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heckknow

make CJ fly?

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Freakingfreak

thanx for the help Y_less ,lets try to take it slower,any1 that can help ,please do

so we take this code from the original NEO mod

 

:LabelNEORAGECHARGE0050: gosub(��LabelKILLNEOTIMER)01B4: player($PLAYER_CHAR).frozen = ::true0?::0004: $NEOMETER =  0?03C4: text_status($NEOMETER, ::bar1?::, "FEC_JMP")0006: [email protected] =  0?:LabelNEORAGECHARGING0050: gosub(��LabelNEOWARPCONT)00D6: if( 0?,0256:   defined($PLAYER_CHAR)004D: ) jump_if_false(��LabelNEOLOOPSTART2)00D6: if( 4?,00E1:   key_pressed( 0?,  16?)80E1:   NOT   key_pressed( 0?,  8?)80E1:   NOT   key_pressed( 0?,  9?)80E1:   NOT   key_pressed( 0?,  10?)80E1:   NOT   key_pressed( 0?,  11?)004D: ) jump_if_false(��LabelNEOWARPEND)00D6: if( 0?,0019:   ( [email protected] >  3001&)004D: ) jump_if_false(��LabelNEORAGECHARGING)0050: gosub(��LabelNEOPALETTE)02AB: set_ped($PLAYER_ACTOR)_immunities( 1?,  1?,  1?,  1?,  1?)020C: create_explosion_with_radius( 8?) at( [email protected],  [email protected],  [email protected])0006: [email protected] =  0?

 

and we replace it with this :

 

:LabelNEORAGECHARGE0050: gosub ��LabelKILLNEOTIMER01B4: player$PLAYER_CHAR.frozen = ::true 0::0004: $NEOMETER =  003C4: text_status $NEOMETER ::bar 1:: "FEC_JMP"0006: @17 =  0:LabelNEORAGECHARGING0050: gosub ��LabelNEOWARPCONT00D6: if 00256:   defined$PLAYER_CHAR004D:  jump_if_false ��LabelNEOLOOPSTART200D6: if 400E1:   key_pressed 0  1680E1:   NOT   key_pressed 0  880E1:   NOT   key_pressed 0  980E1:   NOT   key_pressed 0  1080E1:   NOT   key_pressed 0  1100D6: if 00019:    @17 >  3001004D:  jump_if_false ��LabelNEORAGECHARGING0050: gosub��LabelNEOPALETTE02AB: set_ped$PLAYER_ACTOR_immunities 1  1  1  1  1020C: create_explosion_with_radius 8 at @0  @1  @20006: @17 =  0

 

correct ? is the definitions for the keys and for the bars r the same for SA ?

come on u hard core coders i bet some1 can convert this in 2 minutes, if he knows what he's doing suicidal.gifblush.gif

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Demarest

Just as a reminder, you're REALLY better off converting 4. Less bells and whistles means less likely to run into feature clash.

 

You can't just copy paste the lines and remove the parentheses and datatype indicators. This is mostly in reference to the line

 

03C4: text_status($NEOMETER, ::bar1?::, "FEC_JMP")

 

The double colon was part of the old style way of making all the lines look code-like I'm certain by the new SA Builder, they're not in there. What you need to do is search original SA code for opcode 03C4 and that will tell you what it should look like. Also "FEC_JMP" is a direct call for a line in GTA3's american.gxt. It was meant to take the line the game uses for the word jump in the controls configuration screen and put it on screen. MAYBE it's the same for SA, but maybe it's not. Did you check?

 

Last but not least, did SA even have a palette object? If so, was it named the same in gta3.img? If not, you're not going to be able to use that as a stand for him.

 

Things you have to consider when cross-gaming.

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Freakingfreak

 

you're REALLY better off converting 4.

been looking for the neo v4 code and i cant seem to find it anywhere,

cant open the scm file also and if its open i see only first few lines of code ,any1 can point me to where i can find the code for ver4 ?

 

Last but not least, did SA even have a palette object?

hmmmm no ,can i use any object to replace the palette ? like lets say

AD_FLATDOOR ; Object number -2 tounge.gif

?

i installed neo v4 on vice city and thats when the long night mod allready installed

and the neo 4 works with the long night mod fine , the missions not working though alien.gif

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Demarest

On the top of my released page for GTA3 is a link to older versions of the same mods. Then at the top of that page is a link back to the current versions.

 

Neo v4 didn't use the palette, so that might be enough for you. He flails as he's flying which doesn't look the most professional. That's all the palette really did (concept taken from CyQ's Jesus mod), which was cool because then Fido could shoot at stuff while flying smile.gif

 

 

user posted imageuser posted image

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Freakingfreak

i tried to convert ver 4 without sucsess also confused.gif

the first half of the code is spaceeinstein conversion (bullet time mod http://www.gtaforums.com/index.php?showtopic=204277 ) which works just fine ,spaceeinstein when u converted for SA why did u converted only the bullet time and cut the rest ? any special reason ? or u just where not interested in the other features? the rest i converted to no effects what so ever in the game blink.gif

also in this line :

0007: @9 = 0 !

whats the ! stands for ?,and is it still being used in sa ?

before i set which key pressed how do i know which par to put (if 1 , 2 ,3 ,22 )?

