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spaceeinstein

Spaceeinstein's All In One Mod v0.1

Recommended Posts

leopro

hey cro,you are realy helping me with this,The mod author e-mailed me and he sed that he dosent even have san andreas installed,he sed he created that code mod for default script so if that helps you somehow,use it.

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spaceeinstein

Don't go off-topic. Why can't you do this at the mission coding forum or the recruits and requests forum? There could be more people who would do this for you. I don't like doing stuff that have no use for me.

Edited by spaceeinstein

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Crocop

because you are the only one who knows your script,thats what hyperion sed to me,and merovingian and lil jonson

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spaceeinstein

I'm not the only one. ANyone can crack open the file and read it. Just delete the thread named 'WEAPS' and add the code in. That guy already posted instructions on how to install it.

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Crocop

yes he did but instructions are for default script not all in one script,

what it is when says NOT ENOUGH ACTUAL PARAMETERS

EXPECTED 1 PARAMS

Edited by Crocop

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Crocop

I was just e-mailing with leo´s father,leo is taking kemo-teraphy.this morning he was taking some tests,he is tired and he sleeps since,his father sed that this 10 days are vital,he is not sure will leo survive this.Com´on space let´s help this little boy,now i tryed i delited all the weaps files and i inserted the vamp mod it didn´t work,you can do this now you can help this boy,change that script and send it by mail to leo,let him enjoy the time he has left.

 

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^eRrOR^

not to be nasty but this IS for testing and test results as well as latest updates, please stay on topic ^_^

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Midnightz
Custom edited Pavel's Driver Mod by me directly from my mod:

http://download.yousendit.com/0283FA9428157975

 

Find and copy:

DEFINE EXTERNAL_SCRIPTS 81

 

DEFINE SCRIPT CARDRIVER AT @CARDRV // 78

DEFINE SCRIPT HELIDRIVER AT @HELIDRV // 79

DEFINE SCRIPT DRIVERBACKUP AT @DRVB // 80

 

004F: create_thread @DRVST

004F: create_thread @HELIST

004F: create_thread @MLTCAR

 

thread name 'INTROSH' (all four entire threads)

thread name 'DRVST'

thread name 'HELIST'

thread name 'MLTCAR'

 

script 32 (copy and replace)

script 78

script 79

script 80

 

Comment out

0004: $5568 = 1

0005: $5577 = 32.0

0005: $5578 = 32.0

0004: $5645 = 0

0004: $5646 = 0

0004: $5647 = 0

0209: $5959 = random_int_in_ranges 100 1500

0005: $5963 = 7.0

0226: $6459 = actor [email protected] health

0004: $6675 = 0

0004: $6676 = 0

0004: $6677 = 0

0004: $6678 = 0

0004: $6679 = 0

0004: $6680 = 0

spaceeinstein: When you have a moment, can you please re-upload that file? It appears the download has expired. confused.gif

 

I'm still testing your newest version btw and so far it's very good/stable! Me personally, I'd like to see more realistic mods (like car options, fuel, high & drunk etc) active always and the more unrealistic mods, (like Super CJ, Wall Climbing, Bullet Time, Super NOS/Brakes, Weapon Select etc.) staying just within the Mod Shop. Did you arrange the mods this way to preserve space within SCM, for compatibility purposes or was it just random?

 

Also, from your README:

 

After you pass "Burglary" mission, the houses that you burgle will stay opened.

Can you give me a hint where/how you changed this so I can see how it's done?

 

Thanks in advance,

-Midnightz

 

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Seemann

spaceeinstein;

 

if you need more room in the main, complete the following:

 

1. remove all opcodes 00D6: 0 (for single condition).

 

2. replace all variable-set-to-zero expressions ($var = 0, $var = 0.0, [email protected] = 0.0, [email protected] = 0) with the opcode 0293: (0293: $var, 0293: [email protected]).

 

You will get enough space to use my Map Fog Lifter mod then wink.gif and even more.

 

also, about 30 defined objects are never used in the script. Removing them gives you 700 additional bytes.

 

And do not ever use local variables higher than [email protected] in the threads (or external scripts). Although the game will not crash, but using them you changes some values of the thread which are located right after the local variables pool (0xC5 and further). It may cause unexpected behaviour of the script.

Edited by Seemann

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^eRrOR^
spaceeinstein;

 

if you need more room in the main, complete the following:

 

1. remove all opcodes 00D6: 0 (for single condition).

 

2. replace all variable-set-to-zero expressions ($var = 0, $var = 0.0, [email protected] = 0.0, [email protected] = 0) with the opcode 0293: <var> (0293: $var, 0293: [email protected]).

 

You will get enough space to use my Map Fog Lifter mod then wink.gif and even more.

 

also, about 30 defined objects are never used in the script. Removing them gives you 700 additional bytes.

 

And do not ever use local variables higher than [email protected] in the threads (or external scripts). Although the game will not crash, but using them you changes some values of the thread which are located right after the local variables pool (0xC5 and further). It may cause unexpected behaviour of the script.

would that work with the xbox version?

