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Gang Warfare Mod


DaEllum67

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@DaEllum67: Ever since I fathomed Darkpact, the idea of a mod extractor has been in mind. It would be even pickier about what it would work with than Darkpact is. Namely all extracted mods would have to have originally been placed at the end of MAIN only and use less global vars than the original SCM provides holes for. Hard to explain, but needless to say, a mod with all locals would be elgible. Also, the mod would HAVE TO have used the name_thread command. Which makes me glad I've always pushed name_thread and the use of locals wink.gif Sorry I haven't looked at your mod (I make mods, but rarely use mods)... Does the above apply to yours? Another reason I haven't bothered sitting down and trying it is because the need to remove a mod is very limited in scope and the amount of SCMs that would be reverse- operable would be even more limited. Like it would introduce more confusion into the community than it would help and all for the meager promise of compatibility.
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The territory the Families have at the beginning of the game should not be under Ballas or Vagos control at all!

 

I don't like the way you toggle/untoggle grove street gang members like that either. Can you return it the way it used to be? Also, the homies tend to get in my way of shooting since they tend to crowd around CJ.

 

Also, hoding down H to dismiss them doesn't work, they still follow me

 

Have you considered increasing the distance the vagos/ballas are from the player? What about random weapons for them as well?

 

There should be TWO spots by the alleyway next to CJ's house, one for the turf reset, and one for toggling the territory warfare, since that one just resets territory and doesn't seem to wanna turn off when I don't wanna do gang wars.

 

Are you gonna include spawned homies (FAM1 through FAM3) instead of the guy with the green sweater and rag (FAM1) as well as random weapons?

 

I'll stick to 1.0 for now, let me know when 1.2 is out

The homies are exactly the same as they were in 1.0. They just follow you around now when idle instead of just standing there like retards. Random Weapons are possible, I can do that if you want. The Families' turfs are always owned by the Famalies unless you use the reset sphere, which is totally random, no exceptions like with the initial turf asigner (which gives Grove St. to GSF). I made the turf reset mainly to allow someone to reassign the turfs after taking them all, or someone wanting a challenge, so none are given to GSF if you use the sphere. I'm planning to replace the sphere with a menu with some options like you want (Turn on or off, reset, or delete all gangs).

 

I went to work on a new savegame just when you had finished 1.0 and finally completed all the oddjobs and missions upto the "Home coming" mission where you start gangwars again.

 

user posted image

 

I'm ready for some heavy duty gang warfare now!

 

Btw, is 1.1 backwards compatible with a 1.0 savegame? I guess not, but one has to ask...

No, I'd say stick to 1.0 until you actually do reach 100% or whatever you're aiming for. 1.1 could be compatible with Demarest's DarkPact, but it would be very complicated for the end user when one wanted to reset the enemy gang territories. (It would involve doing the DarkPact process again, whenever one wanted to use the reset sphere)

The territory the Families have at the beginning of the game should not be under Ballas or Vagos control at all!

 

I don't like the way you toggle/untoggle grove street gang members like that either. Can you return it the way it used to be? Also, the homies tend to get in my way of shooting since they tend to crowd around CJ.

 

Also, hoding down H to dismiss them doesn't work, they still follow me

 

Have you considered increasing the distance the vagos/ballas are from the player? What about random weapons for them as well?

 

There should be TWO spots by the alleyway next to CJ's house, one for the turf reset, and one for toggling the territory warfare, since that one just resets territory and doesn't seem to wanna turn off when I don't wanna do gang wars.

 

Are you gonna include spawned homies (FAM1 through FAM3) instead of the guy with the green sweater and rag (FAM1) as well as random weapons?

