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The Nitz Kit v1


Demarest

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Download here. Readme here.

 

The Nitz Kit (named after one of the most proliferous VC stunters nitzkit) is a stunter's companion. For starters, you are never wanted and invincible to everything, including water. If you end up in water, you're warped back to land. Next, you can at will spawn a Packer, 2 PCJ600's, and a Cabbie (common stunting vehicles; taxi boost enabled as well). These vehicles will remain in the game until you either spawn a replacement set, destroy one of them, or end up in the water. Last but not least, you are given 4 warp points that are programmable. No more having to walk all the way back and what not.

 

This IS like my Neo mod. I DO plan on evolving it. So feel free to post your thoughts and suggestions. Keep in mind that this IS geared towards stunters although it has other uses. Source code is displayed in the readme link above.

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koel now how abut covrting ait faur SA

 

 

dont t hink i cant spell i just wanted to show you how i can spel

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San andreas master
**Waiting for ''speilestellin''( strange name) to convert to SA** Shifty41s_beerhatsmilie2.gif

The name is "Spaceinstein". Why not just ask Dem to do it?- ѕ.а.м

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can't u people pay some respect to the creators work or what?

some dudes... go figure! sneaky2.gif

 

i like the mod tho.. especially the warping part in it, kinda handy colgate.gif

 

thx for the mod mate cookie.gif

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I've been told by nitzkit himself that stunting in SA is nothing like it is in VC because they changed so much with the physics engine. Also, for god only knows why, they change button interpretation in SA. So the warp/program system would be very different. I might convert it. If so, it will allow for more warp points. That's for sure.
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proliferous - having adventitious leaf buds which produce new plants.

 

prolific - producing abundant works or results.

 

 

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Awsome job! Im currently only stunting in SA, but im also going to take my cab or pcj into vice city sometime. This will become a handy mod. And hooray! Nitzkit is my big-headed love.

cookie.gif

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Awesome job Demarest. I gave this baby a test run it sets out to do everything it was ment to. The 4 vehicles around the character scared the hell out of me cause they spawn so close by though. biggrin.gif

 

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proliferous - having adventitious leaf buds which produce new plants.

 

prolific - producing abundant works or results.

An odd contribution, but thank you just the same colgate.gif

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Not sure who is voting this down (topic rating 45%)-- good job again Dem--- I'm certain the stunters will appreciate this mod.

 

I voted it back up to 50%.... smile.gif

 
7744.png

"I want to design a video game where you take care of all the people shot in all the

other video games.... It's called Busy Hospital II" -- Demetri Martin

RIP BDP

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Not sure who is voting this down (topic rating 45%)

I have a pretty good idea who. If you watch carefully, many of my threads go down to 45% shortly after being made. I have a stalker. Almost always happens in coding showroom. I have an idea who, but why pull the curtain back? If they don't realize the rating system was mostly designed to keep the genchat goons busy, let them have their fun. Their desperation entertains me colgate.gif

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wow.. a timecyc.dat (i think.. not sure) with constant sun would make it perfect for making stunt vids.

 

Cheers Dem biggrin.gif

 

And congrats on your karma whore thingy, even if i am a bit late saying it.

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And congrats on your karma whore thingy, even if i am a bit late saying it.

It's not complimentary. It's staff's way of saying they believe that I contribute JUST for the karma. Nevermind the fact that well over 80% of my contributions came after my karma was maxed out and the fact that I continue to hammer away at it knowing full well not a single one of them will ever bother to set it straight.

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Not sure who is voting this down (topic rating 45%)

I have a pretty good idea who. If you watch carefully, many of my threads go down to 45% shortly after being made. I have a stalker. Almost always happens in coding showroom. I have an idea who, but why pull the curtain back? If they don't realize the rating system was mostly designed to keep the genchat goons busy, let them have their fun. Their desperation entertains me colgate.gif

lol who could that be? who has beef with dem? ive only seen ashdexx in that topic about carwash i think it was and the game patch

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  • 2 weeks later...

Dem, am I supposed to add this to the main.scm or just overwrite it? Because I've overwritten it and now stunt bonus textes doesn't work. tounge.gif

And if I'm able to add it, could someone give me the original main.scm? (Forgot to backup)

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Via PM today in fact, I was applauded for including useful instructions with my work. Yet here you are asking if it replaces or you're supposed to add. nervous.gif I guess I should expect that from somebody who doesn't even back up their files before modding them! tounge.gif

 

Original main.scm for VC. I should've made you reinstall it to a 2nd location though sly.gif

 

The instructions said the SCM was stripped. It ALSO had the source code for adding it to existing SCMs. YOU pick which way to go. If you wish to use the stripped Nitz Kit AND have the insane stunt texts, you'll need to insert that thread into the Nitz Kit SCM. OR add it to whatever SCM you like. Again, the choice is yours.

