OuTLawZ-GoSu Posted September 9, 2005 Share Posted September 9, 2005 Can this be done? You can open both of them during a mission, but how can I make it so they open anytime. Either walkin into a red circle and they open or removing the doors and vent block completely. How can I do this? Link to comment Share on other sites More sharing options...
M14a-Mclaren Posted September 9, 2005 Share Posted September 9, 2005 Get the SA Place manager or GTA Center and get the coordinates (search this board) and teleport there. Link to comment Share on other sites More sharing options...
OuTLawZ-GoSu Posted September 9, 2005 Author Share Posted September 9, 2005 I didn't say I wanted to teleport there. I want to make that place into a garage. First I need to remove the doors so I can come in and out wit no problem. I need to remove the doors and the vent block. If not the vent, then just the doors. Link to comment Share on other sites More sharing options...
dertyjerzian Posted September 9, 2005 Share Posted September 9, 2005 you need to define an area as a garage in the IPL entries to create one. It can be done in mission script too, I *think*. I'm not a coder yet You can find a directory full of map file documentation in the stickies of editing discussion>maps by ashdexx. You'll want to find Space Einstiens SA IPL doc, linked there. There's a bunch of info there about placing various items through IPL. As for editing that garage, you can do anything you want to the model to get it ready by tracking down it's ID in map viewer, and then editing with zModeler 2 or Max with Kam's script. There's a lightwave plugin too. Changes will be reflect only visually in game! The garage will be now visually accessible but collision still remains! When Steve-M finishes readying the release of CollEditorII, it will be then possible for you to edit collision files in such a way BTW Outlawz are the FUTURE, love your nick. Link to comment Share on other sites More sharing options...
Demarest Posted September 9, 2005 Share Posted September 9, 2005 It is true that garages are set up in code as well. If doors came off in the game, then they can by code as well. Also, the vent shaft into the area 69 bunker was most likely a code directed interior swap. Link to comment Share on other sites More sharing options...
OuTLawZ-GoSu Posted September 9, 2005 Author Share Posted September 9, 2005 Well I never saw them open because I always got spotted, but when you start that mission, it tells you that the blast doors are open so you can go in. But if you get spoted by the serchlights, they close and the vent opens. Mabe someone else knows if the doors open or something. Link to comment Share on other sites More sharing options...
Hammer83 Posted September 9, 2005 Share Posted September 9, 2005 Garages can't be created with scm as far as i know. Old create_garage opcode no longer works. Unless R* introduced some new opcode... Link to comment Share on other sites More sharing options...
OuTLawZ-GoSu Posted September 9, 2005 Author Share Posted September 9, 2005 The main thing I'm trying to do right now is opening up area 69. After that, I'll try something wit this : http://www.gtaforums.com/index.php?showtopic=200033 . If you read though the forum you'll find how they got the saving to work. I'll probably try that also. But right now, I just need the area opened. I looked though the tutorials that dert told me to check out. I can't realy understand much of it, I'm still new to mods. If someone already opened up area69, please tell me how to save time. Link to comment Share on other sites More sharing options...
Dillyracer Posted September 9, 2005 Share Posted September 9, 2005 well, the area 69 interior is on it's place, not in the air Link to comment Share on other sites More sharing options...
OuTLawZ-GoSu Posted September 9, 2005 Author Share Posted September 9, 2005 Who said it's in the air? Link to comment Share on other sites More sharing options...
GivingItAllUpInHere Posted September 10, 2005 Share Posted September 10, 2005 My guess is that these blast doors is defined as: A51_BLASTDOORR A51_BLASTDOORL so search from the beginning of the original scm file the first occurence of: 029B: $2667 = init_object -71 (A51_BLASTDOORR) at 215.941 1874.571 13.903 0177: set_object $2667 z_angle_to 0.0 029B: $2668 = init_object -72 (A51_BLASTDOORL) at 211.842 1874.571 13.903 0177: set_object $2668 z_angle_to 0.0 01C7: remove_object_from_mission_cleanup_list $2667 01C7: remove_object_from_mission_cleanup_list $2668 029B: $2669 = init_object -73 (A51_LABDOOR) at 297.766 1842.618 6.764 01C7: remove_object_from_mission_cleanup_list $2669 0107: $2670 = create_object -74 (A51_JETDOOR) at 268.664 1884.06 15.925 034D: object $2670 at_angle 90.0 then_rotate_by_angle 90.0 flag 0 These are area 51's stuff,you can't actually remove opcode 029B that inits the BlastDoors becoz somewhere more down the mission script $2667 and $2668 gets destroyed so the game might crash (unless you remove the destroy opcodes too). I think Area 51 don't have an interior,becoz in the mission "Black Project" an interior was never set. Link to comment Share on other sites More sharing options...