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Crocop

I just wanted to inform you that i did put FaceVampire mod in spaces all in one 2.8,i didn´t have to delite any part of main.scm,there was space for the mod.My only mistake was that i was too late,LITLE LEO DIED SOMETIME DURING THE NIGHT,HE DIDN´T HAD NO CHANCE TO TRY HIS MOD,

When i learned to mod the script,it took me 13 min to input the mod and test it,if you could speare 13 min,that kid might died happy.I hope you feel this space.

 

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^eRrOR^
I just wanted to inform you that i did put FaceVampire mod in spaces all in one 2.8,i didn´t have to delite any part of main.scm,there was space for the mod.My only mistake was that i was too late,LITLE LEO DIED SOMETIME DURING THE NIGHT,HE DIDN´T HAD NO CHANCE TO TRY HIS MOD,

When i learned to mod the script,it took me 13 min to input the mod and test it,if you could speare 13 min,that kid might died happy.I hope you feel this space.

Thats a bit harsh, there's nothing space could have done to keep the kid alive, maybe if he had it in the requests section then it would have got done.

 

To the family of the child, I send my condolences.

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Midnightz

 

2. replace all variable-set-to-zero expressions ($var = 0, $var = 0.0, [email protected] = 0.0, [email protected] = 0) with the opcode 0293: <var> (0293: $var, 0293: [email protected]

Wow, this just saved me 1,141 bytes in my personal SCM!! Awesome, THANK YOU! icon14.gif

 

 

And do not ever use local variables higher than [email protected] in the threads (or external scripts).

The Driver Mod uses local vars [email protected] and [email protected] confused.gif

 

Your new All In One is great so far - keep up the good work! icon14.gif

Edited by Midnightz

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HeLLnuT
I just wanted to inform you that i did put FaceVampire mod in spaces all in one 2.8,i didn´t have to delite any part of main.scm,there was space for the mod.My only mistake was that i was too late,LITLE LEO DIED SOMETIME DURING THE NIGHT,HE DIDN´T HAD NO CHANCE TO TRY HIS MOD,

When i learned to mod the script,it took me 13 min to input the mod and test it,if you could speare 13 min,that kid might died happy.I hope you feel this space.

how is playing a video game going to take the kids mind off his own death...seriously....i dont mean to be rude or anything but you really cant expect a video game to make everything better...so dont go tellin space to feel sorry for him because theres nothing he could of done to make him happy....and if you wanted this done you should of asked in the requests section.....

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Hannibal Lecter

I agree with HeLLnuT but don't turn this into a debate people let's try and find some improvements (if any) to space's mod...

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^eRrOR^

OMG! I still cant find a single problem with the xbox version!!!!! nealy done testing, yes I know I'm taking my time but I'm having way too much fun with the mod ^_^

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dondi2008

Hi I'm bran new here, GTASA box was gathering dust, had a blast, found this mod and i'm hooked once more colgate.gif

 

I logged in to ask a question about the Gang Wars section you have put into this mod.

 

In the readme for gandwars standalone mod it states :

 

 

When on foot, press "Look Behind" and "Yes" at the same time to spawn 5 GSF members around you. They will kill any Ballas or Vagos in gang wars and they are about equal to the gang that attacks you, not retarded like the recruitable homies are. They will hold a position for about 45 seconds, and then roam looking for any Ballas.

 

 

Is this implemented into the version in this mod (V2.8) ? I try the combination "look behind & yes" when a territory is tried to be taken or if I provoke a gang war, the combination doesnt spawn anything, I pretty much have to fight alone (im using un-patched 1.0 SA) ... does this work for others and what should happen?

 

 

In the alley next to CJ's house there is a red circle you can walk into to bring up an options menu.

 

I notice this is the readme for 1.2Beta of gangwars mod ... is this to be implemented into this mod pack at all at some stage?

 

What version of gangwars mod is implemented so far in 2.8?

 

I love the gangwars part and would love the ability to recruit into my car & around me when on foot homies to do drive by's etc on-the-fly (other than the missions in-game part) when gangs try to take areas or I provoke a war and even when thats not the case. Am I missing something and is this already available and im not understanding correctly? The readme just states how to activate but not much on what gangwars things you can do.

 

IS there a chance that with god mode it could be broken down so indistructable vehicle is a separate option to CJ god mode? I say this as I like to have some realism with CJ being able to be killed (more challenge) but having indistructable cars on (i hate cars getting damaged so quick).

 

PS - this mod pack aproach is superb, I would love to see the BigFoot script added colgate.gif

Edited by dondi2008

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faded_bro4life

yes I also have a question. The hot coffe mod seems to crash my game when im about to go inside for some coffee. why is this?

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^eRrOR^
yes I also have a question. The hot coffe mod seems to crash my game when im about to go inside for some coffee. why is this?

xbox or pc? it's fine on the xbox, space, I still cant get it to crash ^_^

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Santiago
Nice to see that the mod works very well.