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Via PM today in fact, I was applauded for including useful instructions with my work. Yet here you are asking if it replaces or you're supposed to add. nervous.gif I guess I should expect that from somebody who doesn't even back up their files before modding them! tounge.gif

 

Original main.scm for VC. I should've made you reinstall it to a 2nd location though sly.gif

 

The instructions said the SCM was stripped. It ALSO had the source code for adding it to existing SCMs. YOU pick which way to go. If you wish to use the stripped Nitz Kit AND have the insane stunt texts, you'll need to insert that thread into the Nitz Kit SCM. OR add it to whatever SCM you like. Again, the choice is yours.

Haha, thanks man.

Well I'm one of those "lazy to find the readme link" people. smile.gif

Anyway, do you have MSN/IRC or something similar? If you got time, would you like to help me insert it to the original main.scm? I don't wanna break something, but I'll try.

 

By the way, a bug. In some places where the ground is very low, you are teleported away if you enter those sections and will get stuck if you don't have a jetpack. (Not a water section.)

 

Oh, and some suggestions if you want tips for a new version tounge.gif :

  • Cars allways un-damaged (invisible damage) (Ehrm, no visible collisions)
  • On/Off button for the "Teleport-out-of-water" (Sometimes when you grind, you land in the water but wants to save replay, but it won't work because it's teleporting you and erases the last 30 seconds replay.)
  • A teleport that doesn't erase the last 30sec

Awsome mod so far, not any more bugs yet, thanks alot! You are a god of modding. cookie.gif

 

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Haha, thanks man.

Well I'm one of those "lazy to find the readme link" people. smile.gif

Well it comes with the readme. No link required. And it's really not fair to the author to ask them a question they already bothered to answer just because you couldn't be bothered to check yourself. I think everybody likes diving in, but once something's awry, you check what's available to you, eh? wink.gif

 

Anyway, do you have MSN/IRC or something similar? If you got time, would you like to help me insert it to the original main.scm? I don't wanna break something, but I'll try.
When it comes to support/education, I prefer doing things on the forums. They're there for people to learn from others. Kind of goes back to putting the time into the readme to spare answering the same question 10 times wink.gif What is the problem exactly? If you're just trying to add my script to a SCM, it's just the usual put code before Mission 0 and add a create_thread with the others.

 

By the way, a bug. In some places where the ground is very low, you are teleported away if you enter those sections and will get stuck if you don't have a jetpack. (Not a water section.)
Could you specify which places? This is something I'd like to address.

 

Oh, and some suggestions if you want tips for a new version tounge.gif :

•Cars allways un-damaged (invisible damage) (Ehrm, no visible collisions)

Okay smile.gif

 

•On/Off button for the "Teleport-out-of-water" (Sometimes when you grind, you land in the water but wants to save replay, but it won't work because it's teleporting you and erases the last 30 seconds replay.)
I'll have to look at it to see if I have room for another flag. Should be doable.

 

•A teleport that doesn't erase the last 30sec
The Replay feature is hard-coded. I'd have to fully know how it worked just to be able to work AROUND it. So no guarantees unless you only mean as it pertains to the water as above. Thanks for the feedback.
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Anyway, do you have MSN/IRC or something similar? If you got time, would you like to help me insert it to the original main.scm? I don't wanna break something, but I'll try.
When it comes to support/education, I prefer doing things on the forums. They're there for people to learn from others. Kind of goes back to putting the time into the readme to spare answering the same question 10 times wink.gif What is the problem exactly? If you're just trying to add my script to a SCM, it's just the usual put code before Mission 0 and add a create_thread with the others.

Sorry, but I'm completely new to SCMs, where and how do I add a create_thread?

And, do I paste ALL your source before mission 0? Oh, and, when I'm compiling I get errors in your code, like "Parameter not set" on almost every line. Why?

 

Thanks in advance,

Marklund

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Because you're using a different version of Mission Builder. That source code is for Barton Waterduck's Mission Builder 0.22 for VC.

 

Okay, you copy/paste the source code at the beginning of Mission 0 so that after the last line of the mod, the ----Mission 0---- line appears. Now go back to the top of the code and search for create_thread. Make such a line there that references the first line of the code. In this case,

004F: create_thread ££LabelNITZKIT

 

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Because you're using a different version of Mission Builder. That source code is for Barton Waterduck's Mission Builder 0.22 for VC.

 

Okay, you copy/paste the source code at the beginning of Mission 0 so that after the last line of the mod, the ----Mission 0---- line appears. Now go back to the top of the code and search for create_thread. Make such a line there that references the first line of the code. In this case,

004F: create_thread ££LabelNITZKIT

 

I did just as you said, but... the compiled SCM acts just like the normal one. sad.gif

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By normal, I assume you mean original code?

 

I realize it's easier to say you did what was said, but if you could outline step by step what you did from beginning to end, it would make it easier to catch something that might be simple to us, but overlooked by you since you're new to coding.

 

Otherwise, I can only guess that you didn't replace the game's main.scm with your newly compiled one.

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Hello again Dem, sorry for not answering.

Anyway, I decied to try again today, but still no sucess.