Opius Posted September 10, 2005 Share Posted September 10, 2005 Correct. Area 69 is not an interior. You can just walk in (once the doors are removed) Link to comment Share on other sites More sharing options...
OuTLawZ-GoSu Posted September 10, 2005 Author Share Posted September 10, 2005 Nice! This worked. I removed the code you told me to and everything that had 0108: destroy_object $2667 and 0108: destroy_object $2668. Dont kow how this will be during the mission but I dont plan on playing the story line. Now I got another problem. Where is the code taht gives you 5 star wanted level when you get too close to area 51. Link to comment Share on other sites More sharing options...
spaceeinstein Posted September 10, 2005 Share Posted September 10, 2005 There is no code that gives you the five star wanted level but there's a code to eliminate that. Search around in the Mission Coding forum and find the SA Opcode topic. Link to comment Share on other sites More sharing options...
Demarest Posted September 10, 2005 Share Posted September 10, 2005 @outlawz: If you wanted to continue to use your existing game, I could make a Code Tool that would remove the doors for you as well as make the area free of wanted level. Very easy in fact Link to comment Share on other sites More sharing options...
OuTLawZ-GoSu Posted September 10, 2005 Author Share Posted September 10, 2005 (edited) So how can you get 5 stars when you are next to area51. There's gotta be some code that does that in a specific area. EDIT: Demarest, you replyed while I was typing my post . What you mean by me continuing my game. If you mean a saved game then no. I'm always changing the main.scm wit new spawned cars. Edited September 10, 2005 by OuTLawZ-GoSu Link to comment Share on other sites More sharing options...
Demarest Posted September 10, 2005 Share Posted September 10, 2005 Okay. As for the areas with triggered wanted levels, there's opcodes to turn that off. When they're off, the game won't issue a wanted level. You should consult the updated sascm.ini file for specifics. Link to comment Share on other sites More sharing options...
M14a-Mclaren Posted September 10, 2005 Share Posted September 10, 2005 I didn't say I wanted to teleport there. I want to make that place into a garage. First I need to remove the doors so I can come in and out wit no problem. I need to remove the doors and the vent block. If not the vent, then just the doors. You also didn't say you didn't want to teleport there. Link to comment Share on other sites More sharing options...
OuTLawZ-GoSu Posted September 10, 2005 Author Share Posted September 10, 2005 (edited) I'm still workin on getting the 5stars to be removed, but I noticed something else. These gates look like they slide open. I heard that you can get a police uniform, wit it, you can enter area 51 with out getting stars. If this is true, do these gates open or removed? It'd be better if there was a way to make them slide open though. Gate1 x 303.005200 y 1817.106000 z 17.729290 angle 65.714210 Gate2 x 133.239100 y 1951.409000 z 19.488910 angle 209.152500 Oh ye, is there a way I can spawn the police uniform. I wanna see if the gates open when you have it. Edited September 10, 2005 by OuTLawZ-GoSu Link to comment Share on other sites More sharing options...
spaceeinstein Posted September 10, 2005 Share Posted September 10, 2005 The cop uniform has no use in San Andreas. Where'd you hear that from? Link to comment Share on other sites More sharing options...
OuTLawZ-GoSu Posted September 10, 2005 Author Share Posted September 10, 2005 On some website that tells you secret areas in san andreas. Like the easter eggs and other sh*t. Can those doors be open any other way though? Link to comment Share on other sites More sharing options...
dertyjerzian Posted September 10, 2005 Share Posted September 10, 2005 Since the doors are removed from the script and no longer needed, maybe you can comment their IPL entries (# before ID number ommits a line. If there even is one, maybe script-set objects don't have IPL entries? Dunno, not a coder yet ) Once you get rid of the doors, you can define a garage and figure out how to put a garage door there. Also, maybe if that big hangar in the airstrip is in scm, maybe you can mimic it's actions at the base with the base's doors? Just a couple of ideas to toss around. Link to comment Share on other sites More sharing options...
spaceeinstein Posted September 10, 2005 Share Posted September 10, 2005 (edited) The doors are spawned by the mission code so it doesn't need an IPL enty. If you want a garage in it, the max is four vehicles. Edited September 10, 2005 by spaceeinstein Link to comment Share on other sites More sharing options...
