007 by Seemann Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
Midnightz Posted May 15, 2007 Share Posted May 15, 2007 (edited) Seemann = My Hero. Thanks, I'm loving it! Getting hopeful... Maybe you'll let us use the Speed Limit code too? No pressure or anything. We'd understand if you don't. Alt suggested placement of Seemann's Map Fog Lifter like so: //-------------MAIN---------------thread 'MAIN' fade 0 0 042C: set_total_missions_to 147 030D: set_mission_points_total_to 187 0997: set_mission_respect_total_points_to 1339 01F0: set_max_wanted_level_to 6 set_wb_check_to 0 00C0: set_current_time_hours_to 8 current_time_minutes_to 0 04E4: unknown_refresh_game_renderer_at 2488.562 -1666.864 Camera.SetAtPos(2488.562, -1666.864, 13.3757)062A: change_stat 165 to 800.0 // floating-point values 062A: change_stat 23 to 50.0 // floating-point values 062A: change_stat 21 to 200.0 // floating-point values 062A: change_stat 160 to 0.0 // floating-point values 0629: change_stat 181 to 4 // integer values 0629: change_stat 68 to 0 // integer values $PLAYER_CHAR = Player.Create(#NULL, 2488.562, -1666.864, 12.8757)for [email protected] = 354164 to 354188&0([email protected],1i) = 16843009endjump @MAIN_177 $SECOND_PLAYER = Player.Create(#CSPLAY, 2488.562, -1666.864, 12.8757) Tested and works perfectly. Now... BARRIER BUGFIX (Bug #18) (***Important: Use Sanny Builder and decompile the main.scm using latest unified opcodes database = SASCM.INI) ---------------------------- FIND SOMETHING LIKE: ---------------------------- :GSHAUTO_626wait 0 Model.Load([email protected])Model.Load(#POLICE_BARRIER)Model.Load(#BMYBOUN)Model.Load(#WMYBOUN)Model.Load(#DESERT_EAGLE)Model.Load(#MP5LNG)038B: load_requested_models if andModel.Available([email protected])Model.Available(#BMYBOUN)Model.Available(#WMYBOUN)Model.Available(#DESERT_EAGLE)Model.Available(#MP5LNG)else_jump @GSHAUTO_626 if Model.Available(#POLICE_BARRIER)else_jump @GSHAUTO_626 [email protected] = Actor.Create(CivMale, #WMYBOUN, 561.0, -1252.0, 17.0)[email protected] = Actor.Create(CivMale, #BMYBOUN, 552.0, -1257.0, 17.0)[email protected] = Actor.Create([email protected], [email protected], 567.0, -1290.0, 17.5)[email protected] = Actor.Create(CivMale, #WMYBOUN, 561.0, -1255.0, 17.0)[email protected] = Actor.Create(CivMale, #BMYBOUN, 553.5, -1260.0, 17.0)[email protected] = Actor.Create(CivMale, #WMYBOUN, 569.0, -1292.0, 17.5)[email protected] = Actor.Create(CivMale, #BMYBOUN, 569.0, -1288.0, 17.5)[email protected] = Object.Create(#POLICE_BARRIER, 560.0, -1254.0, 17.0)05D4: AS_actor [email protected] rotate_angle 90.0 05D4: AS_actor [email protected] rotate_angle 90.0 05D4: AS_actor [email protected] rotate_angle 90.0 0453: set_object [email protected] rotation_to -90.0 0.0 125.0 [email protected] = 0 // L = INT [email protected] = 563.0 // L = FLOAT [email protected] = -1291.0 // L = FLOAT [email protected] = 17.5 // L = FLOAT [email protected] = 360.0 // L = FLOAT 0084: $11420 = [email protected] // G = G (int) ------------------- REPLACE WITH: ------------------- :GSHAUTO_626wait 0 Model.Load([email protected])Model.Load(#BAR_GATEBAR01)Model.Load(#POLICE_BARRIER)Model.Load(#BMYBOUN)Model.Load(#WMYBOUN)Model.Load(#DESERT_EAGLE)Model.Load(#MP5LNG)038B: load_requested_models if and Model.Available([email protected]) Model.Available(#BMYBOUN) Model.Available(#WMYBOUN) Model.Available(#DESERT_EAGLE) Model.Available(#MP5LNG)else_jump @GSHAUTO_626 if Model.Available(#POLICE_BARRIER)else_jump @GSHAUTO_626 [email protected] = Actor.Create(CivMale, #WMYBOUN, 561.0, -1252.0, 17.0)[email protected] = Actor.Create(CivMale, #BMYBOUN, 552.0, -1257.0, 17.0)[email protected] = Actor.Create([email protected], [email protected], 567.0, -1290.0, 17.5)[email protected] = Actor.Create(CivMale, #WMYBOUN, 561.0, -1255.0, 17.0)[email protected] = Actor.Create(CivMale, #BMYBOUN, 553.5, -1260.0, 17.0)[email protected] = Actor.Create(CivMale, #WMYBOUN, 569.0, -1292.0, 17.5)[email protected] = Actor.Create(CivMale, #BMYBOUN, 569.0, -1288.0, 17.5)[email protected] = Object.Create(#BAR_GATEBAR01, 560.0, -1254.0, 16.0)[email protected] = Object.Create(#POLICE_BARRIER, 560.0, -1254.0, 16.7)05D4: AS_actor [email protected] rotate_angle 90.0 05D4: AS_actor [email protected] rotate_angle 90.0 05D4: AS_actor [email protected] rotate_angle 90.00453: set_object [email protected] rotation_to 0.0 0.0 34.9 0453: set_object [email protected] rotation_to -90.0 0.0 125.0 [email protected] = 0 // L = INT [email protected] = 563.0 // L = FLOAT [email protected] = -1291.0 // L = FLOAT [email protected] = 17.5 // L = FLOAT [email protected] = 360.0 // L = FLOAT 0084: $11420 = [email protected] // G = G (int) ---------------------------- FIND SOMETHING LIKE: ---------------------------- :GSHAUTO_2652wait 1000 Model.Destroy([email protected])Model.Destroy(#POLICE_BARRIER)Model.Destroy(#TURISMO)Model.Destroy(#BANSHEE)Model.Destroy(#COMET)Model.Destroy(#CHEETAH)Model.Destroy(#BULLET)Model.Destroy(#BMYBOUN)Model.Destroy(#WMYBOUN)Model.Destroy(#DESERT_EAGLE)Model.Destroy(#MP5LNG)jump @GSHAUTO_11 ------------------- REPLACE WITH: ------------------- :GSHAUTO_2652wait 1000 Model.Destroy([email protected])Model.Destroy(#BAR_GATEBAR01)Model.Destroy(#POLICE_BARRIER)Model.Destroy(#TURISMO)Model.Destroy(#BANSHEE)Model.Destroy(#COMET)Model.Destroy(#CHEETAH)Model.Destroy(#BULLET)Model.Destroy(#BMYBOUN)Model.Destroy(#WMYBOUN)Model.Destroy(#DESERT_EAGLE)Model.Destroy(#MP5LNG)jump @GSHAUTO_11 ----------------------- RECOMPILE & PLAY ----------------------- Works for me, test please... Edited May 15, 2007 by Midnightz Link to comment Share on other sites More sharing options...
chlaguevuck Posted May 15, 2007 Share Posted May 15, 2007 She. aah, the blind internet... I had no bikes in the building, so I thought it was not installed. gotta try again. but I have 3.1. I think I will make a big fat update on my game this weekend with all this nice fresh code... Link to comment Share on other sites More sharing options...