 

I think I would be able to control the height of water but it won't support XBox. It uses a technique similar to the Color Shop.

 

In the next version I will ditch the energy bar. The Chop Shop will be improved. You will be able to enter CJ's SF garage after unlocking the Chop Shop.

The energy bar being ditched made me cheer, having only a limited amount of time for car smashing was annoying in the utmost.

 

It would also be of some help to reduce the power when you 'levitate' something, its somewhat difficult to keep track of a car when you activate it because it tends to rise exceptionally high.

 

Other than that, great mod! Hours and hours of fun and so much to do.

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spaceeinstein

I had been away for some time because of school. Thanks for the support and comments.

 

 

spaceeinstein;

 

if you need more room in the main, complete the following:

 

1. remove all opcodes 00D6: 0 (for single condition).

 

2. replace all variable-set-to-zero expressions ($var = 0, $var = 0.0, [email protected] = 0.0, [email protected] = 0) with the opcode 0293: (0293: $var, 0293: [email protected]).

 

You will get enough space to use my Map Fog Lifter mod then wink.gif and even more.

 

also, about 30 defined objects are never used in the script. Removing them gives you 700 additional bytes.

 

And do not ever use local variables higher than [email protected] in the threads (or external scripts). Although the game will not crash, but using them you changes some values of the thread which are located right after the local variables pool (0xC5 and further). It may cause unexpected behaviour of the script.

would that work with the xbox version?

Thanks a lot for the tip. And yes, it should work for the XBox.

 

 

IS there a chance that with god mode it could be broken down so indistructable vehicle is a separate option to CJ god mode? I say this as I like to have some realism with CJ being able to be killed (more challenge) but having indistructable cars on (i hate cars getting damaged so quick).

I will duplicate the fix all car's damages feature into the MultiMod.

 

I have never installed the Gang Wars mod but you can spawn your gang member using the ped spawning feature in the MultiMod.

Edited by spaceeinstein

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TheTank

Hey ya' space (may i call you space?) Just want to ask, are You going to release the 2.9 when? 'Cause I thought it is time for me to update this (I am using ver.2.4 ^^) and thought to update this on next release. And because I want to wait for that? It has been time when You released the 2.8 and it sucks when you get to San Fierro and the You release new one again. (You know what I mean[at least I hope so ^^,])

 

Thanks, TheTank

 

EDIT: A little request: Is it possible to turn the animations from MultiMod to button combinations?

Edited by TheTank

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faded_bro4life

im using the pc version, but when the girlfriend asks me if i want some coffee, i say yes and then it fades to black and crashes

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^eRrOR^
im using the pc version, but when the girlfriend asks me if i want some coffee, i say yes and then it fades to black and crashes

I dont get this on xbox so maybe a 2nd pc player can test to see if this is true or just him (no offense)

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space_einstein

I would be a long time before v2.9 is released. v2.8 is one of the most stable version I made.

 

Screenshots added to download page in GTAGarage. There was a 30 image limit so I'm posting the rest here.

user posted image

Sitting on the car

 

user posted image

Shark attack

 

user posted image

One carriage train

Edited by space_einstein

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Midnightz

 

Shark attack

Spooky. You're reading my mind again. wow.gif This is in v2.8? Where? dontgetit.gif

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space_einstein

I just spawned a shark underwater and make CJ bleed, all using the MultiMod. It's not really a shark attack. It's just look like it.

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Seemann

space;

 

If you decompile your mod with the latest SB, you'll see these lines:

 

 

0470: $10948[156] = actor $PLAYER_ACTOR current_weapon 041A: $10948[157] = actor $PLAYER_ACTOR weapon $10948[156] ammo 

 

 

It's a first sign that something's wrong. Search for the variable $10948 and you'll find:

 

 

06D1: v$10948[0] = "SWIM_CRAWL" // v$ = string 06D1: v$10948[1] = "GUN_BUTT_CROUCH" // v$ = string 06D1: v$10948[2] = "RUN_CSAW" // v$ = string 06D1: v$10948[3] = "RUN_ROCKET" // v$ = string ...06D1: v$10948[69] = "BIKE_PICKUPL" // v$ = string 06D1: v$10948[70] = "BIKE_PICKUPR" // v$ = string 

 

 

So, what I'm talking about: $10948[156] and v$10948[39] is the SAME variable. $10948[156] rewrites a string stored at v$10948[39] as they both are $11104.

 

And if you will use the array v$10948 where you assume the animation names are stored you may get an error (even a crash).

 

Which tool did you use to compile it and were these varaibles DMA variables or not in the source?

 

Just to let you know.

Cheers.

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space_einstein

Those two variables were $11104 and $11105 in my file. Sorry about that. Pavel's original code was full of global variables and I tried changing them to local variables or replacing them with Rocsktar's useless global vars. Thanks for checking the file.

Edited by space_einstein

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TheTank

Umm, little request: Beach parties! Would be cool to dance, lay down, and sh*t at party, when there is now those animations.

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