 

1. First, I take this code (I took parts of the code with the stuff I wanted tounge.gif):

 

:LabelNITZKIT03A4: name_thread "NTZKIT1"0572: set_taxi_boost_jump  1?055E: set_player $PLAYER_CHAR max_health +=  100?055F: set_player $PLAYER_CHAR max_armor +=  100?0007:  1@ =  409!0007:  2@ =  943!0007:  3@ = -1286!0007:  4@ = -783!0007:  5@ = -867!0007:  6@ =  1293!0007:  7@ =  300!0007:  8@ = -970!:LabelNITZKITLOOP0001: wait  250& ms00D6: if  0?0256:   player $PLAYER_CHAR defined004D: jump_if_false ��LabelNITZKITLOOP01F0: set_max_wanted_level_to  0?02AB: set_actor $PLAYER_ACTOR immunities  1?  1?  1?  1?  1?035E: set_player $PLAYER_CHAR armour_to  200&0222: set_player $PLAYER_CHAR health_to  200&0050: gosub ��LabelNITZKITSPAWNTRACK00D6: if  23?00E1:   key_pressed  0?  8?00E1:   key_pressed  0?  9?00E1:   key_pressed  0?  10?00E1:   key_pressed  0?  11?004D: jump_if_false ��LabelNITZKITSPAWN00D6: if  3?00E1:   key_pressed  0?  8?80E1:   NOT   key_pressed  0?  9?80E1:   NOT   key_pressed  0?  10?80E1:   NOT   key_pressed  0?  11?:LabelNITZKITSPAWN01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)0247: request_model #PACKER0247: request_model #CABBIE0247: request_model #PCJ600038B: load_requested_models:LabelNITZKITSPAWNLOOP0001: wait  0? ms00D6: if  2?0248:   model #PACKER available0248:   model #CABBIE available0248:   model #PCJ600 available004D: jump_if_false ��LabelNITZKITSPAWNLOOP0050: gosub ��LabelNITZKITSPAWNDUMP200D6: if  0?0256:   player $PLAYER_CHAR defined004D: jump_if_false ��LabelNITZKITSPAWNDUMP0170:  0@ = player $PLAYER_CHAR z_angle04C4: create_coordinate  13@  14@  15@ from_actor $PLAYER_ACTOR offset -3!  0! -1!00A5:  9@ = create_car #PACKER at  13@  14@  15@0175: set_car  9@ z_angle_to  0@04C4: create_coordinate  13@  14@  15@ from_actor $PLAYER_ACTOR offset  3!  0! -1!00A5:  10@ = create_car #CABBIE at  13@  14@  15@0175: set_car  10@ z_angle_to  0@04C4: create_coordinate  13@  14@  15@ from_actor $PLAYER_ACTOR offset  0!  3! -1!00A5:  11@ = create_car #PCJ600 at  13@  14@  15@0175: set_car  11@ z_angle_to  0@04C4: create_coordinate  13@  14@  15@ from_actor $PLAYER_ACTOR offset  0! -3! -1!01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)00A5:  12@ = create_car #PCJ600 at  13@  14@  15@0175: set_car  12@ z_angle_to  0@0005:  15@ =  1?:LabelNITZKITSPAWNDUMP0249: release_model #PACKER0249: release_model #CABBIE0249: release_model #PCJ6000002: jump ��LabelNITZKITEND:LabelNITZKITSPAWNDUMP200D6: if  0?0039:    15@ ==  1?  \\ integer values004D: jump_if_false ��LabelNITZKITSPAWNTRACKEND0002: jump ��LabelNITZKITSPAWNTRACK2:LabelNITZKITSPAWNTRACK00D6: if  0?0039:    15@ ==  1?  \\ integer values004D: jump_if_false ��LabelNITZKITSPAWNTRACKEND00D6: if  23?0119:   car  9@ wrecked0119:   car  10@ wrecked0119:   car  11@ wrecked0119:   car  12@ wrecked004D: jump_if_false ��LabelNITZKITSPAWNTRACKEND:LabelNITZKITSPAWNTRACK201C3: remove_references_to_car  9@01C3: remove_references_to_car  10@01C3: remove_references_to_car  11@01C3: remove_references_to_car  12@0005:  15@ =  0?:LabelNITZKITSPAWNTRACKEND0051: return:LabelNITZKITEND018C: play_sound  1? at  0!  0!  0!:LabelNITZKITEND200D6: if  0?0256:   player $PLAYER_CHAR defined004D: jump_if_false ��LabelNITZKITLOOP0001: wait  250& ms00D6: if  21?00E1:   key_pressed  0?  6?00E1:   key_pressed  0?  18?004D: jump_if_false ��LabelNITZKITLOOP0002: jump ��LabelNITZKITEND

 

 

2. I putted it here:

user posted image

 

3. Then I took:

 

004F: create_thread ��LabelNITZKIT

 

And pasted it here:

user posted image

 

4. I compiled it, no errors. But, when I start a new game, it freezes and shuts down. sad.gif

 

 

Got any clue?

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try adding the full version first, Then if it works go back to the scm and try removing the parts your dont want
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Where is the jump_if_false for the last if in LabelNITZKITLOOP? Plus you have it to where if you're not pushing any directions, it will infinitely spawn the vehicles. There may be other mutilations, but after those two, I stopped checking. If you're not sure what you're doing, then following dem0n's advice is best. Other than altering the code, your method of installing it was accurate smile.gif
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