 

 

:LabelNEO03A4: name_thread "NEOTIME"0004: $NEOTIMER =  0:LabelNEOLOOPSTART0001: wait  20 ms00D6: if  00256:   player $PLAYER_CHAR defined004D:   jump_if_false ££LabelNEOLOOPSTART200D6: if  08449:   NOT   actor $PLAYER_ACTOR in_a_car004D:   jump_if_false ££LabelNEOLOOPSTART200D6: if  000DF:   actor $PLAYER_ACTOR driving004D:   jump_if_false ££LabelISONFOOT:LabelNEOLOOPSTART20050: gosub ££LabelKILLNEOTIMER0002: jump ££LabelNEOLOOPSTART:LabelISONFOOT00D6: if  100E1:   key_pressed  0  600E1:   key_pressed  0  9004D:   jump_if_false ££LabelNEOLOOPSTART0050: gosub ££LabelNEOADRENALINE0002: jump ££LabelNEOLOOPSTART:LabelNEOADRENALINE00A0: store_actor $PLAYER_ACTOR position_to @0 @1 @20213: @15 = create_pickup #ADRENALINE type  15 at @0 @1 @20363: toggle_model_render_at @0 @1 @2 radius  50.0 object #ADRENALINE  10006: @17 =  0:LabelNEOADRENALOOP0001: wait  20 ms00D6: if  0001B:     201 > @17004D:   jump_if_false ££LabelNEOMISSED00D6: if  00214:   pickup @15 picked_up004D:   jump_if_false ££LabelNEOADRENALOOP0004: $NEOTIMER =  20000014E: set_timer_to  $NEOTIMER type  1:LabelNEOMISSED0215: destroy_pickup  @150051: return:LabelKILLNEOTIMER00D6: if  00018:    $NEOTIMER >  0004D:   jump_if_false ££LabelKILLNEOTIMEREND014F: stop_timer  $NEOTIMER0004: $NEOTIMER =  0:LabelKILLNEOTIMEREND0051: return\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\y here spaceeinstein convrsion over\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/:LabelSUPERJUMP00D6: if  3  00E1: key_pressed  0    16 00E1: key_pressed  0    8 00E1: key_pressed  0    14 004D: jump_if_false ££LabelNEOADJUST0006: @13 =  1 :LabelNEOADJUST00D6: if  21  0039: @12 =  1 0039: @13 =  1 004D: jump_if_false ££LabelNEOLOOPSTART00A0: store_actor $player_actor position_in @0 @1 @200A1: put_actor $PLAYER_ACTOR at @0 @1 @2:LabelNEOACTIVATE0002: jump ££LabelNEOJUMPLOOP:LabelNEOJUMPLOOP00D6: if  0  0039: @13 = 1 004D: jump_if_false ££LabelNEOCLEANUP0222: player $PLAYER_CHAR.health +=  32767 035F: set_actor_armor $PLAYER_ACTOR  -100 0007: @5 = .4 !0007: @9 =  0 !0006: @17 = 0 0002: jump ££LabelNEOJUMPLOOPSTART:LabelNEOJUMPLOOPSTART0001: wait  30  ms0050: gosub ££LabelNEODIRECTION005B: @2 +=  @50055: put_player $PLAYER_CHAR at  @0   @1   @2 00D6: if  22  00E1: key_pressed  0    16 00E1: key_pressed  0    8 00E1: key_pressed  0    14 004D: jump_if_false ££LabelNEOGLIDE00D6: if  0  0019: @17 >  10000 004D: jump_if_false ££LabelNEOJUMPLOOPSTART0007: @5 =  0 :LabelNEOGLIDE0001: wait  20  ms00A0: store_actor $player_actor position_in @0 @1 @202CE: @7 = ground_z  @0   @1   @2000F: @9 -=  .04 !005B: @2 +=  @900D6: if  0  0025: @2 >  @7004D: jump_if_false ££LabelNEOCLEANUP0087: @8 =  @20063: @8 -=  @700D6: if  0  8021: NOT     @8 >  3 !004D: jump_if_false ££LabelNEOGLIDE20055: put_player $PLAYER_CHAR at  @0   @1   @70002: jump ££LabelNEOCLEANUP:LabelNEOGLIDE20050: gosub ££LabelNEODIRECTION00A0: store_actor $player_actor position_in @0 @1 @200A1: put_actor $PLAYER_ACTOR at @0 @1 @2 00D6: if  3  00E1: key_pressed  0    16 00E1: key_pressed  0    8 00E1: key_pressed  0    14 004D: jump_if_false ££LabelNEOGLIDE0002: jump ££LabelNEOJUMPLOOP:LabelNEOCLEANUP0001: wait  500  ms035F: set_actor $PLAYER_ACTOR armour_to  100055E: set_player $PLAYER_CHAR max_health +=  1000006: @11 =  0 0006: @12 =  0 0006: @13 =  0 0002: jump ££LabelNEOLOOPSTART:LabelNEODIRECTION0172: @6 = actor $PLAYER_ACTOR .z_angle 02F6: @3 = sinus  @6   //DETERMINE X AND Y OFFSETS02F7: @4 = cosine  @60013: @3 *= -1 !005B: @0 +=  @3  //IMPLIMENT OFFSETS005B: @1 +=  @40051: return 

 

Edited by Freakingfreak

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Demarest

His conversion is meant to be autonomous. It's self contained. Adding code afterwards does nothing because at no point in his code was it made to jump outside his code.

 

For datatypes, check the corresponding readmes. ! is indicative of a float and as far as I know, newer MBs did away with datatypes altogether (on the surface anyways).

 

An if operand is determined by the following: take the amount of conditionals you have and subtract one. If you have 2 conditionls, the number would be 1. Now, if you wanted conditional 1 AND conditional 2 to be true to proceed, use just that 1. If however you wanted the code to proceed if contiditional 1 OR conditional 2 was true, use 21. You add 20 to make the if an OR operation. Valid numbers are 0-7 and 21-27. Obviously not 20 because you can't argue OR 1 conditional wink.gif

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