tomworld10 Posted May 16, 2007 Share Posted May 16, 2007 Hi, No time to talk.... Too much thing happends since my last answer, so maybe I'll answer those latter (but I havn't much to say...). I'm just telling that there is a v3.11b (b for beta) available here, there is a tiny little new feature (the mini-game is to find wich one it is !!!! Sorry, Midnightz you can't play...) and some (just one or two actually) bug fixed. Can you tell me if there is other savepoint that doesn't appears (expect for the one that you get as reward for a mission like : in the trailer park in the badlands after green sabre, or the one a the 4 dragons casino after whatever mission that I don't remeber right now). Because I didn't really fix the grove street missing savepoint, due to a lack of time I've just added a new one (@Midnightz : my loved baby , my method does work, that what I use here ) Thanks for Seeman for no fog, but further more for Sanny Builder itself which I've been using for a very long time and you can be sure that the mod wouldn't be that good without it !!!! So thank you Seeman and your friend Xieon whose is working with you for a long time. Thank you Midnightz for find what object I needed in Grotti Shop Auto back then I wouldn't bother searching. By th way your piece of code is very good, even if you don't release the object it not important at all. And yeah as well here isthe screeny : Sorry, no readme, no zip just get the .scm and .img and Have fun PS : @code posters : When I send code I send it uncompiled with "Write opcode" option on. You don't have to, because sometimes it's not really usefull (like what Seeman sent for the no fog -I don't understand sh*t about it but it works...). And further more I prefer that you send us (or just me if you don't want to do a public release yet) a compiled scm than just the code itself (this particulary said to wesser when he told about a bug fixed version). PS2 : lets forget the Ps I talk more than I thought. As nobody seem to care about the coding bible and I have no time to do the bible and the B2R mod at the same time, and for months I'm dreaming about of leaving aside the bible and continuing the B2R modding I will work on B2R till we got a real 3.2 release !!!!! I havn't posted The List (the B2R to-do list for B2R newbies) yet, but it will be posted soon (very soon, I couldn't today, but it will be soon), but I propose to you a few feature that I could work on for now : - Trucks with trailer in traffic (it's what you people talk about hose days) - GSAs (Grand Shop Auto -actually vehicles- IV, V, VI -I, II, and III are in v3.11b-), so it's more GSAx... - CJ (and maybe peds) sit down and lay down... - CJ smoke and drink (you bloody drug addict... !!!!!!) I tell you right now, as B2R isn't a demorcacy, so the number of vote isn't the more important, it's an indirect vote, there is an "electoral college" that I trust, but you might be part of them so don't hesitate and vote for the feature you want to see happening first. Well I got to work tomorrow (unfortunatly), so Im' now going to sleep but whatever happens Have fun PS final: poor hamsters.... Link to comment Share on other sites More sharing options...
Seemann Posted May 16, 2007 Share Posted May 16, 2007 Maybe you'll let us use the Speed Limit code too? Sure, no problemo. Pay attention that it was written using the original SASCM.INI tomworld10; thank you too! I hope you'll get some time to finish your Coding Bible some day... Stay Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
Midnightz Posted May 16, 2007 Share Posted May 16, 2007 (edited) chlaguevuck: There's a pink marker and some sales people inside. The screenshots you see in this topic are already purchased bikes. Personally, I wish the Bike Shop offered ALL bikes including bicycles. It should offer paintjobs & all colors as selections when customizing, too. I don't know how to code this. If someone can link me a helpful tutorial on adding mod options to vehicles, I could maybe get a better handle on it. I'd like to see parked bikes outside the shop with an armed salesman, too. I imagine multi-colored sales tags strung up everywhere. tomworld10: No minigame for me. I didn't really fix the grove street missing savepoint, due to a lack of time I've just added a new one (@Midnightz : my loved baby inlove.gif , my method does work, that what I use here wink.gif ) You're right, it DOES work BUT - saving a game to one slot seems to corrupt other slots. Testing back and forth, it became even more buggy resulting in corrupted saves. It was very weird - I tried it about 10x then removed it and gave up. Perhaps it was a mistake on my part but your code seemed pretty straight forward/easy. I will try your BETA and see if this happens again. By th way your piece of code is very good, even if you don't release the object it not important at all. And yeah as well here isthe screeny Thanks, I'm slowly learning. I released the object for consistency in the code. I completely forgot to post a screenshot - thank you for testing/posting. further more I prefer that you send us (or just me if you don't want to do a public release yet) a compiled scm than just the code itself (this particulary said to wesser when he told about a bug fixed version) It does help everyone if we get the code here. It can be tested this way and then everyone ends up with the same bugfixes if they're using a customized B2R. I hope Wesser includes a text file of the edits in his release download if he stops posting them here. Why: I ripped B2R apart - tweaked, removed and added like crazy. I've also added tons of mods, some frequently requested here. I'd release (to you/here) my B2R version if interested. I would need permission from some 1st, I think. As nobody seem to care about the coding bible and I have no time to do the bible and the B2R mod at the same time, and for months I'm dreaming about of leaving aside the bible and continuing the B2R modding I will work on B2R till we got a real 3.2 release !!!!! I care about the coding bible BUT I learn best in other ways. I absolutely would prefer a bugfixed B2R 3.2 so YAYYY!!!! EDIT: Priority order preference of these particular features... #1 - Existing bugs fixed #2 - GSAs (as I described in my PM ) #3 - CJ smoke and drink #4 - Trucks with trailers in traffic #5 - CJ sit down and lay down Seemann: I LOVE Sanny Builder. I really appreciate the docs included, too. You're one of the few (that I read) that simplifies things for me while I learn. Sure, no problemo. Pay attention that it was written using the original SASCM.INI Thank you kindly. AH! That's probably why I was having trouble when playing with it - thanks! I have a few questions about it - is it okay if I PM you? I'm a bit lost in translation... ================================== Poor hamsters indeed... Edited May 16, 2007 by Midnightz Link to comment Share on other sites More sharing options...
