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Sharkey

SA Main.scm editing help

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Sharkey

ive pmed a few members and looked around quite a bit hoping to avoid making a topic but...

 

ive always wanted to have a edited main.scm that would make the player (cj) and all the cars invincible all the time.

 

although i want no other changes so other peoples mods ive seen included too much and i cant use them.

 

i would be forever in your debt if someone could explain to me how to edit the file so i can acheive invincibilty for both.

 

i know nothing of coding the main.scm so it may be a bit too much to ask i know, i had to try.

any help is appreciated, thanx. smile.gif

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Demarest

By all the cars, do you mean just the cars you drive? Wouldn't be too hard. Something like (freehand)

 

 

1set actor playeractor immunities 111112waitXif playerdefined jf2if playerdriving [email protected] = playercarsetcar @0 immunities 111113waitXif playerdefined jf4if NOT playerdriving @0 jf34remove references to @0jump2

 

You may have to refresh CJ's immunities across busts/deaths. Not sure. I don't have SA and can't test anything, otherwise, you know I'd cook it up for you colgate.gifwink.gif

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Sharkey

hehe, i knew i shouldve pmed you lol.

 

im definately going to try this tomarrow.

ill let you know how it goes, thanx my friend. smile.gif

ive really wanted this.

 

say you wouldnt happen to have a link to bartons editor would you,

im guessing ill need it to install the coding?

im such a noob at this sorry.

 

and yeah i meant just the cars i drive around.

Edited by Sharkey

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Craig Kostelecky

I think it's always better to make a public post about help instead of PMing one member. Because in a public forum, more people can benefit from seeing the answer revealed.

 

Oh yeah, a link.

Edited by Craig Kostelecky

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Demarest
I agree. If you get the Builder (why didn't Craig link you?), you can't use what I posted. That was freehand. You'd have to copy paste lines in existing code and such. Then testing...

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Sharkey

ok then,

im a bit confused as to the copy pasting but maybe if i open it up ill be able to figure it out.

i get handling coding so it may be similar,

got to learn this.

 

thanx for your guys help, much appreciated. smile.gif

 

edit, heres the coding i found?

its all french to me, any guess what numbers i should change?

sorry you have to walk me through it. confused.gif

i just didnt see what lines would need changing,

its ok if i dont get it.

this is just one of the things i wanted but never expect to get.

 

code removed

 

Edited by Sharkey

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Cam
Isn't that the main.sc? You need to decompile the main.scm and add the code you want to add before mission 1 and stick the create thread with the others.

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Sharkey

i looked for the main.scm i thought it was in the data folder.

this was the one i found.

ill look again, thanx for the info.

 

edit: ok i found it in the scripts folder,

thanx for the correction.

i may be back tomarrow, im out of time today.

Edited by Sharkey

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Bigun

I feel rather un-helpful doing this, but...

Spaceeinstein converted an invincibillity mod that does JUST that colgate.gif . And, yes, he posted the source. Luckily, almost all mods do it lately smile.gif

Most don't even release a compiled version tounge.gif

 

That's kinda disturbing that people don't check if a mod like this was released. Sure, if he didnt release the source I wouldn't say anything, but he did. bbq.gif -Bigun

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Demarest

Well Sharkey's not your average coder, but he HAS done lots of work for the modding community. So for him to be oblivious of an existing mod is understandable and completely forgivable, don't you think? wink.gif

 

Script modders have always released their source. In fact, coders tend to be the one sect of modding that seem to have the least qualm with others furthering their work. I think in space's case, it's imperative because he only has free hosting and offering compiled SCM's would kill his storage and bandwidth. Besides, there's script mods and SCM mods and script mods don't HAVE TO be released as SCMs, so a coder only will to be the utmost of user-friendly. But it's hardly required since adding a thread is fairly straightforward smile.gif

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Bigun

Not true..A lot of the 'big' mods for VC (none for SA yet tounge.gif) never included source or had source released for that matter. Only the tiny (but still fun and useful) mods did. And some

sources of mods "randmoly" never made it. -Bigun

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Demarest
Besides, there's script mods and SCM mods

Do you understand the difference? Because you essentially said I was wrong and proved I was wrong by repeating what I said tounge.gif

 

I'll use my work as an example. When I wrote Armor All for VC, I released the source code. Why? Because that's all you really needed. It was a single thread that could be added to any SCM out there. That makes it a SCRIPT mod.