 

I'll stick to 1.0 for now, let me know when 1.2 is out

The homies are exactly the same as they were in 1.0. They just follow you around now when idle instead of just standing there like retards. Random Weapons are possible, I can do that if you want. The Families' turfs are always owned by the Famalies unless you use the reset sphere, which is totally random, no exceptions like with the initial turf asigner (which gives Grove St. to GSF). I made the turf reset mainly to allow someone to reassign the turfs after taking them all, or someone wanting a challenge, so none are given to GSF if you use the sphere. I'm planning to replace the sphere with a menu with some options like you want (Turn on or off, reset, or delete all gangs).

 

 

I went to work on a new savegame just when you had finished 1.0 and finally completed all the oddjobs and missions upto the "Home coming" mission where you start gangwars again.

 

user posted image

 

I'm ready for some heavy duty gang warfare now!

 

Btw, is 1.1 backwards compatible with a 1.0 savegame? I guess not, but one has to ask...

No, I'd say stick to 1.0 until you actually do reach 100% or whatever you're aiming for. 1.1 could be compatible with Demarest's DarkPact, but it would be very complicated for the end user when one wanted to reset the enemy gang territories. (It would involve doing the DarkPact process again, whenever one wanted to use the reset sphere)

 

Yes, random weapons and homies would be a welcome addition! Also, I do think a menu would be better instead of the red sphere. You should also make the exception for the initial Families' turf as if I were playing an unmodded game. smile.gif

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@DaEllum67: Ever since I fathomed Darkpact, the idea of a mod extractor has been in mind. It would be even pickier about what it would work with than Darkpact is. Namely all extracted mods would have to have originally been placed at the end of MAIN only and use less global vars than the original SCM provides holes for. Hard to explain, but needless to say, a mod with all locals would be elgible. Also, the mod would HAVE TO have used the name_thread command. Which makes me glad I've always pushed name_thread and the use of locals wink.gif Sorry I haven't looked at your mod (I make mods, but rarely use mods)... Does the above apply to yours? Another reason I haven't bothered sitting down and trying it is because the need to remove a mod is very limited in scope and the amount of SCMs that would be reverse- operable would be even more limited. Like it would introduce more confusion into the community than it would help and all for the meager promise of compatibility.

Making a DarkPact that could update 1.0 or the original SCM is well within my grasp. Adding the code to reset the gang turfs is not possible though, because I had to add it into a mission much like the way properties for sale are to go around the script limits. Don't hold me to this, because I have an idea that may work, but I don't think it will unless I get very lucky.

 

@ChrisDragon:

 

I ALREADY make an exception to the initial famalies turf, with the gang code at the beginning of the game. The reset sphere does not, and will not, but I will provide a way to only turn gang wars on, not resetting all of the turfs in the next version.

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SWEET this mod is gr8 ty so much biggrin.gif

now all we need is a mod for more hommies to fit into a car whatsthat.gif

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Adding the code to reset the gang turfs is not possible though

Oh I wouldn't be so sure. I've been using the Darkpact technique to pull off some really wicked sh*t. Not saying that you couldn't, just saying my mind's been in that gear for some time now. Feel free to go over with me what all reseting gang turfs entails if you'd like (in private if you so desire). The fact that you say it takes place in a mission tells me that most likely it's Darpactable. I just call those Code Tools because they're not meant to inject a mod, but rather to change something in a save. If you peep my VC Code Tools thread, you'll get an idea what I mean. Might just be what you needed to see to know that what you're talking about is most definitely possible. I could be wrong. Just know that because of the way anything that's been written to use the Darkpact technique uses the exact same code trap. So to operate correctly, between the uses of Darkpactors, Code Tools... anything that uses the Darkpact technique, a person needs to load up their save with "normal" code and save in between.

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Just tried 1.1...after I reseted the turfs, I went into a mixed turf. It seems there will only be gang members in cars at these areas.

This is exactly the same as it was in 1.0: but the mixed turfs worked well enough and people wanted more gangs to go to war with so I felt that this would be a good addition, considering they wanted more colours on the map.

