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The mainland access


marty_1985
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0629: change_stat  181 (islands unlocked) to  1 ; integer see statdisp.dat0629: change_stat  181 (islands unlocked) to  2 ; integer see statdisp.dat0629: change_stat  181 (islands unlocked) to  3 ; integer see statdisp.dat0629: change_stat  181 (islands unlocked) to  4 ; integer see statdisp.dat

 

 

add that sumwhere in your scm mayeb at the top just under the MAIN thread

 

Then find intro_814

 

you should see a bunch of create_forbin_cube_for_cars or summin similar select it all and replace with

 

 

0777: destroy_objects_in_object_group "BARRIERS1" 0777: destroy_objects_in_object_group "BARRIERS2" 

 

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damn, he said vice city! well, you have to make the barriers not spawn.. i can't give the object name because i'm doing something now..

 

Nipa

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His opening post has the VC icon. Not quite as specific as actually saying so, but you know.

 

Doesn't matter though. The topic shouldn't exist. The SA that you offered is already well-documented. As for any of the games, you search the code of whichever mission opens such things, and you see what they changed to achieve it. Only exception to this rule is knowing that in GTA3, 034B is required in order to make the lift bridge operational. Also, the GTA3 map files have a barrier present by default, but that's easy enough to find and reverse-engineer.

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san_andreas_man

Hi,

I'm still a beginner at coding but...

 

I think you need to find:

 

029B: $6F5 = init_object -58 (NT_ROADBLOCKCI) at -97.3  1061.8  11.601C7: remove_object_from_mission_cleanup_list $6F5029B: $6F6 = init_object -59 (NT_ROADBLOCKGF) at -81.46  81.358  21.0401C7: remove_object_from_mission_cleanup_list $6F6029B: $6F7 = init_object -60 (WSH_ROADBLOCK) at -242.671 -935.667  16.19801C7: remove_object_from_mission_cleanup_list $6F7

 

All you have to do is delete it and tada!!! main island is open.

Um...

Starfish island will still be closed:

1: I don't know what to delete.

2: I like it that way

 

I am using a mod so this might not be it...

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