 

When I wrote Timetwister VC, source code is useless. EVERY mission was tweaked, ALL environmental threads were heavily modded or destroyed, new threads were added... WAY too much work to write something saying "do this, then do this, now change this..." That's a SCM mod because you HAVE to replace the SCM for it to work. And that's a bad example because I DID release the source with that wink.gif

 

What I posted was true whether you know/understand it or not sly.gif

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Bigun

 

Besides, there's script mods and SCM mods

 

When I wrote Timetwister VC, source code is useless. EVERY mission was tweaked, ALL environmental threads were heavily modded or destroyed, new threads were added... WAY too much work to write something saying "do this, then do this, now change this..." That's a SCM mod because you HAVE to replace the SCM for it to work. And that's a bad example because I DID release the source with that

 

So may all SCM mods release source just like you did tounge2.gif

 

 

And that's a bad example because I DID release the source with that

NO. It lets people learn from the source how you do stuff.

It also makes it easier (or in some cases possible) to add/modify the script. Which is useful especially in Timetwister's case.

Timetwister >> pac-man >> stripped script

(not really, but you get the idea)

And you weren't serious about the bad example part huh? lol

-Bigun

 

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Demarest

Yeah I was. While making a point that SCM mods have changed too much to make the source useful, I used an example where source code WAS released. Doesn't exactly make my case wink.gif

 

And yes I get the advantage of having source code. It IS awesome to be able to see how something's accomplished. Which is why it all but useless for SCM mods. Generally, so much has been changed, where to begin? While useful for people to study, script mods usually release source just because then you can say "Here's the code. Enjoy." The user has to add it themselves. Maybe tedious for the user, but at least then they can choose what all mods to have. Or they can tweak it to their liking before adding it.

 

Both kinds have their ups and downs. Going back to Timetwister VC as an example, what does releasing the source do? To the keen observer, it MAY reveal how to fix the Molotov Rampage bug. Or uncap Unique Jump kills. Or how the benefits thread was set up. The mod has too many benefits to find them all unless you're the one who wrote it. And considering I started it some 8 months ago or so, I doubt even I could find everything I changed tounge.gif

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Sharkey

well id like to see where Spaceeinstein posted the original code.

i have seen his mod but there was too much included and all i wanted was the 2 invincibility codes.

 

he was one of the ones i pmed about sharing the code before i made this topic but he didnt reply so i think making this was ok.

 

thanx for everything demarest.

i have to go get the old lady then im going to dive into this and see if i can make it work.

 

@ big gun,

where did Spaceeinstein post the codes?

ill take a link if youd be so kind.

it would save me the trouble of trying to figure it out myself because hes not willing to help me.

 

thanx again guys,

maybe ill get this afterall. smile.gif

 

edit: ok i found spaceinsteins invincible code from his post history...

 

004F: create_thread ££LabelCAR:LabelCAR0001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££LabelCAR0223: set_actor $PLAYER_ACTOR health_to  250035F: set_actor $PLAYER_ACTOR armour_to  25002AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  100D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££LabelCAR03C0: $CARD = actor $PLAYER_ACTOR car;0423: car $CARD improve_handling  1.750224: set_car $CARD health_to  32000053F: set_car $CARD tires_vulnerable  002AC: set_car $CARD immunities  1  1  1  1  1020A: set_car $CARD door_status_to  200D6: if  2100E1:   key_pressed  0  188449:   NOT   actor $PLAYER_ACTOR in_a_car004D: jump_if_false ££LabelCAR020A: set_car $CARD door_status_to  100D6: if  084AB:   NOT $PLAYER_ACTOR;; 84AB:   NOT actor $PLAYER_ACTOR driving_boat004D: jump_if_false ££LabelCAR01EC: make_car $CARD very_heavy  10423: car $CARD improve_handling  1.750002: jump ££LabelCAR

 

 

i found the 004f line, i added the first line there.

then i added the rest before mission 0.

 

works perfectly in game.

thanx for all the help guys,

finally got my dream mod. smile.gif

 

too bad i have to start the game over now though lol...

 

Edited by Sharkey

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