 

ok ok~should i post dat chinese web site here?~or send it to ur e-mail?~i will find back where da web site in~^^

Furthermore, thz for ur updated ver.^^it's great contribution to us as well the game hv been more amusement~^o^ thz thz thz~

Sure, post it here for all to see. I really don't think we should keep which sites steal mods secret from the community.

This is the url which sites steal mods secret from the community.

http://game1.ali213.net/forumdisplay.php?s=&forumid=287

If Random Weapons are possible, i think it will been more authentic^.^

i agree of Chrisdragon suggestion.~n i hv a idea too^^~

If there can hv a gang war between Ballas n Vagos or Grove gang hv start

a gang war automatic,or we can intervened it to take the territory.

eg:You have provoked a gang war

Ballas/Vagos have provoked a gang war to Ballas/Vagos.

in addition,i find a area can't start the gang war~it's in Willowfield n El Corona.

This area where is before the last mission"Los¡@Desperados".

CJ help Cesar to take the territory.

Also,can we start a gang war multiple?~that's mean we can start more than

one gang war in different territory at the same time^o^

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in addition,i find a area can't start the gang war~it's in Willowfield n El Corona.

This area where is before the last mission"Los¡@Desperados".

CJ help Cesar to take the territory.

I also can't start a war in Chinatown in San Fierro. I ran around on a 30 minute killingspree but failed... I haven't tried willowfield yet. I am using v1.0

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Thanks for these bug reports: I'll try to find the cause of this before releasing v1.2. I've also found that my method of finding all of the turfs was bad, because I give the area titled "Los Santos" or "San Fierro" and "San Andreas" Gang Turfs,

where these territories are mostly over water and overlap many other territories.

 

Also, I don't think it would be possible to start more than 1 gang war, but if you want to try, go ahead. I have no plans to alter this because I can't think of any reason you'd want to have more than 1 gang war at a time.

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I found other territories (besides the large LV, LS, SF etc territories) that are overlapping. I'll post them whenever I find them. Here's two of them:

user posted image user posted image

 

EDIT: Some more. The avispa country club territories are quite a mess...

user posted image

 

Also, if you intend to "fix" the territories, there are some notes I'd like you to consider. Image first:

user posted image

 

1: Territory totally in water.

2: Another Water territory.

3: Yet another one.

4: One more! There is a long, thin territory next to this one on the railway bridge. I started a war on that one by killing some ballas with the sniper rifle. In fact, I've had to do the sniperrifle trick quite a lot.

5: Tallest building in LS. I'm on 1.0 and maybe I could take this over if I could do the spawn ballas method that you added for 1.1. No chance now tho, I dunno how to lure ballas(vagos) to the top of the building!

6: The unconquerable Chinatown territory. Home of the triads?

7: Another unconquerable territory. This might be the rifa home turf? I dunno.

Edited by kynen
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Hey, interesting patch. I was just wondering how u created smarter homies? What did u edit to make the homies not retarded anymore? Do they run faster and keep up with u or no? anyways can u please tell me what u edited?

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spaceeinstein
If you want to make gang territories only in major cities, strip the gang wars from my mod if you want. The only error is the Easter Bay Airport.
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@kynen: Thanks for these bug reports. If you find any more territories with bugs, post here again. BTW, do you have the turf names that show on screen for these areas? If not, that's fine, but it will speed up bugfixing.

 

 

@space: Part of this mod is using the entire map as a battleground. But thanks for the offer!

 

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  • 2 weeks later...

I know that it's been well established that you can only war with Ballas and Vagos, but could wars with the other gangs be possible to implement in future versions? Just wondering.

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With knowledge at the level it is right now, no. If an opcode were found, which I believe is likely, then it could be in a future version.

 

Also, check the first post for the newest and probably last release, barring some major coding breakthrough.

Edited by DaEllum67
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I've noticed some overlapping territories, such a balla/vagos turf atop a huge vagos turf (extending from east part of country above normal vagos territory all the way to part of Muhaholland.

 

user posted image

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Sorry that it took so long to respond. I haven't played for a while. And when I DID play, it took me ages to get to 35% territory so I could finish the game lol.