Wesser Posted May 16, 2007 Share Posted May 16, 2007 Sorry..... @tomworld10, I have some material to fix this script. Could you wait for my release where to be able to work? Please.... 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
Midnightz Posted May 16, 2007 Share Posted May 16, 2007 (edited) HUGE thanks to Seemann for this! Speed Limit Mod by Seemann If the police see you exceeding the speed limit, you will be given 2 stars (Wanted Level). The speed limit (110 km = 68.3508 mi) is effective everywhere in San Andreas. create_thread @SPEEDLM :SPEEDLMthread 'SPEEDLM' :SPEEDLM_11wait 0 if Player.Defined($PLAYER_CHAR)else_jump @SPEEDLM_131 if Actor.Driving($PLAYER_ACTOR)else_jump @SPEEDLM_131 03C0: get_actor $PLAYER_ACTOR vehicle_handle_to [email protected] //B 02E3: get_vehicle [email protected] speed_to [email protected] 080E: get_actor $PLAYER_ACTOR ped_event_to [email protected] if and [email protected] == 72 // L == INT [email protected] > 30.0 // L > FLOAT else_jump @SPEEDLM_131 if 0154: is_actor $PLAYER_ACTOR in_zone 'SAN_AND' // 8-byte strings // San Andreaselse_jump @SPEEDLM_131 Player.SetMinWantedLevel($PLAYER_CHAR, 2):SPEEDLM_131jump @SPEEDLM_11 I love this new feature and hope to see it included in the next B2R as it's quite realistic. To convince tomworld10 to include it, let him know you like it too! PM me for assistance in where to place in main.scm, if needed. EDIT: ***CODE UPDATED*** Edited May 21, 2007 by Midnightz Link to comment Share on other sites More sharing options...
chlaguevuck Posted May 16, 2007 Share Posted May 16, 2007 I wish the Bike Shop offered ALL bikes including bicycles I suggest: -streetlevel: fast bikes (BF400, pcj600, fcr900, nrg500) -1rst floor : other bikes (wayfarer, sanchez, freeway, quad, kart(?), faggio & pizzaboy(?)) -top floor: bicycles (bmx, mtb, weird custom bicycle) If possible, spawn bikes with no petrol, so you can sit on them (like try if they fit you), but not steal them. So no need for crazy gunmen (I never saw "men-in-black" in bikeshops... ) I'm currently reading the Coding Bible, but it's heavy stuff (the SCM syntax reminds me C, which I'm trying to learn too and which drives me -> ...)--> please don't stop your tuto definetively! Of course I love the speed limit! Will we get wanted lvl only if cops are around, or does the code ignore whether or not cops are near CJ? |--> Any chance to get cops on our a$$ for ignoring red traffic lights? (I don't think so, but maybe...?) Link to comment Share on other sites More sharing options...
Midnightz Posted May 16, 2007 Share Posted May 16, 2007 chlaguevuck: I agree with your suggestions RE: the Bike Deal 100%. You're silly, I chose my words carefully in the description of the Speed Limit Mod - so yes, ONLY when they SEE you. A star for running a red light? I've wanted that too. No idea if it's possible. tomworld10? Wesser? Seemann? (my subtle way of asking those in the know...) Ha ha. Link to comment Share on other sites More sharing options...
chlaguevuck Posted May 16, 2007 Share Posted May 16, 2007 (edited) Wanted to be sure about the pigs... By the way: my bikeshop works now. (the red marker was "hidden" behind the stairs, I didn't see it... ) Do you think my Camry can hold this speed? maybe there should be a limit, and maybe I pushed too much buttons to get in as a passenger... (can't find the freakin' B-eagle spawning code... maybe later...) Concerning the vote, my priorities would be: 1- trucks with trailer in traffic 2- Smoke 'n drink 3- New GSA car-sellers. 4- lie/sit down [Edit] New idea: add militaries training their shooting outside Area69, a line of soldiers shooting at something (targets like in Ammunation or vehicles), a few tanks shooting, convois (barracks, patriot, mesa, tank?) cruising around the base..., Aircraft patrolling over the Base. This would add a lot of life to the otherwise too quite Area69 imho. Or even a few "air raids" (hydra & hunter) shooting at the plane wrecks in Verdant Meadows. Would get crazy around there. Edited May 17, 2007 by chlaguevuck Link to comment Share on other sites More sharing options...