OuTLawZ-GoSu Posted September 10, 2005 Author Share Posted September 10, 2005 (edited) I thought about it and I'm working on makin it an active area51, wit peds walkin around in the base and everything. exept now, I wont get shot when I go in there. I did these so far: -removed doors, still need to remove those 2 gates. -removed wanted level from the game. -spawned some cars. I need to do these to finish up: -add peds in base -remove wanted level only when you're in the base -stop the missiles from attacking me when I'm flying over the base. -mabe add sliding blastdoors and fenced, if they can be moved. -add a save pont I guess. I could probably find out how to add peds and how to add a save point from the site, but stoping the missiles and setting the wanted level only when you're in the base, I dont think I'll get it wit out some help. @spaceeinstein: Can't you just set 2 garages next to each other? It would look like 1 bit parking lot. Edited September 10, 2005 by OuTLawZ-GoSu Link to comment Share on other sites More sharing options...
DiCanio Posted September 10, 2005 Share Posted September 10, 2005 posted by Opius Setting the second-to-last value of a CULL line marks the zone as a military zone. You will recieve a 5-star wanted level whenever you enter the zone. might help Link to comment Share on other sites More sharing options...
GivingItAllUpInHere Posted September 10, 2005 Share Posted September 10, 2005 Those two gates,I don't know which objects they are yet. To stop missles from shooting at you use: 0A24: toggle_military_wanted_level 1 (disable) (both Area 69 and Aircraft Carrier) 09E4: toggle_aircraftcarrier_sam 0 (disable) OR 07A8: toggle_military_zones 0 (o=off 1=on) I found those in the GTA SA opcodes db. Setting the wanted level when you're in the base use: 00A4: actor $PLAYER_ACTOR 0 ()in cube 2782.693 -1921.125 11.7984 2746.098 -1993.905 16.9599 change those coords (used as X1 Y1 Z1 X2 Y2 Z2) to cover the whole base,thats a conditional opcode btw. then.... 010D: set_player $PLAYER_CHAR wanted_level_to 0 Link to comment Share on other sites More sharing options...
spaceeinstein Posted September 11, 2005 Share Posted September 11, 2005 07A8 is the Area 69 SAM missles. It's hard to update the database if only a couple of people is updating it. Link to comment Share on other sites More sharing options...
OuTLawZ-GoSu Posted September 11, 2005 Author Share Posted September 11, 2005 I think I put the code in the wrong spot. None of the are working. Where should they go? I put them before mission 0: 0A24: toggle_military_wanted_level 1 (tryed 1 and 0) 00A4: actor $PLAYER_ACTOR 0 ()in cube 2746.098 -1993.905 16.9599 2746.098 -1993.905 16.9599 010D: set_player $PLAYER_CHAR wanted_level_to 2 ;-------------Mission 0--------------- The turrents still attack me and the stars dont go away. Mabe the stars dotn go away because I didnt unlock the island. I just used the no wanted cheat to get to area 51 wit no cops on me. I'm still new at this. Link to comment Share on other sites More sharing options...
Demarest Posted September 11, 2005 Share Posted September 11, 2005 00A4: actor $PLAYER_ACTOR 0 ()in cube 2746.098 -1993.905 16.9599 2746.098 -1993.905 16.9599 Is a conditional. It needs to have an if before it, a jump_if_false after it and needs to be PROPERLY looped. At this point, I declare that you're coding above your level. You need to take a time out, familiarize yourself with the readme and indeed the basics before you just decide you're going to slap a few lines together simply because you want to. Otherwise, you'll run into this here, possibly get frustrated, and likely walk away from it when if you just take the right approach, you could easily go on to not only accomplish your goal, but also go on to be a valuable addition to the coding community. Should you heed my advice, you'll learn about labels, create_thread, and everything you need to make this a reality for you. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now