 

Turf names are as follows (for the numbered big picture):

1 "San Fierro Bay"

2 "Sherman Reservoir"

3 "Flint Water"

4 "San Andreas Sound"

5 It says only "Downtown Los Santos", but this is the "Tallest building in Los Santos".

6 "Chinatown"

7 "Garcia"

 

The avispa country club territories are all "Avispa Country Club" except the top one, which is "Garcia".

"Doherty" + "Cranberry Station".

"Esplanade East" + "Garver Bridge".

 

I found an... interesting territory.

user posted image

 

It's name is "Easter Bay Chemicals". Seems the game somehow unnecessarily divided it into two parts. The much larger territory above it is also "Easter Bay Chemicals".

 

EDIT:

Another overlapping one:

user posted image

They are both "Las Venturas Airport".

 

EDIT2:

Another one in east LV:

user posted image

They are both "Starfish Casino".

Edited by kynen
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do you know of a way to change turf colors, red, blue

 

what file is related with that?

gta-sa.exe

 

@kynen - thanks for the reply - I've updated my local source but unless I get some major inspiration or a coding breakthrough is made, I doubt that I will come around to releasing it.

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Jackie Flannery

Having great fun with the latest version of gang wars. colgate.gif

 

Just thought I'd give you a heads up to issue i have been experiencing...

 

One thing I have noticed is that when I complete the first level the vigilante missions - the game crashes.

 

I have tried most of the vigilante vehicles and have had the same problem.

 

I have disabled the gang wars using the option screen - same prob.

 

I have also started a new game using the original scm and have managed to finish the vigilante missions.

 

It maybe gang wars related or maybe my flaky system. tounge2.gif

 

 

Just thought id let you know.

 

 

BTW - great work on the mod

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  • 3 weeks later...

I have also had a problem with the mod, when I complete the "Madd Dogg's Rhymes" mission it doesn't unlock the Tenpenny missions and now I'm stuck in Los Santos. Am I the only one experiencing this problem?

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  • 4 months later...

When I try to use this mod, SA crashes about 10 seconds after you choose the save game you want to load. I have 2 save games and it happens for both of them. sad.gif

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You have to start a new game for the mod to work, you can't load old ones as it mods the main.scm.

 

Also in the future, don't bump really old topics, PM the author instead and ask for help.

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I don't think the author cares about the mod anymore since he hasn't replied to the thread in 4 or 5 months.

 

I found a Darkpacter version of the mod which is supposed to allow you to use old save games but SA still crashes when loading old save games. sad.gif

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  • 4 weeks later...

This looks like an awesome mod, I'll have to try it sometime. I've been working on creating some of my own mods (just starting, rather new - cols and dffs aren't much trouble but learning how to properly script is a bitch), I have gone through a few tutorials, but if you have any code or documentation as to how you did this it would be extremely helpful as a real-world example of good work. Don't worry, I wouldn't start asking you tons of questions or anything like that, just whatever you can offer would be appreciated.

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This looks like an awesome mod, I'll have to try it sometime. I've been working on creating some of my own mods (just starting, rather new - cols and dffs aren't much trouble but learning how to properly script is a bitch), I have gone through a few tutorials, but if you have any code or documentation as to how you did this it would be extremely helpful as a real-world example of good work. Don't worry, I wouldn't start asking you tons of questions or anything like that, just whatever you can offer would be appreciated.

If you want to see how a script mod works, download it and open it in a builder and read through the code, the best way to learn is through reading existing code.

 

He also stated, if you read the first post, that he no longer supports this mod, so he won't be answering questions on it.

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  • 5 weeks later...
  • 1 month later...
I have also had a problem with the mod, when I complete the "Madd Dogg's Rhymes" mission it doesn't unlock the Tenpenny missions and now I'm stuck in Los Santos. Am I the only one experiencing this problem?

i have the same problem, but with space's all in one mod

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