altman Posted May 17, 2007 Share Posted May 17, 2007 Another point for me for B2R mod is to add plane traffic in the airports. For now it looks boring and abandoned, except baggage cars. The best way for me to rip plane flight from plane external script (the script where you travels from one city to another). I'm planning to add: - plane flights from LS to SF, from LS to LV, from SF to LS, from SF to LV - Basic timetable for flights - Switching off script if Plane external script loaded - Airplanes with different paintjobs around airports Here the testing scripts. But actually I can't get it work I will be pleased if somebody can help me with dat. Anyway I'll continue investigation tomorrow... 300000 - just for test... :PLANEZ0001: wait 50 ms00D6: if 1 0256: player $PLAYER_CHAR defined80DF: NOT actor $PLAYER_ACTOR driving004D: jump_if_false ЈЈPLANEZ_0 00D6: if 0 00E1: key_pressed 0 10 004D: jump_if_false ЈЈPLANEZ_0 0002: jump ЈЈPLANEZ_209:PLANEZ_00002: jump ЈЈPLANEZ:PLANEZ_2090001: wait 0 ms0247: request_model #AT400:PLANEZ_210 00D6: if 0 8248: NOT model #AT400 available0002: jump ЈЈPLANEZ_209004D: jump_if_false ЈЈPLANEZ_211:PLANEZ_211 0001: wait 20 ms00BC: text_highpriority 'SMO3_MC' 4000 ms 1 ; ~z~All we had to do, was follow the damn train, CJ!038B: load_requested_models;; 0004: $11505 = 0 ;; integer values 0395: clear_area 1 at 2052.0 -2497.497 12.4012 range 100.0 00A5: $11479 = create_vehicle #AT400 at 2052.0 -2497.497 12.4012 ;; Load the vehicle model before using this0175: set_car $11479 z_angle_to 89.9014;; 01BD: $11504 = current_time_in_ms 0005: $11521 = 9500.0 ;; floating-point values0004: $11510 = 20000 ;; integer values0004: $11511 = 150000 ;; integer values0004: $11507 = 42 ;; integer values:PLANEZ_0107C0: request_path $11507:PLANEZ_28400D6: if 0 87C1: NOT path $11507 available004D: jump_if_false ЈЈPLANEZ_01;; 0002: jump ЈЈPLANEZ_305 :PLANEZ_30500BC: text_highpriority 'SMO3_MC' 4000 ms 1 ; ~z~All we had to do, was follow the damn train, CJ!;; 01BD: $11505 = current_time_in_ms;; 0084: $11506 = $11505 ;; integer values and handles;; 0060: $11506 -= $11504 ;; integer values00D6: if 0 8119: NOT car $11479 wrecked004D: jump_if_false ЈЈPLANEZ_543 ;; 00D6: if 0 ;; 0038: $11503 == 0 ;; integer values;; 004D: jump_if_false ЈЈPLANEZ_320 ;; 00D6: if 0 ;; 0018: $11506 > 2000 ;; integer values;; 004D: jump_if_false ЈЈPLANEZ_320 05EB: assign_vehicle $11479 to_path $11507 ;; 0004: $11503 = 1 ;; integer values:PLANEZ_38800BC: text_highpriority 'SMO3_MC' 4000 ms 1 ; ~z~All we had to do, was follow the damn train, CJ!00D6: if 0 8119: NOT car $11479 wrecked004D: jump_if_false ЈЈPLANEZ_543 00D6: if 0 060E: car $11479 is_assigned_to_existing_path004D: jump_if_false ЈЈPLANEZ_543 ;; 00D6: if 0 ;; 0038: $11509 == 1 ;; integer values;; 004D: jump_if_false ЈЈPLANEZ_398 08E6: set_plane $11479 landing_gear 0:PLANEZ_3980706: $11479 -9999987.0 0706: $11479 $11521:PLANEZ_54200BC: text_highpriority 'SMK3_21' 5000 ms 1 ; ~r~Big Smoke died!0001: wait 300000 ms08E6: set_plane $11479 landing_gear 1:PLANEZ_54300A6: destroy_car $1147901C3: remove_references_to_car $11479 ;; Like turning a car into any random car0249: release_model #AT400 0249: release_model #GUN_PARA004E: end_thread @chlaguevuck - I'm absolutely agree with you, the first 3 points are very important Link to comment Share on other sites More sharing options...
chlaguevuck Posted May 17, 2007 Share Posted May 17, 2007 plane traffic in the airports. For now it looks boring and abandoned, except baggage cars. Yeah, coooooool... /!\ Another "bug" (in 3.11b, in 3.1 too, I suppose...): the carlight switch is primary fire button, not secundary (like in the readMe of 3.1) Link to comment Share on other sites More sharing options...
Midnightz Posted May 17, 2007 Share Posted May 17, 2007 chlaguevuck: Do you think my Camry can hold this speed? maybe there should be a limit, and maybe I pushed too much buttons to get in as a passenger... Yes, I had brought that up before but didn't add it to the Bug List because I found that if I don't rapidly press the accelerate/brake button(s), it won't get funky like that. No fast getaways... can't find the freakin' B-eagle spawning code... maybe later... I will look for it when I have a chance. New idea: add militaries training their shooting outside Area69, a line of soldiers shooting at something (targets like in Ammunation or vehicles), a few tanks shooting, convois (barracks, patriot, mesa, tank?) cruising around the base..., Aircraft patrolling over the Base. This would add a lot of life to the otherwise too quite Area69 imho. Or even a few "air raids" (hydra & hunter) shooting at the plane wrecks in Verdant Meadows. Would get crazy around there. I had almost the exact idea a couple of months ago but completely forgot to suggest it. I was thinking the military could be doing their target practice at that Ammunation nearby - wasn't there an outdoor shooting area? Would be perfect. Aircraft patrolling, huge fan of that idea! Planes being shot down would be neat to see/participate in. altman: Would love to see that traffic too. Link to comment Share on other sites More sharing options...
chlaguevuck Posted May 17, 2007 Share Posted May 17, 2007 Just for fun, a little B2R "advertisement": Link to comment Share on other sites More sharing options...
stan101 Posted May 18, 2007 Share Posted May 18, 2007 Wow the 2.11b seems great, good to get to the new start eh? I'll look for bugs if I find any. I was using Spaceinsteins mod before this, but forgot to backup the original: american.gxt? I htink it's againist the rules for asking for files on this forum. But I want to use B2R, but the text is gonna be messed up, I can reinstall GTA, but I have all these mods and stuff. @tomworld: I got the SAr2 (I mean that graphics high resolution thing...)... working. Real speeed for cars working great! Link to comment Share on other sites More sharing options...
chlaguevuck Posted May 18, 2007 Share Posted May 18, 2007 Use SanAndreas Recoverer to extract your .GXT (or whatever) from your gamedisk. It is listed Here (in misc section, first post) Link to comment Share on other sites More sharing options...
Midnightz Posted May 18, 2007 Share Posted May 18, 2007 tomworld10: Are you interested in changing the credit card portion of the code to allow for different kinds of cards? Would need to add/call random textures... because I was thinking I could create some more for you. Goal: The keycard could remain the original keycard, the pilot's license different and credit cards could vary between several different textures. More realistic... Thoughts on this? Link to comment Share on other sites More sharing options...
stan101 Posted May 18, 2007 Share Posted May 18, 2007 I like your idea Midnightz! But the first Credit Card, or C.C., is kind of ugly. You guys should remodel it. The plane card, train, truck or whatever you would need it for. This is anyways, a great idea whatever way you want it too go. @chlaguevuck Thanks for the link! It worked out perfectly. Link to comment Share on other sites More sharing options...
Midnightz Posted May 18, 2007 Share Posted May 18, 2007 stan101: THIS one is ugly? Shoulda said something then - see bottom of that post. Or are you talking about the original? I can't remodel yet but can re-skin/re-texture. chlaguevuck: Yes, thanks for that link. Link to comment Share on other sites More sharing options...
chlaguevuck Posted May 18, 2007 Share Posted May 18, 2007 When recompiling 3.11b, I get 'label CRANES redefined' (it is at line 005792 & line 009150) --> What do I do now? update sascm.ini? @Stan101: Just scan your own credit card/take pic from internet, and replace it in the .txd file with "txd workshop". as simple as that. (don't forget to change name and number if you use & post a scan of your own... ) Link to comment Share on other sites More sharing options...
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